ok..starting my first map.. here's some questions


(twt_thunder) #1

first… i’m gonna make a map like this:

spawnpoint 1 (allies) in a chopper a bit outside a town
spawnpoint 2 (axis) in town

objective: something inside a crashed chopper in town

so: allies have to get trough town,into the chopper. get the objective. put it on a truck.
drive the truck trough town and put the objective in spawn 1(the chopper where they start.)

so here’s my first questions:

1 . how big does the “void” or outer boundries need to be to make place for all this?
( i saw the goldrush map is around 4096x4096)
2. how high does the map needs to be to make the mortar work propperly?
3.how to test the map on the way?
4. is there any prefab of ammo and health cabinets? i remember having trouble with this last time i was creating a map)

that’s it for now…:slight_smile:


(-SSF-Sage) #2

As big as you need. Don’t worry about this.

The height doesn’t really matter. Mortar requires only a tracemap to work. To make a tracemap:

/devmap mapname
/developer 1
/generatetracemap

/sv_pure 0 (or pure 1 if you have everything inside a pk3)
/g_gametype 2
/devmap mapname

http://www.pythononline.co.uk/et/tutorial19.htm


(twt_thunder) #3

thanx…
one more
i

in worldspawn how did i set the chordinates again :frowning:


(-SSF-Sage) #4

http://www.pythononline.co.uk/et/tutorial03.htm

I suggest you to take a look at the other tutorials on this site aswell.

Ps. if you use 1.5.0 take a look at the plugins->sunplug it autogenerates proper coordinates for you.


(twt_thunder) #5

beep i use 1.4 as in these tutorials…:frowning: where can i find the 1.5 version?

offtopic: why do everybody uses other than the one for the game the 1.3.8.??


(-SSF-Sage) #6

I use the last 1.5.0 (26.04.07).

http://zerowing.idsoftware.com/files/radiant/nightly/1.5/


(Magic) #7

Her you have a useful prog to start your map in devmode :

start_et_w_devmap

Put it in the same directory as et.exe.

If you have a own installation for mapping you can also use this config,very helpful :

autoexe.cfg

That will go in etmain - and do a print of it - you wont remember all the shortcuts in the start.


(twt_thunder) #8

thanx magic :smiley: :smiley:


(isbowhten) #9

offtopic:
i use the 1.3.8 :stuck_out_tongue:
but compile with a newer q3map2


(twt_thunder) #10

oh…my g… made a whole lot of shit…saved it … and now it’s gone…wtf… happend?


(-SSF-Sage) #11

Are you sure of the mapname? Check your mapname_autosave.map and mapname.bak (just rename to .map).


(Flippy) #12

Do you happen to be using radiant 1.4 on Vista? If you are that is probably your problem… I can remember having that problem where it wouldn’t save anything (although it appeared that it did, it just didn’t)…

The only option is to switch to 1.5 I think…


(Nail) #13

[QUOTE=thunderpwn;187062]beep i use 1.4 as in these tutorials…:frowning: where can i find the 1.5 version?

offtopic: why do everybody uses other than the one for the game the 1.3.8.??[/QUOTE]

there’s a 1.4 W:ET version as well
http://ftp.freenet.de/pub/4players/hosted/et/tools/GtkRadiantSetup-1.4.0-Q3RTCWET.exe


(Pande) #14

if your getting that error, open up your map in a text document (notepad preferably) and check ‘worldspawn’ entity at top.

this error happens if

  1. a " around an entity has been shifted down a line by the mapwriter script
  2. a box of brush data is incomplete. Usually it will tell you what brush this is, Ctrl + F in the document to find it.

if you still can’t fix it, send it to me I know what to look for. this is a common error.

in other stories…

Isbowhten HOW THE **** do u use 1.3.8? LOL! why not just use 1.4? 1.3.8 i tried it I was like WOW THEY IMRPOVED.


(twt_thunder) #15

never mind… i just started again…

but … when i put in spawn blue (allies) and choose a model (a chopper) is it then normal that it does not show in gtk? (just the blue box?)

and is there any great place for prefabs? (houses and stuff like that)

and about prefabs…once loaded into the map… they stay there,right? you do not need to include the prefab in the pk3 or anything?


(Pegazus) #16

[quote=thunderpwn;187377]never mind… i just started again…

but … when i put in spawn blue (allies) and choose a model (a chopper) is it then normal that it does not show in gtk? (just the blue box?)

and is there any great place for prefabs? (houses and stuff like that)

and about prefabs…once loaded into the map… they stay there,right? you do not need to include the prefab in the pk3 or anything?[/quote]

  1. Your path to the chopper is wrong probably, recheck it. (Select the model [or the blue box of the missing model] and press N and check the path, it should start with models/mapobjects/ and so on.

  2. yes there is .
    http://www.wolfmap.de/files.php?cat_id=47&order_id=1
    http://www.gd-experience.eu/index.php?section=2&category=6
    http://www.enemyterritory-stuff.net/modules.php?name=Prefabs

Just a couple i remembered

3)You dont have to, but if the prefab has custom textures you need to include them into the final pk3.


(Qualmi) #17

hi thunderpwn,

about the missing models. allied spawn is normally a simple blue box.

but if you have empty cubes, probably try gtradiantfolder/games/et.game and there modify the enginepath. i have this one here

enginepath =“C:\Programme\Wolfenstein - Enemy Territory/”


(twt_thunder) #18

[QUOTE=Qualmi;187385]hi thunderpwn,

about the missing models. allied spawn is normally a simple blue box.

but if you have empty cubes, probably try gtradiantfolder/games/et.game and there modify the enginepath. i have this one here

enginepath =“C:\Programme\Wolfenstein - Enemy Territory/”[/QUOTE]

yes it is that blue box…but then maybe you gave me the answear…i want the allied to spawn in a chopper (an md3 model made by our exellent 3d artist le bleu)
so i hoped to see it when creating the map… but i guess i’ll have to wait to first testing…

anyways had to go back to the 1.3.8. version…coz the 1.4 and 1.5 is f…up all the time…

so i think i will do as isbowhten:tongue:

i’m used to this one from before when i fiddle with it…

thanx anyways people…will read a bit more tutorials before i am doing to much…
just scared of the scripting part… guess i will “own some favours” to a good mapper then…lol:D


(twt_thunder) #19

yet another question…
i’ve done this before (for like 4 years ago) but i can’t seem to test my map…

it loads and then stops saying: can’t find any spawnpoints…and yes i have bluespawn and redspawn in my map…

could someone give me a list what i need in the map to actually run it without any trouble…

and on wich level should i compile it?


(IndyJones) #20

-meta

  1. script_multiplayer, info_player_deathmatch, team_WOLF_objective, team_CTF_bluespawn, team_CTF_redspawn
  2. mapcoords
  3. sv_pure 0, g_gametype 2
  4. closed map (without leak).