Help Please
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Help Please
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,
Thanks,
Heald
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Master-Of-Fungus-Foo-D
- Muffin Man
- Posts: 1544
- Joined: Tue Jan 27, 2004 12:33 am
- Location: cali, United States
just set mbuilder's "compiler directory" up for spearhead
(the sdk/tools folder)
for example, my spearhead mbuilder compiling setup would be
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
for example, my spearhead mbuilder compiling setup would be
Code: Select all
C:\PROGRA~1\EAGAME~1\MOHAA\SDK\toolsthen 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
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.
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.
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
, anyone know how to fix this?
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
Heald
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Master-Of-Fungus-Foo-D
- Muffin Man
- Posts: 1544
- Joined: Tue Jan 27, 2004 12:33 am
- Location: cali, United States
Ehem
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.
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.



