newbie problem (or is it the program)

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

Moderator: Moderators

M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

newbie problem (or is it the program)

Post by M&M »

hi every1,
i have a few maps that i want 2 modify because thier original makers made 1 spawn place only in free 4 all.so i tried 2 correct that but i have been unable 2 do it.i read some of the tutorials and posts and found out that i should place info_player_deathmatch 2 make different spawn points,however in mohradient when i right click i see info_player_(allied ,axis and start) only.i cant find either the info_player_(deathmatch or intermission) so am i looking somewhere wrong or do i have a faulty program or am i just stupid?(dont answer the last 1 :wink: )
oh and by the way i dont intend 2 modify these maps for my own credit(im hardly a mapper) i just need 2 be able 2 play them properly :)
tnx in advance
Image
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Do you have entdefs.pk3 in your /main folder?

Anyway, you can't simply add entities to stock maps. The game only ships with the compiled files hence it's nearly impossible to make changes.

I think it's a better idea to spawn a spawn position via the map script.

Oh and welcome to .map :D Enjoy your stay :wink:
Image
Daniel Radcliffe
Second Lieutenant
Posts: 168
Joined: Fri May 30, 2003 9:49 am

Post by Daniel Radcliffe »

As jv said check to make sure youve installed the program correctly:
/tutorials/installing_mohrad.php

Also ignore what jv said about the stock maps as that dosnt apply to you in this case (but may if you decide to try to modify stock maps).

Welcome to .map and good luck.
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Thou shalt not ignore my words :P
Image
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

tnx both of u,but the maps i want 2 edit are not the ones that came with the game ,they are ones i downloaded but later i found out that they only have 1 spawn area.i found that i didnt copy the pk3 file 2 the main folder,but after i did that now when i right click dont c the info tab ???

edit:i restarted my comp and surprisingly everything worked,and after placing info_player_deathmatch everywhere and im going 2 test it,but i have 1 question:does compiling a map take so much time ???cause i decompiled it in less than a minute but when ive been compiling for half an hour now and it says it still has an hour 2 go!!!.im using mbuilder and i think i set everything right.after i hit compile a dos window opened and it ran q3map.exe and started typing alot,but now its in mohlight.exe with 35% and an hour 2 go?
Image
User avatar
wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

Compiling a map can take several hours (depending on map and pc), so relax, it will be finished one fine day...
But:
If the map you're working with was coming to u as a pk3 file (i.e. just the bsp and not the map file) you can't open it in radiant. Thus u have to decompile it.
Unfortunately, a decompiled map is hardly a map you can recompile. Too many things are completely different to what they once were and you'll get rather crap than a map u can compile and play.
As far as I have seen, decompiling a map is a nice way to take a deeper look in what others did, but for a working map file of that map, you'll have to rebuild it or better ask the author to give u his map file (or to add those spawn points).
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

i got the map in .bsp format and i decompiled it using a converter into .map format.after i added the small spawn point changes and took an annoying 4 hours of compiling (is that normal on a 2.4ghz?) the filesize swelled from a 3.5 mbs into 9.6mbs.i thought i'd test it 1st b4 i complain,and i think 3 of the spawn points work(i placed like 12,but i tested it on 1 comp only),
but now i have a bigger problem ,the outer walls in the game (brick like walls) look like the inner walls (painted in a yellowish colour) .they keep flashing 2 their original colour while moving (i mean thier skin or texture changes back and forth).it didnt do that b4 and i dont think its a vga card problem so what have i possibly done wrong,or is it the compilin that made this error and how can i fix it,
plz help asap ,tnx
Image
rOger
Major
Posts: 290
Joined: Wed Feb 05, 2003 8:56 pm
Location: Sweden

Post by rOger »

It because of the decompile/recompile part. The decompile doesn't create a proper .map file. Read Wackos post,
Looking for a good game? Play GO the ancient asian game of strategy.
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

so is there anyway i can fix or avoid this problem in the future and if not what do i do ?and is there any other way 2 compile a map without wasting so much time in it (4 hours!!!) ,and tnx 4 ur help every1
Image
Daniel Radcliffe
Second Lieutenant
Posts: 168
Joined: Fri May 30, 2003 9:49 am

Post by Daniel Radcliffe »

Im afraid theres no way to decompile the map so that its in a usable form.

And a proper compile on a map takes longer than 4 hours, be happy with 4 hours as its not that bad.

Sorry we cant help any further.
User avatar
Jack Ruby
General
Posts: 1443
Joined: Fri Feb 07, 2003 12:20 am
Location: london

Post by Jack Ruby »

All I can suggest is decompile maps to get some idea of what was going on in there. Then forget adapting other peoples work and start making your own map, everyone here will help with any questions and you will feel much more satisfied when you finally complete your own map :)
Philip II of Macedon sent a message to Sparta:
"If I win this war, you will be slaves forever."
The Spartan ephors sent back a one word reply: "If".
rOger
Major
Posts: 290
Joined: Wed Feb 05, 2003 8:56 pm
Location: Sweden

Post by rOger »

But as JV_map mentioned earlier there might be a way to add spawn points through the script.
Looking for a good game? Play GO the ancient asian game of strategy.
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

tnx 4 ur replies every1,
i c now that its impossible 2 add spawn points thru decompiling and recompiling,but jv and roger said something about a map script so how can that be done and would it give the same effect,because all i need is 2 let other comps start somewhere else other than over my head :wink:
so plz tell how 2 do it and what 2 type cause i dont know anythin about scripts :oops: ,and tnx again
Image
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

sry 4 double posting but i still need help with my problem(making a new spawn point in a compiled map .bsp) if any1 knows how 2 fix this problem in anyway plz tell me :oops: ,and plz tell me about the map script jv_map and rOger talked about
i also have another problem that came up a short while ago,while its not related 2 mapping i c its 2 small a problem 2 make a new post 4.anyway everytime i select the shotgun in mohaa i find it empty without a single round with both allies and axis in all multiplayer modes ,i noticed that this problem appeared after i dloaded a few maps (dont know which map exactly) so can any1 help me with this also ,tnx again
Image
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Post in scripting forum :wink:

About the shotgun problem, that can happen because of any downloaded pk3. I don't think there's a better solution than to clean up your /main folder.
Image
Post Reply