Mapping Questions and Answeres
as the topic says here you can ask all your Questions about
dodmapping, and More experienced leveldesigners can give you
answeres. I will see to it that this thread stays clean. and ofcourse will answere questions aswell.
So if you have problems finding the right entity or you just dont
know how to make that ladder, go here! and ask :)
skdr's additional points
1. Make your question clear
2. Maybe attach a image of your problem from Valve Hammer Editor or ingame
3. If it's problem with editor (crashing etc.) post your system specs too.
Izuno's additional points
1. Post error logs if necc.
2. No comments on other people's posts unless you are actually answering a question or adding something useful to it. We want to keep this thread as helpful as possible.
Well it's simple: how can I trigger a sequence of a model.
I have a higgins boat model. The 1st seq. is idle, the 2nd is open_door. How can I trigger the 2nd one.
Thx for the help.
Joene
Jello_Biafra
08-13-2003, 01:17 PM
Can you have the NULL tex on an entity?
Originally posted by Jello_Biafra
Can you have the NULL tex on an entity?
Yes. I havent seen any problems with using null on entity based brush.
Originally posted by Joene
Well it's simple: how can I trigger a sequence of a model.
I have a higgins boat model. The 1st seq. is idle, the 2nd is open_door. How can I trigger the 2nd one.
Thx for the help.
Joene
the env_model entity has a sequence when off and a seqence when on, theres an empty box next to both lines
open your model in hlmv and see what the idle animation is called
and what the open animation is called
enter the names of the animations in sequence when on or off
depending on how you would like the animation to play
(for instance) trigger it, or start on
you can also change the behavior of the animation
under both sequence when off or on is a tab were you can change it to act like you desire
hope this helps gluck :)
Jello_Biafra
08-13-2003, 03:47 PM
Okay, I got another one. What is the max amount of texture usage allowed? currently I am at 9.05 mb and I can't compile because of it. I was at 10.37mb, but I have been replacing textures like mad. What do I need to get down to?
texture data amount for a officale dodmap is around 5 mb
your map will prolly not compile because you set the texture data
to low
solutions:
1: get it down to around 5 ;P
2: make your texture data compile line 10000
for scg, bsp, vis & rad
if your using a compiler like nemisis or tbcc
you can easyilly add it to the command lines
if your using a selve written batch add: -texdata 10000 to all the commands lines scg, bsp etc.
side note :
the texture data in mb's shown in hammer is not the real amount
the true amount can be seen in the csg logfile
also its not very wise to go over 8MB tex data. in can lead to problems.
haircut
08-13-2003, 04:25 PM
Originally posted by Jello_Biafra
Okay, I got another one. What is the max amount of texture usage allowed? currently I am at 9.05 mb and I can't compile because of it. I was at 10.37mb, but I have been replacing textures like mad. What do I need to get down to?
IR has answerd but this might help you a bit more if you still use Hammer to compile with.
Read This, It will explane the problem you are having:
http://www.slackiller.com/tommy14/errors.htm#miptex
Best bits from thread on my webby, subsitute 8192 for the amount you need:
-texdata 8192:
It needs to be added to all of the Compiler tools.
So all of the following lines in the Advanced compiler settings need to be edited.
$csg_exe $path\$file -texdata 8192
$bsp_exe $path\$file -texdata 8192
$vis_exe $path\$file -texdata 8192
$light_exe $path\$file -texdata 8192
This is the one reason why Nem's is so much easier to use
The file that stores up the Advanced Compiler Settings is the CmdSeq.wc file.
Download this example:
http://www.mardymouse.co.uk/dod/hammer.zip
Install into your Hammer folder.
NOTE: Please Backup Your Old one first.
I still love using Hammer to compile with, so simple.
