Soviet's Mapping Help
Moderator: Core Staff
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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You have 1 big mesh?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 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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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.zipSoviet 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
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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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...Soviet wrote:ok, ive had enough of people telling me im not ready for scripting, so here is what ive got so far![]()
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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Yes.... j/kSoviet wrote:so what you're trying to say drofder is my map is lame so i shouldn't be scripting?

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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whats the link for it on mods online, I cant find it 

Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
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[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
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"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]
lol, too bad
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:
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. 

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
}
}

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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).

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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