Map Testing Problem - Solved


(Orange) #1

Well, thanks to your help, I continued working on my map and I now have a grass-textured land built on my height map, area on the map where I want to put a forest later with a forest ground texture, two mountains with a suitable texture and I began putting a road texture where I want to have a truck moving.
A picture would make things more clear but it still looks very ugly so I’ve decided to spare this torture, for your own good…
I also have a worldspan entity with mapcoordsmins and mapcoordsmaxs, with values bit bigger than the actual map because I read that otherwise the map get stuck…
And of course all the essentials:

  • team_CTF_bluespawn and team_CTF_redspawn, both with startactive and invulnerable checked
  • team_WOLF_objective near each spawn, one with default_axis and one with default_allies
  • info_player_deathmatch watching the allies spawn point
  • script_multiplayer placed in the middle of the map

When I tried to compile it the first few times I had the entity leak warning popup and then I remembered I should have everything wrapped in a hollow box so I created a box bigger than my map and made it hollow.
Then I clicked on BSP>(test) -BSP -meta -vis -light -fast -filter
Not that I know what does it mean, just saw test and decided to click on it since I want to test my map…
The leak problem was solved and I waited for it to finish compiling then opened ET and typed in the console /sv_pure 0, then /g_gametype 2 and then /devmap ft
The map started loading but then it finished loading and started again, and then again, and again, and again until I got tired from it and came here…
Why does it always happen to me that when I solve a problem and think I’m done another problem pops a second later? (yes, I was nice to my parents…)

Solution:
I don’t really know what was the thing that solved the problem, but here are all the things I remember I did since the last time I was trying to test my map until it finally worked:

  • To solve the “awaiting challange…0” problem, I created a new script_multiplayer instead of the one I deleted before (thought it might be the problem)
  • To solve the loading problem, I moved all pk3 files that looked unneccesary out of my etmain directory (thanks to seven_dc)
  • Checked my entities again and saw that I had a mistake in mapcoords in the worldspawn entity, I had something like 576 576 and -576 576 instead of -576 576 (min) and 576 -576 (max) so I corrected it (duh…). I probably mistyped it in one of the many times I changed it because everyone was telling me something different…
    -Re-compiled using BSP -meta, than -vis and finally -light -fast.

(_Muzzle_) #2

did you change your mapcoords after you created the box surrounding the map ? :stuck_out_tongue:


(Orange) #3

I built the box so it would be smaller than the mapcoords but bigger than the map.


(seven_dc) #4

Those ugly reloadings happen me too somethimes and thats because you have too many pk3 files in your etmain directory. Clean it up and the maps should load fine. BTW it is good habit to keep two separate installs of et one for mapping and other for playing. I Keep 3 istalls. One clean install for testing the map for missing testures and models etc.


Lovely Wendie


(Orange) #5

I’ll check it as soon as I’ll finish with my spy sweeper…
Edit: not working…

One more questions:
Is there a way to rotate only the texture (without rotating the brush and without creating 4 textures for 4 directions)
The problem now is that the textures of the terrain just change from one to another which is very unrealistic and makes it look like an ametaur work (well, I am an ametaur but that doesn’t mean I should make things look ugly)
I have created an image that blends two textures but that’s only for one direction and I wanna know if there’s a way to reduce the amount of texture images and just let the software rotate the texture?


(_Muzzle_) #6

Open your surface inspector after selecting the the texture by pressing s. fill in your values for rotate and your texture will ofcourse… rotate :beer:


(Orange) #7

Thanks Muzzle !
BTW: Problem solved, edited main post…