peds_pylon

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Pedsdude
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peds_pylon

Post by Pedsdude » April 11th, 2006, 1:52 pm

Well, I got fed up of peds_prison for now - too similar to peds_pace in the way that it's a load of identical paths, and I got fed up of having to do everything the same all the way through (for now). I'll continue peds_prison at a later date.

For now, I will announce my new upcoming map, peds_pylon. As the name suggests, it involves an electricity pylon - you have to climb up a pylon, go from one to another, then back down the other side. Here's a little teaser from what I did last night (about 1 hours work):

http://codjumper.com/files/pylon/1.jpg

I'll post updates here and on my maps page, http://peds.codjumper.com/
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Post by Dan2k3k4 » April 11th, 2006, 1:57 pm

Kool :D I'm making a crane/diving board thing for part of my jm_danograd, where you just jump and climb up it (will have 3 places to dive off into the water - the top being the hardest to get to...) but it's taking long to map :( damn coursework/exams :(

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Post by Koekie » April 11th, 2006, 2:12 pm

looking very nice mate :)

btw. what happened to the sequel of peds_bathroom? :p
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Post by Pedsdude » April 11th, 2006, 2:20 pm

lol, peds_sewer got put on hold ages ago :P

Arg, pretty big problem - I was editing the map fine, then I saved it and closed radiant, ran coduomaker, found out my bsp file was now 5kb in size, opened the .map in radiant, everything is gone apart from a few scriptmodels and spawns. Any ideas? (the .bak file is the same...)
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Post by Luke » April 11th, 2006, 2:31 pm

Look in the command box at the bottom of radiant when you first open the map, it probably says "no worldspawn" or something like that..If so, open the map file in notepad make sure the top line has

{
"classname" "worldspawn"

Pedsdude
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Post by Pedsdude » April 11th, 2006, 3:53 pm

The start of my .map file:

Code: Select all

{
"classname" "worldspawn"
"_color" "0.95 0.95 1.000000"
"sundirection" "-35 195 0"
"suncolor" "0.99 0.98 0.86"
"sunlight" "1.6"
"ambient" ".20"
"sundiffusecolor" "0.94 0.94 1.000000"
"diffusefraction" ".55"
"northyaw" "90"
"origin" "-800 160 40"
}
// entity 1
{
"targetname" "secret-t"
"classname" "trigger_multiple"
// brush 0
{
When I start radiant:

Code: Select all

Map_New
Unabled to read shader scripts/transparents.shader
Entering message loop
Map_LoadFile: C:/Philip/Call of Duty/Main/maps/b.map
Loading common/trigger...empty alpha channel!done.
Loading industrial/concrete@dam_concrete3dirty...done.
Loading industrial/concrete@concretefloor1...done.
--- LoadMapFile ---
C:/Philip/Call of Duty/Main/maps/b.map
    9 brushes
   14 entities
Map_BuildAllDisplayLists
6 textures in use
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Luke
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Post by Luke » April 11th, 2006, 5:03 pm

Pedsdude wrote:The start of my .map file:

Code: Select all

{
"classname" "worldspawn"
"_color" "0.95 0.95 1.000000"
"sundirection" "-35 195 0"
"suncolor" "0.99 0.98 0.86"
"sunlight" "1.6"
"ambient" ".20"
"sundiffusecolor" "0.94 0.94 1.000000"
"diffusefraction" ".55"
"northyaw" "90"
"origin" "-800 160 40"
}
// entity 1
{
"targetname" "secret-t"
"classname" "trigger_multiple"
// brush 0
{
When I start radiant:

Code: Select all

Map_New
Unabled to read shader scripts/transparents.shader
Entering message loop
Map_LoadFile: C:/Philip/Call of Duty/Main/maps/b.map
Loading common/trigger...empty alpha channel!done.
Loading industrial/concrete@dam_concrete3dirty...done.
Loading industrial/concrete@concretefloor1...done.
--- LoadMapFile ---
C:/Philip/Call of Duty/Main/maps/b.map
    9 brushes
   14 entities
Map_BuildAllDisplayLists
6 textures in use
I've never seen "origin" "-800 160 40" in the worldspawn settings before, try removing it :?...and usually all the brushes(non entity) are listed first, then the entities, but i don't know if that could have anything to do with it.

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Post by Pedsdude » April 11th, 2006, 6:44 pm

Made no difference... the only brushes/entities in my .map are the ones that appear in radiant.
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Post by Drofder2004 » April 11th, 2006, 6:47 pm

Pedsdude wrote:Made no difference... the only brushes/entities in my .map are the ones that appear in radiant.
Sounds to me like.... its fucked :/

If your map size is 5kb and only the world spawn and entities are shown in notepad, then your map is dead. Sorry.
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Post by Pedsdude » April 11th, 2006, 6:51 pm

fuck it, cba to make the pylon again for ages. god i hate mapping...
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Post by Nightmare » April 12th, 2006, 12:26 am

Lol, that happend to me with nm_random, but thanks to luke, I managed to save it. :D
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet

-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]

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Post by Luke » April 12th, 2006, 12:37 am

Nightmare wrote:Lol, that happend to me with nm_random, but thanks to luke, I managed to save it. :D
I've seen it happen a few times where its just simply been the worldspawn missing...but in peds case, its like drofder said its fucked

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Post by Derick » April 16th, 2006, 11:29 pm

To be sure you don't lose your map, just save it often with different name ex: first day = peds_puzzle second day = peds_puzzle2 third day peds_puzzle3 etc..
so if the map is deleted you just open the other version and do all again(that's better then nothing..)
:wink:
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Post by Soviet » April 17th, 2006, 12:12 am

im doin that with my map and its up to 28 :P

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Nightmare
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Post by Nightmare » April 17th, 2006, 12:27 am

lol soviet, youve been working on your map for 28 days? :shock:
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet

-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]

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