Questions that should be answered!!!


(TIHan) #1

:banghead:
How come the important map compiles in the editor wont work?
How do u create a batch file and how do u use it?(forget et level designer reference)
How come when you want to put a model in your map and the model wont show up?(i’ve tried all)
How come when i compile a map into a bsp, it saves it into a completly different folder? (happened once)
Why does Radiant release a map editor that doesn’t function correctly?

Last Question:
WHY IS THIS ALL HAPPENING??? :bash: :bash: :banghead: :banghead:


(Danyboy) #2

Hmm well the problems you’ve listed are a little vague - but I’ll answer as best as I can:

How come the important map compiles in the editor wont work?

Er not sure what u mean

How do u create a batch file and how do u use it?

You can use notepad to write batch files - for commands etc… try Google search - but not sure what relation to Radiant it would work

How come when you want to put a model in your map and the model wont show up?

Do you mean instead of the 3 line cube outline of x,y,z planes - couple of ppl have this problem - try reinstalling ET and tools

How come when i compile a map into a bsp, it saves it into a completly different folder?

Never had this problem in my life after ~5 years of mapping

Why does Radiant release a map editor that doesn’t function correctly?

FYI Radiant is the software name id software are the orignal makers - it has been modified by Splash Damage to make ET maps - The software does function as there are a load of ppl using them and making some pretty decent maps - Lastly there is no onus for SD to support any of the game since you didn’t pay a penny for the game or the editor.

Soz to be so blunt - but i suppose there will never be a software program that works 100% for everyone


(TIHan) #3

about the map compiles, there are 5 compiles in the editor that generate shadows thoughout the map, there the tests, old style, and final ones… those crash when i try to compile my map :moo:

You can use notepad to write batch files - for commands etc… try Google search - but not sure what relation to Radiant it would work

no sure that helps me a lot :disgust:

ok i reinstalled wolf tool, guess wut, it didn’t do anything to make models show up in the editor… now what is really wrong??? :???:

More Questions:
How do i get sound to work in et map editor? (i’ve done target_speaker and the correct path, worked on the rtcw editor, but in the et one it doens’t work)
How do i do a tracemap that traces my map and the coordinates for it?
Wut are the commands to write a batch file for the correct path in the editor?

Some Good News:
EasyGen works well with et, had no problems yet… :banana: :beer: :clap:

PS: I only started mapping in Feburary 2003… :smiley:


(Mlehliw) #4

I think I can answer two of your questions.

When compiling you must do it in combinations first do the bsp -meta to get the plain old bsp with nothing fancy. Then do other bsp compilers to add in the light and whatever else you want to test.

As for your models problem, after you create your model hit n and look at the model key value. Should look something like c:/program files/et/etmain/models/blahblahblah. Delete everything up to models directory so it looks like this models/blahblahblah. Hit enter and your model should show up.


(Thej) #5

http://www.splashdamage.com/forums/viewtopic.php?t=1710

This thread is stickeyed for a reason. :smiley:


(Danyboy) #6

Sounds - er there is a bit in ET level designers ref - appendix B or C or sumtin

u have to go into ET itself and place speakers into your world - i dont really know not bothered with them yet

tracemaps are done like so:

Loads ET,
\sv_pure 0
\set cheats 1
\devmap “yourmapname”

once loaded

/developer 1
\generatetracemap

should work - then u will get a .tga file in your maps dir


(TIHan) #7

everything u said…WORKED :smiley: :clap: :banana: :bump: :cool: :drink: :beer:


(TIHan) #8

i have a problem with generating trace map, i do it, and when i look at the tga, its all screwed up, it doesn’t even look like a trace map :frowning: so wut must i do to make it look right?


(Thej) #9

The tracemap should be in the maps folder and called mymap_tracemap.tga


(Danyboy) #10

the trace map when viewed in propper image editors - Photoshop e.g.

look like heightmaps - they are greyscale top down views of your map - relating to the size of your map - defined by the min and max mapcoords


(TIHan) #11

how do i find out wut my mins and maxs coords are? plz tell in the forum not some site… i can open tgas, but the tracemap looks like all yellow in the middle and some other colors, doesn’t even look like a map… :frowning:


(TIHan) #12

plz anyone?

how do i find out wut my mins and maxs coords are? plz tell in the forum not some site… i can open tgas, but the tracemap looks like all yellow in the middle and some other colors, doesn’t even look like a map…


(chavo_one) #13

You create the max and min coordinates yourself. You don’t necessarily get them from anywhere. It is spelled out very clearly in the level designer’s reference under “command maps”. Also, sock quoted the exact section you need to read in this post:
http://www.splashdamage.com/forums/viewtopic.php?t=2189#16602


(Danyboy) #14

the best way to get the coords is by making a massive brush and overlay it onto your XY view of map - then read off the size info of the brush - remeber they must make a square - so try and keep map squarish.


(TIHan) #15

ok i’ll try that, its just that et is hard to map becaseu its so different from wut i have learned, it has the same basic concept but scripting the map is hard, i just have to get used to it, some day i will be the one :chef: … lol


(TIHan) #16

ok i got the trace map, i can open .tga files with mircrosoft picture it! so i have the tracemap, aight, tracemap looks good size the way i want it, now wut do i do to make it look like a map?


(Danyboy) #17

to make tracemap into nice looking command map takes a pretty powerful image editing app - like photpshop where you apply filters etc to make it look like paper.

U need a magic wand tool to select grey colours of same colour and change them into realistic terrain colours like brown and green - open SD’s own command maps to get the colours just right

Then pass filters over the image till it looks like paper - not sure which ones but maybe POSTERIZE.

I remember reading something about a guy who made a decent CC - its on these forums


(TIHan) #18

well crap, i dont have a picture editor that can do that :banghead: :angry: