Please Help With Basics


(casper) #1

Im New At This

Basically ive been playing wolfenstein for a few months and some friends have asked me to design a dedicated map for there server.

Im currently in the process of learning the basics. Managed to build a room with a spawn point and a light but im having problems texturing the walls.

I would be very grateful if anyone can provide me with some help in texturing the walls and provide me with any other information I may need for later on!

Thanks

Casper


(Loffy) #2

Yo casper! Keep on mapping!

I find Bubba’s tutorials very interesting: http://planetquake.com/bubba/tutorial.html (MAIN PAGE)
He has a tutorial about making your first room and how to texture it!: http://planetquake.com/bubba/room.html (LESSION 2)
These tutorials are ofcourse old, but they have helped me alot!

Good luck!
// Loffy


(nUllSkillZ) #3

There are several links posted in the sticky threads.
You can also use the search button to search this forum.

Two (in my eyes very important) links:
sock’s enhanced Level Designers Reference
Ifurita’s mapping4newbies

BTW you have mentioned that you play wolfenstein.
Are you going to map for RTCW (Return to Castle Wolfenstein) or W:ET (Wolfenstein: Enemy Territory)?


(casper) #4

Thanks for you help so far guys. Im actually trying to map for Enemy Territory. Can I ask why?


(nUllSkillZ) #5

Because you only have said that you play Wolfenstein.
So I have assumed that you play RTCW.


(Ifurita) #6

and the mapping is slightly different between the two games


(casper) #7

OK well I play Wolfenstein Enemy Territory. Sorry I just figured that considering im in the Enemy Territory forum people may have realised what I meant.

Anyway, now I have designed a simple room on GTK Radiant I want to be able to save it as a Enemy Territory map. It comes up as quake format. Anyone know what im doing wrong?


(nUllSkillZ) #8

You have done nothing wrong.
The only option is quake 3 map (as far as I remember).

But:
You have to tell GTKRadiant in the preferences for which game you want to map.


(casper) #9

ok well I cant seem to get the map to play! I just used Pakscape to make it a pk3 file and still I cant load the game up in wolfenstein! Is there something I have to do in GTK Radiant to make the map play as a deathmatch or a stopwatch file etc.


(Orange) #10

You don’t need to create any pk3s to test your map.
Just make sure you put your .map file in Enemy Territory\etmain\maps folder, your textures in Enemy Territory\etmain extures\yourmapname and when you’ll need to use a shader, you should put yourmapname.shader into Enemy Territory\etmain\scripts.
Then run ET, click ~ to open the console and type:
/sv_pure 0 [enter]
/g_gametype 2 [enter]
/devmap yourmapname [enter]
Assuming you have all the required entities and settings set up correctly your map will load and you’ll be able to test it.

You can read about all the things you need to set up here:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=2425


(casper) #11

How do I open the console and where do I get my textures from? The textures are already inserted into the map, surely they are saved with it. Whats a shader. Can someone explain in idiot terms?


(Orange) #12

As I said before, you need to click “~/`” (left to the “!/1” key) to open the console.
You can get your textures from the web, from your digitial camera, you can create them on your own using Photoshop or any other graphics software or from other maps.
If you use the web or other maps, it would be best if you ask them for their permission and mention your resources in your credits.
All textures on my map are from this site:
http://www.planetquake.com/berneyboy/textures.htm

To find out what’s a shader, you can read this thread:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=9280&highlight=shader


(nUllSkillZ) #13

ET comes with plenty of textures.
And if you have textures in your map you should not worry about textures and shaders at the moment.

If you have created a map and saved it as map file you have to compile it before you can play it.
Take a look at the BSP menu of GTKRadiant.
For now just use a simple compile option:
BSP -meta

After compiling the map is ready to play.

If you have WINDOWS as OS you can also create a shortcut to start your map.
Create a shortcut to your ET.exe.
Then edit the “properties / target”:


"C:\Programme\Wolfenstein - Enemy Territory\mapping\ET.exe" +set sv_pure 0 +set developer 1 +set g_gametype 2 +devmap MAPNAME

with MAPNAME = the name of your map without “.bsp”.
The path to ET.exe should be the correct path to your ET.exe.


(Orange) #14

Does it?
Maybe if you unzip pak0.pk3, but I never bothered doing this.
Anyway, I think using textures that doesn’t come with ET makes the map more unique.


(Ifurita) #15

www.wolfensteinx.com/surface/tutorials.html are the guides I used when I first started. They have a great series of tutorials there


(casper) #16

Well after spending 2 hours on this yesterday and driving myself crazy I got a good nights sleep and when I woke with a fresh head I managed to get the map working. So thankyou!

Only thing is it freezes if I try to enter the limbo section. Any ideas?


(repT|Le) #17

“mapcoordsmins” Top left corner coordinate. Example “-256 256”.
“mapcoordsmaxs” Lower right corner coordinate. Example “256 -256”. Both mapcoordsmins and mapcoordsmaxs must be set for command map and auto map to work properly.

enter these two pairs by pressing N and then find the worldspawn entity.
so it would be:
key: mapcoordmins
value: -256 256

same goes for mapcoordmaxs. its basicaly setting the extremes.


(casper) #18

Cheers! Another question, elaberating on my room now I have decided to add a building right next door and want to know how I get a door up and running between the 2 rooms.


(nUllSkillZ) #19
  1. [li]Make a brush that you want to use as door.
    [/li][li]Make another brush on one side of the door.
    [/li]Don’t let this brush overlap with the wall.
    Apply the origin texture to this brush.
    The door will rotate around this brush.
    [li]Select both brushes (the door and the origin-brush).
    [/li]Right click in one of the 2D view windows.
    Select “func -> func_door_rotating”.

That’s all.

I think there’s a tutorial at wolfensteinx (the link Ifurita has mentioned).
But unfortunately it’s not working right now.


(repT|Le) #20

here’s the surface tutorial on how to make a normal door.
http://www.wolfensteinx.com/surface/tutorials/rotating_doors.html