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Posted: Sun Jan 27, 2008 6:08 pm
by Rookie One.pl
Rank? What rank? :D

No more OT please. ;)

Posted: Sun Jan 27, 2008 7:07 pm
by mffpetergriffin
Don't get me wrong, I love and appreciate good sarcasm. The level pic was great. I just wasn't in the mood for it because I've been digging for a while on this stuff. Now my stupid map won't even load in game so I don't know what the deal is.

Posted: Sun Jan 27, 2008 7:12 pm
by PKM
mffpetergriffin wrote:Don't get me wrong, I love and appreciate good sarcasm. The level pic was great. I just wasn't in the mood for it because I've been digging for a while on this stuff. Now my stupid map won't even load in game so I don't know what the deal is.
good enough then . mind posting the .map file on here (upload it somewhere) and we can take a closer look ?

Posted: Sun Jan 27, 2008 9:26 pm
by *GCC*Nigel
You could test all the fx/fires by putting them all into a map then compiling (to put them in, right click on the grid > fx > fire and fx > fire/fire). However, the regular fx/fire looks best in a fireplace.

Posted: Mon Jan 28, 2008 12:13 am
by mffpetergriffin
I hope this works for you. I took everything out of my main that I easily could. I tried to install the game in a different directory like I read to do somewhere but I couldn't get it to work. All I could do was repair, remove or something else. I would like to have one clean game for mapping and one with all my other stuff for playing. Could someone help me with that too?
That's my map...testroom.map
http://www.mediafire.com/?9jitcbbumzk

Posted: Mon Jan 28, 2008 2:12 am
by neillomax
WOOHOOOOOOOOOOOOO...............

Crazy map but that's okay. Many people try and don't get anything done.

I put a "roof" over the room where your player start was, and then pulled the player start inside the room. Compiled and got in without a problem.

It said something about a shader missing but don't remember for what.
you may be using a texture that's not radiant friendly........... from some downloaded material......

( texturing ) use control/shift/lmb to highlight only one side of the brush. Then select your texture. That way only what the player can see will be textured.

The door...... i made sliders before but think you were aiming for one that opens "normally"..

After making your door, and then puting a 2x2 piece of "origin' brush from the bottom to the top ( on the hinge side ), highlight the door and the origing, right click in the 2d widow. stuff will appear. select function/rotating door.

hit the "n" key. Brings up the entity inspector. In the "key' box type alwaysaway
in the value box type 1............ deselect everything. door should work fine

there will be times to create angles but don't worry about that now.

Posted: Mon Jan 28, 2008 4:10 am
by mffpetergriffin
Sweet thanks! I wondered about that rotating door. Nemesis said to do that but didn't say anything about opening it. I thought, that's stupid because I have never played with a rotating door before, there's gotta be a better way! There it is. I like the slider on the secret passage doors but I for sure didn't mean to make it that way...didn't know it was possible. The missing shaders I think are from an HD mod I have that is all over the textures folders and so I didn't remove all of it. Did you do something with what you did so I can see it? The roofs I just never did to make it easier for me to work on.
Thanks for your help! Add me on xfire (if you use it) if you want to and you could send me what you fixed.
1andonlypetergriffin

Posted: Mon Jan 28, 2008 7:06 pm
by mffpetergriffin
I just checked out the map I posted up there and it is not the most updated one. I have no idea how that happened but when I get home I will check to make sure my latest work was saved. I have added so much more than this and changed some things.

Posted: Mon Jan 28, 2008 8:56 pm
by PKM
if not found, snapshots folder is your friend .

Posted: Mon Jan 28, 2008 9:10 pm
by tltrude
neillomax wrote: Hit the "n" key. Brings up the entity inspector. In the "key' box type alwaysaway. In the value box type 1... Deselect everything. The door should work fine... There will be times to create angles but don't worry about that now.
Alwaysaway 1 is default for rotating doors and does not need to be set. If a rotating door is opening the wrong way (in your face), it needs the angle key and value set. The angle should be set to one of the directions a player will face to open it. Here is an image that shows rotating doors and their angle settings.

Image

Note: The doors on the X axis do not need angles set because the correct angle for them is 0 and that is default. If you look closely, you can see the origin textured brushes that acts as the hindge. The door brush and the origin brush must be one entity. A stray origin brush (without a door brush) will crash the map!

