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Rammelslakje (NL) October 1st, 2005 12:42 PM

mp_hsh3
 
Hello,

On soffiles I found mp_hsh and mp_hsh2 and those maps were the best custom maps I ever played!

I asked permission from the author to edit it. I get it, and he send me the .map filed.

I opend the .map file in GTK Radiant 1.4 and I started editing it.

I changed many things like adding ladders, more player start points, weapons, new garage and i'm going to add a whole second floor + a few nice secrets:naughty:

After 3 hours of editing I would like to see what I have made so far.

I saved it, and put it into BSP. BSP test light fast bounce or something like that.

It saves the bsp file in base/maps like usual.

When I start SOF2, and I typ: /devmap mp_hsh35 (5 = version number) it crashes after a while.
Whole SOF2 quits. Normal program crash message.

Does anyone knows how I can solve this problem? Its drivin me crazy cause I really want to make a nice map!!!

Please help me!

See yah all soon!

Rammelslakje (NL) October 1st, 2005 02:00 PM

Re: mp_hsh3
 
Aah comman guys! I cant wait to test it! Please help me out here!

The Irish Guy October 1st, 2005 04:10 PM

Re: mp_hsh3
 
Is there any chance that it is your sof that is the problem?

Try reinstalling sof, and copying all maps/other downloads to a different location before deleting the sof folder, after reinstalling.

Or if you want someone else to test it feel free to email me @ AOL

Rammelslakje (NL) October 2nd, 2005 01:11 AM

Re: mp_hsh3
 
Nope I dont think so I reinstalled everything 2 weeks ago.

And the bsp project takes much longer now... Yesterday I turned it into bsp in 5 minutes now it takes more than 30 minutes :/

Very weird please help!

Memorex October 2nd, 2005 02:02 AM

Re: mp_hsh3
 
I've told you yesterday what the reason was on msn... Send me the map via msn and I'll set it all up.

Rammelslakje (NL) October 2nd, 2005 02:14 AM

Re: mp_hsh3
 
You mean the DM thing? Yes it was set to DM but it still crashes :uhm:

Ok I will send it...

LeTHaL BaNaNa October 2nd, 2005 02:30 AM

Re: mp_hsh3
 
Quote:

Originally Posted by Rammelslakje (NL)
Cant remember what you told me yesterday:uhm:

chat logs ftw.

I;m just curious, does it only happen on your own map or also on other maps?

And also, if your compile time went up from 5 to 30 minutes with the same compile, you have either added a lot of things, or you've done something seriously wrong.

Memorex October 2nd, 2005 02:37 AM

Re: mp_hsh3
 
The time can be explained, cause maybe he did first singe bsp meta, and later final (which takes ofcourse longer). Maybe thats the reason it takes longer. I've tested the map out here, and it works great.

Rammelslakje (NL) October 2nd, 2005 03:03 AM

Re: mp_hsh3
 
Yes Banana I remembered tnx anyway :P

But Blonde, I don't know why it works with you and not with me :( Its drivin me crazy :furious:

Soon I will reinstall everything cause I wait for the 2.2 patch from Goldrush, than I reinstall everything correct etc. I hope it works than!

Rammelslakje (NL) October 2nd, 2005 08:38 AM

Re: mp_hsh3
 
2 Attachment(s)
Ok I got it working but only on v1.00. When I want to test the map on v1.03 it wont work. It works with 2 other people but not with me. I hope this problem is over when I reinstall everything again!
Second problem is: Whem I test it everything is very white or black. Its very weird.
On these screenshots you see what I mean. In GTKRadiant 1.4 I see normal colors but when I test it's all black:uhm:
And the 3rd prob is... I forgot about how to make a swimminpool:rolleyes: Can someone give me a link or explain it?
tnx and I'll keep you guys informed!

Memorex October 2nd, 2005 10:14 AM

Re: mp_hsh3
 
The models are black since you used "single BSP-Meta". Use "Final bsp blablabla" and the models will have the correct colours. This should also take care off the "very white" stuff.

Note: The Final BSP blablabla process can take a very long time..

LeTHaL BaNaNa October 2nd, 2005 02:53 PM

Re: mp_hsh3
 
Quote:

Originally Posted by Memorex
The models are black since you used "single BSP-Meta". Use "Final bsp blablabla" and the models will have the correct colours. This should also take care off the "very white" stuff.

Note: The Final BSP blablabla process can take a very long time..

Actually, you only have to add the -rename parameter to the bsp stage when compiling to fix the black models as it concerns a bug with modelnames or something like that.

Also, you may want to read some tutorials on www.modsonline.com as I'm sure they will help with 80% of your problems, like how to build a swimming pool iirc.

Memorex October 2nd, 2005 11:47 PM

Re: mp_hsh3
 
Quote:

Originally Posted by LeTHaL BaNaNa
Actually, you only have to add the -rename parameter to the bsp stage when compiling to fix the black models as it concerns a bug with modelnames or something like that.

I don't get this part :uhm: Ah well, just listen to LB, he knows more about it then me :lol:

LeTHaL BaNaNa October 3rd, 2005 03:24 AM

Re: mp_hsh3
 
Quote:

Originally Posted by Memorex
I don't get this part:uhm: Ah well, just listen to LB, he knows more about it then me :lol:

Ok, I'll try to explain. It's quite easy once you get the hang of it.

A very basic BSP, VIS, LIGHT compile would look like this.

