Problem with map! (Newbie question)


(Killer-Duck) #1

Hi,

I’ve created a simple box-map. I’ve placed out “Info player deathmatch”, “team CTF bluespawn” and “team CTF Redspawn”. I have written in “mapcoordsmins” and “mapcoordsmaxs”. I saved it as “testbox.map” and compiled with “Q3Map2: (test) BSP -meta -vis -light -fast -filter” I opened up ET, bringed down console and wrote: “g_gametype 2”, “sv_pure 0” and then “/devmap testbox” [ENTER]

My map loads but when the map is loaded i can just see nothing but blackness, and as soon as i press “L” everything freezes…

I’m guessing it have something to do with the mapcoordmins an -maxs so i included an screenshot:

http://img.photobucket.com/albums/v112/Killer-Duck/testboxmap.jpg

Help, anyone?


(nUllSkillZ) #2

The coords must be squared.
So you should try it with -192 192 / 192 -192.
Not sure about the light at the moment.


(EB) #3

You’ll also need:
2 ‘info_player_intermission’ (mark 1 as allied and 1 as axis, in the entitiy window)
1 ‘script_multiplayer’( You will need this for your map to use scripts that enable multi-player spawning and obj.'s)
2 ‘team_wolfObjectives’ ( [again] 1 as allied and 1 as axis )

I can’t remember if these things are ‘necessary’ for a “box” map, but they can’t hurt.

Read this short thread, or even use it to start over.

Edit:

Killer-Duck from ET.com ?


(The Wanderer) #4

make the map coords 64 units bigger than your map. In your case make them -192 256/192 -256. They should be squared for the tracemap to function correctly but you don’t have to make them square right now since this is probably just a testmap(and that’s not what’s causing the crash).
For the light don’t do a light compile right now, just do a -meta to test your map. Once you see that everything works fine add more lights to the map and do a -light compile to test the lights as well.
Also the only entities you need for testing are the ones you already have(the ones mentioned in your initial post), nothing else.


(Ifurita) #5

I believe the box map I made only had a info_player_deathmatch and the specified mapcoordsmins/maxs. That compiled and ran fine


(Killer-Duck) #6
Edit:

Killer-Duck from ET.com ?

Yep! :banana:


(jet Pilot) #7

Another thing -
If you compiled with light, you need to include some lights in the map or it will be black - I learned that the hard way.


(Killer-Duck) #8

Thank you guys!

I changed the mapcoordsmins/-maxs to “192 -192”/"-192 192", deleted my light and compiled it with “-meta” and it worked!

Thnx! :clap:

Just a question:

Should the X and Y in mapcoordsmins/-maxs always be the same number?? (ex. 192 and 192 in my map)


(Ifurita) #9

no, as long as the dimensions are square. However, using the same numbers or at least very round numbers makes the math easier.


(EB) #10

Good Job, now it’s time to makesliding doors,rotating doors and ladders!!!HooooooRAAAA!!! Just know that the ladder color in this tutorial says red, but it is blue.

-Cheers


(Killer-Duck) #11

I have 2 more questions:

  1. I’m unsure about “Enteties”, in worldspawn i’ve written in mapcoordsmins/-maxs and it works fine, the problem is that in every other entities(like: “func_explosive” mapcoordsmins/-maxs is also there. Should it be like that or have
    made something wrong, here’s SS’s:

Worldspawn entetie:
http://img.photobucket.com/albums/v112/Killer-Duck/enteties.jpg

Func_explosive entetie: (as you see mapcoordsmins/-maxs is also in there, should it be like that?)
http://img.photobucket.com/albums/v112/Killer-Duck/enteties2.jpg

  1. How do i create a stair?

(LowLife) #12
  1. Mapcoords is a worldspawn only key, and should not be in any other entity, just delete the keys.
  2. A stair is just a row of brushes , one a little higher than the other. :slight_smile: … if youn meant ladder, just make the ladder out of brushes or use the alpha/ladder texture, then cover it with a brush with common/ladder texture.

(The Wanderer) #13

don’t delete anything
You have not selected a func_explosive in that screenshot. You have highlighted it in the entities menu but the entity selected is still the worldspawn entity (see the classname).
To select the func_explosive you have to select a func_explosive entity in the world, not just highlight it in the entity menu.


(Killer-Duck) #14

When pressing “H” the selected brush is hided, right? But how do i un-hide a brush, pressing “H” again doesnt do anything.


(Killer-Duck) #15

Ah, found the answer after looking through the manual a 2nd time, it was SHIFT+H…


(Killer-Duck) #16

Okay,

I’ve now created a gate(it’s just a brush), and i want the allies to be able to destroy it only with dynomite. I tried to follow this tutorial: http://www.wolfensteinx.com/surface/tutorials/damage.html

The gate is a “func_explosive” and i also created debris which is “func_static”. But on the enteties-menu in that tutorial there seems to be a “dynomite”-box you can check but there aint in my Radiant so i guess it’s RTCW-specific. From the “Damage”-tutorial:

So how do i do a dynomite-damageable-brush in ET?


(EB) #17

Done through scriptnaming and the mapname.script.
Example .map I made awhile back. (non-constructible)
I hope this helps, if not, I will explain better later.


(Killer-Duck) #18

Anybody that could explain or give me a good tutorial on how to set up EasyGen for Enemy Territory. When starting up the program i have to set folders for “Work mod” and “Bitmaps” etc. but i don’t know which folders i should select…


(Sniper) #19

Easygen sucks, my humble opinion :stuck_out_tongue: well it’s okay for making the terrain brush-wise but you still will have to rewrite all shaders manually as Easygen can’t output the metashader properly.

Work Mod; Simply your ETmain folder
Bitmaps; Whatever folder you are going to store the bitmaps in (There’s an option where you can import greybitmaps into easygen to auto-generate a terrain, here you can set the folder where it will automatically bring you when trying to do so)

The dynamitable objective in ET, there are loads of tutorials for that.


(Killer-Duck) #20

So which terrain-making-program do you recommend then Sniper?