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Yzmo
12-09-2006, 18:30
This is a guide for new mappers to get started, it only covers the basics..

1. Get GtkRadiant, its the program used to make Q3 engine maps, and because of JKA and MB2 is all based on the Q3 engine its the editor of choice.
Windows Version (http://www.qeradiant.com/?data=files&files_id=77)
Mac Version (http://macgamefiles.com/detail.php?item=18267)

2. Now that you have Radiant u will think WTF.. i only see a white grid, and when i draw on it with the mouse i make a red box... i thought that too when i first opned Radiant, its completely normal. To get started here are my favourite tutorials:
GtkRadiant Wikibook (http://en.wikibooks.org/wiki/GtkRadiant)
Tutorial by Kenobifett (http://jkamappingsourc.10.forumer.com/viewtopic.php?t=105)
Tutorial by RichDiesal (http://www.richdiesal.map-craft.com/tutorials/gc101lsn3.html)

3. Those tutorials will help you to get known to the map editor and they will help you to get the basics. Now that you understand them you can try this (http://lindseysmaps.orgfree.com/tutorials_siege_ineditor.php) tutorial by Lindsey, its for making MB2 maps.
You could also try this (http://jediknight2.filefront.com/file/Siege_Map_and_Vehicle_Tutorials;23924) tutorial by Raven, its for making base Siege maps, but it will give you a clear view into siege mapping, MBII maps are very similar to siege maps. There is also an awesome MB2 Mapping Wiki (http://www.redsaurus.net/mb2mapwiki/index.php/Main_Page) which explains all FA related subjects.


Some helpful tips


Always use the /system/caulk texture on all faces you cant see.
Never use the "Hollow" function if you haven't fixed the brushes so that they're not overlapping.


POST IN THIS THREAD IF YOU NEED MAPPING HELP!

Good mapping Forums to get help in:

Filefront Forums (http://forums.filefront.com/sw-jk3-modding-editing-528/)
SJCs Forum (http://superb.6.forumer.com/)
Darth Arths Forum (This is mostly german) (http://darth-arth.de/forum/index.php)
Map-Center Forums (http://www.map-center.com/forums/index.php)

CheeseDestroyer
24-09-2006, 21:13
Do you have to be in CMP to map?

Yzmo
24-09-2006, 21:19
Nope...

CheeseDestroyer
24-09-2006, 21:59
Do you have to be in CMP to map?
Sorry!

Infernox
25-09-2006, 05:59
Do you have to be in CMP to map?
lol at that.

Anyone can map, the cmp is just a high quality of package of maps where mappers can be sure their maps are publically available to download without intensive searching.

Immenor
25-09-2006, 15:07
the radiant for mac info needs to be updated since red flip floped the site around, and is now running it via a wiki.

Metaguardian
30-09-2006, 12:05
I keep getting an error message when I click on the Windows link. So I went to another download website that had GTK radiant 1.5.0 beta (latest i think), it was 4 megabytes.

Yzmo
30-09-2006, 13:18
Yeah, the Radiant homepage seems to be offline.

Kenobifett
02-10-2006, 02:53
YEAH lol go me and my tutorial

Yzmo
05-10-2006, 21:06
Yep, ur tut is a good one... a very good one..

Yzmo
30-12-2006, 11:24
Put in some links of good forums into the first post

WorldsLargestIpod
28-05-2007, 20:26
How do you select a SINGLE side of a brush?

I've tried alt clicking, clt clicking, and shift clicking is for the entire brush.

Teh
28-05-2007, 20:40
Shift+Control+Click to select a single brush face.

Cookie
04-10-2007, 20:11
lindsey's tut needs finished tbh :D

Lightning
05-11-2007, 04:26
You should change the link to go to version 1.4. Because

1)Those tuts use 1.4
2)1.4 is better in my opinion(more options)

Wyes
05-11-2007, 06:28
1.4 is probably the mapping standard at the moment (I use it), but 1.5 is the latest version, and from what I hear it's a lot stabler (is that even a word?) now.

