Page 1 of 2

Map Noob with 2 Questions..

Posted: Tue Aug 19, 2003 8:39 pm
by Franaticus Satanii
I've been creating a custom map. I have added my content, edited my terrain.

Here are the questions (I've read and read..but I need the "reader's digest version):

#1: What is the most basic script required for general audio in a new map file? Right now my map has no sounds at all....kind of like playing in a vacuum.

#2: What are the general differences between DM matches, team matches, round based matches, etc. and what are the map / script parameters required for each type? I personally just want to create a server run axis vs. allies match where people can join the server, pick a team, and play. Is this so easy that it is overlooked in the tutorials? I may be looking in the wrong places...but I have hit a half dozen sites and no real definitive info.

Can anyone steer me in the right direction? I appreciate all help. Thanks.

Help

Posted: Wed Aug 20, 2003 12:12 am
by tltrude
1. Put your .bsp file in the main/maps/dm folder and you will have sound and weapons.

2. Free for all is where everyone kills everyone. Team match is Allies againt the Axis. And, round based is where you don't respawn in a team match. The scripts for the stock maps are in pak5.pk3, so if you extract them you can study the different types.

clarification...

Posted: Wed Aug 20, 2003 3:02 pm
by Franaticus Satanii
First, thanks for the response!

My .bsp, .map, .prt, .min, etc. files all reside in my ../main/maps folder currently. If I understand you correctly, I should move them one level deeper into the DM folder and let them sit there for now on? This will enable audio? What happens when I package this up into a .PK3 file. How do I include audio? Is there a script that goes along with a map? Everyone is talking about scripting and I haven'y locked the connection down between a .map and its .scr file.

Double check my player insertion knowledge for a sec. - if I add "func/playerinfo_axis/allies" spawn points in my map and then compile with Mbuilder with the "Team Death Match" compile option chosen...I get a TDM map? Is it really that easy? How many spawn points am I limited to? (ideally I would like three unique spawn areas per side)

Again, any help is really appreciated.

Posted: Wed Aug 20, 2003 10:57 pm
by Sonsai
As many spawn areas as you want. Suggested for FFA is 32 different ones.

And yes it is that easy to compile a TDM, RB, or FFA map.

For background sound in your map, it's something to do with ambient sound I believe. Yes you include it in your map.scr (script file). I've never done that yet, but I expect to in my public release of "The Front".

Compile

Posted: Wed Aug 20, 2003 11:42 pm
by tltrude
The compile has nothing to do with what type of game your map is. It just turns your editor file (.map) into a game file (.bsp). The only thing that determins what type game it is, is its location.

Mohaa/main/maps = singleplayer (requires one info_player_start)
Mohaa/main/maps/dm = multiplayer deathmatch (requires one info_player_start and up to 32 allied and 32 axis spawns and/or 64 deathmatch spawns)
Mohaa/main/maps/obj = multiplayer objective (requires one info_player_start and up to 32 allied and 32 axis spawns)

BSP files will work without a script in the dm folder, but a script makes it work better. Objective games need a script to set up the bombs and objectives. Singleplayer maps require a script too--for weapons, sounds, AI setup, and a host of other things.

Your player insertion knowledge seems quite faulty. All the player spawns are under "info" not "func".

Yet another response/question...

Posted: Thu Aug 21, 2003 3:19 pm
by Franaticus Satanii
I stand corrected...you are right about the player items being under info and not func. As I am a beginner and not using this software regularly...I work from 7am to 8pm...my mapping hours are limited to time when I am not really fully functioning...lol. I also address the forums from work and the software is not in front of me. As long as my reasoning is sound, I'll correct my nomenclature in the future.

If I take my .bsp file and put it into PAKscape under ../maps/dm and create a .pk3 file and distribute to others for server play as a team death match, will it have sound? without a script?

What are the radio button selections for in Mbuilder under options for if not a compile method?

Can someone point me to a tutorial on the basic map script required for maps? I have read the very detailed script guide in the script forum...and while it really tears apart the scripting language and variables....nowhere does it explain how it relates to a custom map and what are the basic components.

Any suggestions?

old tutorials

Posted: Thu Aug 21, 2003 3:37 pm
by tltrude
Yes, you can make a pk3 as you mentioned but, if you just want to test it, place your bsp in main/maps/dm, start a (one person) multiplayer server, and load your map. A pk3 is just a compressed version of the main folder, but it works just as well uncompressed.

Those radio buttons indicate in which folder you want a copy of your bsp file to be saved after it is created. But, for me anyway, it is better to just save it in maps (the singleplayer folder) and move it into the dm folder myself.

Look at the "old tutorials" page of this site. There is one for making a basic dm script.

Posted: Fri Aug 22, 2003 6:10 am
by Vic Marrow
If you name your map: test_(your map name) You will get all the sounds. I found this in Nemisis's tutorials. Don't know why but it works. I got a map called river. So I named it test_river.map and all the sounds are there. Oh by the way I think this is just for single player maps.

Thanks...

Posted: Fri Aug 22, 2003 2:57 pm
by Franaticus Satanii
Thanks for all the help. I can't believe i missed that DM script tutorial....damn. I appreciate noone calling me a dumbass on that one :oops:

Now that I have a foundation script, some of the other tutorials make sense. I am starting to see a link between the two (.map and its .scr).

