First experience with mapping...i.o.w. ...HEEEEEELP
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First experience with mapping...i.o.w. ...HEEEEEELP
Started 2 days ago using radiant and I have a question...noob one
- How do u use worldspawn (this is to create light in your map..right?) ? Cause my testmap starts up and all is black (dark).
Probably verry simple but I can't figure it out (yet)
And how do I make lights, I mean make an object more lighted then other ones (indoor for example).
Thx alot.
- How do u use worldspawn (this is to create light in your map..right?) ? Cause my testmap starts up and all is black (dark).
Probably verry simple but I can't figure it out (yet)
And how do I make lights, I mean make an object more lighted then other ones (indoor for example).
Thx alot.
The worldspawn settings control different lighting aspects of the map. Here you have a list of all the MP settings used with each stock map for a certain sky texture.
It's best to use the settings with the sky texture they used, so you know they work well together, but you can always adjust certain things. To enter the worldspawn values, you press N and an entity window should appear. Scroll down the entity list to the bottom and select "worldspawn", now you enter in the Keys and Values.
So if you were using mp_breakout settings, the first one is "northyaw" "90", so you put "northyaw" for the key and "90" for the value (without quotes marks). Hit enter after you've put in each setting.
To make a light, right click on the grid and click light. You'll see this green diamond shape thing appear. 2 things you must have for it to work is a color and radius setting.
Color: Select the light, press K, pick a color, click ok.
Radius: Select the light, press N, give it a key: radius, and a value. You can judge the size of the light when you enter a radius value, as you'll see a sphere around the light.
It's best to use the settings with the sky texture they used, so you know they work well together, but you can always adjust certain things. To enter the worldspawn values, you press N and an entity window should appear. Scroll down the entity list to the bottom and select "worldspawn", now you enter in the Keys and Values.
So if you were using mp_breakout settings, the first one is "northyaw" "90", so you put "northyaw" for the key and "90" for the value (without quotes marks). Hit enter after you've put in each setting.
To make a light, right click on the grid and click light. You'll see this green diamond shape thing appear. 2 things you must have for it to work is a color and radius setting.
Color: Select the light, press K, pick a color, click ok.
Radius: Select the light, press N, give it a key: radius, and a value. You can judge the size of the light when you enter a radius value, as you'll see a sphere around the light.
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Luke wrote:The worldspawn settings control different lighting aspects of the map. Here you have a list of all the MP settings used with each stock map for a certain sky texture.
It's best to use the settings with the sky texture they used, so you know they work well together, but you can always adjust certain things. To enter the worldspawn values, you press N and an entity window should appear. Scroll down the entity list to the bottom and select "worldspawn", now you enter in the Keys and Values.
Theres a much easier way.
Open your .map with notepad
At the top it should say
iwmap 4
// entity 0
{
"classname" "worldspawn"
// brush 0
so in between the { and the "classname" bit, add your settings.
My Mp escape setting i just copied and pasted directly in, so mine looks like:
iwmap 4
// entity 0
{
"suncolor" "1.00 0.88 0.85"
"sundirection" "-20 315 0"
"sunlight" "1.45"
"sundiffusecolor" "1.00 0.86 0.89"
"_color" "1.00 0.781 0.275"
"diffusefraction" ".45"
"ambient" ".02"
"classname" "worldspawn"
// brush 0
then all my map details. You dont have to do it like this, i just prefer it , it makes it much easier IMO
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- CJ Worshipper
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If youre map starts with mp_.... then it is located here: main/maps/mp
If youre map starts without it, then it will placed here: main/maps/
Your .map file will be converted into a .bsp file. This is the playable file. If you want to test youre map just put it in the main/maps/mp folder (create it if it doenst excist) and start up cod2. First typ in console /sv_pure 0 and the /map mapname. Now you dont need to create a IWD to test it.
And that trick from jumbojetuk works perfectly, just make sure you dont delete any code otherwise youre map will not load. Using this way will spare you 2 min, and its easyer
Hope this helps.
If youre map starts without it, then it will placed here: main/maps/
Your .map file will be converted into a .bsp file. This is the playable file. If you want to test youre map just put it in the main/maps/mp folder (create it if it doenst excist) and start up cod2. First typ in console /sv_pure 0 and the /map mapname. Now you dont need to create a IWD to test it.
And that trick from jumbojetuk works perfectly, just make sure you dont delete any code otherwise youre map will not load. Using this way will spare you 2 min, and its easyer
Hope this helps.
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Yes, its done in a lot of maps..i think you'll find the info to make one either here or on modsonline with a bit of searching. Doesn't matter if its for cod 1, works the same way for cod 2.
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^ The proper way done in cod 1 works the same way i meant. That func stuff shouldn't be used, use scripting.
viewtopic.php?t=5086&highlight=rotating+door 4th post down.
viewtopic.php?t=5086&highlight=rotating+door 4th post down.
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Code: Select all
door rotateto ((0, 0, 90), 3); //door rotates 90 degrees on z axis in 3 seconds
door waittill("rotatedone"); //makes sure the above is done before proceeding
wait 5;
door rotateto ((0, 0, 0), 3); //after 5 seconds wait, door rotates to its origin
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