And just a little self-promoting, another good forum is www.map-craft.com (coincidently where the RichDiesal tutorials are currently located).

Yzmo
09-11-2007, 14:40
1.5 roxx...

Really, its alot less buggy

Shadriss
09-11-2007, 16:14
1.5 roxx...

Really, its alot less buggy

I'd agree to this, and point out a few other things in it's favor as well.

1) If you happen to be running Vista, this is the only one that works.

2) Free rotation of brushes is a good thing - 1.5 can do it without screwing up the brush shapes. 1.4.... not so hot on this.

3) Texture manipulation on non-standard angles is a LOT easier in 1.5. When I used 1.4, I always had the hardest time rotating textures to not only match the correct angle, but in getting the settings to get it to fit the way I wanted, because 1.4 (for me anyhow) could not correctly use the Fit function in the surface Inspector unless it was at Angle 0. 1.5 handles both like a champ.

Just those last two points alone would have been enough to make me switch... assuming that I had a choice... which I don't.... being a Vista user. (See Point 1).

Yzmo
09-11-2007, 16:35
Also you can free-rotate and free-scale misc models with the tools.. instead of having to use keys on the entity

Nichilus
11-12-2007, 11:02
Ah, pls can someone help me? I dont know how to put textures into textur folder list :( and I dont have there any -.-

my Caulk texture is showed as "Shader not found" - the basic one but its name is caulk -.-

Gnome
12-12-2007, 00:37
I laff @ Shadriss
Poor Shadriss, he has to deal with Vista.

Anyway, don't just not use Hollow. Don't use CSG subtract, or any other easy
room-creating tools. From what I've heard, they create massive problems.
I think pretty much everything else is fine.

Nichilus, there is no texture folder list, but if you have textures you want to use
in radiant, they have to be put in your base folder as pk3s or just as a folder
in a folder named "textures". Although, if you're using EasyGen, they have to be
out of their pk3s.

And your caulk texture? Generally, the Shader Not Found texture is right at the
start. You should be looking in your texture/system folder for caulk

Pilo T
17-12-2007, 09:17
Alright, first of all, I think this thread should be STICKIED.

Now, I'm going to say that the purpose of this thread is to copy paste error messages from Radiant that don't mean a god damn thing to you, so that fellow mappers may see it and provide some insight.

I'll go first:
"Leaf with too many portals"

That's the message I just got on Infiltration when doing a small test compile. The map is still largely unfinished, but I wanted to do a compile to see if I'd made any big errors, so that I wouldn't discover them after finishing the map and then have to go back through a completed map and pick my way through to find it. I've glanced at it and don't see anything obvious, so I just have no clue what this error message means.

MandaloreBIC
17-12-2007, 09:44
ok so for the portal bug simply try the brush fix tool first, if that doesn't turn up anything find any models or brushes that you suspect might be causing the problem (too many triangles) espeically trees, and set them as detailbrushes (as if they were structual they'd be hell on vis meaning a crash during compile)

also, gtk 1.5 might be pwnage for mapping, but the compile fails, i always compile with 1.4

compile with 1.4 and for some reason this bug wil not happen

MandaloreBIC
17-12-2007, 09:48
Entityleak: noob method - put a big box around ur map (bad on fps, totally makes areaportaling useless, may cause maxdrawdistance)

promethod - follow the red line, use a brush to seal it off (extending walls usually work)




maxdrawdistance: ur map is too big (nearly impossible to happen), or.... u need to put a structural brush in the middle of big areas (a brush that cuts off most of it is perferable) IT MUST BE STRUCTURAL becuz the engine uses structural brushes to calc distance, and if ur entire map is detail = maxdrawdistance




triggers don't work - most common causes

1. you have it set as inactive as a spawnflag
2. you forgot to texture it with the system/trigger texture


EVERYONE WHO KNOWS ANYTHING ABOUT COMPILE BUGS PLZ POST HERE

DarthCuddlyEwok
17-12-2007, 10:13
Node with unbounded volume:You;ve gone and messed up your vertex manipulation. Delete the vertexes which you made before you compiled and make them again!

