Another few Q's

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

Moderator: Moderators

Yarik
General
Posts: 1031
Joined: Thu Jan 09, 2003 7:12 pm
Contact:

Another few Q's

Post by Yarik »

I want to make a multiplayer map where you blow up stuff. (well i already started it). But i wanted to know how can i add Timed dynamite to something. ex: like a wall. And give the wall properties of how it will look after it blows up.


What exactly does precache do? I tried to look for the word in a dictionary and couldnt find the answer.

give health to something. when shot at it will be destroyed
Skype: Yarik_usa
www.skype.com <---free pc2pc phone
Image
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Yay that's a lot of q's

Post by jv_map »

See global/exploders.scr on how to make wall exploders. For timed dynamite, you might try to read through global/obj_dm.scr or my jv_obj_dm.scr file which ships with my botsbeta map.

A precache script loads models into memory when loading your map, so the game doesn't have to load them while you're playing.

For the health thing, it matters where you trying to use it for. The following entities might be what you're looking for:
func_window -> breakable window
func_crate -> breakable crate, can also be used for a wall
func_barrel -> pours a liquid or blows up when shot depending on its settings.
Image
Yarik
General
Posts: 1031
Joined: Thu Jan 09, 2003 7:12 pm
Contact:

Post by Yarik »

:shock: Wow an answer from the Big Guy himself. Thanks for the relply. And i forgot to add more q's so i just posted that one.

When i make my map and the make my doors, then compile it and go play it they are HUGE. The doors are like almost 3 times as big as me. The shutters are very big too. when i make the train and make the wheels for the train. The wheels are bigger then the train itslef.

When i bring up the "N" entity windows and click - to decrease model size ex: door, windows shutters wheels, it does nothing. THe decrease model size only works if its a static model. But what can i do to actuall decrease it and see it in MOH radiant the changes without compiling my map for 2 hours and then seeing how big it is.


How do you make a Sun. The tutorial just says to Press "N" and type in those values but when i get into the map i have the whole sky lights up. :?:

Is it possible to decompile a map? Or take a map like M1L1 and see how they made it. And see all the enteties?

-AI. I asked how to add one. Well i know how to add one its jsut i dont understand how to make them move and run without using the Test_ prefix or without using M1L1 prefix. Dont send me to the Tutorial becaus i dont get there tutorial.
Skype: Yarik_usa
www.skype.com <---free pc2pc phone
Image
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Best way to scale brushes is by just dragging their edges in or out in Radiant. I think there's also some kind of scale functionality (selection menu I think :? ) but I wouldn't recommend it, unless you're planning on rescaling your entire map. Still then you ought to be careful.

About the sun, make sure you select a brush first and then hit N. It should say 'classname worldspawn'. Then add the sun values.

There are two bsp to map converters I know of, but, as a bsp file doesn't contain as much information as a map file, it's impossible to retrieve the original map file from the bsp. The two programs do a nice job though and allow you to peek how 2015 made their maps. You can't reasonably make changes and recompile. One of the programs I'm talking about is Scorpio's mohaatools, which you can get at the downloads section of this site. The other I only know since a couple of days, but it seems to work even better. It's Japanese or something though :? . Anyway, get it here: http://bibimib.s14.xrea.com/map/BSP-MAP.zip

Finally, about the AI, could you tell me where you're stuck?

Good luck with everything :wink:
Image
Yarik
General
Posts: 1031
Joined: Thu Jan 09, 2003 7:12 pm
Contact:

Post by Yarik »

Thanks for the reply again. :D. I know how to resize the textures in MOH radiant but my problem is when do that it looks as if someone hasnt finished making a design on a door. but when i make it so that the whole design apears the door seems to be 2 times larger then me.
Skype: Yarik_usa
www.skype.com <---free pc2pc phone
Image
Guest

Post by Guest »

Now you asked me about what my AI problem was so here it is.
I can put the AI into the map. But when I try and follow the directions I am stumped as much as a log. The tut? on AI is kind of hard for me to understand. They don?t speak as clear as I would have liked. I would understand this kind of tutorial. Ex. Build a room 512*512*512. Place an info player start. Add a light. Then add a wermchant soldier. Then add a pathnode give it name: targetname/blah value/blah. Then I would understand. But I don?t get any part of it. If someone knows how to do this. can you please dum it down for me. I would greatly appreciate it. It would even calm some of my nerves down. (I have am working on several SP and MP; DM-FFA-TM) map pack will be out as soon as I finish what I need and add the stupid AI. J
phalanx

Post by phalanx »

Just make the door as large as it should be (mine are currently 60x120, but I think they're a little bigger in the bridge for example), select the sides you want to texture, select the texture and press CTRL-F for fit.
Don't see how they can grow during compile stages :/
Yarik
General
Posts: 1031
Joined: Thu Jan 09, 2003 7:12 pm
Contact:

Post by Yarik »

ok thanks i will try that. But i will also show you by what i mean when the doors are kind of big. I will make a small room and take a few screen shots.