FreakBurrito
08-13-2003, 05:11 PM
I have heard that you shouldn't post a skybox arround the parts of the map that don't need it. Correct? Well The map I am working on right now is a large outdoor map. The outdoor part is in the shape of of a Z. Right now I have a large Skybox arround the whole thing, but Before I start with the terrain features I want to close it in. Should I just move the sky box to be one unit bigger then the the outline of the Z? Or should I make each section have it's own skybox, and put something like a berm with a hole cut in it so I can have the three skyboxes.
Thank you.
cover the top of the Z in the shape of a Z. sky boxes are really simple.
you have an L shaped corridor in your map. after some work you decide you want it to be outside. all you do is replace the ceiling brush textures with SKY, thats it.
you don't need to go drawing a hole new box around your map.
FreakBurrito
08-14-2003, 12:33 AM
if i try to enable the r_speeds 1, it doesn't show up in on my screen, but it shows up in the console like this.
Any help?
Thanx for the help with the skybox, beaver.
Jello_Biafra
08-14-2003, 01:25 AM
Either start HL with the command -dev in the shortcut, or while in your map type "developer 1" so that r_speeds who in the upper left corner.
posted by quakah:
Hi there, I'm making a movie based on the 2nd episode of bob, I'm mapping some stuff for the movie along with others, actors, sounds etc. Anyway, for the jump scene I need to turn the red light into green light but I can't get it to work. I tried a trigger_multiple that would trigger the green light after a while, at the same time it triggers a trigger_lightstyle that turns of the red light. But I can't get this to work. The green light is already shining and the red doesn't go away. Can someone help me please. With values etc. Thanks in advance
you want the greenlight to be initially dark: and the red one start on. When you trigger the green light it should turn on
S-Bolt--
08-14-2003, 07:58 AM
yea but than the red light will still be on eh
FreakBurrito
08-14-2003, 08:18 AM
Another Checkmark, in the things I've thought I've tried before.
Quakah
08-14-2003, 09:29 AM
Originally posted by IR -inw-
you want the greenlight to be initially dark: and the red one start on. When you trigger the green light it should turn on
doesn't work for me, can you please give me all the nescecary entities with it's values, flags etc.
-iNw-Andy
08-14-2003, 09:58 AM
Just place two "light" entities...one red, one green. Set the red to be initially on; the green to be initially off. Just trigger said entities to turn on/off.
Quakah
08-14-2003, 11:26 AM
yeah, i know what to do but not how to do. can you give me a list with the entities and the values? thanks
Mythic_Kruger
08-14-2003, 12:11 PM
Originally posted by -iNw-Andy
Just place two "light" entities...one red, one green. Set the red to be initially on; the green to be initially off. Just trigger said entities to turn on/off. Here is the list
Quakah
08-14-2003, 12:12 PM
hey, thanks for the help man :rolleyes:
FreakBurrito
08-14-2003, 01:07 PM
Ok Beav, I recreated the map, made them as cooridorsand got it all peachy keen for lesks. Now how do I put a texture on the walls so It looks like a hedge or sometihng bordoring. I tried creating another brush i unit awaw with a { texture, but the blue turned black. Tried with decals, didnt't show up. tried textring the whole wall, same problem. Tried searching the frums snd the collective and didn't see anything. I'm at my wits ends here. I don't want to make any more of my terrain feature because i am trying to watch my polys as I go, but since i can see from one side of the map to the other it's not going well. I need high ceiling for the map. so i can't just make a wall or something.
Sorry about my typing just had my wisdom teeth out.
Quakah
08-14-2003, 02:58 PM
can someone help me with the lightning? entities, keys and values plz
Originally posted by FreakBurrito
Ok Beav, I recreated the map, made them as cooridorsand got it all peachy keen for lesks. Now how do I put a texture on the walls so It looks like a hedge or sometihng bordoring. I tried creating another brush i unit awaw with a { texture, but the blue turned black. Tried with decals, didnt't show up. tried textring the whole wall, same problem. Tried searching the frums snd the collective and didn't see anything. I'm at my wits ends here. I don't want to make any more of my terrain feature because i am trying to watch my polys as I go, but since i can see from one side of the map to the other it's not going well. I need high ceiling for the map. so i can't just make a wall or something.