Juggernut
17-12-2007, 15:26
Seriously..google is your friend!

Plasma
17-12-2007, 17:44
Whats the point just use google, it lists most of them.

Anyway a good site for most errors is modonline:
http://www.modsonline.com/MapErrors-list-1.html

Yzmo
17-12-2007, 18:52
Well.. this forum already has a lot of stickies.. too many imo.. but ill sticky it 4 now ;) On second thought.. ima merge this with the getting started thread.. since thats the mapping hlp thread ;)

Pilo T
18-12-2007, 01:44
question:

should crates be detail brushes?

The problem with my map is the crates in the storage room were causing the Leaf portals whatever error, so I made them all into detail brushes, but I want to know if that was the right way to handle it or if I just patched up the problem instead of actually fixing it.

MandaloreBIC
18-12-2007, 04:00
question:

should crates be detail brushes?

The problem with my map is the crates in the storage room were causing the Leaf portals whatever error, so I made them all into detail brushes, but I want to know if that was the right way to handle it or if I just patched up the problem instead of actually fixing it.
detail brushes don't block -vis and doesn't count towards map divisions during compile (say u have a big room with a detail box and a structural box, the structural version would have better fps and take up less space as the engine can tell the distance between the 2 sides of the room easily)

basically

detail - don't block vis, may cause maxdrawdistance error, slightly bad on fps

but almost impossible to cause leaf error

also, never use detail next to the void, it acts like a entity, BOOM! leak!


so if you want ur crate to cast a shadow and block light, structural

if u don't want it to stop ur compile (like i said, gtk 1.4 compile autofixes and ignores this error) either get 1.4 gtk or make it detail (don't block light, no shadow)

Pilo T
18-12-2007, 17:07
if there's a ****load of boxes, detail brush would be better for performance, then, right?

Yzmo
18-12-2007, 18:21
Well.. if a brush is detail or struc wont change FPS at all. It will just save compile time.. so every brush which isnt a wall or so should be detail.. (generally)..

The thing the compiler does while compiling is that i takes all structural brushes and makes portals in between them.. all edges make a portal.. so if u have a complex map with no detail brushes it will make a huge number of those portals.. It then has to calculate what other portals u can see from every portal.. and this can take aaages... so.. so u should make brushes which shouldnt make portals into detail ;)

MandaloreBIC
18-12-2007, 22:23
Well.. if a brush is detail or struc wont change FPS at all. It will just save compile time.. so every brush which isnt a wall or so should be detail.. (generally)..

The thing the compiler does while compiling is that i takes all structural brushes and makes portals in between them.. all edges make a portal.. so if u have a complex map with no detail brushes it will make a huge number of those portals.. It then has to calculate what other portals u can see from every portal.. and this can take aaages... so.. so u should make brushes which shouldnt make portals into detail ;)
basically in a nutshell

no big change in fps (very very little, only affects areaportaling, read below)

doesn't block vis (does block light) meaning don't use it as a door or for areaportaling, as it will totally **** up areaportaling

do not expose to void, it acts like a entity and will stop ur compile

may cause maxdrawdistance error on big maps as only structual brushes are used to judge distance

is if ur having the problem, use detail brushes will fix it, however, that brush will be considered a misc_model like object (no blocking off void or blocking vis for areaportaling)

it's kinda akward to explain, i did my best

Teelos
25-12-2007, 21:21
Yet another mapping problem.

I've put my map and files into a PK3 and attempted to play it on a dedicated mb server, I manage to get ingame and spec all fine and dandy yet when i select a team such as Rebels or Imperials, the game freezes and I get the error: couldn't find team 2.. I have no idea whats causing it, it could be the team configs or the siege file But i don't have enough knowledge of MB mapping to narrow down the problem. any help would be appreciated. If you want to help and see my PK3, my xfire is mastercheez.

