Page 1 of 3

First experience with mapping...i.o.w. ...HEEEEEELP

Posted: August 30th, 2007, 12:04 pm
by <LT>YosemiteSam[NL]
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.

Posted: August 30th, 2007, 12:49 pm
by Luke
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.

Posted: August 30th, 2007, 5:57 pm
by <LT>YosemiteSam[NL]
aha, thx a million m8 ! Helped me out alot.

Posted: August 31st, 2007, 10:36 am
by Coontang
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

Posted: August 31st, 2007, 2:33 pm
by <LT>YosemiteSam[NL]
Thx I'll try that too. But when is the .map file created, when you compile ?

Posted: August 31st, 2007, 3:11 pm
by All-Killer
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 :wink:

Hope this helps.

Posted: August 31st, 2007, 3:35 pm
by <LT>YosemiteSam[NL]
Thx alot guys, I'll try it all. Mapping in UT was a bit easier imo but I'll get the hang of this I'm sure.
Can't wait to post my first Looney Tunes map (mmm...could be interesting to make one in Looney Tunes style...) :)

Posted: August 31st, 2007, 4:53 pm
by Pedsdude
<LT>YosemiteSam[NL] wrote:Mapping in UT was a bit easier imo
I thought UT mapping was really hard, and found CoD mapping easier, although I was 13 years old at the time, so maybe that was why? :roll:

Posted: August 31st, 2007, 11:21 pm
by <LT>YosemiteSam[NL]
It was my first mapping ever and I found it pretty easy.
Totally kicked myself for formatting my pc and forgetting to copy the map :(
Colleages(?) of mine were always complaining that they didn't now their way in the UT maps so I built a map of our building where we work :)

Posted: September 5th, 2007, 12:14 am
by <LT>YosemiteSam[NL]
New question ;

Is it possible to make doors that open with the use button ? I figured you can't make 'em ...right ?

Sam

Posted: September 5th, 2007, 12:23 am
by Luke
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.

Posted: September 5th, 2007, 9:07 am
by <LT>YosemiteSam[NL]
I found the way to do it in CoD1 on modsonline but it doesn't work the same way in CoD2.

I made the door up to the part where you have to choose Func./door_rotating. This command simply isn't present in Radiant for CoD2.
But I'll search the web some more when I get home. Thx.

Posted: September 5th, 2007, 10:16 am
by Luke
^ 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.

Posted: September 5th, 2007, 7:40 pm
by <LT>YosemiteSam[NL]
Thx, I got the door working, but how do I get the door to go to his original place. I mean open the door with the trigger and after 5 seconds it closes again (without a trigger)?

Thx in advance

Posted: September 5th, 2007, 7:58 pm
by Luke

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
anything after // are just notes.