Help Please

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Heald
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Help Please

Post by Heald »

im pretty new to mapping, i can do that basic stuff (textures, broken walls, water), ive read a couple of tuts... the main problem i am having is that i play spearhead not just plain AA and i got SDK but i have no idea how to use it and the provided tutorial doesnt actually tell you how to open the provided map files to take bounding boxes from them, anyone know of a good tut (other than the one provided cuz it doesnt say how to set anything up)?

Thanks,
Heald
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Post by Master-Of-Fungus-Foo-D »

just set mbuilder's "compiler directory" up for spearhead ;) (the sdk/tools folder)

for example, my spearhead mbuilder compiling setup would be

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C:\PROGRA~1\EAGAME~1\MOHAA\SDK\tools
yours may be different

then just set up the "map source" line for mainta/maps

make sure that in the "other options tab" that Launch Mohaa after Compile is unchecked ;)

load up spearhead and type in console (for Single player) map yourmapnamehere
and for mp: map dm/yourmapnamehere
and objective: map obj/yournamehere
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The Fungus Theme song!!!

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while (local.player istouching self)
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ViPER
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Post by ViPER »

a couple things that are good to know also, just in case - You can map for spearhead and BT with the AA sdk. but maps made with SH SDK ONLY work in Spearhead!

SH sdk offers new textures, models, sounds and I have heard is better for AI.

You will need to use SH sdk if you want to make TOW maps.

I run a SH server but map with the aa sdk.
Heald
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Post by Heald »

thnaks for the help, im trying to put a tank in my map, which seems to be to advanced for me right now, but how do i open the maps that SH sdk came with? everytime i try to open them with radiant, t says im missing aidialog....
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Post by bdbodger »

how are you trying to open it by double clicking on mohradiant? or did you pin it to the start menu in windows? If it is the latter make a shortcut icon and launch it from that . I assume you have the project settings setup right ?
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Heald
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Post by Heald »

i've given up on the tank... ill try to tackle that later, now i dont know which folders to put all the components of the map in when making it a pk3 (yes im using pakscape). i made a really really crappy castle to test making it a pk3 but i dont know where to put the stuff. after compiling the map i had

castle.map
castle.bsp
castle.vis
castle.bak
castle.lin
castle.min

where do i put these so i can make a pk3 out of it? thanks

also, i tried to put multiplayer AI in my map, i made an AI actor, opened the console and added $targetname / enemyspawner

then i added model / human/german_wehrmact_nco.tik. the second i hit enter to put the value and key in, radiant crashed :x , anyone know how to fix this?
Heald
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Post by Master-Of-Fungus-Foo-D »

jsut make a folder called mapson desktop, make another folder called DM iside the maps folder, and put ALL of that stuff inside the DM folder ;)

then throw the thing in paksape and youve got one tasty, ready to go pk3...

about the multiplayer ai, its best just to use jv's bots
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The Fungus Theme song!!!

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while (local.player istouching self)
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Mj
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Post by Mj »

Ehem :P

The only stuff you really need is the .bsp, and the .min, and a scr if you have one.

So directory structure:

maps >> dm >> castle.bsp; castle.min; castle.scr.

And as to your problem, the crashing AI:

spearhead buggers the AI models about somehow, so re-name your spearhead folder (mainta) to something like maintax.
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Heald
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Post by Heald »

the pk3 didnt work, i havent tried the AI yet, im just sticking to AA maps for now
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Mj
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Post by Mj »

Are you using pakscape?
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Heald
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Post by Heald »

yes i am
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Mj
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Post by Mj »

and with the 'save as' option, you are choosing pk3?
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Heald
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Post by Heald »

yes i did, ill try again. does the title of the pk3 matter? everything in the map is named castle, and i think i might just name it crappy
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Mj
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Post by Mj »

title doesnt matter :wink:
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Heald
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Post by Heald »

nope it didnt work :cry: :cry:, it should come up as whatever i name my pk3 right?
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