Yzmo
25-12-2007, 22:50
Make sure the team file in pointed to in the .siege does exist ;)

http://www.redsaurus.net/mb2mapwiki/index.php/Siege_Files
http://www.redsaurus.net/mb2mapwiki/index.php/FA:Team_Files

Teelos
25-12-2007, 23:02
OK the .siege file



//This file should never exceed 16384 bytes.

Teams
{
team1 Rebels
team2 Imperials
}

mapgraphic "gfx/mplevels/flagship/rebellayout"
missionname "The Defense of Home One"

roundbegin_target ""
//this is a global target, it will be fired off if there is one when the round begins (this happens
//when there is at least 1 player on each team active)

//All message strings, like message_team1, wonround, etc. can be striped references by having the first char as @.

Rebs
{
RequiredObjectives 1
UseTeam "Rebflag_Rebs"

TeamIcon "gfx/2d/logos/mb_rebel"
TeamColorOn "1 0 0 1"
TeamColorOff ".7 0 0 1"

Objective1
{
goalname "ACCOMPLISH: Do not let them get to the bridge!"
final 0
message_team1 "We have fended off the assault"
message_team2 "We have failed to commandeer the ship"
objdesc "ACCOMPLISH: Imperials have been detected in the hangar, Barricade the Cantina! We must not let them reach the Bridge!"
objgfx "gfx/mplevels/flagship/objgfxreb"
}

wonround "We have fended of the assault!"
lostround "We have lost the flagship"
roundover_sound_wewon ""
roundover_sound_welost ""
roundover_target "siegeend"
attackers 1

briefing "Imperials have breached the Hangar, protect the Bridge!"
}

Imps
{
RequiredObjectives 1
Timed 300
UseTeam "Rebflag_Imps"
TeamIcon "gfx/2d/logos/mb_empire"
TeamColorOn "0 0 1 1"
TeamColorOff "0 0 .7 1"

Objective1
{
goalname "ACCOMPLISH: Get to the bridge, kill anyone in your path"
final 1
message_team1 "We have failed to get to the bridge"
message_team2 "We have crushed the resistance, the ship is ours"
target ""
objdesc "ACCOMPLISH: Commandeer the flagship"
objgfx "gfx/mplevels/flagship/objgfx"
}





wonround "We have successufully captured the flagship"
lostround "We have failed to commandeer the ship"
roundover_sound_wewon ""
roundover_sound_welost ""
roundover_target "siegeend"
attackers 0

briefing "We have trapped the Rebel alliance, now capture the flagship and end this."
}






The useteams match the team config files.. and I still get the error.

Yzmo
26-12-2007, 00:44
Remember that not only the file name has to match, but also the name tag in the mbtc

MandaloreBIC
26-12-2007, 08:14
Remember that not only the file name has to match, but also the name tag in the mbtc
in a nutshell, the team1 and team2 tag at the top of the .seige file must match the corrsponding team entities inside

the .bsp (you did compile it?) and the .siege much have THE SAME NAME

the .siege file must refer to a existing .mbch team file

the team file's name inside must match with the outside (directory) name

the team file must refer to existing mbch character files

the character files refer to must match the entry of the name INSIDE the character file (directory name matching not nessassery in this case)

FrenchFry
26-12-2007, 09:00
Well, for any who want to map, your best choice to learn would be to look at Rich Diesels mapping tutorials. Go through all of them, take your time. I always was discouraged with mapping because it was so confusing at first but after these tutorials it's pretty easy.

Juggernut
26-12-2007, 11:07
Actually the problem lies within the setup of the FA and the characters. Not on how you map. If you refer to the tutorial section, i think that its good too.

Teelos
26-12-2007, 15:43
The Useteam in my .siege file matches the team.cfg file names and the tag in the mbtc. the bsp and .siege have the same name, I believe I have done every correctly and still get the error.

Again here are the files.


Rebel_Cruiser.siege

//This file should never exceed 16384 bytes.