One more q. Any one know how to make wholes in the walls??


|||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|||||||||||||||||/ \||||||||||||||||||||||||||||
||||||||||||||||/ \|||||||||||||||||||||||||||
|||||||||||||||/ \||||||||||||||||||||||||||
|||||||||||||||\ /||||||||||||||||||||||||||
||||||||||||||||\ /|||||||||||||||||||||||||||
|||||||||||||||||\ /||||||||||||||||||||||||||||
||||||||||||||||||||||||||||||||||||||||||||||||||||||||

in MOH radiant?
Skype: Yarik_usa
www.skype.com <---free pc2pc phone
Image
Yarik
General
Posts: 1031
Joined: Thu Jan 09, 2003 7:12 pm
Contact:

Post by Yarik »

ok thanks i will try that. But i will also show you by what i mean when the doors are kind of big. I will make a small room and take a few screen shots.

One more q. Any one know how to make wholes in the walls??



in MOH radiant?
Skype: Yarik_usa
www.skype.com <---free pc2pc phone
Image
phalanx

Post by phalanx »

Holes?

You stick a brush through your wall the size of the hole you want to have and click the CGS Subtract button, make sure it doesn't go through anything else or you'll punch a hole through that too :o

This is all in the basic brush manipulation tutorial I believe..
Slyk
Lieutenant Colonel
Posts: 361
Joined: Sun Jul 14, 2002 12:42 am
Location: Elizabethtown, PA

Post by Slyk »

The SUBTRACT can be very dangerous sometimes, crashing Radiant and/or creating nastly little pieces....although I admit I do use it from time to time.

Best bet is to drawn a wall.
Now, how I do it.... copy the wall, drag it's height or width to 1/3 the first.
Deselect the small piece, now select and drag the original around in the opposite direction from the first piece.
Hit 'paste' you now have yet another full-size wall. Resize this one to make what should look like a three piece wall. Paste another and do the same resize to get a four piece wall that DOES NOT overlap anywhere.

should look something like this with each symbol a piece.

******************
&&&&&&&^^^^^^^^
$$$$$$$$$$$$$$$$$$

next you need to master the vertex or better yet, the clipper tool. The clipper is activated by pressing 'X'. I set my scale first by pressing either '4' or '5' depending on the size of the piece to be cut.

Now you can click on the sections and create angles and such. Takes practice to realize which side to clip toward which side. You may end up with 4, 6, 12, 23 brushes in one wall unit. Just depends on how you want it to look. I'd suggest that IF you're clipping a brush, make it one that is as narrow as possible.

i.e... IF you wanted to clip the '&' brush above where it meets the '^' I would duplicate the '&' brush, move it's left edge closer to the right and then move the original's right edge to the left until they meet but DO NOT overlap.

next use your clipper tool and create an angle on the right side of the smaller '&' brush. Repeat steps for the '^' brush and you'll end up with a triangle-y shaped hole. You just need to work and rework the brushes and clipper tool to get the look you want. I think more brushes are better but make ALL the clipped ones 'Detail'.

This is quick and probably confusing but just work with the premis and soon you'll figure out a style that works for you. ALSO advis you to 'paint' them all with 'caulk' before you start cutting.
panTera
Brigadier General
Posts: 573
Joined: Wed Jan 29, 2003 11:46 pm
Location: The Netherlands
Contact:

Post by panTera »

as for making holes in walls with the Subtract command, well I don't use it very often and if I do I always end up redoing lots of pieces by hand.

The Subtract command can cause Radiant to crash indeed and it's not recommended to use with complex stuff. Nevertheless I too do use it sometimes and then edit the pieces by hand. Again I don't recommend it but if you do use it, then maybe you might wanna take note of the following:

before subtracting:

1) select the brush that you'll be using as a mould and make sure to press Ctrl+G to snap its points to the grid,
2) also give it the common/caulk texture,
3) move your wall(brush) out of the way of other surrounding brushes,
4) make sure you manually split or clip your wall(brush) up in smaller parts so that the subtraction only cuts a specific area.

I think it's better to have this:
Image

instead of this:
Image

Any further editing of the wall in the bottom picture will be difficult. Personally I'd like to keep it all clean and organised as long as possible and by using the clipper tool you will have some more control over the cuts.
User avatar
mohaa_rox
Field Marshal
Posts: 2760
Joined: Mon Nov 11, 2002 7:05 am
Contact:

Post by mohaa_rox »

Obviously the 1st one. 2nd one may have weird textures, although using that method is easier.
Live to map, not map to live.
-mohaa_rox, .map
moderator
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

The most important benefit of the first is that you can make the diagonal brushes detail and have excellent vis design.

There is a way that's slightly better, but I don't have a paint program here to show you :(
Image
phalanx

Post by phalanx »

Hmm..my radiant has never crashed yet.. and I've subtracted quite a bit including 2 24-sided spheres.
True, it can make a mess of your brushes, but for making simple holes for windows and doors it's easy as pie...mmm pie!
Post Reply