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Posted: Tue Jan 29, 2008 3:13 pm
by mffpetergriffin
Was that the right map, with stairs and secret passages? I made the skybox so big because I planned on adding this to fill it out. Same with the one building that was way tall, I was working on stairs to a second level and maybe more. The spawn that was on the bottom of the skybox like some of you to your parents, was an accident.

I made a courtyard with a grass texture for the bottom and then the rest around it was sky. I put the big skybox in without changing anything I did for the courtyard. Is that what you meant by having sky on sky?

If I select, say only the inside walls of the skybox and put a texture on, what do I do with the outside walls?

Posted: Tue Jan 29, 2008 4:01 pm
by PKM
it was the one with the stairs, courtyard and secret passages . you should make one level at a time ESPECIALLY if you are using stairs because 99% of the time you'll either have to rebuild your stairs or move the upper level to match each other .

download rook's q3calc and place it anywhere . it's a great tool for any level mapper for converting real world measurements to quake units .
mffpetergriffin wrote: I put the big skybox in without changing anything I did for the courtyard. Is that what you meant by having sky on sky?
you had the outside face of one wall textured for skybox while the inside face was textured with an interior wall texture . won't work . but what i ment was it looks like you created a huge brush for your skybox and then hallowed it out but didn't move the brushes created ''off'' of each other and then selected all the brushes and hit the sky texture you chose instead of each individual inside face and texture .
If I select, say only the inside walls of the skybox and put a texture on, what do I do with the outside walls?
you do not need to texture the outside of a skybox . generally on a basic square skybox you should only need to texture 4 faces/sides...all inside .

download the below zip . it's a basic two level map that covers most of the questions you've asked so far and some of the errors found in your map . the .map is included so use it as a study if you wish . extract the .pk3 from the .zip and place in your mohaa/main .

http://www.mods-r-us.net/datas/users/5412-griffmap.zip

The spawn that was on the bottom of the skybox like some of you to your parents, was an accident.
now now now kitten, if you're going to whine when the big dogs bite, you can't then go back and bark bark bark . i'm all for banter and flaming however complaining about it means you don't really want to play .

Posted: Tue Jan 29, 2008 7:47 pm
by mffpetergriffin
The kitten wants to play now that you're helping me lol.

Posted: Tue Jan 29, 2008 9:20 pm
by PKM
mffpetergriffin wrote:The kitten wants to play now that you're helping me lol.
but of course .

Posted: Thu Jan 31, 2008 10:58 pm
by mffpetergriffin
Here is an update for you. I finally got to spend some time with our clan's resident mapper and we looked over my map that I have been having problems with. We hypothesized that my game was immediately crashing when I tried to load the game because I had too many leaks. Even though I had a skybox, he thought I had so many splinters all over the place that it was just too much. I did have a lot of splinters that I didn't know caused problems like that. I used the GCS function quite a bit and not very wisely so that's probably why that happened. I have since begun a new map and I copied a lot of stuff from the old one into the new one, compiled it, and ran it just fine. I do have a question about searching for entities. It said in the MS-DOS window when I compiled that I had some leaking entities and it gave me the numbers. We both searched for the entities by those numbers and got different entities and then when we would go back to search, my find entity field was at 180 and his was always at 181. My question is, whey were we getting different entities and is the 180/181 the total number of entities?

Thanks for the map PKM. Why was the bottom of one of the doorways flashing red as well as the stairs though?

Posted: Thu Jan 31, 2008 11:20 pm
by PKM
the blinking was because i didn't pay attention to which texture i was using . they are textures probably used in single player missions to show an objective or object to use . as you can tell, reading the texture names in the entity window isn't always the easiest .

you'll read different views/opinions on leaks but i gotta tell ya, i have leaks in my maps , never fix them and they run fine . now fine as they could...dunno .

numbers

Posted: Fri Feb 01, 2008 5:49 am
by tltrude
The entity numbers change everytime you add or remove one. The last one you added will become Entity 1, and all the others will be renumbered by the editor when you save.

The ".map" file can be opened with a text editor like Notepad. In the text you can see all the entity numbers towards the bottom of the page. Everything else in the map, that is not a proper entity, is part of Entity 0 (worldspawn) and will be above Entity 1 in the text.

Posted: Fri Feb 01, 2008 7:30 am
by neillomax
This may be a good time to introduce him to Rogue's tools if anybody knows where they are.

Posted: Fri Feb 01, 2008 8:06 am
by mffpetergriffin
I continued work on my new version but was dumb and didn't compile and run the map every now and then to make sure it was working. Well, it's not working lol. My game crashes right away again with the readfile error. I did the log and this is what I got:
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
writing to: C:\PROGRA~1\EAGAME~1\MOHAA\main\configs\unnamedsoldier.cfg
sv_maxclients will be changed upon restarting.
cheats will be changed upon restarting.
------ Server Initialization ------
Server: dm/Secrets
Called FadeSound with: 0.000000
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
Setting up Shaders
UI_DrawConnect called
LoadLibrary (main/gamex86.dll)
==== InitGame ====
sizeof(Actor) == 2960
Magic sizeof actor numer: 2896

------------------
Event system initialized: 154 classes 1303 events 802648 total memory in response list

==== CleanupGame ====
CM_LoadMap( maps/dm/Secrets.bsp, 0 )
^~^~^ Can't find textures/algiers/plasterwal2.tga
^~^~^ Can't find textures/algiers/algierwall_set5wtrim.tga
-------------------- Spawning Entities -----------------------
soundtrack switched to .
-------------------- Actual Spawning Entities -----------------------
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/item_25_healthbox.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/miscobj/g_magazine_frauenwarte4.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/miscobj/g_magazine_frauenwarte7.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/papers.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/item_rifle_ammobox.tik
----- CL_Shutdown -----
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Shutdown (full) -------
------- Sound Shutdown Complete -------
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...hiding window
...destroying window
...window successfully destroyed
...resetting display
...shutting down QGL
...unloading OpenGL DLL
-----------------------
----- Server Shutdown -----
==== ShutdownGame ====
---------------------------

Posted: Fri Feb 01, 2008 2:42 pm
by erick
Do you have a player start?

Did you delete your config or something?

That happened to me a few times when I forgot a playerstart. It also looks as if you have a few textures missing.

Posted: Fri Feb 01, 2008 7:23 pm
by mffpetergriffin
The textures missing shouldn't be as I started this map from scratch on a clean MOHAA. Anyway, we figured out what it was. It was a box of ammo for the Thompson SMG. We took it out, compiled, and it worked. I was getting no errors or anything with that so I don't get it. It's working great though. The Rjukan Project site is amazing. I really like that. I found it in some threads here so thank you for that.

I did have player starts too. I had a couple of them and a few for Allies and Axis too.

Posted: Fri Feb 01, 2008 7:28 pm
by PKM
you only need one player start for a DM or TDM .

Posted: Fri Feb 01, 2008 10:08 pm
by mffpetergriffin
Yes that is what I heard. I did two to be safe lol.

Is there any way to put ambient light in one room?

Posted: Fri Feb 01, 2008 11:08 pm
by PKM
mffpetergriffin wrote:
Is there any way to put ambient light in one room?
not that i'm aware of , being you have to select worldspawn to adjust the ambient light when mapping . what affect are you shooting for by attempting to change the ambient light in one room ? may be able to achieve this another way .

Posted: Sat Feb 02, 2008 10:05 pm
by mffpetergriffin
It's more like I don't want ambient light everywhere but some places it doesn't matter.