Thanks, I got it 
Newer noob question. I want to make a really simple totally flat map with maximum size and 2 far spawn points and only 1 texture on the ground. No objects, no other things.
Thanks, I got it 
Newer noob question. I want to make a really simple totally flat map with maximum size and 2 far spawn points and only 1 texture on the ground. No objects, no other things.
whats your questionâŚif you mean how to do this, just draw a box, make it hollow, select the bottom brush, give it your ground texture, then give the other 5 faces sky textures. add your spawns, compile, and your good to go. this is the simple wayâŚstill not quite sure what you want to know though, so cant help ya that much.
This is what I wanted to know. I thought level making is easier. Even making of a simple map seems to be hard 
I drew a flat ground and gave one texture to it but I used no brush, no sky or box. I added allies spawn but could not add another ones for axis and spectators. Compiling process was successful however my map is unworkable due to missing shader 
SEARCH
http://www.splashdamage.com/forums/search.php
Then you can read this if you can be bothered to
http://tramdesign.planetwolfenstein.gamespy.com/tutorials/etdocs/index.html
create a big square ⌠then use the hollow-function ⌠its a/the red button on the toolbar (show up 2 squares in a short range) ⌠sorry for this crappy description but im not at home
[QUOTE=DeatH;176528]SEARCH
http://www.splashdamage.com/forums/search.php
Then you can read this if you can be bothered to
http://tramdesign.planetwolfenstein.gamespy.com/tutorials/etdocs/index.html[/QUOTE]
OBVIOUSLY YOU CANâT BE ARSED TO READ
Didnât I answer this, or did you even read my postâŚ
it sounds like to me, you need to read some tutorials mate. Starting simple and working your way up. Half of the questions you have asked in this almost 3 page long thread could have been answered yourself if you just read through and did some basic tutorials such as the ones found here.
http://www.pythononline.co.uk/et/tutorial.htm
this is the introduction to these tutorials
âThis tutorial has been set up to help would-be mappers looking for a step-by-step guide from the beginning. It assumes the reader has no idea how to use GtkRadiant and knows nothing about scripting and the like.â
Sounds like the perfect place for you to start.
seriously mate, people arenât really going to continue to have so much patience if you keep posting the same questions over and over again, without even taking the advice given in the answering posts:D just a heads up mate.
hi i didnt want to start a new thread for my newb short questions so i hijack this, hope no prob. so what is the difference between nodrawnonsolid and caulk; and what is hullcaulk? its a caulk that dont make a shadow, to use it on the 6 sides of the map box?
edit - found that hullcaulk is exactly the same as caulk just in different colour to help it distinguish from other caulk brushes. useless imo.
Thanks for the tutorials. I donât like to ask too much. I always try to solve things myself. If itâs not successful I read manuals. But sometimes they donât help me.
NEW problem: I draw brushes by hand but it is hard to pull and size them to hughe sizes. It is possible to give dimensions sizes of the brush by enter XYZ co-ordinates?
common sense, and kownledge of radiant make ur mapping life much easier. A) 1) hold down del to zoom out very much. or ins, idk. 2)press 7, 8 or 9 to have a big grid size. 3) draw ur brush. B) 1) draw a little bursh 2) zoom out 3) 7,8,9 4) press f 5) increase the faces individually. C) 1) draw a little brush 2) arbitrary scale from menu.
in general, use the gridsize and zoom and face commands a lot and in combo.
http://forums.guildhall.smu.edu/showthread.php?t=47
http://64.233.183.104/search?q=cache:mK6q79252KgJ:xennon101.tripod.com/miragesmaps/tutorials/begguide.doc+radiand+select+brush&hl=hu&ct=clnk&cd=6&gl=hu
radiant\menu\help"manual"; ~âshotrcut listâ
yea, i would suggest reading the radiant manual, its not to long, and answers allot of the controls, and keyboard shortcuts.
good luck mate.
how can i make my shaders structured into click-openable subdirectories (in radiantâs textureborwser!) ? for example chat has chat_wood and chat_window subs. but i cant make this, all my shaders are in its main directory. 
search keywords: radiant texture subfolder folder directory
its because they have common peices at the beginning of the file names
like:
FILE NAME: aaa3_windows
->mywindow1.jpg
->window2.tga
->windows.jpg
FILE NAME: aaa3_doors
->door1.tga
->door2.jpg
FILE NAME: aaa3_floors
->brickfloor.jpg
->woodenfloor.tga
âŚ
its just and example, hope you understand what I mean
then gtk will group it under aaa3 and then subdirectoriesâŚ
1/no it dont group it for me. this was amongst my first guesses. im doing this. i examined how the working ones working and tried to mimic that but dont works for me 
2/anybody knows? i dont think its worthy to create threads for such little questions
edit: thanks sage, i didnt want to make a new post just for this, but hey, ty 
I have no idea but maybe nodrawnonsolid is still drawn by the game engine were as caulk isnât?
and what i said about the files works for me on 1.5.0 so, I dont understand why it would by you
(btw the files are in etmain/textures right? NOT etmain/textures/aaa3/aaa3_window/window.jpg
textures/common/caulk
{
surfaceparm nodraw
surfaceparm nomarks
}
textures/common/nodrawnonsolid
{
surfaceparm nodraw
surfaceparm nonsolid
}
The difference is basicly that the caulk is solid, causes shadows and can be used to block vis.
Nodrawnonsolid isnât basicly drawn at all, it is used for dummy constructibles and such, for example the tank construction system. It needs another brush, cos if you have only one brush (the origin brush) youâll get sv_entity blabla error.