Soviet's Mapping Help

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Post by Soviet » March 9th, 2006, 7:31 pm

damn, im screwed. I guess ill give away a bit to explain what my problem is. I created a terrain mesh and formed it around and stuff. But now i want to make an elevator to go underground, unfortunately, the mesh goes all over the currently playable area and im not sure i want to extend my map that much just to get an elevator

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Post by Drofder2004 » March 9th, 2006, 7:35 pm

Soviet wrote:damn, im screwed. I guess ill give away a bit to explain what my problem is. I created a terrain mesh and formed it around and stuff. But now i want to make an elevator to go underground, unfortunately, the mesh goes all over the currently playable area and im not sure i want to extend my map that much just to get an elevator
You have 1 big mesh?

You need to use more less detailed meshs (the more "Squares" you can see in radiant, the more fps loss there will be)
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Post by Soviet » March 9th, 2006, 7:42 pm

i get about constant 125fps when i compile it and put it in the pk3 unless im looking at the fire

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Post by profinuyasha » March 10th, 2006, 5:20 am

Luke wrote:No, CoD Radiant, is there such thing as uo radiant?...i use coduomaker to compile maps tho
yep there is uo radiant, it called graydiant
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Post by Luke » March 11th, 2006, 1:40 am

Soviet wrote:damn, im screwed. I guess ill give away a bit to explain what my problem is. I created a terrain mesh and formed it around and stuff. But now i want to make an elevator to go underground, unfortunately, the mesh goes all over the currently playable area and im not sure i want to extend my map that much just to get an elevator
You can split terrain, theres some video tutorials here http://www.modsonline.com/index.php?mod ... ead&id=109 to do it, check Cuttingpatch101.zip and Cuttingpatch102.zip

But tbh, I wouldn't mess with patches or even scripting til you've got the basics of mapping. GL tho sounds like you've made a good start :)

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Post by Soviet » March 11th, 2006, 2:52 pm

ok, ive had enough of people telling me im not ready for scripting, so here is what ive got so far :P

a fire with a hurt trigger when walked over. When you walk over it plays the sound of someone screaming like they've been burned, and stuka divebombers that fly over the map about once every minute

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Post by Drofder2004 » March 11th, 2006, 3:00 pm

Soviet wrote:ok, ive had enough of people telling me im not ready for scripting, so here is what ive got so far :P

a fire with a hurt trigger when walked over. When you walk over it plays the sound of someone screaming like they've been burned, and stuka divebombers that fly over the map about once every minute
Everybody is ready for scripting, but not everybody is a good enough mapper. The rule of being able to script doesnt mean because you cannot map, you cannot script, its simply, to lame map with scripting is worse than a good map without...
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Post by Soviet » March 11th, 2006, 3:17 pm

so what you're trying to say drofder is my map is lame so i shouldn't be scripting? :P

oh, and thanks for the links luke

edit: my terrain is cut all to hell and im ready to add my next bit of scripting :)

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Post by Drofder2004 » March 11th, 2006, 9:04 pm

Soviet wrote:so what you're trying to say drofder is my map is lame so i shouldn't be scripting? :P
Yes.... j/k :P

Nah, just everyone thats starts mapping I tell to ignore scripting. If you were to go to ModsOnline, they would have the same attitude.

Learn to crawl before you learn to walk ;)
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Post by Soviet » March 12th, 2006, 6:16 am

if i didn't script i would feel like even more of a noob than i already am, plus its something im actually partially familiar with due to my experience with my menu mod. If you crawl faster you progress to walking faster :P

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Post by Luke » March 13th, 2006, 2:06 am

LoL just noticed ur map project at modsonline...i glanced at it yesterday but didn't read the name :P

gl with that, its looking good for ur first map considering u just started mapping :wink:

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Post by Soviet » March 13th, 2006, 2:16 am

i was waiting for someone to :wink:

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Post by Nightmare » March 14th, 2006, 2:13 am

whats the link for it on mods online, I cant find it :(
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Post by Soviet » March 14th, 2006, 4:32 am

lol, too bad :P several questions now arise from me

is there any way to combine multiple brushes to create one single brush? i.e. i have several glass brushes decending in a stairstep fashion and they have a multi-layer transparency where they are touching at the edges making them more opaque and i wish it to look smooth and even. So how can i combine multiple textures to create one, and with this method can i also use it on other things like script_models?

and, i have a custom glass texture. I created it on photoshop as a 100% black texture square in size (512x512 i think). I then saved it as a .dds file and put it under textures/soviet in my .pk3 file. Along with this i created a shader file to make it glass. This is it:

Code: Select all

textures/soviet/blackglass
{
qer_editorimage textures/soviet/blackglass.tga
qer_trans .5
surfaceparm glass
surfaceparm trans
{
map textures/soviet/blackglass.tga
toGen enviroment
rgbGen exactVertex
alphaGen const .5
blendFunc blend
}
}
i put it under the folder scripts and named it soviet.shader. It currently appears as it should as a glass texture in radiant, yet when i attempt to bring it up in call of duty after adding it in and compiling the map it is not visible. Basically, i get the no texture texture (low res gray squares with black around them). So i must assume that my shader file is incorrect in some way, i would be very grateful if someone could help me with that, thanks. :)

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Post by Drofder2004 » March 14th, 2006, 12:46 pm

Is the shader in the correct folders (which folders are they in?)

To make brushes like "script_models" select all the brushes and make them script_brushmodels. Now if you "Shift
+Alt+Click" you will select all brushes that are in the brushmodel...

I'm not sure what you mean about multiple textures, but if you have 2 brushes touching and the texture is transparent... make the 2 touching sides "common<nodraw" (Below is screenshot of 2 sets of 2 brushes side by side, 1 uses all glass, the other uses nodraw).

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