SOOOOOOOO far to go yet in learning to map and script, but I'm happy with the way my map is progressing. It would totally suck to make a really nice map and then have noone to play on it. I just wanted to establish some of the basics like player spawning for TDM play on a server, sound, and packing it up to be sent out.

Again, thanks for the patience and assisstance.

PS: anyone know how to make a brush do damage? I have a brush that is barbed wire and I want to "electrify" it to do some damage when touched. Any suggestions?

Posted: Fri Aug 22, 2003 10:14 pm
by General_DisArray
another cool way to add ambient sound to your map is to find a multiplayer map already in the game and use the script for that ambient sound for your map. just add the same line in the original map script to your map's script.

to find the script to add, open up the Pak5.pk3 in your main folder, or Pak3.pk3 in the mainta folder. then find the map that has the sound you like (like in the pak5.pk3 file i choose the map mohdm5) i then open up the mohdm5.scr file by right clicking and using the internal viewer(this all depends if you are using winzip or not).

anyway, this will open up this file look a few lines down and see

Code: Select all

exec global/ambient.scr mohdm5
copy this file into your your script between the "level waittill prespawn" and "level waittill spawn" and you will have sound. if you want a different sound just replace the "mohdm5" with whatever map's sound you like or best fits your map.

but like was said before put your .bsp and .scr in the main/maps/dm folder for a free for all match and team death match and if you have an obj or TOW map put them in the main/maps/obj folder.

the global/ambient.scr is a script already written for us to use to add sounds easily to maps.

on another note, you can also add sounds that are localized for a special sound, like a cricket or truck running. but that is a little more advanced but is really cool when you do it.

anyway, stick with it though. we were all noobs at one time!!

hope this helps.

Gen_Dis

script addition...

Posted: Sat Aug 23, 2003 6:37 pm
by Franaticus Satanii
I am using the script in its basic form from the DM script tutorial. I added the code line as explained. Take a look at the script...is it correctly added?

Code: Select all

// USER-RSHA-BIRKENAU-v1-3C.MAP
// ARCHITECTURE: {RSHA} HEYDRICH REINHARD [CP] (AKA) FRANATICUS SATANUS 
// SCRIPTING: {RSHA} HEYDRICH REINHARD [CP] (AKA) FRANATICUS SATANUS

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "none" // your score board picture

level waittill prespawn

exec global/ambient.scr mohdm5

exec global/DMprecache.scr

exec global/ambient.scr USER-RSHA-BIRKENAU-v1-3C.MAP // may want to make your own ambient sounds, read the tut

level.script = "maps/dm/USER-RSHA-BIRKENAU-v1-3C.scr" // map name script
level waittill spawn

//add more codes here after you add more features to your maps

end
I still don't have any "ambient" sounds...no wind or shit like that...just door openings and footfalls...bullets and stuff. Is that all I'm supposed to have?

Background sounds

Posted: Sat Aug 23, 2003 10:40 pm
by tltrude
You have two lines the same in your script:

exec global/ambient.scr

The one with your map name will not work because there is no file named, "USER-RSHA-BIRKENAU-v1-3C.mus". The other ambient script line should work when you take the extra one out.

DMprecache??

Posted: Sun Aug 24, 2003 3:20 pm
by Franaticus Satanii
2nd line under "waittill prespawn" says "exec global/DMprecache.scr".

I don't have a script named this. Is this something I should have or should I remove this line from the script?

If I do need a precache script...any good basic templates to use and an idea of what the contents are.

I decompiled some maps and it looks as if the contents to the ones that had DMprecahe is mostly created of models and textures applied to them...is the following a good example?

Code: Select all

exec global/DMprecache.scr
exec ubersound/ubersound.scr
cache models/fx/dummy.tik

cache models/fx/bh_paper_lite.tik
cache models/fx/bh_paper_hard.tik
cache models/fx/bh_wood_lite.tik
cache models/fx/bh_wood_hard.tik
cache models/fx/bh_metal_lite.tik
cache models/fx/bh_metal_hard.tik
cache models/fx/bh_stone_lite.tik
cache models/fx/bh_stone_hard.tik
cache models/fx/bh_dirt_lite.tik
cache models/fx/bh_dirt_hard.tik
cache models/fx/bh_grass_lite.tik
Any ideas on how to get Mbuilder to compile a little faster? I went through the entire map and used structural / detail brushes, lighting is not trying to light the whole map (using ambient light...is nighttime map). I don't have any errors or warnings....is 8+ hours a normal compile time?? It IS a rather large map....but mostly open spaces. Do models need to be changed to detail brushes...and what about doors and windows?

Posted: Sun Aug 24, 2003 6:49 pm
by rOger
It depends on which part of the compile it is that takes time. If it is the vis part, you might need to make even more brushes detail, if it is the light phase, I don't think there is much you can do. But if you just need to compile to test the map to see if you can walk up a stair or if doors open correctlly you could tell Mbuilder to pause after skip the BSP phase and then copy the .bsp file to maps/dm. It will run, but it will look like in radiant when it comes to lightning.

Compile time...

Posted: Sun Aug 24, 2003 9:16 pm
by Franaticus Satanii
It is the VIS phase....I changed out some brushes to detail...removed some extra lighting that I really didn't need....and I reduced the time a little (+/-1.5 hrs).

Mapping ain't easy...but after a good compile...it sure is rewarding!!