Need a partner for TJ map!


(Pray-N-Spray) #1

Hey, I need a partner for TJ map,
I already have some jumps, but I can’t save in 1.5.0. I get an error.
So, if someone is interesed to make a TJ map please PM me, and i’ll send you my email.

Thanks.


(Pytox) #2

Instead of asking help, maybe post the error from Radiant?


(Pray-N-Spray) #3

Ok, that’s my error

************ ERROR ************
Error opening C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/test.map: Too many open files

I already tried to close all programs but i didnt work


(89blitz) #4

Log out of xfire and then compile it
Xfire can do that sometimes.
Well it done it for me…


(Pray-N-Spray) #5

My xfire doesnt work…
I think i have other problem, but don’t know what


(Flippy) #6

You have too many PK3 files in etmain --> You are not mapping on a clean W:ET install, which is VERY bad.

You should create a new install of ET and use that for mapping. It will save you alot of problems.


(Pray-N-Spray) #7

Ok, so if I install new ET and replace the directory of GTK should be ok i guess?


(Pray-N-Spray) #8

Yea :slight_smile:

It’s working!

Thanks man!


(Flippy) #9

No problem.

The main advantage of using a clean install is knowing exactly which custom textures you use.
If you use your playing install, you will have alot of custom textures in radiant’s textures list. If you start using them without thinking, you will find out later that people report missing textures. The reason is obvious, while you had these textures, probably from some other custom map, not everyone else may have them!
If you use a clean install, you only have the default textures of which you can be 100% sure that everyone has them. If you then plan to use a custom texture, you know exactly which one it is (maybe write it down or something) and you can place it in your PK3 file and you will be fine.

But it also avoids errors like this and lots of other little things.


(Pray-N-Spray) #10

Well, i have another question,

What .bsp converter goes to PK3?

Cuz then i have to put lights all over the map, or i can make the sky as light?


(Flippy) #11

I don’t understand what you mean?

You don’t convert bsp to PK3. A PK3 file is just a zip or rar file containing the map files such as the bsp, scripts, textures, sounds etc, but with a different extention. Do a search on the forum to find out how to create it.

Yes you can use the sky as a light, but you will usually want to set a minlight or ambient value in your worldspawn entity. That will light up the entire map with one color. You can then use additional lights (and skies) to light up the outside more than the inside for example to make it look realistic.l


(Pray-N-Spray) #12

Ok, i did that,

But now i have another problem

************ ERROR ************
MAX_MAP_VISIBILITY exceeded

what does this mean?


(DeatH) #13

Try and make more brushes detail, such as chairs tables pictures crates etc…


(Pray-N-Spray) #14

Btw, how long it takes to convert .map into a .bsp?

Cuz now im already converting 2hours…


(stealth6) #15

depends on the amount of brushes, and entities, and if you have optimized it or not, and the power of your system


(Pray-N-Spray) #16

ok ok, but if i convert with bsp -meta i cant put this one into the PK3…

With which one i have to convert to put into the PK3?


(murka) #17

you compile and get the .bsp which you place in your .pk3 in /maps/ along with your mapscript.
for further help in .pk3 files look here


(89blitz) #18

http://www.splashdamage.com/forums/showthread.php?t=16126


(Pray-N-Spray) #19

ok after i got that msg, i made a big box and hollowed it.
And the problem was fixed

But, there was all black :S, so do i have to make lights all over the map or i can just simply make a light in worldspawn?


(stealth6) #20

key: ambient value: <number> 4 is darkish 8 ok I think

that lightens everything up