need help
Moderator: Moderators
need help
hi, i just started trying to make a map. i did the small room tutorial, but when i try and compile it with mbuilder. i get a error each pause. first pause it says "Max_surface_area" second pause i get an error trying to open my maps .bsp (which i dont think it made one.) and the third error i get the "max_surface_area".
can somone please help, because all i want to test the dimensions of what im building and such but i cant load it in the game.
thanks
if somone can walk me through it, my aim is rosariosbeats
can somone please help, because all i want to test the dimensions of what im building and such but i cant load it in the game.
thanks
if somone can walk me through it, my aim is rosariosbeats
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LiquorKraZy
- Captain
- Posts: 267
- Joined: Tue Aug 10, 2004 5:38 am
- Location: CA
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wow thanks. that worked. ok now i got what i started in, but i got one error which i think is causing the ground look all funny, the error is "load portals couldnt read the .prt"
also i got a few questions on how to do things. ive been making the walls with the caulk first, then adding a texture, but the texture goes on all sides, am i doing somthing wrong or is that how its always done? how do i add a landscape all around, like sky. and how do i make curved edges for buildings. cause i want to make a church but everythings going to come out boxy. also adding sound. for the ground i used the mud caulk thinking that would make mud footprints sounds, but thatmight be why its screwy.
thanks again
also i got a few questions on how to do things. ive been making the walls with the caulk first, then adding a texture, but the texture goes on all sides, am i doing somthing wrong or is that how its always done? how do i add a landscape all around, like sky. and how do i make curved edges for buildings. cause i want to make a church but everythings going to come out boxy. also adding sound. for the ground i used the mud caulk thinking that would make mud footprints sounds, but thatmight be why its screwy.
thanks again
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LiquorKraZy
- Captain
- Posts: 267
- Joined: Tue Aug 10, 2004 5:38 am
- Location: CA
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here's a link in the mapping section that has a schitt-load of common errors and how to tfix them...
Common Mapping Errors/Fixes
Nemesis Tutorials
Common Mapping Errors/Fixes
hold ctrl-alt and then select the side you want if you want to texture just a certain side...ive been making the walls with the caulk first, then adding a texture, but the texture goes on all sides, am i doing somthing wrong or is that how its always done?
here's a good tutorial site that covers all those topics...if not, then we can surely help ya here...how do i add a landscape all around, like sky. and how do i make curved edges for buildings. cause i want to make a church but everythings going to come out boxy. also adding sound. for the ground i used the mud caulk thinking that would make mud footprints sounds, but that might be why its screwy.
Nemesis Tutorials
thanks alot. I GOT THE SKY, finally. the tutorial from this site is really helpful, but a bit confusing, ive only been using this program for a couple hours, and im gettin the gist of it. what i really want to build is the last seen in saving private ryan. have a drivable tank for the axis, and the allies have to blow up the bridge with an air strike. i know its alot to try and do for a first map. but im just messing around getting the hang of things, i know its all possible. i want to build the map first, then get some help in the scripting. the texture technique is really helpfull. thanks.
how do i put models in from the entity list, without scripting. and how do i rotate things so there not all square and boxy? so everythings not in grid formation.
how do i put models in from the entity list, without scripting. and how do i rotate things so there not all square and boxy? so everythings not in grid formation.
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LiquorKraZy
- Captain
- Posts: 267
- Joined: Tue Aug 10, 2004 5:38 am
- Location: CA
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just right-click in the 2d view and you can select models from there to put into your map...to rotate them i believe you hit ctrl-R or just R..it's been awhile for me so ima little rusty...how do i put models in from the entity list, without scripting. and how do i rotate things so there not all square and boxy? so everythings not in grid formation.
early
It is probably too early for this, but here is a tutorial map that shows how to get planes to bomb a tank. The .map file, and a text version of the script, are in the zip file. There is also a playable pk3.
Click on my signature logo for more tutorial maps.
http://smallsumo.punkassfraggers.com/tl ... bomber.zip