Sorry about my typing just had my wisdom teeth out.
func_wall is the entity your looking for. set the fxamount to
255 and the rendermode to solid and your texture will be transparent. use the func_illusionary with the same specs if you want the player to beable to walk through it
quakah sorry man but there isnt really much else to it to explain
andy gave you the list with what you need. try diffrent settings to
get what you need
2ltben
08-14-2003, 04:12 PM
To do it, I beleive you'd need to create the lights, one under the other(they wern't one light, but two, the greenlight above the red I beleive), and just have them like that. The red on and the green off, then have it set to a trigger that after something happens they switch. However, are you just going to have it like that, or do you want the lights to be off?
Also, don't ask questions to me, I'm only rewording what has already been said.
Oh, and a comment on this thread, PLEASE turn this into a subforum. Leaving it as a thread is just going to have too many things going on at once.
quakah:
Just give them the same name and have the trigger toggle them both. Then they will switch at the same time.
Monk
FreakBurrito
08-14-2003, 05:50 PM
I am trying to move some brushes arround, but if i try clicking near the edges sometimes worldcraft wants to make me grap it in the middle making my brush jump way off position. Is there a way to prevent stop this?
some of the slection options like "slect by center handels only" will help you tweak how hammer acts. play with the options till u get what you want.
TheDon
08-15-2003, 06:28 AM
sorry for posting all those topics anyway
i wanted to ask how do i make the wall to support the mg's
TheNomad
08-15-2003, 07:29 AM
dod_trigger_sandbag is the entity.. u need to have it at the players feet, and have it point the direction that the mg will be facing.. it is an invisible brush, so the actual wall the mg rests on will be a normal brush.
experiment with it.
hope that helps
TheDon
08-15-2003, 08:55 AM
thx man got 2 new quastions
how do i make walls that stop otheres from going to some area? (walls that they cant see)
and when i whana test the map i whant the map to use the lights
that i placed out ...how to do that? (if u understand) i allways test map but the whole map is bright.
sorry foe my poor english
answere: 1 use a clip brush with cliptexture aplyed to all sides
it lets ammo pass through but not the player.
answere: 2 you will have to compile with vis and ra. you prolly have a leak in your map thats why its full bright, there are prety good tutorials on leaks in the mapping faq or how to set up sky vs light correctly
TheDon
08-15-2003, 10:06 AM
hehe i got one more .. u know some textures comes with the blue color and how to make the blue diseper
Originally posted by IR -inw-
func_wall is the entity your looking for. set the fxamount to
255 and the rendermode to solid and your texture will be transparent. use the func_illusionary with the same specs if you want the player to beable to walk through it
TheDon
08-15-2003, 11:58 AM
ok thx man ..
so about objects like the crossed metal thing on charlie ..where to find it on the editor?
TheNomad
08-15-2003, 12:15 PM
those are models, there in ur dod\models directory, get the HLMV (hl model viewer) so see them, and download waldos "model_zoo" map.
you place models with the env_model entity
the entity is very easy and speaks for it self :)
monte
08-15-2003, 03:28 PM
*I myself have been having trouble placing models/sprites lately.
It always says when i start up the map that it cant find the sprite or the model, i have tried many different variations ie:
models\modelname.mdl
models\modelname
modelname.mdl
modelname
etc etc, and it hasnt only been happening for this mod
If the model is located in dod\models\
what exactly do i type?
