Mapping Problem..


(IndyJones) #21

for setting mapcords, i just use built-in plugin in gtk radiant 1.5.


(Pande) #22

I always find that sets REALLY far outside the map area. It should always be at least 64 units away from map boundaries, by I think 414 is a bit excessive. xD (just did a test map to get the number, lol :))

btw, looks like you have OpenGL driver problems, since its in all the 3d and 2d windows and the tex browser. Try creating a cylinder via curves menu and see if it crashes the program.


(Hatey) #23

Well the program works perfect sometimes, but once in a while it just makes the fields black when I start the program. When I started it today to try adding that cylinder, it was all normal again and I was able to add it.

I agree that its probably some OpenGL problem but Ive tried updating my drivers but it doesnt seem to help. I had a problem with OpenGL in Enemy Territory earlier, when I tried to connect on some servers in 2.6b it just crashed my game and printed the openGL message. Later on I fixed the problem by removing some stereo related command in my config, I dont know why it caused such problem cause it was sound related cmd not graphics as far as I know.

Oh and, I tried that plugin to set the map coords and now I was able to join a team. However, after I tried ro swich team it didnt respawn? The respawn counter stayed at 1 all the time and didnt let me spawn anymore.


(shagileo) #24

Try to change the respawn times in your script and arena file then
(I think it’s the arena file that actually sets your exact respawn times, but just to be sure, make the respawntimes in both script and arena file the same)


(Hatey) #25

About that OpenGL problem, this is what it prints in the program

OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 9500M GS/PCI/SSE2
GL_VERSION: 2.1.2
GL_EXTENSIONS: GL_EXT_bgra GL_WIN_swap_hint 
No Anisotropic filtering available
Lighting mode requires OpenGL features not supported by your graphics drivers:
  GL_ARB_vertex_program
  GL_ARB_fragment_program
  GL_ARB_shader_objects
  GL_ARB_vertex_shader
  GL_ARB_fragment_shader
  GL_ARB_shading_language_100
Loaded Texture: "C:/Program Files/GtkRadiant 1.5.0/bitmaps/notex.bmp"
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = 32bpp
Loading tag file C:/Users/Mikko/AppData/Roaming/RadiantSettings/1.5.0/et.game/shadertags.xml.
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none

Some features are not supported by my drivers -_-
I had latest drivers for my graphics card, and it didnt work, I tried another graphics drivers and it still didnt work. This message was copied after I tried the other drivers, but I think it said pretty much the same with the newer drivers.

Does anyone know where to get a proper driver that supports OpenGL fully :confused:
I have GeForce 9500M GS like it says in the error message.


(Hatey) #26

Actually never mind, I think I fixed the problem by changing to basic vista theme or what ever its called.

Anyway, I got another question, how do I make ladders? O_o


(shagileo) #27

Woah not another Ladder question :stroggtapir:

the texture that makes you climb is in common/ladder (just like that)
Then you can either choose to create your own ladder by brushwork, or load a ladder texture and then put the common/ladder texture over it so it will look like you’re climbing a ladder


(Hatey) #28

Oh… I didnt realize the textures had functions O_o, I assumed you would have to tell the object that its a ladder if you know what I mean :S. I was just wondering earlier why this one texture made the character drop through the floor… now I see why…

And I have another stupid question… where the hell I change the model for eg. a box? I added 3 simple boxes in the game and when I go play they are invisible (well there is this red/blue/yellow thingy which tells there is something but the model is missing). I thought it would be in the entity menu but I didnt find any model option.

Sigh

Why everything must be so complicated xD


(Nail) #29

AERO desktop pretty much screws up most OpenGL games afaik


(Hatey) #30

Yup, at least now I know what to do the next time I run into OpenGL problems ><

About the models, I found you can add models from misc->misc_models :S


(aaa3) #31

if i remember correctly my tries to make an 1s rpt for my testmap, the script sets your respawn times - the arena only provides the info :slight_smile:
(i tried first with the arena and it didnt work)


(shagileo) #32

Thanks for making that clear, aaa3

Anyhow, before I feel another “woah my models won’t show up” question :smiley: ,
here’s something you might want to know:
http://www.splashdamage.com/forums/showpost.php?p=176426&postcount=5

Taken from:
http://www.splashdamage.com/forums/showthread.php?t=16567


(CptnTriscuit) #33

That is very important. :slight_smile:

Quite right - “something” has to tell it that it is a ladder. The shader script can define all sorts of properties for a surface. Through the shader you can control how the editor, compiler, and the game world handles a surface.