Teams
{
team1 Rebs
team2 Imps
}

mapgraphic "gfx/mplevels/flagship/rebellayout"
missionname "The Defense of Home One"

roundbegin_target ""
//this is a global target, it will be fired off if there is one when the round begins (this happens
//when there is at least 1 player on each team active)

//All message strings, like message_team1, wonround, etc. can be striped references by having the first char as @.

Rebs
{
RequiredObjectives 1
UseTeam "Rebs"
TeamIcon "gfx/2d/logos/mb_rebel"
TeamColorOn "1 0 0 1"
TeamColorOff ".7 0 0 1"

Objective1
{
goalname "ACCOMPLISH: Do not let them get to the bridge!"
final 0
message_team1 "We have fended off the assault"
message_team2 "We have failed to commandeer the ship"
objdesc "ACCOMPLISH: Imperials have been detected in the hangar, Barricade the Cantina!
We must not let them reach the Bridge!"
objgfx "gfx/mplevels/flagship/objgfxreb"
}

wonround "We have fended of the assault!"
lostround "We have lost the flagship"
roundover_sound_wewon ""
roundover_sound_welost ""
roundover_target "siegeend"
attackers 0

briefing "Imperials have breached the Hangar, protect the Bridge!"
}
Imps
{
RequiredObjectives 1
Timed 300
UseTeam "Imps"
TeamIcon "gfx/2d/logos/mb_empire"
TeamColorOn "0 0 1 1"
TeamColorOff "0 0 .7 1"

Objective1
{
goalname "ACCOMPLISH: Get to the bridge, kill anyone in your path"
final 1
message_team1 "We have failed to get to the bridge"
message_team2 "We have crushed the resistance, the ship is ours"
target ""
objdesc "ACCOMPLISH: Commandeer the flagship"
objgfx "gfx/mplevels/flagship/objgfx"
}

wonround "We have successufully captured the flagship"
lostround "We have failed to commandeer the ship"
roundover_sound_wewon ""
roundover_sound_welost ""
roundover_target "siegeend"
attackers 1

briefing "We have trapped the Rebel alliance, now capture the flagship and end this."
}



Imps.mbtc

name "Imps"

ClassesAllowed 6
TimePeriod 6
EUAllowed 1

Classes
{
class1 "Imps_Stormtrooper"
class2 "Imps_Lieutenant"
class3 "Imps_Officer"
class4 "Imps_Shocktrooper"
class5 "Imps_Gran"

}

SubclassesForClass1
{
Subclass1 "Imps_StormTrooperVeteran"
}





And the "Rebs" file is the same format. I've done everything I can, yet it keeps breaking.

Yzmo
26-12-2007, 17:00
Id try something like mapname_Rebs and mapname_Imps since Imps and Rebs may be to general.. but maybe a more experienced guy could help out here ;)

-=Spookie=-
26-12-2007, 20:06
What is the model name of this model? Cant find it anywhere xD

redsaurus
26-12-2007, 20:13
http://map-review.com/index.php?page=ref_view&id=1

-=Spookie=-
26-12-2007, 20:17
http://map-review.com/index.php?page=ref_view&id=1

Good link :D thx

RebelScum
18-01-2008, 20:35
Ok this is a stupid question to ask, but I am using GtkRadiant and the tutorial I use(RichDiesal) uses JK2radiant, and I can't find the Entity Appearance Button. Where do I find it?

Juggernut
18-01-2008, 20:52
Do you mean "N"?
That brings up the entity window where you can configure entities.

RebelScum
18-01-2008, 20:55
No, I'm trying to make a model visible in 3D view. That way I can view a model as I would in-game. Does that make sense?

DarthNormaN
18-01-2008, 21:02
rightclick->misc_model->browse to model->ok
done

RebelScum
18-01-2008, 21:12
Thanks.:)

Yzmo
18-01-2008, 22:33
Merged in here... just FYI, this is the official mapping hlp thread.. so keep the mapping questions here ;)

Frog
30-01-2008, 15:59
sticky!

Chris Roupé
02-03-2008, 20:21
wow thank's this is greate!

by the way, How do I open Map's in GTK (originale maps, finished maps that is allredy in game

Juggernut
02-03-2008, 20:24
That will not work. You will have to decompile them that will lead to texturemisaligning and other errors.