------------------------------------------
*also i searched on the forums and looked for several hours but i was unable to located the model_zoo map, i tried model, zoo, as well as looking for all posts by waldos
you probbly set the mod dir. in the option wrong ..
the line would be /models/mapmodels/
but as i said if you didnt setup the "options" corretly pointing
towards the right directories it might start diffrently for you
Mythic_Kruger
08-15-2003, 04:33 PM
Waldo's example maps Particle shooter and model_zoo: http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=2198
monte
08-15-2003, 05:17 PM
Well, i dont think that could be it, since im using quark and when i set up the fgd - qrk conversion i had to select the dod directory in order for the entities to be recognized, and it is putting the compiled .bsp's into the dod\maps folder.
EDIT waldos map has the same problem, so i have configured quark incorrectly , gonna go try it now FYI Quark is a BIATCH to set up
TheNomad
08-15-2003, 05:27 PM
y are u using quark? whats the difference, AB's fdg works just fine for me.
monte
08-15-2003, 05:32 PM
I dont like WC, but im gonna try to reconfig quark now...
Sly Assassin
08-16-2003, 01:03 AM
my question is about some textures i'm after, on dod_charlie, I was wondering what texture was used for the posts holding the barbed wire up, its not in the charlie.wad as far as I can see and was wondering if anyone knew what it was called or if theres some good wooden post type textures out there.
Cheers guys :D
Jello_Biafra
08-16-2003, 04:04 AM
I am pretty sure those posts are a part of the model.
yea they are, look in your dod/models/mapmodels
TheDon
08-16-2003, 12:28 PM
as i now now were the models are how to put them in my maps??
TheDon
08-16-2003, 12:43 PM
and i dont understand i get error on the dod_trigga_sanbag
"The entity contains keyvalues that are not used in its class"
its happend wene i type in a number in angle (like 180 , 90 )
thats because the defualt .fgd isn't the greatest (no offence to DOD team but it isnt) Thats why I re-worked it to fix all the errors like that. If you DL the one in my sig all the problmes like that should go away.
TheNomad
08-16-2003, 02:48 PM
i wish someone would sticky AB's fdg, or put it into the map files thread, since u'd be stupid not to use his fdg. :)
Originally posted by TheDon
and i dont understand i get error on the dod_trigga_sanbag
"The entity contains keyvalues that are not used in its class"
its happend wene i type in a number in angle (like 180 , 90 )
either you dl Ab's fgd or you just ignore the problem because its
not really a problem :)
Mythic_Kruger
08-16-2003, 04:45 PM
Click on the "Fix" Button.
TheNomad
08-16-2003, 05:29 PM
i have a question.. when doing a trigger_teleport, u go to the tele_destination, so to stop everyone telefragging everyone else, would i put lots of tele_destinations dotted around?
Originally posted by Mythic_Kruger
Click on the "Fix" Button.
Don't click on the FIX button. that completly removes the point for setting the angle in the first place.
TheDon
08-17-2003, 06:49 AM
ok thx but back to my other quastion...how to put the models in the maps?
Craftos
08-17-2003, 08:39 AM
Kind off-topic:
I think idea of grouping all mapping questions in one thread is very wrong.
1) It's hard to keep track of all answers
2) It very hard to find something using search cause it finds a thread, not specific post, so soon you will have to manually browse thru tenths of pages
3) It's hard too look for questions of people, reasons similar as sbove soon nobody will bother browsing thry many pages looking for unanswered questions.
You can't escape thread-like questions. If you want to keep more cleaner forums, make subfolder in Mapping forums just to group them elsewhere.
TheNomad
08-17-2003, 04:10 PM
how do i make the texture usage limit more...atm its on the border, and if i add any more textures then it doesnt compile the map.
-texdata 8096 I belive. I use Nems and theres a pretty simple option in there for it. just look if u have it.
TheNomad
08-17-2003, 04:25 PM
thats 8.9 megs isnt it... well, my tex is at 8.8 and it works anyway (maybe i already used the command?) but when i go over 9 it wont compile, is 8.9 the biggest limit?? there arnt even that many textures in the map :confused:
TheDon
08-22-2003, 03:31 AM
ok i made a lil map with flags on and every thing.
so i test the map and when its about 60 % of loading it stops and when i check the console i see it says it cant tranfer c/ sound or something..
i dont under stand way it cant load the sounds... (the sound triggas is , uswin.wav ,gerwin.wav, and so on ....)
i used this link http://www.mardymouse.co.uk/modules.php?name=Content&pa=showpage&pid=12 to set up my entities and properties
i get this prob when i use funce_ and the other files..
Kehldon
08-22-2003, 08:47 AM
Can someone please help me with this (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=15739) ?
Now I have asked, good enough skdr ?!
TheDon
08-22-2003, 10:15 AM
ok heres my problem....and it happend again when i wus going to test my map ...
When I put a clip texture in my map, I can still see it in ingame. How can I make it Invicible???
Thx
Joene
Originally posted by Joene
When I put a clip texture in my map, I can still see it in ingame. How can I make it Invicible???
Thx
Joene
I think you have some problems with the compilers.
Download the latest ZHLT files from here:
Download (http://collective.valve-erc.com/index.php?go=mhlt)
FreakBurrito
08-23-2003, 03:45 PM
The Don,
I know it sounds Obvious, but it looks like it's trying to get a sound file thats just named C. What I might try is checking all of my entities to make sure they are playing the right file name. Failing that I'd try to make a wav file name just C. Make it something really obnoxious and distinct from anything else that might play, and see if you can find it but going through the map triggering the sounds
Joene
What texture do you have on the Clip Brush?
Kheldon,
What is your question?
Sly Assassin
08-24-2003, 01:06 AM
Hey I just went and attempted to compile my map, now if came up with these errors below,
0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
Error: Entity 64, Brush 0: outside world(+/-4096): (-9978,-10000,-511)-(9987,10000,663)
Error: brush outside world
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem
Error: Entity 64, Brush 0: outside world(+/-4096): (-9978,-10000,-511)-(9987,10000,663)
Error: Entity 64, Brush 0: outside world(+/-4096): (-9994,-10016,-547)-(10003,10016,699)
Error: Entity 64, Brush 0: outside world(+/-4096): (-9994,-10016,-547)-(10003,10016,699)
Error: Entity 64, Brush 0: outside world(+/-4096): (-10010,-10032,-543)-(10019,10032,695)
Error: Entity 64, Brush 0: outside world(+/-4096): (-10010,-10032,-543)-(10019,10032,695)
Error: Entity 64, Brush 0: outside world(+/-4096): (-9994,-10016,-529)-(10003,10016,681)
Error: Entity 64, Brush 0: outside world(+/-4096): (-9994,-10016,-529)-(10003,10016,681)
Now I've checked the outside area of the map and all around the edges, nothing seems to be 'outside' the world.
Whats the easiest way of fixing this?
Kehldon
08-24-2003, 01:28 AM
You probebly have an invalid brush somewhere, try check for problems or use the hlfix program to find it....
Sly Assassin
08-24-2003, 02:02 AM
Originally posted by Kehldon
You probebly have an invalid brush somewhere, try check for problems or use the hlfix program to find it....
na no invaild brushes anywhere on the map, maps free of errors totally when i do alt-p in hammer.
I'll give that program a whizz and see what happens.
Sly Assassin
08-24-2003, 03:56 AM
well i got that program and it won't work properly, i open a dos prompt and type in C:\HLFIX.exe dod_dragonsandb_2.rmf which is where i have the hlfix program and my .rmf it comes up saying unable to open the .rmf :( Meh what am I doing wrong?
haircut
08-24-2003, 04:59 AM
Originally posted by TheDon
ok i made a lil map with flags on and every thing.
so i test the map and when its about 60 % of loading it stops and when i check the console i see it says it cant tranfer c/ sound or something..
i dont under stand way it cant load the sounds... (the sound triggas is , uswin.wav ,gerwin.wav, and so on ....)
i used this link http://www.mardymouse.co.uk/modules.php?name=Content&pa=showpage&pid=12 to set up my entities and properties
i get this prob when i use funce_ and the other files..