If you haven’t already; check out the file etmain/scripts/common.shader. Here is the ladder shader from that file.


textures/common/ladder
{
	qer_trans 0.3
	surfaceparm ladder
	surfaceparm nodraw
	surfaceparm nomarks
	surfaceparm nonsolid
	surfaceparm playerclip
	surfaceparm trans
}

surfaceparm ladder tells a brush covered with this texture that it is a ladder.

If you want to better understand shader scripts, the Q3Map2 Shader Manual will prove invaluable:
http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/contents.html

[QUOTE=Hatey;188265]…where the hell I change the model for eg. a box? I added 3 simple boxes in the game and when I go play they are invisible (well there is this red/blue/yellow thingy which tells there is something but the model is missing). I thought it would be in the entity menu but I didnt find any model option.

I found you can add models from misc->misc_models :S [/quote]

Yep. And most of the boxes found in maps are just plain brushwork covered with the box textures you will find in textures/props.


(Hatey) #34

LOL yea I was just about to ask why the tree I added in map doesnt show up in game xD.
but the path for the model is models/mapobjects/tree_temperate_sd/hightree2.md3 and thats what its supposed to be right? Do I have to compile the map with something else than Q3Map2: BSP -meta?

And about that box problem, I just realized earlier that you need to make a brush with some texture to make it work properly. But thanks anyway.


(Wezelkrozum) #35

[QUOTE=Hatey;188340]LOL yea I was just about to ask why the tree I added in map doesnt show up in game xD.
but the path for the model is models/mapobjects/tree_temperate_sd/hightree2.md3 and thats what its supposed to be right? Do I have to compile the map with something else than Q3Map2: BSP -meta?
[/QUOTE]

Simple answere: yes. And no, Compile with BSP -meta is fine :slight_smile:

It’s probably because your model is a misc_gamemodel. And misc_gamemodels doesn’t show up in game when the origin of the model is inside a structural brush. You must use misc_models for the trees.


(Hatey) #36

[QUOTE=wezelkrozum;188344]Simple answere: yes. And no, Compile with BSP -meta is fine :slight_smile:

It’s probably because your model is a misc_gamemodel. And misc_gamemodels doesn’t show up in game when the origin of the model is inside a structural brush. You must use misc_models for the trees.[/QUOTE]

Ok thanks, I will try that.


(Hatey) #37

Anyone know a good tutorial for making a moving/destroyable/repairable tank? I had one which I used to make a tank in my map but I somehow managed to lose the address for that tutorial >_> and couldnt find it with google anymore… strange.

The tank script I had was accidently saved as .sript.txt and I realized it accidently when browsing my maps folder. When I changed it to .script and started the game to see if the tank actually moved now it just complained “script_mover must have a model” or something, even tho I was pretty sure it had all models right… I made the brushes in a shape of a tank and everything the tutorial adviced, I dont know what went wrong :rolleyes:


(Pegazus) #38

Did you mean this tutorial by 2bit?

http://www.pythononline.co.uk/et/tutorial38.htm


(Pande) #39

www.heppler.com/shader
www.map-craft.com

^ Search them both, you will discover all you need to know about shaders.


(Hatey) #40

[QUOTE=Pegazus;188358]Did you mean this tutorial by 2bit?

http://www.pythononline.co.uk/et/tutorial38.htm[/QUOTE]

Hmm no thats not it. Seems kinda complicated in that tuto…
I was looking for something with a proper step by step tutorial, where you create the tank from nothing. This one isnt very good for that, because it breaks down a pre made thank telling what each part does :/, not very straight forward.