Page 1 of 1
as I compile a map?
Posted: Sun Jan 14, 2007 5:05 am
by PiojoL
they are going to say that I am an annoying person but no, I I am peculiar, lol.
I want to test of a map that I made fast and I know that to play it I need it to compile.
I am going to do it with mbuild but what I need???.
only I want it to prove to see as she works.
I only need the file .map or that another one and if I need another one as I create it or with himself? please somebody help me

Mbuilder
Posted: Sun Jan 14, 2007 6:10 am
by tltrude
Yes, you only need a .map file to use Mbuilder. Your map must have spawn points for allied, axis, and one info_player_start point. Also you must have lights, or "suncolor 70 70 70" in worldspawn. And, you should have a skybox.
Posted: Sun Jan 14, 2007 6:55 am
by PiojoL
it excuses my ignorance but I am new in this of mappear
that one assumes that does mbuild??. because after putting the button ?build map! ?in the folder that I said that it appeared the map to only appears me a file MSDOS and it executes it and it sends errors to me and .pk3 does not leave any either to me nor another thing
and what is that of skybox?

Posted: Sun Jan 14, 2007 7:23 am
by ViPER
check these -
/tutorials.php?category=Mappers
try first room.
Posted: Sun Jan 14, 2007 4:37 pm
by tltrude
"Skybox" is a box that goes around your world and has sky texture. If you only have a room with no windows or doors, no skybox is needed.
Mbuilder makes a ".bsp" file. That file can be used to make a .pk3 file when your map is finished. For now, the .bsp file should be located in your main/maps/dm folder for testing.
Mbuilder uses an MSDOS program to compile your map. If it has errors, it will not make your .bsp file. Tell us what errors you see and we will help you fix them.
Posted: Sun Jan 14, 2007 4:47 pm
by PiojoL
in the folder where I put .map, I add archives .vis .bsp and .lin and the MSDOS sends an error to me that cannot read the file .prt.
That I do?
.lin
Posted: Sun Jan 14, 2007 5:06 pm
by tltrude
".lin" is a file that is created when you have a leak into the void. Your map must be inside a room, or inside a skybox.
".vis" is only used by the compilers.
".bsp" is all you need to test it, but it must be in mohaa/main/maps/dm.
Posted: Sun Jan 14, 2007 5:12 pm
by PiojoL
I already could do it thank you very much but, I have doubts with doors because the one that I put, listening that is opened but, cannot be seen, and I cannot cross it. and when I make a door, I put a door texture to him but, this texture is of another size and is seen only a small piece of the texture of the door in all the door.
how I can make the texture of the door is as large as the door?
Posted: Sun Jan 14, 2007 5:56 pm
by PiojoL
how I can do, that where this the box to see in 3D, I could (to float) to see from above, because the map which I am doing is of 2 floors???
Door
Posted: Mon Jan 15, 2007 12:16 am
by tltrude
Select the door brush and press "Ctrl + F" to make the texture fit. Also, "Key S" will allow you to adjust the texture. Func_rotatingdoor must also have an "origin" textured brush to act as a hinge.
"Ctrl + Tab" will change your view.
It is very hard to read your english!
Posted: Mon Jan 15, 2007 8:48 pm
by PiojoL
what happens is that the English is not my original language, my language is Spanish, and it is difficult to me to translate English.
Thank you very much by everything in which you have helped me it is to me helpful.
I have another doubt, how I can do that the walls or any thing can do them of a round form and not like a square?
Curve
Posted: Tue Jan 16, 2007 1:03 am
by tltrude
The "Curve" menu. Or, you can cut the corners off with the clipper tool -- three connected dots icon.
Click on tool, then (in a clockwise direction) click two times to cut. Hit enter if you like it, and esc if you want to start over.