Problem with squares


(Victorianetza) #1

i have one stupid problem, that stops me from releasing beta version of my map: this is the command map;

i know that first i should generate trace map using /developer 1 and /generatetracemap but all times i try to make a trace map i get “Mapcoods need to be a square” … i am asking in what way the coords should be a square?

here are my coords: mapcoordsmins: 6400 -6275; mapcoordsmaxs: -6400 6275;

because i saw the goldrush map… there the coords were : -4224 4352; 3712 -3584 max; i thought that 4352 - 4224 makes 128 and 3712 - 3584 also makes 128… so i chagned my coords to the ones that i wrote there (6400 -6275…)… here are my original : max: 6256 -4776; min: -6256 4776;… i need help! how to make them SQUARE??? :???: :bored:


(Mean Mr. Mustard) #2

The length and width must be equal (ie. a square)

So, for goldrush you have: width = 3712 - (-4224) = 7936 and length = 4352 - (-3584) = 7936…

Your map is not square: width = 12800 and length = 12350


(nUllSkillZ) #3

You have to put in:
mins: 6400 -6400 maxs: -6400 6400
or
mins: 6275 -6275 maxs -6275 6275
Then you should be able to generate a tracemap.


(Victorianetza) #4

tnx a lot guys :clap: :banana:


(Victorianetza) #5

aannd i want to ask you when the tracemap is generated, um where i can find it?


(Lanz) #6

In the maps folder with the same name as the bsp + _tracemap.tga.


(nUllSkillZ) #7

I just answered another post and thats why I discovered a little mistake in your coordinates:
mapcoordsmins are the coordinates in the upper left corner of the x/y view of radiant.
mapcoordsmaxs are the coordinates in the lower right corner of the x/y view of radiant.

Yours should be:
mapcoordsmins -6400 6400
mapcoordsmaxs 6400 -6400

And you also have to create a shader the command map.

  • first rename your tracemap in the “etmain/levelshots”-directory to “mapname_cc.tga”
  • then create a textfile “mapname_levelshots.shader” in the “etmain/scripts”-directory
  • insert the following:

levelshots/mapname_cc_automap
{
    nopicmip
    nocompress
    nomipmaps
    {
        clampmap levelshots/mapname_cc.tga
        depthFunc equal
        rgbGen identity
    }
}

levelshots/mapname_cc_trans
{
    nopicmip
    nocompress
    nomipmaps
    {
        clampmap levelshots/mapname_cc.tga
        blendfunc blend
        rgbGen identity
        alphaGen vertex
    }
}

  • open the textfile “shaderlist.txt” in the “etmain/scripts”-directory and add the entry:

mapame_levelshots


(Victorianetza) #8

thanks a lot :banana: :clap:

have a :beer: :slight_smile: