If you cannot find the answer to your problem, you can ask on the forums.
(1) How do I get started in mapping ?
First things first. Download and install MoH Radiant (see files
section). Make sure that you get the correct version of MoH Radiant for your needs. If you wish to create Spearhead maps you will need to download the Spearhead SDK. Then start reading the New Mappers tutorials. These contain all the basic tutorials to get you on the road to creating your own MoHAA maps. Then just keep practicing and reading the other tutorials.
A brush is the basic building block of mapping. Pretty much everything you see within a map are made up of brushes.If
you make a wall or floor - they are brushes. You can create a brush by simply holding down the left mouse button and dragging
on the grid.
To select a brush simply hold down shift and left click on the brush u want to select. This can be done either on the
grid or in the 3D view window. To deselect a brush simply hit escape.
(4) What is a face and how do I select / texture one ?
A brush consists of 6 or more faces, i.e sides. Each one of these sides can be individually selected and textured.
To select an individual face simply hold down ctrl + shift and left click on the face with the left mouse button. You
can select more than one face this way. To texture a selected face (or faces) simply click on the texture you want to use
and voila the texture should be applied to the face. To deselect a face simple hit escape. If you have many faces selected
and you only want to deselect one, simple hold down ctrl + shift and left click on the face you want to deselect with
the left mouse button.
When you are creating your maps, think of starting out looking at a void or vacuum. Everything you build is within that void,
and for anything to exist in your map it must be "sealed" from that void. A leak is a gap that leads from your map into
that void. Your map must be sealed by brushes. You cannot use entities, models, LoD Terrain or Patch Meshes to seal your map.
An entity is an object that either interacts with the world or interacts with the player, such as a light or a door. You
can add an entity to your map by clicking the right mouse button and selecting one from the list.
In level design for MoHAA you create a .map file. This map file then needs to be compiled into a .bsp file. The compile
process is where the tools figure out what the map should be like in game, it determines the lighting, the environment,
everything, it compiles it so it can be played.
There are many different reasons as to why your map might not compile. We have compiled a list of the most common compiling errors here.
If you can't find your particualr error, check the forums - chances are someone has had the same error before.
Make sure that your .bsp file (the compiled map) is in the correct directory of MoHAA. Make sure you have added at least 1
info_player_start entity. Also check to make sure that your map has compiled properly. If this doesn't work try asking in the
forums.
If you want to start designing levels what you need to do is head over to the New Mappers page and follow the tutorials
through, then you should feel more at home and you can then read some of the more complex tutorials and start learning how to map.
This is applying a texture called caulk (which is found in the common texture folder) to any faces that you cannot see
(if you don't now how to texture, check the basic texturing tutorial). Caulking unseen faces means the game engine doesnt
draw them, which means higher fps and and better all round performance Some mappers make there maps out of caulk first
entirely and then put the texture they want to be seen on the faces.
(14) Is there an easy way to learn how to script ?
Unfortunately there is no easy solution to scripting. It requires a lot of patience and study. The best way to go about learning how to script in MoHAA is to read all the script files that come with the game and look up the things you do not understand in our big scripting manual. Then start creating small scripts.
Use the forums, they are a valuable tool
and a good place to swap scripting ideas and information.
First, create a trigger multiple where you want your minefield to be, and give it the targetname minefield. Then simply add the
following line near to the top of your script file :
The answer is Yes. BUT it really isn't easy. There are 2 ways to edit the original maps :
(a) You can modify the maps .scr (script) file. By doing this you can add things such as models (tanks / trees)
but you can't edit a building (for example)
(b) You can decompile the original .bsp file. The decompiler doesn't work with 100% efficiency and you will be left
with many errors that you have to correct. For instance Stalingrad 2 (by MPowell1944) took around 300 mapping hours to reconstruct.