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Noob Needs Help
Posted: Tue Sep 16, 2003 5:27 pm
by [MC] Ace
Hey all, I would like to put room names on the walls of rooms on the stock maps we play. The reason I'm doing this is that we're having bad communication problem as far as stating location. We get for example "I'm the building where the the trucks at" instead of saying "I'm in the motorpool room"(V2Rocket-stock map). I need to know which programs i need to do this or this can be solved by a mod? I dont know how so if anybody can help, I would appreciate it. Thanks in advance.
Posted: Tue Sep 16, 2003 6:25 pm
by wacko
easiest way would be to agree on one name for each room

make a printout of the map with the names on it and give this piece of paper to ur friends...
adding signs (=brushes) to compiled maps is probably impossible, maybe by adding models of signs by the script? But that surely would be incommensurate with the result

Posted: Tue Sep 16, 2003 7:38 pm
by Franaticus Satanii
You could always make a "sign" by creating a custom texture and placing it in your map like any other picture or poster.
There is a tutorial on custom textures at Nemesis's site....
Here is the link:
http://users.1st.net/kimberly/Tutorial/cust-text.htm
You'll need an image editor like photoshop and the typical map tools like radiant, etc.
If you are not into customizing maps...the best way to name stock maps is like Wacko said....agree on a set name for each area of the map and practice the nomenclature. That what we do in my clan for competitions....just run around and think of names people won't forget (at least too often

).
Posted: Tue Sep 16, 2003 7:46 pm
by wacko
{RSHA} Heydrich Reinhard wrote:You could always make a "sign" by creating a custom texture and placing it in your map like any other picture or poster.
This is great news! How do you "place" a texture in a bsp file?
Posted: Tue Sep 16, 2003 8:03 pm
by Random
Ook im not sure how they did it but i did see something called the propoganda mod. In effect they added signs all over the place and only a few seemed like they were just redone tga files. there were signs that were not there before. If you find that maybe it will help.
Posted: Tue Sep 16, 2003 8:13 pm
by wacko
Random wrote:Ook im not sure how they did it but i did see something called the propoganda mod. In effect they added signs all over the place and only a few seemed like they were just redone tga files. there were signs that were not there before. If you find that maybe it will help.
they probably just exchanged the used textures?!
you can "overwrite" textures of posters or other stuff which are already used in the map (probably by adding a texture with same path and name in a additional pk3, never tried so, though) but how could I add a new brush??
The method of texture replacing isn't working for Ace, because then, every room would have to hold a brush with an unique texture which isn't used anywhere else in the map.
Posted: Tue Sep 16, 2003 8:16 pm
by Franaticus Satanii
My bad Wacko, I assumed (incorrectly apperently), that he was running his own maps.
As you can see my response is in two parts....one for modifying a map, and one for not modifying a map. The response is still solid though. If you can modify your .map file...do so. If you can't (a .bsp) then name your maps and stick to it.
I am also a new to mapping person and just wanted to share some of my experiences....help and be helped kind of thing.
Please don't crucify me for wanting to help.

Posted: Tue Sep 16, 2003 8:27 pm
by Franaticus Satanii
Ok...maybe I was a little sketchy on my explanation....doesn't it make sense if you can add a crate to a room via a script, place a custom texture on that crate at a know origin point, that you can modify the original .scr file to add a sort of "sign"?
Again..I'm new and ignorant...but it seems like it would work in theory.
Posted: Tue Sep 16, 2003 8:57 pm
by wacko
Heidrich, I must apologize to you, if u take my post this way, I rather wanted to be funny. bad idea, sorry!!
I (probably we all) appreciate everyone who is willing to help others and surely none, including me, would "crucify" him for giving (or even just wanting to give) help!
I gave more than once a wrong advice, because of my ignorance either of MOHAA or of the english language, so I really would have no reason to become offending...
for the "crate method" I think, the crate must be already IN the map to place it somewhere, that's why I wondered whether a model could work...
Posted: Tue Sep 16, 2003 9:16 pm
by [MC] Ace
Thanks Fellas for 411, I figure if you can add tank mod into are stock maps I figured a sign shouldn't be to hard. I give that site a try & give it a shot. And yes I do have them printed out with there name of each room in a binder but sure is a pain to take my eyes off the screen just to find the name.
Posted: Tue Sep 16, 2003 10:46 pm
by Franaticus Satanii
Hey Wacko....not a big deal. We are all trying to help eachother
[MC] Ace....this might be worth pursuing with greater minds than mine...I am suree that there has to be a way to add an item...however custom...to an existing map via a script. This may be a good thread for the "scripting" forum.
Posted: Tue Sep 16, 2003 11:30 pm
by Jack Ruby
I have played quite a few modded stock maps. From what I have seen all the additions to the maps were static models, I assume these are pretty simple to script into the map as for spawning brushes with certain textures I have no clue, nuggets would probably know

Posted: Tue Sep 16, 2003 11:43 pm
by [MC] Ace
I'll try the script forum & see what they say....thanks again...later