Page 2 of 3
Posted: Mon Jul 04, 2005 11:11 pm
by lizardkid
it should come up as whatever i name my pk3 right?
lol no! a pk3 is like a box. you dont put a fork in a box and use the box on food do you? naw the map should come up just the same as always, but a pk3 keeps the main folder clean.
Are you saving to the plain main directory? main>>castle.pk3 ??
did you make the folder structure right?
As to the AI, if you're making an MP map then AI will not work. they're never meant to be put in MP.
Posted: Mon Jul 04, 2005 11:21 pm
by Heald
AI:
http://users.1st.net/kimberly/Tutorial/MPai.htm
thats not what he says
is there a way to combine brushes? i made some steps, but its kinda like doing it with legos, you keep stacking them up and up, and i was wonding if i could combine them together into one structure...
also, where is the big giant rocket?

Posted: Tue Jul 05, 2005 12:01 am
by Mj
if they are combinable (i.e. could be the same brush) use Ctrl + U
Posted: Tue Jul 05, 2005 5:56 am
by bdbodger
The problem has to be the way you are saveing it if it looks ok in the packscape window ie a map folder and inside that folder a dm folder that has your bsp and min files in it . If the pk3 is being created make sure it is in the main directory the same as the game pk3's . By the way you can drag files into the packscape window as long as you make the map directory and the dm directory and have the dm directory selected when you drag files into the window it will be ok .
Posted: Tue Jul 05, 2005 5:17 pm
by Heald
ok im trying to make a script for my map and i cant take anything from other scripts that the game comes with. my computer thinks .scr is screen saver, so i cant open any other scripts. and i cant right click and go to open with, all it has is install, configure (doesnt do anything), and test. anyone have a good solution to this problem?
i think i was supposed to put this in the scripts section
Posted: Tue Jul 05, 2005 5:35 pm
by Mj
OK, i guess you are using windows:
sorry if its a little cluttered, i dont do things like that often

Posted: Tue Jul 05, 2005 5:39 pm
by hogleg
Drag the .scr to your desktop then Rclik/open with notepad.
Are you building your pk3 like this?
http://users.1st.net/kimberly/Tutorial/pakscapetut.htm
Posted: Tue Jul 05, 2005 5:54 pm
by Heald
thanks for the script help it worked of course

. the nemisis tut doesnt actually explain anything about where all the files for the map should go. it just shows u what one will look like

. if i've already tested my map and it comes up as castle (without the pk3), then i make a pk3 of the same map, i cant tell if it worked or not can i?
Posted: Tue Jul 05, 2005 6:35 pm
by lizardkid
delete the map stuff in the maps folder and if it still comes up it worked

.
Posted: Tue Jul 05, 2005 6:39 pm
by Heald
will do, another ?, how do i make mines? so people cant get under the map and stuff....
Posted: Tue Jul 05, 2005 7:00 pm
by panTera
try a forum-Search for something like 'minefield', or 'mines', there's lots of helpful posts on that subject.

Posted: Tue Jul 05, 2005 8:54 pm
by lizardkid
or look at the tutorials.
Posted: Tue Jul 05, 2005 9:06 pm
by hogleg
Use playerclip to form invisible walls to keep people from going in area's you don't want them.
Posted: Wed Jul 06, 2005 4:26 am
by bdbodger
For mohaa the files on the harddrive are used before ones in the pk3's in other words they overwrite them . That is good for makeing changes but you have to make sure the pk3 has the latest ver of the files . Also the pak's are read from a to z so if you name a file the same as a game file then your pak has to start with a letter after P because the game paks start with P try user_ in front of your pak name user_mymod.pk3 for example . Also watch for other paks doing the same thing like ones starting with a bunch of zzz's
Posted: Wed Jul 06, 2005 7:10 pm
by Heald
how do i determine the size of the minefield? do i just put multiple triggermultiples making each individual mine?