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Posted: Sun Aug 10, 2003 2:31 pm
by Asterix
Thanks Tom. How do I use that script? Also what do I need to do to compile the map into a pk3 file? I got Pakscape...just compress it in the zip (Pk3) format?

pk3

Posted: Sun Aug 10, 2003 5:12 pm
by tltrude
The script goes in the dm folder, but I have updated it and placed it in a pk3 for you. A pk3 is just a compressed version of the main folder and, in your case, contains a maps/dm set of folders with both hill.bsp and hill.scr in it. I also added the hill.min file to the dm folder because Apple computer players need that file to play it. Then I zipped up the maps folder and named it hill.pk3. I guess pakscape can do that too, but I just use winzip and rename it pk3.

The script is just a text file that is renamed hill.scr (there is a text version in the zip). Using it enables the addition of background sound, snow, and a smoke entity for the sherman.

Please download one last time:

http://pages.sbcglobal.net/tltrude/Temp/hill2.zip

Posted: Mon Aug 11, 2003 1:25 am
by Asterix
I appreciate all of your help Tom. My map is starting to look much better with your assistance. I have added a lot of static models and am interested in how to place a machinegun (MG 42, which the player can use hitting the "e" key) in the bunker on the hill. Also, my map compile process now takes about 1-2 hours. I am using a fast machine with plenty of memory so I am not sure why it is sooo slow. I know my LOD is big but still... I only have one light source - sun...

By the way - why did you place the light inside the houses initially? Did you write that script yourself - very impressive...

Thanks on your tips regarding the PK3 file... I guess, all I need is WinZip or even WinRar as it will zip...

Yo, are you going to be @ QuakeCon in Dallas this coming week?

Posted: Mon Aug 11, 2003 1:29 am
by Asterix
Here is my new .map file... I removed the snow as I was not sure how to have it fall throughout the map... I noticed you had snow boxes around - how about one big snow box?

Here is the file - let me how you like the map? Also 2 more questions (man I am bombarding you w/ questions :-))):

How do I destroy that truck (I noticed a function destroy that can be added to a static model)

How can I change my ground texture so it does not look repetitive...

Once again thanks for helping me out!!! I really appreciate it...

http://3d-portfolio.50megs.com/downloads

Snow

Posted: Mon Aug 11, 2003 3:17 am
by tltrude
I had the snow (func_rain brush) cover the top of the hill, but it was too much and gave a "MAX POLYS" error in the console--because the map is so large. So, I made it snow only near the trees and reduced the size of the map by about 1/3.

To make things blow up, you have to make an exploder. There are some good tutorials around for those. Here is a nice one: http://users.1st.net/kimberly/Tutorial/blowup.htm . You already have a script, so it should be pretty easy.

That script was copied from "Snowy Park" (mohdm5.scr) in pak5.pk3 and changed to work with your map.

There are a lot of snow textures you can try. Just type "snow" in the text box at the top of the editor. The one I had looks ok, when in the game, because I turned up the horizontal and vertical scale to 3 (key S).

Your map is probably taking longer to compile because you have messed up the skybox again! The top brush has a duplacate overlapping it and is not lined up with the wall brushes. Also, as it says in the "my first room tutorial" your map must have at least one light entity (not counting the sun which is not an entity). I put lights inside the buildings so it would look like light was coming in from outside. The more models you add to the map, the longer it will take to compile. Try using the straight sandbags to replace all those curved ones.

Your building is good, but the texture on the steps needs to be adjusted (key S), so that every step is not the same.

Good luck!

Posted: Mon Aug 11, 2003 1:24 pm
by Asterix
Tom,

Thanks on your prompt replies. I now understand the logic behind ligths and sun as well as the proper building of the skybox. This is my first attempt at building a map in Radiant and it is proving to be a trial and error type experience. 8-) However, the good thing is that I am learning galore thanks to this forum and tutorials :-)

I am going to read that tutorial about making models explode and will adjust the texture on the individual steps thus making them look more realistic.

My last question is actually a repeat from my previous post... Do you know how to add a fully functional machinegun in the map?

Once again, big thx...

Prefab mg42

Posted: Mon Aug 11, 2003 4:00 pm
by tltrude
Normally you would have to set up the properties of the Mg42 and, through trial and error, adjust it on the seperate bipod stand for it. But, that same site for the exploder tutorial has a couple of MG42's set up as prefabs! Here is the URL: http://users.1st.net/kimberly/Tutorial/prefabs.htm . If you use the first one below, it has "fake bullets" set, so you will have to change that (key N). By the way, that step ladder prefab is one that I made.

Image

Image

You might also want to get that "gas barrel" prefab--so you will have something to shoot at with the mechineguns.

Here is a tutorial site you will love: http://www.carbongraphx.com/mohaa/vidtuts.html . It has some really nice video tutorials--I only wish there were more!