Post any questions about MOH:PA mapping, modeling, scripting or skinning here.
Moderator: Moderators
MasterMind
Major
Posts: 316 Joined: Thu Jul 15, 2004 12:10 am
Post
by MasterMind » Sun Jan 23, 2005 6:24 pm
alright, ive made a map, now what do i do to be able to play it?
Jesus built us a bridge, with 2 boards and 3 nails.
Master-Of-Fungus-Foo-D
Muffin Man
Posts: 1544 Joined: Tue Jan 27, 2004 12:33 am
Location: cali, United States
Post
by Master-Of-Fungus-Foo-D » Sun Jan 23, 2005 6:48 pm
go to the bsp thingy at the toolbar and do all of them..i think you shouldnt use lightmap tho... im not sure... when its all compiled open up the MDK main thing and hit test mod, type up your map name and bingo it loads up your map
General Death
Moderator
Posts: 1116 Joined: Thu Nov 21, 2002 2:33 am
Location: NC, USA
Contact:
Post
by General Death » Sun Jan 23, 2005 7:42 pm
Yes simply complie in the radiant. bsp_ligtmap is not working right in 1.0 but in 1.1 its fixed.
MasterMind
Major
Posts: 316 Joined: Thu Jul 15, 2004 12:10 am
Post
by MasterMind » Sun Jan 23, 2005 8:01 pm
tried that and it went to the MOHPA menu instead of going right into the map
Jesus built us a bridge, with 2 boards and 3 nails.
lizardkid
Windows Zealot
Posts: 3672 Joined: Fri Mar 19, 2004 7:16 pm
Location: Helena MT
Post
by lizardkid » Sun Jan 23, 2005 8:29 pm
all the console commands are same (with some additions and modifications) in MOHPA as in MOHAA, type
map <mymapname>
or look it up in your start game section if it's MP, otherwise.. i dunno is there a maplist in MOHPA?
Moderator
۞
Abyssus pro sapientia
Olympus pro Ignarus
۞
AND STUFF™ © 2006
MasterMind
Major
Posts: 316 Joined: Thu Jul 15, 2004 12:10 am
Post
by MasterMind » Mon Jan 24, 2005 12:00 am
after i compile the map where is the bsp file? i canty find it
Jesus built us a bridge, with 2 boards and 3 nails.
Master-Of-Fungus-Foo-D
Muffin Man
Posts: 1544 Joined: Tue Jan 27, 2004 12:33 am
Location: cali, United States
Post
by Master-Of-Fungus-Foo-D » Mon Jan 24, 2005 1:00 am
there is a bsp and a new file format called .wld file.. the file should go (default) to MyDocuments/EA GAMES/MOHPA/moddir/[insert mod name here]/whatever.wld=.bsp
see isnt that easy?
MasterMind
Major
Posts: 316 Joined: Thu Jul 15, 2004 12:10 am
Post
by MasterMind » Mon Jan 24, 2005 1:13 am
you mean "MyDocuments/EA GAMES/MOHPA/moddir/[insert mod name here]/maps/whatever.wld"????
Jesus built us a bridge, with 2 boards and 3 nails.
MasterMind
Major
Posts: 316 Joined: Thu Jul 15, 2004 12:10 am
Post
by MasterMind » Mon Jan 24, 2005 2:22 am
I still dont know why its not working
Do I have to add some kind of script file?
Jesus built us a bridge, with 2 boards and 3 nails.
General Death
Moderator
Posts: 1116 Joined: Thu Nov 21, 2002 2:33 am
Location: NC, USA
Contact:
Post
by General Death » Mon Jan 24, 2005 3:16 am
MasterMind wrote: tried that and it went to the MOHPA menu instead of going right into the map
The test feature does not work 100% right in 1.0 also but will be fixed in 1.1.
Also make sure your mod has been enabled in the configure mod section of the MDK.
EDIT: .wld=.bsp is not true. Have you looked at this?
http://www.modtheater.com/forum/showthread.php?t=21891
It might help. Also in the console type maplist. If you do so do you see your bsp?
MasterMind
Major
Posts: 316 Joined: Thu Jul 15, 2004 12:10 am
Post
by MasterMind » Mon Jan 24, 2005 1:43 pm
so there is a bsp file, but where is it? maybe it didnt compile correctly
Jesus built us a bridge, with 2 boards and 3 nails.
MasterMind
Major
Posts: 316 Joined: Thu Jul 15, 2004 12:10 am
Post
by MasterMind » Mon Jan 24, 2005 2:27 pm
the bsp file wasnt there, i think there was a problem durring compile
btw whats a qe4 file?
Jesus built us a bridge, with 2 boards and 3 nails.
Master-Of-Fungus-Foo-D
Muffin Man
Posts: 1544 Joined: Tue Jan 27, 2004 12:33 am
Location: cali, United States
Post
by Master-Of-Fungus-Foo-D » Mon Jan 24, 2005 2:59 pm
a . qe4 is Radiant's project files. go to the SDK folder (or mohtools for the AA radiant) and youll see a .qe4 file.