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peds_pylon

Posted: April 11th, 2006, 1:52 pm
by Pedsdude
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/

Posted: April 11th, 2006, 1:57 pm
by Dan2k3k4
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 :(

Posted: April 11th, 2006, 2:12 pm
by Koekie
looking very nice mate :)

btw. what happened to the sequel of peds_bathroom? :p

Posted: April 11th, 2006, 2:20 pm
by Pedsdude
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...)

Posted: April 11th, 2006, 2:31 pm
by Luke
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"

Posted: April 11th, 2006, 3:53 pm
by Pedsdude
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

Posted: April 11th, 2006, 5:03 pm
by Luke
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.

Posted: April 11th, 2006, 6:44 pm
by Pedsdude
Made no difference... the only brushes/entities in my .map are the ones that appear in radiant.

Posted: April 11th, 2006, 6:47 pm
by Drofder2004
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.

Posted: April 11th, 2006, 6:51 pm
by Pedsdude
fuck it, cba to make the pylon again for ages. god i hate mapping...

Posted: April 12th, 2006, 12:26 am
by Nightmare
Lol, that happend to me with nm_random, but thanks to luke, I managed to save it. :D

Posted: April 12th, 2006, 12:37 am
by Luke
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

Posted: April 16th, 2006, 11:29 pm
by Derick
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:

Posted: April 17th, 2006, 12:12 am
by Soviet
im doin that with my map and its up to 28 :P

Posted: April 17th, 2006, 12:27 am
by Nightmare
lol soviet, youve been working on your map for 28 days? :shock: