Lost + found

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

pwncorn
Private
Posts: 5
Joined: Sat Jun 04, 2011 11:18 am

a little help please

Post by pwncorn »

hey all , i am new at mapping and i tried to mod a teleports at map but idk it never works i write the right code but it dont work so i have a little question do i have to make it a notepage or .pk3 or .scr .
if its .scr how i create a it with visual basic or another program?
thanks for help :wink:
popcorn
Private
Posts: 5
Joined: Sun Jun 05, 2011 5:43 am

help with jetpack

Post by popcorn »

i tried many times to mod a jetpack but every time i failed can some one tell me the script for it.
thanks for help
knifepoint
Corporal
Posts: 46
Joined: Sat Jul 07, 2007 1:22 pm

Post by knifepoint »

Wrong forum mate, should be in scripting :p
neillomax
Lieutenant General
Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

multi door tut....

Post by neillomax »

forgive me if i select the wrong candidate but didn't tl trude make a multiple door tutorial a while back. am i missing it or is it still here. if not anybody know where i can download it ?
luke9511
Private
Posts: 6
Joined: Mon Feb 15, 2010 9:58 pm

map to obj

Post by luke9511 »

is there a way to convert a mohaa .map file into a .obj file that can be imported into 3ds max or milkshape 3d? i know this can be done with counter strike source maps
User avatar
Cpt. Duke
Sergeant
Posts: 72
Joined: Sun Feb 13, 2011 4:29 pm
Location: United States of America

What is .obj?

Post by Cpt. Duke »

I do not think .obj files exist for MOHAA. Is it an extension for 3D models and geometry?
luke9511
Private
Posts: 6
Joined: Mon Feb 15, 2010 9:58 pm

Post by luke9511 »

yes yes it is there is a converter called bsp2obj but its for a different game, im trying to lean C++ and trying to find the information about the mohaa bsp format to try and edit the source code to convert mohaa bsp's into obj files, or heck maybe i can try mohaa map files but i need information about how it reads the brushes and models etc
Miviko
Private
Posts: 2
Joined: Mon Sep 05, 2011 7:46 am
Location: UK

Sky texture problem

Post by Miviko »

Hi all, i'm still a noob to mapping but....i've just made a new map, everything turned out great and works fine except the sky.
I've experimented with every single sky texture in radiant, and all, in game, turn out black or tiled as when applied in radiant, however, the sunflare i applied works perfect...just looks odd in a black sky lol.

I get this error in mbuilder...

textures/sky/name_of_sky : Shader has no surface type specified!

i've reinstalled SDK tools, removed and readded entdefs.pk3 etc...to no avail.

I don't get this error when i use the dday sky, however, in game it shows up as black with the sunflare, the ones with the errors are tiled, with no sunflare! i'm really confused!

Any help appreciated, thanks :)
neillomax
Lieutenant General
Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

Post by neillomax »

you're using the SpearHead SDK and one of those textures you're using will only work in Allied Assault. therefore it will get that error in SpearHead. Want that texture to work get the original MOHAA Tools Radiant and recompile the map and load it in Allied Assault.
User avatar
Cpt. Duke
Sergeant
Posts: 72
Joined: Sun Feb 13, 2011 4:29 pm
Location: United States of America

Sky texture problem

Post by Cpt. Duke »

neillomax wrote:you're using the SpearHead SDK and one of those textures you're using will only work in Allied Assault. Therefore it will get that error in Spearhead. Want that texture to work get the original MOHAA Tools Radiant and recompile the map and load it in Allied Assault.
On the contrary, Neillomax, any texture included with the original MoHRadiant will work with the Spearhead SDK.

I have noticed that there are three different versions of the dday sky: d-day2, d-day3, and dday_ed. I always use D-day2.

However, you may encounter a few corrupted or unfinished sky textures that simply do not work.

Miviko, do you get the "hall of mirrors" effect when staring at the sky?
Miviko
Private
Posts: 2
Joined: Mon Sep 05, 2011 7:46 am
Location: UK

Post by Miviko »

Hey, thanks for the replies :)
I finally figured it out to be something so simple...i feel rather silly actually :roll:
The thing was, i keep the graphics things in game set to 16bit rather than 32 for better performance, however, one day i randomly put them to 32, loaded my map again later and hey ho - sky!
Just to check i turned them back to 16 - and it disappeared...back to 32 - sky! at 32 i could also see a sky i usually see as black in a modded map server i often play on...
So i'm guessing when a stock map has been edited - or for a custom map - the texture settings have to be at 32 in order to see the skies.
However, once or twice i have seen the 'hall of mirrors effect' when looking at a bunker wall in one of my maps...what exactly is it?
thanks again :)
Miviko
User avatar
Cpt. Duke
Sergeant
Posts: 72
Joined: Sun Feb 13, 2011 4:29 pm
Location: United States of America

The "void"

Post by Cpt. Duke »

Miviko wrote:However, once or twice i have seen the 'hall of mirrors effect' when looking at a bunker wall in one of my maps...what exactly is it?
thanks again
There must be a leak near the bunker. A leak is present when the map is exposed to the void (an area of emptiness that exist past the boundaries of the map). Try sealing the skybox completely.

Also, make sure the wall is snapped to the grid (select the brush and press CTRL + G).

;)
knifepoint
Corporal
Posts: 46
Joined: Sat Jul 07, 2007 1:22 pm

Still water texture

Post by knifepoint »

Does anyone have or know where i can find a still water texture? I want the water to react when you walk in it but there are no waves in it.

Also how can i create dripping water or would that be another texture too?
BatteryAziz
Moderator
Posts: 82
Joined: Tue Jun 15, 2010 4:44 pm

Post by BatteryAziz »

i'd think one way to do it is copying (for example) swill.tga from pak2\textures\special and putting it in your own pk3's textures\custom folder, and rename it as swill_still.tga

then copy/paste the lines you need from pak0's scripts\ocean.shader into your own swill_still.shader file in your pk3's scripts folder like the following:

Code: Select all

textures/custom/swill_still
{
	qer_editorimage textures/custom/swill_still.tga
//	qer_trans .4
	surfaceparm trans
	surfaceparm water
	surfaceparm nolightmap
	cull none
//	deformvertexes wave 20 sin 0 20 0 .1
	{
		map textures/special/swill.tga
//		tcMod scale .33 .33
//		tcMod scale 4 1
//		tcMod turb .1 .3 .2 .1
		tcMod scroll 0 0 // ***** original is "tcMod scroll .03 0" *****
	}
	{
		map $lightmap
		rgbGen Identity
		blendFunc GL_DST_COLOR GL_ZERO
		depthFunc equal
	}
}
haven't tried it myself but worth a try right?
neillomax
Lieutenant General
Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

Post by neillomax »

what do you mean by react ?
Locked