Chris Roupé
02-03-2008, 20:35
ok?? how do i get the map in to game if i can't onvert it to BSP?

EDIT: everything i make only become squares, how do i make round stuff??
or how do i get stuff in it? like computer's, chairs, lamp's just like these:

http://map-review.com/index.php?page=ref_view&id=1

Frost
03-03-2008, 04:57
everything i make only become squares, how do i make round stuff??
or how do i get stuff in it? like computer's, chairs, lamp's just like these:

http://map-review.com/index.php?page=ref_view&id=1

Chris, you can't expect us to cooperate and help you if you show no signs of wanting to learn. Read the tutorials on the first page please and then come back.

Yzmo
03-03-2008, 09:35
You might wanna read the other richdiesal tuts, check the first post

Chris Roupé
03-03-2008, 18:18
You should change the link to go to version 1.4. Because

1)Those tuts use 1.4
2)1.4 is better in my opinion(more options)

He is right, I got 1.5 and i don't have thos stuff they have. Mine dosen't even show how big the cube is xD

Where can i get 1.4?

EDIT: i think i found it.


EDIT2: yes, Now I got all menu's (it's 1.4 :) )

The new problem is that: when i make a cube, I can't see the size, it dosen't tell, iv'e bin looking on the settings but can't find it....

Chris Roupé
03-03-2008, 19:06
ok... Iv'e did exactely as the tutorial said, when i try fire up the game, i get this error:


--- LoadMapFile ---
Loading C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/firstmapNo brushes selected.

************ ERROR ************
Error opening C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/firstmapNo brushes selected.
: Invalid argument


EDIT: Found it, i followed the tutorial for JKO, now i looked at Jangos tutorial...

He say:


Now open up JKA and pull down the console (Shift+`) and type...

/devmap tutorialmap


He mean JKA SP or MP ?

Juggernut
03-03-2008, 19:19
Multiplayer.. MP.
If you have Windows Vista, you will have to use Gtkradiant 1.5.0

Chris Roupé
03-03-2008, 19:24
huh? 1.4 work's for me and, yeah i have vista

Shadriss
03-03-2008, 19:25
Now Chris... we've given you the tutorials... doesn't that mean you know how to map now? Your other threads would seem to suggest that...

In all seriousness, though, don't worry about trying to look at how other peopls maps work just yet. Start with the Diesel tuts, take it one step at a time to learn the basics (like patchmeshes... you know, the 'round brushes'?) and then, once you've got those figured out, THEN go back and start trying to figure out how other maps made things work.

And, as Jugg pointed out, if you are running Vista, you'll have to run GTK 1.5. While 1.4 will load up in Vista, you can't save your work... that's why you got that error you posted earlier.

I didn't much like 1.5 at first, I'll admit, but once I started using it, I came to like it more than 1.4... much more user friendly on items like texture manipulation and arbitrary brush rotation. But thats for more advanced users, so...

Chris Roupé
03-03-2008, 19:32
once again i said i know how to make a map!!!! I did not say PROGRAM a map or MAKE the map work, i said: i can make a map with MAYA! xD

argh!.. i can do much more stuff in 1.4 that 1.5...

EDIT: and how do i see the size of cube? LOL menubar has much more to offer in 1.4 xD

Teh
03-03-2008, 19:39
Edit > Preferences > Settings > Orthographic > Tick the box that says 'display size info'.

The only deficiency i see between 1.5 and 1.4 is that 1.5 lacks the y-axis bar that used to appear in the left of the grid. But i've adapted to it :)

Chris Roupé
03-03-2008, 19:42
wooha.. thanks! :D

EDIT: By the way, 1.5 dosen't have any "bin" on the menu :S

Shadriss
03-03-2008, 20:46
once again i said i know how to make a map!!!! I did not say PROGRAM a map or MAKE the map work, i said: i can make a map with MAYA! xD

Maya ins't a mapping program.. it's modeling. Very different things.

