HELP WITH MY FIRST MAP.
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Col H jones
- Lance Corporal
- Posts: 23
- Joined: Fri Sep 28, 2007 10:55 pm
HELP WITH MY FIRST MAP.
Hello there,i need help badly!I have only recently discovered mapping and am allready hooked,but it's not going well.I have downloaded mohradiant/mbuilder.I have started on a test map to practice,mohradiant seem's to be set up ok i can save my map fine,i go to mbuilder and have set that up as the tut's say and that seem's good too.Now,i get as far as refresh maps,my map appears on the 'map list',i do 'other option's'and select for dm,i go back and hit 'build map'once again it seem's to build the map fine,then i go to moh:aa/mutiplayer/start/ and when i press 'select map'(this is where apparently i will find my map on the list) no map listed.Now i hang my head in shame if i have missed something obvious,so plz go easy on me,as i say i'm new and very eager to start making map's.Hope someone can help as there appear's to be lot's of excellant help on this forum so i hope you can.
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Col H jones
- Lance Corporal
- Posts: 23
- Joined: Fri Sep 28, 2007 10:55 pm
Done it,worked a treat!thx very much.I have a lot more question's believe me.Firstly,to make a room with a pillbox type outlet on one side,do you add another smaller brush to one side and add it to the original with outlet built on?,or do you have to make the floor brush all in one,and go from there(sry if that dont make sence lol)Also how do you add an opening(like the one's at the front of omaha bunker's)to shoot from,thx again with the first of many problem's,cheers.
Brushes
Yes, Add more brushes. A wall with a single window opening would be made of four brushes.
You can download the original game maps (.map files) and take them apart in radient to see how they were made.
http://files.filefront.com/Medal_of_Hon ... einfo.html
You can download the original game maps (.map files) and take them apart in radient to see how they were made.
http://files.filefront.com/Medal_of_Hon ... einfo.html
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Col H jones
- Lance Corporal
- Posts: 23
- Joined: Fri Sep 28, 2007 10:55 pm
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Col H jones
- Lance Corporal
- Posts: 23
- Joined: Fri Sep 28, 2007 10:55 pm
Caulk
The brush faces that people will never see should be caulk because the game does not have to texture them and will run better. The easiest way to do that is to build the map with caulk textured brushes and then go back and texture only the faces that will be seen.
To select a brush face, hold down the Ctrl and Shift keys and click the left mouse button on the face. Then you pick a texture and it will only be applied to the selected faces.
To select a brush face, hold down the Ctrl and Shift keys and click the left mouse button on the face. Then you pick a texture and it will only be applied to the selected faces.
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Col H jones
- Lance Corporal
- Posts: 23
- Joined: Fri Sep 28, 2007 10:55 pm
TY again,but i'd just like to say AAAAAAAAAAAHHHAHHAAHH!!! moh friggin'radiant is driving me nuts,i took the advice from last night to load my map and test it,great,it worked a treat,but tonite i did some more work on my map\saved it,did mbuilder all went well but no map on mohaa,plz help i'm going insane......p.s. i want to make map's for spearhead realy is it a big problem to do that with what i've got,somebody mentioned sdk,will that do it?thx again all.
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*GCC*Nigel
- Second Lieutenant
- Posts: 169
- Joined: Sun Dec 04, 2005 5:13 am
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|W*A*R| Troden Gore
- Lance Corporal
- Posts: 19
- Joined: Mon Aug 27, 2007 10:04 am
just a bit of info, if you don't want to save the map into the maps/dm folder as long as it is in the maps folder you can run it by opening the console and typing: map mapname, this is what i do when testing maps b4 i am ready to package them, although this method you don't get weapons or most sounds.
i normally only use it to check sizing and the usability of my little hiding holes e.c.t.
i normally only use it to check sizing and the usability of my little hiding holes e.c.t.
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Col H jones
- Lance Corporal
- Posts: 23
- Joined: Fri Sep 28, 2007 10:55 pm
-
Col H jones
- Lance Corporal
- Posts: 23
- Joined: Fri Sep 28, 2007 10:55 pm
You can download the sdk for SP here:
http://files.filefront.com/mohaas+sdk+i ... einfo.html
textures/general_industrial/heavy_bunkerdoors
{
qer_keyword damaged
qer_keyword wall
qer_keyword concrete
qer_keyword m5
qer_keyword m6
surfaceParm rock
{
map textures/general_industrial/heavy_bunkerdoors.tga
rgbGen identity
depthWrite
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
depthFunc equal
}
}
Here is what I use a a template for textures that you dont want to blur:
textures/custom/mypic ///////////the directory in your pk3 file where the texture is located
{
surfaceparm wood //valid surfaces ****LOOK BELOW*****
nopicmip
cull none //You dont want to blur any part of the texture
{
map textures/custom/mypic.jpg //this is the file name w/pk3 path "Add .jpg or .tga extension"
blendfunc blend
depthWrite
nextbundle
map $lightmap
}
}
/////////////////////
/////////////////////
Reference surface types
In Game Surface Types
Note: The in game surface types are not the same as the search keywords material types.
The surface type for a shader is specified via a "surfaceparm type" line, where type is the surface type to use.
Example:
surfaceparm wood
Note that only one surface type can be used at a time, and so only one should be specified in a shader.
Here's a list of each of the surface types that can be specified:
wood - wooden surface
metal - metal surface (like metal plating)
stone - stone or rock surface
dirt - dirt surface
grill - metal grill surface
grass - grass covered surface
mud - muddy or squishy sounding surface
puddle - water puddle surface
glass - glass surface
gravel - rocky gravel surface
sand - sandy surface
foliage - tree tops, bushes, or leaf covered surface
snow - snow covered surface
carpet - carpeted surface
You can also download the shader manual here:
The Shader Manual
http://files.filefront.com/mohaas+sdk+i ... einfo.html
Here is an example of a shader for a door:Cheers,will give that a try.
textures/general_industrial/heavy_bunkerdoors
{
qer_keyword damaged
qer_keyword wall
qer_keyword concrete
qer_keyword m5
qer_keyword m6
surfaceParm rock
{
map textures/general_industrial/heavy_bunkerdoors.tga
rgbGen identity
depthWrite
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
depthFunc equal
}
}
Here is what I use a a template for textures that you dont want to blur:
textures/custom/mypic ///////////the directory in your pk3 file where the texture is located
{
surfaceparm wood //valid surfaces ****LOOK BELOW*****
nopicmip
cull none //You dont want to blur any part of the texture
{
map textures/custom/mypic.jpg //this is the file name w/pk3 path "Add .jpg or .tga extension"
blendfunc blend
depthWrite
nextbundle
map $lightmap
}
}
/////////////////////
/////////////////////
Reference surface types
In Game Surface Types
Note: The in game surface types are not the same as the search keywords material types.
The surface type for a shader is specified via a "surfaceparm type" line, where type is the surface type to use.
Example:
surfaceparm wood
Note that only one surface type can be used at a time, and so only one should be specified in a shader.
Here's a list of each of the surface types that can be specified:
wood - wooden surface
metal - metal surface (like metal plating)
stone - stone or rock surface
dirt - dirt surface
grill - metal grill surface
grass - grass covered surface
mud - muddy or squishy sounding surface
puddle - water puddle surface
glass - glass surface
gravel - rocky gravel surface
sand - sandy surface
foliage - tree tops, bushes, or leaf covered surface
snow - snow covered surface
carpet - carpeted surface
You can also download the shader manual here:
The Shader Manual

