jm_teddy

Have questions about CoD/UO mapping that aren't covered in the tutorials section? Post here!

Moderator: Core Staff

Post Reply
User avatar
Drofder2004
Core Staff
Core Staff
Posts: 13315
Joined: April 13th, 2005, 8:22 pm
Location: UK, London

jm_teddy

Post by Drofder2004 » July 8th, 2005, 1:07 pm

Ok, I made a new thread (instead of the ***urgent** one as the title is now more appropriate).

Teddy sent me his map to see if I could get it working and compiled. Its was made as a UO map I believe, but as I dont have UO I just used normal CoD (UO ports straght back to CoD with only texture issues).

Ok, the problem, as always with no bsp files is the skybox. Very badly made. So I fixed it.

The good news is that it is fixed. Time for the bad news.

1. Whoever told you to use the caulk texture as a "clip" is wrong. Caulk is used for textures the player cannot see. Yes it works as a clip, but its not the way to do it.
Most of your map is now made from an invisble texture. Most textures are already clipped (only aphas and decals are not clipped). So, if you give something a texture, it becomes a solid object. Caulk is only used to save compile time (mainly). If you want an invisible texture in your map, use the clip textures found in the "textures/common".

2. Your whole map was made without using the "snap-to-grid". Bad idea, can cause errors. The 17th button from the left (looks like 2 right angles, red and black, with a blue cross) must always be on. Always!

3. Plan. What I can see from looking at the map in the edito, there is no route on which way to go. Then when I spawned in game, there was absolutely no where to go :? This could just be because I cannot see the caulk platforms though.

You now have 2 options for your map.
1. Start again.
2. Save this one from the dead.

More detail...
This map is full of objects made from caulk, I mean absolutely loads! You would have to use the snap to grid function and make each one slightly bigger, so it snaps to grid, then make it smaller, to get it back to size.
The map is way to big for a starting map, look at how Matrix is doing his, make it small.... then add to it.
If you are to start again, make a few things and send some screenshots of your editing process, so you can check it is being done correctly. This way you will get less errors, and you can also learn from your mistakes, and will not get any more similar mistakes further on down the lines.

This may sound stupid to a new mapper, but use some pen and paper action before you use the pc.
Get some plain paper, and sketch a rough 2d imagine of the plan. for eaxmple, how they will get from this place to another, where are the ladders going to be, slides.

If you want some more help with mapping, be sure to post up some questions. And if you do not get a reply on the forums quick enough, send me an email drofder(at)clanalias(.)com :)
Last edited by Drofder2004 on February 7th, 2006, 7:11 pm, edited 1 time in total.
Image
Virgin Media 20Mb Broadband:
"Perfect for families going online at the same time, downloading movies, online gaming and more."
Borked internet since: 22-07-2010

Koekie
Past/Inactive Team Member
Past/Inactive Team Member
Posts: 1141
Joined: January 9th, 2005, 7:10 pm
Location: The Netherlands
Contact:

Post by Koekie » July 8th, 2005, 1:55 pm

I quote Wyatt Earp from IWNation
[IWN]Wyatt Earp wrote:Always snap to a grid.
If you don't snap to a grid the stuff you draw will not line up with other objects,
make your life really, really simple: "Snap to grid!"
Image
Image

User avatar
MuRpHy*
Past/Inactive Team Member
Past/Inactive Team Member
Posts: 2159
Joined: May 10th, 2005, 11:02 pm
Location: Tha A.T.L Baby ;)

Post by MuRpHy* » July 8th, 2005, 1:57 pm

hehe I agree Drofder.. In my opinion teddy, i think it would be better to start your map over... Its like totalling a car.. it would take mroe time to fix this map then to make a new one :roll: ( the car analogy goes like this : It costs more to fix a car that is totalled then to buy a new one ;) )
Image
Image

User avatar
Drofder2004
Core Staff
Core Staff
Posts: 13315
Joined: April 13th, 2005, 8:22 pm
Location: UK, London

Re: jm_teddy

Post by Drofder2004 » February 7th, 2006, 7:07 pm

Drofder2004 wrote:Ok, I made a new thread (instead of the ***urgent** one as the title is now more appropriate).

Teddy sent me his map to see if I could get it working and compiled. Its was made as a UO map I believe, but as I dont have UO I just used normal CoD (UO ports straght back to CoD with only texture issues).

Ok, the problem, as always with no bsp files is the skybox. Very badly made. So I fixed it.

The good news is that it is fixed. Time for the bad news.

1. Whoever told you to use the caulk texture as a "clip" is wrong. Caulk is used for textures the player cannot see. Yes it works as a clip, but its not the way to do it.
Most of your map is now made from an invisble texture. Most textures are already clipped (only aphas and decals are not clipped). So, if you give something a texture, it becomes a solid object. Caulk is only used to save compile time (mainly). If you want an invisible texture in your map, use the clip textures found in the "textures/common".

2. Your whole map was made without using the "snap-to-grid". Bad idea, can cause errors. The 17th button from the left (looks like 2 right angles, red and black, with a blue cross) must always be on. Always!

3. Plan. What I can see from looking at the map in the edito, there is no route on which way to go. Then when I spawned in game, there was absolutely no where to go :? This could just be because I cannot see the caulk platforms though.

You now have 2 options for your map.
1. Start again.
2. Save this one from the dead.

More detail...
This map is full of objects made from caulk, I mean absolutely loads! You would have to use the snap to grid function and make each one slightly bigger, so it snaps to grid, then make it smaller, to get it back to size.
The map is way to big for a starting map, look at how Matrix is doing his, make it small.... then add to it.
If you are to start again, make a few things and send some screenshots of your editing process, so you can check it is being done correctly. This way you will get less errors, and you can also learn from your mistakes, and will not get any more similar mistakes further on down the lines.

This may sound stupid to a new mapper, but use some pen and paper action before you use the pc.
Get some plain paper, and sketch a rough 2d imagine of the plan. for eaxmple, how they will get from this place to another, where are the ladders going to be, slides.

If you want some more help with mapping, be sure to post up some questions. And if you do not get a reply on the forums quick enough, send me an email drofder(at)clanalias(.)com :)
Image
Virgin Media 20Mb Broadband:
"Perfect for families going online at the same time, downloading movies, online gaming and more."
Borked internet since: 22-07-2010

Pwn-Rikku
CJ Spammer!
CJ Spammer!
Posts: 679
Joined: August 15th, 2005, 7:58 pm

Post by Pwn-Rikku » February 11th, 2006, 5:51 pm

lol :) Wyatt Earp quote
Boom! there it is, see BOOM! and again.
the sd chapters.
Rikku - Old skool
Image
Image

Post Reply

Who is online

Users browsing this forum: No registered users and 4 guests