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No Player Start Point :-(

Posted: Sat Aug 09, 2003 8:22 pm
by Asterix
I can't add the starting point for the player. I tried right clicking in the 2D view but I can't seem to locate the info option. Also, is my map too big and do you like the terrain (needs some vertex pulling). Please help. Here is my .map file...

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

Thanks

Sasa

entdefs.pk3

Posted: Sat Aug 09, 2003 8:27 pm
by tltrude
find entdefs.pk3 in MOHTools/docs and move it to MOHAA/main. Sorry, I don't have that file compression program (.rar).

Posted: Sat Aug 09, 2003 9:29 pm
by Asterix
Thanks that solved it. How about my texture problem in this map? Why is it that once compiled the textures move as if I have a hole in the box...

Please download the following updated .map file and pleeeeasse help.. Also please let me know how to do a sky box on this map.. I am a total n00b but hope to move up from that status soon 8-)

Thanks a bunch

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

Posted: Sat Aug 09, 2003 9:32 pm
by Alcoholic
Couldn't open your file, but if you want a skybox, look at the white text dialog under File, and type in it "sky" for a list of available sky textures. If the map is already outdoors, build walls and a ceiling along the boundaries of the map, as if it was a huge room, but texture the walls with one of the sky textures. It looks weird in Radiant, but it will look normal ingame. Just make sure everything is sealed off from the void.

Posted: Sat Aug 09, 2003 9:36 pm
by Asterix
What about if I have you look at the compiled files... I am clueless about the texture problem???

Thanks again

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

Winzip

Posted: Sat Aug 09, 2003 9:57 pm
by tltrude
Can you make a Winzip version of the file? If you can't, just upload the file without compression.

The textures look funny because there is no skybox.

Posted: Sat Aug 09, 2003 10:20 pm
by Asterix
Here it is: both .map file and the compiled files. I looked everywhere and the box to my knowledge does not have any holes. Pls. check and see why the textures are looking funny?? Could you add the sky box for me...
I have spent 2 hours troubleshooting :-(

Thanks

here is the url:

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

Posted: Sat Aug 09, 2003 10:38 pm
by Asterix
Oh crap! I just noticed some holes in the box... My sky box is huge - in fact the map is one big map and maybe I should have started with a small map considering this is my 1st map. When creating the sky texture you select the sides first then apply the sky texture (type sky in the text box) -should I then press "s" for surface properties and mess with values there. I know that once the sides are textured, I should texture the ceiling the same way but the difference is that then I gotta hit "n" for entity properties and add:

sunlight
70 70 70

sundirection
-80 -80 0

Is this right?

Muchas Gracias Guys and Gals

Posted: Sat Aug 09, 2003 10:52 pm
by rOger
You should texture all the surfaces of the sky in the same way. just select the face and hit the sky texture of your choice. Don't press "s" and change any values. This includes the "ceiling" of the sky

The Worldspawn values are the same for the whole map so it doesn't matter what brush you have selected when you press "n" to add the sunlight and sundirection values.

You should however add ambient, ambientlight, farplane and farplane_color as well.

Try this

Posted: Sat Aug 09, 2003 11:59 pm
by tltrude
Try this:

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

Your sky box was not too bad, but did need some fine adjustments. The worldspawn key/value for turning on the light is:

Key: suncolor
Value: 70 70 70

and

Key: ambientlight
Value: 17 17 17

I added the suncolor one. Every map needs at least one light entity--I added it, and two team deathmatch player starting spots.

Those shimering brushes were sky texture, and that is only for skybox brushes--don't use it on any other brushes. By the way, your map is way too big, ha ha! Try running across it!

Let me know when you have it downloaded so I can delete it from my isp server.

Posted: Sun Aug 10, 2003 3:01 am
by Asterix
Thanks Tom. I compiled the .map file and am still experiencing the weird texture dragging type effect characteristic of having a hole in the map eclosing box (i.e. sky box).

Did you experience the same thing when you compiled it and tested it?
Yes, the map is huge - is it possible to develop maps this size?

Thanks on your help and time,

Asterix

Posted: Sun Aug 10, 2003 3:15 am
by Asterix
Tom,

Here is the .jpg screenshot of what I am talking about. :-(

Please advise

Thx

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

Posted: Sun Aug 10, 2003 3:17 am
by Asterix
How are you running the map in MOHAA? I usually go to the Multiplayer Room->Select Map->Play...

I do this after I have moved the 4 compiled files into dm directory...

Sky

Posted: Sun Aug 10, 2003 4:01 am
by tltrude
Try using a different sky texture. Type sky in the text box at the top of the editor to see them all. dday2 works fine.

Download it again from my link above, I misspelled "suncolor" in the worldspawn properties, doh! I added two small buildings and a destroyed tiger tank. I also made the map a little smaller and added a script which also goes in the dm folder.

Maps that big are hard to work on because large amount of LOD terrain slow the editor down--badly if it is set on scale 1. And, they take longer to compile when you start adding stuff to them--many hours.

Good luck!

play

Posted: Sun Aug 10, 2003 4:22 am
by tltrude
You only need to move hill.bsp into the dm folder. The other files are for the compilers.

If it makes a "hill.lin" file, it mean there is a leak in the skybox. Clicking on file/pointfile will show a red line to where the crack is. But, your skybox should be good now. "hill.bak" is a backup map file that can be used if the extention is change to "hill.map".

You can play it by opening a multiplay server and running the map as a team deathmatch game.