Code:

"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -game sof2 "C:\games\SOF II\base\maps\autosave.map"
"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -vis -game sof2 "C:\games\SOF II\base\maps\autosave.bsp"
"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -light -game sof2 "C:\games\SOF II\base\maps\autosave.bsp"

The BSP part will convert all the brushes/entities/models/etc and their corresponding coordinates in the .map file to a readable format for sof2, the .bsp format. The rest of the stages will then be applied to this .bsp.

In the second part, VIS, it will be calculated WHAT can be seen from WHERE. For example, it calculates if someone in room A can see someone in room B.
In the last part the lighting will be calculated by projecting the light from the light entities/textures/sky onto the surfaces of the brushes.

Anyway, you can add parameters to this which tell the q3map2.exe to do specific actions to your .map file. For example, you can make VIS and LIGHT faster by adding the -fast parameter, at the cost of a lower quality. Also, the -meta parameter is often used in the BSP stage because it greatly beneftis compile times.

I do not exactly know what the -rename parameter does, but it has something to do with the renaming of the models so they match with the texture. Note that this only applies to misc_models.

My normal compile would therefore look something like this:

Code:

"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -meta -rename -game sof2 "C:\games\SOF II\base\maps\autosave.map"
"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -vis -saveprt -fast -game sof2 "C:\games\SOF II\base\maps\autosave.bsp"
"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -light -fast -filter -patchshadows -game sof2 "C:\games\SOF II\base\maps\autosave.bsp"

You do need q3map2 for this, because it is way better than the original q3map that comes with the sdk. If you use gtk you are fine.

I found a list with all the switches for q3map2 which I found quite useful: CLiCK

Also, you might want to use q3map2toolz for this which you can get from google, as it really helps.

I hope this answers your question :)

AcE October 3rd, 2005 06:15 AM

Re: mp_hsh3
 
To make a simple pool the quick way.

1. Make an oblong shape and click the hollow option.

2. Load up finca textures and texture the 4 inner walls & floor with "pool tile"

4. Load up textures > tools & find nodraw_water draw a brush out with the the same depth as your pool maybe slightly shallower.

5. Load up the common textures and texture the top of the nodraw_water with water_pool.

NOTE : Shift+right click to texture 1 face of a brush.

Memorex October 3rd, 2005 06:46 AM

Re: mp_hsh3
 
Quote:

Originally Posted by LeTHaL BaNaNa
Ok, I'll try to explain. It's quite easy once you get the hang of it.

A very basic BSP, VIS, LIGHT compile would look like this.

Code:

"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -game sof2 "C:\games\SOF II\base\maps\autosave.map"
"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -vis -game sof2 "C:\games\SOF II\base\maps\autosave.bsp"
"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -light -game sof2 "C:\games\SOF II\base\maps\autosave.bsp"

The BSP part will convert all the brushes/entities/models/etc and their corresponding coordinates in the .map file to a readable format for sof2, the .bsp format. The rest of the stages will then be applied to this .bsp.

In the second part, VIS, it will be calculated WHAT can be seen from WHERE. For example, it calculates if someone in room A can see someone in room B.
In the last part the lighting will be calculated by projecting the light from the light entities/textures/sky onto the surfaces of the brushes.

Anyway, you can add parameters to this which tell the q3map2.exe to do specific actions to your .map file. For example, you can make VIS and LIGHT faster by adding the -fast parameter, at the cost of a lower quality. Also, the -meta parameter is often used in the BSP stage because it greatly beneftis compile times.

I do not exactly know what the -rename parameter does, but it has something to do with the renaming of the models so they match with the texture. Note that this only applies to misc_models.

My normal compile would therefore look something like this:

Code:

"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -meta -rename -game sof2 "C:\games\SOF II\base\maps\autosave.map"
"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -vis -saveprt -fast -game sof2 "C:\games\SOF II\base\maps\autosave.bsp"
"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -light -fast -filter -patchshadows -game sof2 "C:\games\SOF II\base\maps\autosave.bsp"

You do need q3map2 for this, because it is way better than the original q3map that comes with the sdk. If you use gtk you are fine.

I found a list with all the switches for q3map2 which I found quite useful: CLiCK

Also, you might want to use q3map2toolz for this which you can get from google, as it really helps.

I hope this answers your question :)

Thanks m8 :) It sure answers my question

Rammelslakje (NL) October 3rd, 2005 10:31 AM

Re: mp_hsh3
 
LoL, seriously, I dont understand anything of all these posts:uhm:

I think I resume mapping in the holidays which is in 2 weeks.

Your hear from me!:nodding:

AcE October 3rd, 2005 12:19 PM

Re: mp_hsh3
 
Quote:

Originally Posted by Rammelslakje (NL)
LoL, seriously, I dont understand anything of all these posts:uhm:

You will m8 the more you read and the more you ask the more you will learn :rock:

Rammelslakje (NL) October 3rd, 2005 01:31 PM

Re: mp_hsh3
 
Quote:

Originally Posted by }-=AcE=-{
You will m8 the more you read and the more you ask the more you will learn :rock:

You are absolutly right! Maybe I cant learn to much because I have alot to do. (school)
But when the holidays are there I will start again and maybe I can complete it in one holiday:eek:

Soooo... See yah in 2 weeks in this thread:p

(dont close it:))

LeTHaL BaNaNa October 3rd, 2005 01:35 PM

Re: mp_hsh3
 
Quote:

Originally Posted by Rammelslakje (NL)
You are absolutly right! Maybe I cant learn to much because I have alot to do. (school)
But when the holidays are there I will start again and maybe I can complete it in one holiday:eek:

Soooo... See yah in 2 weeks in this thread:p

(dont close it:))

Everyone has to start somewhere :)


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