| Wezelkrozum.com | W:ET Mapping Resources and Tutorials


(Wezelkrozum) #1

W:ET Mapping.wezelkrozum.com is a site where you can find important resources, importable prefabs and tools for mappers such as the TC Model Tool, Easygen, Useful mapping commands, map limits, an entity list, Scripting Reference and the Shader Manual. There is a list of tutorials which will get more tutorials as fast as possible. All tutorials include a summary and a prefab at the end. For now only the beginner and tool tutorials are online:

Beginner tutorials
-The GtkRadiant interface
-Your first brush
-Your first room
-Adding textures to your room
-Your first dynamiteable objective
-Your first map

Tools
TC Model Tool functions
Create a terrain with Easygen

Also the mapping tools (Radiant, TC Model Tool, Easygen) are downloadable.
In the meantime the intention will be to collect all important resources and have a tutorial list with all how-to’s and tricks of mapping for Wolfenstein Enemy Territory, so they won’t be lost!

See it by yourself! Go to wetmapping.wezelkrozum.com

I hope it will be useful for many mappers! Greets, Wezelkrozum.


(system) #2

Looks nice Wezel :slight_smile:
Nice design. Still i wish so often someone would make a site using mediawiki :slight_smile:
It is so easy, especially for these kinda things.

But nevertheless, looks really promising and good luck with it :slight_smile:


(twt_thunder) #3

looks good i¨ll put it in my favourites :smiley: :smiley:


(Diego) #4

You should get a copy of the shader manual 2.0. It has additional features in it. Particularly useful is the appendix on Sky lights. This one has disappeared before, but it is currently over here:
http://q3map2.everyonelookbusy.net/shader_manual/

EB also had over a dozen tutorials, a mapper config file, and a few prefabs like one that contains all the entities and junk you need to make your map work the first time. Unless you are wanting to build all of the tutorials yourself, these are an excellent resource. I’m not sure if he is still hosting them.

Oh, wait a minute. Here they are: http://www.ericrbarth.com/www/?page_id=13

Maybe you can just add links to his tutorials. Or ask him if you can host them as well in case his site goes down again.

For myself, I try to make an offline copy of any websites that I find that have good tutorials. You never know when these sites will disappear and some of the information I found too invaluable to lose. I think the SURFACE website one that comes to mind that I can no longer access online.

Ah, and don’t forget to add Netradient to your list of downloads. That is the only version that works with Windows 7.


(Wezelkrozum) #5

You’re right. I have a new laptop with Windows 7 since 2 days and I thought it works. Until I tried to save a file. It seems to be impossible to save it. Thanx for the report:wink:

[CORRECTION]:smiley:
I managed GtkRadiant 1.4 AND 1.5 to work under Windows 7. You need to manual create a .map file and then open it in GtkRadiant. Then you can save it. The issue is that GtkRadiant can’t create a new .map file.
I will post more detailed info in a new thread and the wezelkrozum.com site later.

[QUOTE=Diego;207567]You should get a copy of the shader manual 2.0. It has additional features in it. Particularly useful is the appendix on Sky lights. This one has disappeared before, but it is currently over here:
http://q3map2.everyonelookbusy.net/shader_manual/
[/QUOTE]

Very useful. Thank you again.:cool:

[QUOTE=Diego;207567]EB also had over a dozen tutorials, a mapper config file, and a few prefabs like one that contains all the entities and junk you need to make your map work the first time. Unless you are wanting to build all of the tutorials yourself, these are an excellent resource. I’m not sure if he is still hosting them.

Oh, wait a minute. Here they are: http://www.ericrbarth.com/www/?page_id=13

Maybe you can just add links to his tutorials. Or ask him if you can host them as well in case his site goes down again.
[/QUOTE]

I will take a look at it. Looks promising:)


(Diego) #6

Look forward to that. I was trying to load existing .map files that I had already been working on in Radient 1.4. But could never get them to save. I’m getting used to Netradient, but not sure if the new features are worth it.


(shagileo) #7

Great job, Wezel !
It’s really cool to see new tutorial sites to keep the mapping world alive/breathing

thanks !


(Wezelkrozum) #8

[ UPDATES ]

Added Downloads

  • NetRadiant ( Downloads > NetRadiant )

Added Tutorials

  • Teleporter ( Tutorials > Specific Tutorials > Teleporter ) [ Created and Requested by: [UJE] Rebel ]
  • GtkRadiant under Windows 7 ( Downloads > GtkRadiant under Windows 7 )

Added Resources

  • Q3Map2 Shader Manual ( Useful Stuff > Shader Manual > Q3Map2 Shader Manual )

[ Find out added contents by yourself: www.wezelkrozum.com ]

[B]NOTE: Requests are always welcome.

[/B]


(IRATA) #9

Request:

Add svn & trac for map sources :slight_smile:


(shagileo) #10

Request:

Tutorial about the usage of (global) Accums in script
(as I’ve found none so far)


(Wezelkrozum) #11

That will take lots of time to implement, which I don’t have. So maybe in the future.

[QUOTE=shagileo;207804]Request:

Tutorial about the usage of (global) Accums in script
(as I’ve found none so far)[/QUOTE]

Nice request, I will work on it. Should be definately on the site!:slight_smile:


(Rudi) #12

Glad to see you’re still around, Wessel! Nice website.


(Wezelkrozum) #13

Nice to see you’re back again:cool: You’ve been away for a long time!

