Mapping Project: The Battle Of Crete


(Emilios1310) #1

Hello, guys, a new mapper here, making his first map. I opened this topic so when/if it’s finished I can release it here, and also to ask lots of questions about how to do certain things as this is my first map. For now it looks a bit crappy, but it’s getting fixed more and more nicely.

So the backstory of the map is this:

“1941. The Axis have stormed Rethymnon and have now built their base and armory. The civilians have escaped or have been captured. Your objective is to steal their ammunition from the armory and escape with it on the boat waiting for you on the port. Good luck, Soldiers.”

As you can see from that (included in the .arena file), the map is a simple steal obj and escape map. I wanted to ask two questions for now:

  1. Some textures appear as yellow-black squares in the map, but on the editor they appear fine.
    How do I fix that?

  2. How do I make the objective and the scripting of it?

Thanks a lot!

(BTW: I use GtKRadiant 1.5.0)

~Cheers,
Emile


(eQuilibrium) #2

Hey Emile,

This typically happens if you apply more than one texture to one brush. I think the limit is 2 different ones per brush. Either that, or you’re using custom textures which you forgot to put in textures/crete/ or whereever they come from :slight_smile: Not too familiar with objective scripting, sorry.

Edit: What I ment with textures/crete/ is zipping those files into a .PK3 file (Basically just a .zip or .rar with a different extention, same thing)


(Destroy666) #3

What kind of objective?
Capturable, constructible, destructible or another one?


(Emilios1310) #4

An objectives that is stolen and then escaped with. Take example the Wurzburg Radar map. You steal 1 thing and you must escape with it (normally - no vehicles) in other words, you escort it somewhere else.


(Mateos) #5

[QUOTE=eQuilibrium;350053]Hey Emile,

This typically happens if you apply more than one texture to one brush. I think the limit is 2 different ones per brush. Either that, or you’re using custom textures which you forgot to put in textures/crete/ or whereever they come from :slight_smile: Not too familiar with objective scripting, sorry.

Edit: What I ment with textures/crete/ is zipping those files into a .PK3 file (Basically just a .zip or .rar with a different extention, same thing)[/QUOTE]

Maybe it also needs a shader. Make nameofmap.shader, put it in etmain/scripts, put the name in shaderlist.txt in the same folder.

For the rest, look in core shaders and there:
http://robotrenegade.com/q3map2/docs/shader_manual/contents.html


(stealth6) #6

For the texture problem, start the map and open the console, scroll up. You will see some red or yellow text telling you why they aren’t working. My guess is you used textures that are not to the power of 2, then they show in radiant, but not ingame.


(Emilios1310) #7

Still continuing construction, and I’m still on the first phase, on building the environment, that is.

I still have my questions.

1: I want to make an airplane fly in the air at the start of the map, how can I do that?
2: How do I script my objective? I want the objective on a similar way as goldrush or radar, with the only difference being not to escort with a vehicle, but just a place. (Take the objective and escape with it on foot to a certain place)

I hope you understand and you answer my questions.

~Thanks much!
Emile

PS: Texture problem solved thanks a lot!


(Mateos) #8

I have not done both yet, but I think I can say:

  1. Script_Mover.
  2. Take Goldrush as exemple, instead of have a Truck as drop off you choose another location :slight_smile:

(KeMoN) #9

@Mateos
just writing script_mover isn’t really helpfull you know?

There is a prefab from Enemy Territory Stuff.net with passing airplanes. Have a look at that.

For your objective. eiM has uploaded great tutorials for a former homepage (Leveldesign) which could help you. here is a link to it.

regards


(Mateos) #10

Googleing it works :slight_smile: You should read 2Bit tuts:
http://www.pythononline.co.uk/et/tutorial.htm

It will save you some time :slight_smile:


(Emilios1310) #11

Hey guys I followed the ET Tutorial by TiBeT and I made a capturable spawn called “Town Flag”/“town_flag”.

