Beginners Guidelines?

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

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PKM
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Post by PKM »

Liberator wrote:That really helped on compiling time ;) thanks!

Yes I?ve seen maps with holes in it and didnt understand the meaning...good to know ;)
you shouldn't see a 1x1u hole in a finished map. if you do it and release it as finished, make sure the hole was placed near one of the corners in your skybox, better yet if that corner is far away from the edge of the map (if possible) and the hole is cut on the ''ceiling'' of the skybox; harder to see if at all. the holes you have proably seen are bad texture scripting or missed textures. also could be the brush isn't all the way on a grid . lemme know if you need further help with custom textures. i build those allmost everyday.
it's the main reason i got into mapping, got tired of seeing the same textures on every map .
i'm not f****** angry, i'm from philadelphia .
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Liberator
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Post by Liberator »

Thanks PKM I will :)
Im not sure I understand the way to import own textures...?
I dont know wich and how many files that are supposed to be in the pk3 file..

I want to create danish historical maps. That could be old forts, castles and stuff. We have some old German bunkers at the westcoast og a special part of copenhagen. Take pictures of the textures I need and pic of the surroundings... ;)
I liberate stuff...the danish way..
PKM
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Post by PKM »

real simple...

1. create your texture/image and save it as .jpg (for the most part), .tga if you want ''transparency'' somewhere in the image.

****important****
always save your images by measurements dividable by four (ie. 128X256, 256X256, 200X300...) otherwise your image will show up 'cocked' sometimes.

2. create a shader/script for the image (easiest thing to do is use pakscap to open pak0.pk3 and copy a shader that is closest to the sound parm you wish to have (ie. metal, wood, stone, plaster, glass....). change the directory in the shader to a directory you create (ie. textures/dutchimages/dutchdoor.tga).

****important****
if the shader allready says .tga as the file type, go ahead and keep it even if you have a .jpg as your image's file type. remember most shaders have at least two place where you'll have to change the directory

3. save your custom shader as anyname.shader

4. use pakscape to create the following directories:
  • scripts
    textures/dutchimages
5. place your .shader in the scripts folder, all images in the subfolder ''dutchimages'' found in textures.

6. save as a .pk3 , naming it anything you want (ie. dutchtextures.pk3)

PM me and i'll send you an example
i'm not f****** angry, i'm from philadelphia .
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jv_map
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Post by jv_map »

Us profs know you can do -fast vis instead of making a hole :wink:

Or skip vis altogether.
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PKM
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Post by PKM »

jv_map wrote:Us profs know you can do -fast vis instead of making a hole :wink:

Or skip vis altogether.

yea yea yea yea
you're jv, we know .
i'm not f****** angry, i'm from philadelphia .
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Liberator
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Post by Liberator »

eh? :)
I liberate stuff...the danish way..
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tltrude
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hole

Post by tltrude »

Putting a hole in your skybox will hurt the preformance of your map. Using the -fast option when compiling is better than a hole.
Tom Trude,

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PKM
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Post by PKM »

did you just call me an a-hole, sir ?!


how much performance is hit if the hole is left in, tl ? never noticed it on my end.
i'm not f****** angry, i'm from philadelphia .
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Imagination
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Post by Imagination »

Having a hole in your sky box will hurt your performance as it will ignore the vis process and basicaly compile it as if everything was detailed and nothing structual.
depending on how complex your map is (how many brushes/sides) will of course effect its performance.
Having a hole in your box is fine for testing changes to a map but for final compile it should be sealed.
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Post by Ophisâ„¢ »

Imagination wrote:Having a hole in your sky box will hurt your performance as it will ignore the vis process and basicaly compile it as if everything was detailed and nothing structual.
depending on how complex your map is (how many brushes/sides) will of course effect its performance.
Having a hole in your box is fine for testing changes to a map but for final compile it should be sealed.
whoa, where did this guy come from? hi.
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tltrude
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Rookie

Post by tltrude »

He is Rookies' alter ego!
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Post by Rookie One.pl »

Nope, mine is IneQuation, don't spread misinformation, Tom! :P
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here's my stuff - inequation.org | here's where I work - thefarm51.com
jv_map
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Post by jv_map »

It's seere in sneak-mode :wink:
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PKM
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Post by PKM »

if it must be known, i'm lady madonna over at TMT
i'm not f****** angry, i'm from philadelphia .
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Imagination
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Post by Imagination »

jv_map is a very clever chap as if we didn't already know :wink:
Been away from mapping for some time due to various issues and toying with cod 2 atm, hope your well.
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