Click on my signature logo for more tutorial maps.
http://smallsumo.punkassfraggers.com/tl ... bomber.zip

wow thanks, does it work in multiplayer.
ive noticed some things done show up in multi maps, like the ai bots and vehicles, or the vehicle can be passed through. also the caulks i dont get, to build a window do you build the texture first, then put the glass caulk over top? cause i made the glass caulk first, then added window texture on one side and nothing happened. no texture nothing.
ive noticed some things done show up in multi maps, like the ai bots and vehicles, or the vehicle can be passed through. also the caulks i dont get, to build a window do you build the texture first, then put the glass caulk over top? cause i made the glass caulk first, then added window texture on one side and nothing happened. no texture nothing.
That's a wide range to answer, but i'll try..
stock AI isnt loaded for multiplayer maps, none of their code is run at spawn, like in SP ones. jv_map has created two versions of bots that run only in multiplayer and only work on maps modified to them or created for them.
Most of the static models such as trucks and jeeps are just that: a model. they have an entity square in the middle of their being that acts to stop the player from coinciding on their origin, which causes problems. To make them solid you need to mold brushes to them, texturing them individually with clips such as glassclip for windows, metalclip for metal... you get the idea.
for windows, if you read the tutorial and do exactly what it says in order you'll get it, i'm not going to write another one here
stock AI isnt loaded for multiplayer maps, none of their code is run at spawn, like in SP ones. jv_map has created two versions of bots that run only in multiplayer and only work on maps modified to them or created for them.
Most of the static models such as trucks and jeeps are just that: a model. they have an entity square in the middle of their being that acts to stop the player from coinciding on their origin, which causes problems. To make them solid you need to mold brushes to them, texturing them individually with clips such as glassclip for windows, metalclip for metal... you get the idea.
for windows, if you read the tutorial and do exactly what it says in order you'll get it, i'm not going to write another one here
Moderator
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Abyssus pro sapientia
Olympus pro Ignarus
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AND STUFF™ © 2006
۞
Abyssus pro sapientia
Olympus pro Ignarus
۞
AND STUFF™ © 2006
yea i got the windows to work, but i have them as wide as the wall, and when you look sidewars or up through them you look through the caulk and through the wall, is there a better cleaner way of doing this?
the tutorial also lies about the ladders, it says make it so the player comes on at 180, but that doesnt work. if you put it at 90 the player can go up the ladder and back down from the top.
the tutorial also lies about the ladders, it says make it so the player comes on at 180, but that doesnt work. if you put it at 90 the player can go up the ladder and back down from the top.
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PKM
- General
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- Joined: Tue Aug 09, 2005 4:43 pm
- Location: Philadelpia but stuck in San Antonio TX (hell)
hi new mapper guy
for the ladders : build your ladder, surround it with a brush at least 8 units higher than the ladder, right click function/ladder THEN hit "N'' for your entity window, look at your "TOP" window (the window looking down on the map) and see where your ladder is. now look in the entity window down on the left where you see the four main angles surrounding U/D. Pretend the U/D buttons are the top of your player and click on the angle that he would have to face to look right at the ladder.
i'll make you a custom window prefab so you can see how it's done. i'll post it later.
for the ladders : build your ladder, surround it with a brush at least 8 units higher than the ladder, right click function/ladder THEN hit "N'' for your entity window, look at your "TOP" window (the window looking down on the map) and see where your ladder is. now look in the entity window down on the left where you see the four main angles surrounding U/D. Pretend the U/D buttons are the top of your player and click on the angle that he would have to face to look right at the ladder.
i'll make you a custom window prefab so you can see how it's done. i'll post it later.
i'm not f****** angry, i'm from philadelphia .


nodraw
Caulk is only for brush faces the players will never see. Common "nodraw" texture is used to hide the extra faces for see-through textures--like a grate or fence.
Also be careful not to use "blank_lightmap" texture for caulk. They look the same in texture window, but they don't do the same thing.
Also be careful not to use "blank_lightmap" texture for caulk. They look the same in texture window, but they don't do the same thing.