When I try to connect to my map there’s an error “called unknown event “town_flag” line 26”

This is my script:

//Map: The Battle Of Crete
//Author: Emile
//Last Edited: 21 June 2011 8:02PM by Emile

game_manager
{
	spawn
		{
			wm_axis_respawntime 10
			wm_allied_respawntime 10
			wm_set_round_timelimit 20

			// Stopwatch mode defending team (0=Axis, 1=Allies)
			wm_set_defending_team 0

			// Winner on expiration of round timer (0=Axis, 1=Allies, -1=Nobody)
			wm_setwinner 0

			wait 500

			setstate town_wobj invisible

			setautospawn "Town Flag" 0
			setautospawn "Town Flag" 1

		}
town_flag
{
spawn
{

accum 0 set 2 // Who owns flag: 0-Axis, 1-Allied, 2-Nobody

}

trigger axis_capture // Touched by an Axis player

{

accum 0 abort_if_equal 0 // do Axis own flag?

accum 0 trigger_if_equal 1 forward_flag axis_reclaim // Reclaimed from Allies

accum 0 set 0 // Axis own the flag

wm_announce "Axis have captured the Town Flag!"

setstate town_wobj default

}

trigger axis_reclaim

{

alertentity town_wobj // Switch command map marker

}

trigger allied_capture // Touched by an allied player

{

accum 0 abort_if_equal 1 // do Allies own flag?

accum 0 set 1 // Allied own the flag

wm_announce "Allies have captured the Town Flag!"

setstate town_wobj default

alertentity forward_wobj // Switch command map marker

}	 
}

Please tell me what’s wrong and how can I fix it?

Thanks,
Emile

:slight_smile:


(Emilios1310) #12

Please see my script above and answer please. :slight_smile:


(Mateos) #13

Hi,

Have you added a script_multiplayer entity to your map, with the scriptname value game_manager?

It is needed so the map recognize the map script :slight_smile:


(Emilios1310) #14

[QUOTE=Mateos;357276]Hi,

Have you added a script_multiplayer entity to your map, with the scriptname value game_manager?

It is needed so the map recognize the map script :)[/QUOTE]

Yep, there is, and as you can see above, the script is read, but the game returns an error that there is an unknown event (town_flag) the name of my flag is town_flag but it won’t be read by the script.

Help, please?

Thanks :slight_smile:
Emile


(UJERebel) #15

you forgot to close gamemanager complete ‘}’

=> Game sais evenet, This is no event but an antity
=> hmm
=> should be a event of the previous entity
=>why?
=> because its not ended… :slight_smile:


(Emilios1310) #16

OK, I fixed it, thanks! Now I got a problem.

Right now, to highlight the boundaries of my map, I use a stone texture all around the map. But when I want to use a skybox, I will have to remove them, and put something like terrain OR background, and I don’t know what to do.

Also, I use some sand texture in the start, then I use grass texture over a really huge area, which makes the texture really pixelated. What can I do for that?

What do you suggest?

Thanks!
Emile :slight_smile:


(Gir) #17

Use the Surface Inspector on the Grass and nudge the Horizontal/Vertical Stretch down, make sure Horizontal/Vertical are same number


(Emilios1310) #18

Thanks! But if I put too low, it looks ugly. I’ll try putting a different texture in some places. Thanks again :slight_smile:


(Emilios1310) #19

What textures can I use to make a Crete-like 1941 road?

And also can you help decide my previous message?

Right now, to highlight the boundaries of my map, I use a stone texture all around the map. But when I want to use a skybox, I will have to remove them, and put something like terrain OR background, and I don’t know what to do.

Thanks :slight_smile:


(Gir) #20

[QUOTE=Emilios1310;357990]What textures can I use to make a Crete-like 1941 road?

And also can you help decide my previous message?

Thanks :)[/QUOTE]

Research Crete and use Correct Temperate and Skybox for that Location I Guess