Chris Roupé
03-03-2008, 20:49
at other games, Some games, the map is a model.....


wooha.. thanks!

EDIT: By the way, 1.5 dosen't have any "bin" on the menu :S

The bin is not there, and some of the stuff when i rightclick, you know, There you can insert medic, light and stuff like that...

EDIT: ok WHO give's. I can model, ok? Now i want to learn hoe to make map's for JK

UnsungHero
03-03-2008, 23:12
Actually, 1.4 randomly started working for me on Vista. I did change a few of the property options then restarted my computer, that might have been it. But as Shadriss said, 1.5 has grown on me.

As others have said, Rich Diesal's tutorials are good, and any quake 3 gtk radiant tutorials usually still have the basic principles if you were wondering. Here is a list of good tutorials: http://forums.filefront.com/sw-jk3-modding-editing/333326-jka-modding-tutorials-tools-updated-february-17th-2008-a.html

Chris Roupé
04-03-2008, 17:10
ok... Did you make 1.4 save your map?? and did you make it work in game??

1.4, i don't know, I Don't even have the "bin" menu so i can't start the map in 1.5 xD

Yzmo
04-03-2008, 17:15
What bin menu?

Chris Roupé
04-03-2008, 17:19
Sory i did actually mean "BSP" menu, xD

Juggernut
04-03-2008, 18:47
It is called 'Build' in Gtkradiant 1.5.0

Chris Roupé
04-03-2008, 19:10
aha, thanks :D

Chris Roupé
25-04-2008, 17:28
well i got a problem to test the map, this is the first time it comes up..

when im make the map ready in GTK, and the CMD come up, i get a error..

************ ERROR ************
MAX_TW_VERTS (12) exceeded

and when i try i.e /devmap lala

i get a pop up that says "Sv_setbrushmodel: Null"

Juggernut
25-04-2008, 17:32
Well, the Verts error is that you have a brush that has more than 12 edges. And the Sv_setbrushmodel:Null is when you have an entity that doesnt really exist. To fix the Verts error you can reduce the edges somehow and the Sv_setbrushmodel:

Press L.
Look for entities such as Func_doors and trigger_multiples WITHOUT an arrow next to them. Those were just examples. If you need help ask in Swedish.

Chris Roupé
25-04-2008, 17:39
thanks.. well, i know how to make thing brake like glass, but how do i make a wall be like a window?

Yzmo
25-04-2008, 17:47
You texture it with common/env_glass

Chris Roupé
25-04-2008, 17:49
thanks

Chris Roupé
25-04-2008, 19:21
ok, when i import models like, tables or chairs, How do i do, so i can't walk through it`?

Juggernut
25-04-2008, 19:46
You make a brush around it and then you texture the brush with system/clipmodel_nodraw.

Shadriss
25-04-2008, 19:59
Actually, any variety of clip would suffice, though physics_clip would be my choice.

Chris Roupé
25-04-2008, 20:04
aha, lol, when i start game the room is lighted up, not from my own lights....

Juggernut
25-04-2008, 20:23
Because you compiled without the -light parameter. Try the "-meta -vis -light -fast -filter" compile.

Chris Roupé
25-04-2008, 21:30
ok i try :D

Chris Roupé
26-04-2008, 19:21
any good tutorials how to make a elevator?

Chris Roupé
27-04-2008, 15:33
någon bra quide för hur man gör en hiss?

Chris Roupé
30-04-2008, 17:32
ok dont care about that...

How do i make a Light go to one derection... ?? like a target..

Chris Roupé
05-06-2008, 12:05
i just got some problems... GTKraddidant have stoped recognize some textures. I.e the system textures...

Juggernut
05-06-2008, 15:32
Elevator:http://www.richdiesal.map-craft.com/tutorials/br201lsn6.html
Connect the light to an Info Notnull.
Check if you have still got the "mapextras.pk3" in your base folder.

WorldsLargestIpod
23-06-2008, 17:33
This thread definately needs to be stickied.