[ UPDATES ]

Added Tutorials

  • Foliage ( Tutorials > Specific Tutorials > Foliage )

Added Prefabs

  • Q3Map2 Shader Manual ( Prefabs > Spawning Weapons ) [ Created and Requested by: Shagileo ]

[ Find out added contents by yourself: www.wezelkrozum.com ]

[B]NOTE: Requests are always welcome.

[/B]


(Rudi) #14

I know I know, sorry :frowning:

I’ve found the old iMod source, if you remember that - and planning something (unrelated to iMod), that will definitely be a large hit to the ET Community… Trust me on that :slight_smile:


(Wezelkrozum) #15

[QUOTE=shagileo;207804]Request:

Tutorial about the usage of (global) Accums in script
(as I’ve found none so far)[/QUOTE]

[ UPDATES ]

Added Tutorials

  • (Global) Accums ( Tutorials > Specific Tutorials > (Global)Accumse ) [ Requested by: Shagileo ]

[ Find out added contents by yourself: www.wezelkrozum.com ]

[B]NOTE: Requests are always welcome.

[/B]


(Qualmi) #16

@accum article: not very well written. starting too complicated, concept of locality and globality not even mentioned (it is a concept similar to programming languages if you wanna know) when it comes to globals. it would be a nice side information for me to read. then mapinformation, i quote:

A map can hold 8 globalaccums. The accums 0,1,2,3,4,5,6 and 7.

ET Level Designers Reference says 10 in total. would be easy to find out actually. i think did say that also wrong in one of my prevoius tutorials about mapscripting, because i was too hasty.

One entity can hold 8 accums. The accums 0,1,2,3,4,5,6 and 7.

wouldnt say it that way. rather said one script routine/entity block…

An accum can hold unlimited values.

not true. did you ever figured that out by yourself. well i did :wink: i came to the conclusion that accums are integers (like in c or c++). anybody else knows more ? it definitly was on my list to find out, but i didnt came to it yet. when i tested i reached max ~2^16 and min ~-2^16. i got 32 bit system so i conclude it must be an integer.

An accum can’t hold multiple values. So you can’t set accum 0 to 6 and 4.

nice :stroggtapir:


(Wezelkrozum) #17

I never needed more information about accums in my mappingcareer but if you feel to explain it you can always pm me. And maybe I will put it into the tutorial.

[QUOTE=Qualmi;208164]
ET Level Designers Reference says 10 in total. would be easy to find out actually. i think did say that also wrong in one of my prevoius tutorials about mapscripting, because i was too hasty.[/QUOTE]
I can remember deep in the back of my memory that the game has limited the accums by 8. I readed it a long time ago. Will figure it out.

[QUOTE=Qualmi;208164]
not true. did you ever figured that out by yourself. well i did :wink: i came to the conclusion that accums are integers (like in c or c++). anybody else knows more ? it definitly was on my list to find out, but i didnt came to it yet. when i tested i reached max ~2^16 and min ~-2^16. i got 32 bit system so i conclude it must be an integer.[/QUOTE]

Well, I don’t think anyone would need 2^16 accum values.:cool: So it’s almost unlimited.


(ailmanki) #18

globalaccums should be avoided,

security
{
	spawn
	{
		globalaccum 0 bitset 1 //Turn on the security system
	}

	trigger logout
	{
		globalaccum 0 bitset 1 //Turn on the security system
	}

	trigger login
	{
		globalaccum 0 bitreset 0 //Shut down the security system
	}
}

door
{
	trigger use_handle
	{
		globalaccum 0 abort_if_bitset 1 //Abort process if the security system is on
		[Door opens]
	}
}

should be done something like this:

security
{
	spawn
	{
		trigger door activate  //Turn on the security system
	}

	trigger logout
	{
		trigger door activate //Turn on the security system
	}

	trigger login
	{
		trigger door deactivate //Shut down the security system
	}
}

door
{
	trigger use_handle
	{
		accum 0 abort_if_bitset 1 //Abort process if the security system is on
		//[Door opens]
	}
	trigger activate
	{
		accum 0 bitset 1 //Turn on the security system
	}
	trigger deactivate
	{
		accum 0 bitreset 0 //Shut down the security system
	}
}

(Wezelkrozum) #19

I tested it, and you are right:wink: So I changed it already

[QUOTE=ailmanki;208179]globalaccums should be avoided,
[/QUOTE]

I know globalaccums should be avoided, but this tutorial is about accums and globalaccums. So I need to explain it with an example. And since I’m not going to make an example with 10 different accums so I am forced to use globalaccums…:rolleyes: Should be very complex for the readers who first met accums.


(Diego) #20

I tried using Global accums on Praetoria 2 to use as a variable shared by my tank and my anti-tank gun script. I admit that everything I do scripting-wise is a lot of trial and error. But basically, I had a lot of trouble getting those two scrips to talk to each other using globals. (Ie, a global accum that would communicate to the Gun that the tank was damaged or not, or in range of the gun or not, etc.

I felt that the theory behind my script was sound, but in practice, they just kept getting out of sync. The gun would fire on the tank when it was damaged, but not when it was repaired. In the end, I probably re-wrote those scripts 3-4 times until I got the logic correct and ditched the global accums.

The only map that I’ve seen use them sucessfully is the tug script in Rail Gun which controls the train direction between axis and allies.

While studying other scripts, particularly the stock scripts, I found that it was much more common to use all local accums. When 2 scripts need to talk to each other, they just trigger subroutines in each other’s scripts that alter their local accums