Posted: Tue Jan 29, 2008 1:13 am
by PKM
do the sound entity screenie next tom ! do the sound entity screenie next !

Posted: Tue Jan 29, 2008 3:31 am
by erick
PKM wrote:do the sound entity screenie next tom ! do the sound entity screenie next !
Haha! Tom with his screenies. I have seen most of them, but they are always funny to see again. :wink:

Posted: Tue Jan 29, 2008 5:22 am
by mffpetergriffin
Hopefully this one will be the right file. I still don't understand what happened because I was editing the map, saved it, and uploaded it and it was a way outdated file. Anyway, try this, if you see a courtyard area with a secret passage around it and a stairway with secret things and a ladder underneath, it is current.

http://www.mediafire.com/?c444myat14m

The entity window is what I don't have any direction with. I haven't been able to test the door thing on that map as I can't load it anymore. However, I have been using the hinge technique with the other doors but I didn't use the origin texture and it worked fine, albeit they were sliders or rotating. I followed Nemesis's rotating door tut and did the hinge (couldn't find the origin texture so I used one that matched) but the door rotated in the middle instead of opening like a normal door. So if somone could link me to good tutorials on how to use entities to their full potential that would be great.

Also, what are portals? I see lots of different portals. I am assuming there is a difference between teleporters and portals.

What purpose do the caulk textures serve? Do I need to use the sky caulk and then a sky texture for a sky box or do I need to use any of the other caulk textures first or at all for other things?

Finally, for this post, I am considering taking out what I now like from this map and starting over. What is the best way to copy what I have done in certain parts to paste in a new map?

I would think there is information out there about this so links are fine if you wouldn't mind.
Thanks again,
PeterGriffin

Posted: Tue Jan 29, 2008 5:51 am
by PKM
What purpose do the caulk textures serve?
until recently, you caulked every brush to start, slapping textures on the faces you wished to be seen but recently some mappers state you don't need to caulk (ie. ''hey engine, don't draw anything here'') . for the record i start with a fully caulked brush and then caulk , caulk, caulk .
Do I need to use the sky caulk and then a sky texture for a sky box or do I need to use any of the other caulk textures first or at all for other things?
no . use skycaulk in conjunction with your farplane . if you have a heavy fog or want a foggish sky, use skycaulk...it'll match the value(s) you set for farplane_color .
Finally, for this post, I am considering taking out what I now like from this map and starting over. What is the best way to copy what I have done in certain parts to paste in a new map?
nothing wrong with starting over, almost 99% of my maps are start overs 3, 4 even 10 times . it improves your idea and outlook on gameplay, theme and look . to take parts out :
1. if the map isn't already too big, simply erase all the parts you don't want and save the .map file .
2. if you're going to start working on the new version of your map, highlight what you want and click on the new map/project icon....radiant will state you're going to lose what you didn't save but next it will ask if you want to copy what's highlighted to your new map .
3. if you're going to shelve it for awhile and it's too much to simply erase what's not wanted; highlight what you wish, go to file and click on save to prefab . this file type (.pfb) can be reopened anytime you run radiant and by going to file and clicking open prefab(?) . your prefab will appear in the exact cords you saved them in though .

warnings on .pfb files . a prefab made of a lot of brushes (20+ ?) does not like to be moved and you may get a crash . also if you had used custom textures for your prefabs, you're going to need to have them in the main folder when you open the .pfb file .

Posted: Tue Jan 29, 2008 6:14 am
by PKM
took a look at the .map in radiant and it's the poster child for first map, i know because the errors in there are exactly the same errors i made on my first maps and i know everyone else has also...
things like :
your skybox was way too big, it should be as close to the structures as possible .
you had skybox brushes butting up to each other .
you used sky texture on all sides of each individual skybox brush (this was a common mistake on your map meaning you were highlighting a brush and then clicking a texture instead of highlighting one single face you wanted textured (ctrl + shirt + click on face) .
your spawn points were facing walls, had one on the bottom of the skybox .
structures were too tall (1024u high in some places) .
way too many light entities near each other and at default value (300 which is very very very bright...ie . a light value of a mere 20 can make a small room bright in a dark map , 5 can be a door light at night ) .
etc.

it looks like you're making the common mistake we all made with the first map, make it eyecatching and amazing when it should be only a draft or practice . trust me this is advice always headed after one's made many maps .

the best thing is to search and ask and ask again . we all have and we all continue to do .

btw, eagles 12-4 in 2008