I've noticed a mistake that could be your problem.
ambient_generic: Path/filename.wav of WAV: ambience/gerwin.wav
This file is wrong, it should be germanwin.wav
I've updated the tut and sorry for any inconvenience this might have caused.
Originally posted by FreakBurrito
Joene
What texture do you have on the Clip Brush?
The heavy metal texture (is that the problem or??)
TheDon
08-24-2003, 12:01 PM
ok im soon finish with a flag map .. and i need to place out some models on my map...how to do that??
FreakBurrito
08-24-2003, 12:05 PM
I'm not quite sure what texture you should use. Is there a clip texture? Try using AAAtrigger or something like that.
Sly Assasian, the problem is the sometimes the compilers see a brush that is right near the edge as being outside of the boundries. Try tucking in the sides of the brushes a bit and it should work.
Originally posted by TheDon
ok im soon finish with a flag map .. and i need to place out some models on my map...how to do that??
use the entity env_model the click on model name, select the model you want, and ur done
ok, for a brush you can't walk thought, but can shoot and trow through
CLIP
any texture you can't walk or shoot throught, any other name. to make it invisble, make it an entity, set render mode to addative, adn FX ammount to 0.
models are placed wiht the env_model entity
Hammer dosn't always show errors when you Alt+P don't belive me? it sure as hell doesn't show them all. sometimes you've gotta convert it to .map and check it again.
Kehldon
08-24-2003, 03:27 PM
Originally posted by Sly Assassin
well i got that program and it won't work properly, i open a dos prompt and type in C:\HLFIX.exe dod_dragonsandb_2.rmf which is where i have the hlfix program and my .rmf it comes up saying unable to open the .rmf :( Meh what am I doing wrong?
Try exporting to map format and run it again, atleast thats what Ill do when I check my map....
Sly Assassin
08-24-2003, 06:46 PM
doesn't matter now I found the problem with in the map, one of the entites wasx bung, and now I've got a leak :mad:
TheDon
08-25-2003, 09:15 AM
Originally posted by Joene
use the entity env_model the click on model name, select the model you want, and ur done
hm strange every time i put a model out on the map i get problem testing the map
i creat server then it says starting loacal server ..and there it stops....the loader dosent move at all. and it happends every time i put a model in my map
if DOD can't find the model it will crash. when you palce the env_model make sure you've given it a directory like
models/mapmodels/jeep.mdl
and make sure the model exsits.
Mexikilla
08-25-2003, 10:33 PM
I have a weird problem with some func_illusionaries. Since the default option in light flags is opaque, I change it to normal, but when I compile it's black where the blue is supposed to be invisible. So I'll go back into hammer and wa la! It still says opaque! So I change it once more to normal to make the func_illusionary invisible. But it seems to forget I am making that change, because I keep going back into hammer later after saving and some func_illusionaries go back to opaque. I understand I need to have solid 255, but what's with hammer disregarding my changes to the entity? Thanks.
EDIT: Nevermind I fixed it by just renaming the file, and it saved right.
TheDon
08-26-2003, 09:34 AM
hm...... i get the mdl i want in the env_model (model name) but still it wont show the model in the game
Kehldon
08-26-2003, 09:51 AM
Could be that the origin of the modell is inside a brush... make sure that the X in the model is outside in hammer and model should show up in game.
TheDon
08-26-2003, 09:59 AM
ok im going to try again .....
TheDon
08-26-2003, 10:42 AM
hm i tryd to lift the box a lil bit higher but still it wont show the model
now that shell gave a forum for this :) we wont need this
thread anymore ..so i closed it .. i am however going
to leave it sticky for awhile because theres already alot of
usefull Q & A answeres in here.
regards IR
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