Little new to this
AutoBot
03-24-2004, 04:18 PM
Ok im little new to mapping but i have used hammer to make TFC maps in the past so im know my way around hammer but there is still a few questions i have.
What if i use model thats not one of the default models that comes with DoD and then compile a map, will that model show up on someelse DoD game or do they have to download the model from the server or just download the model into there model dir of DoD?
Also is bad to use someone else model and change the texture to something more suiting to ones map. For example i to the sandbag texture for DoD and kinda gave it some snow on top for some winter maps. I dont plan on ever taking credit for the model but i dont want to do something that would be wrong.
Thanks for your time.
Jello_Biafra
03-24-2004, 04:36 PM
If you use a custom model, just include it in the file when you release your map. Also, it's a good idea to make a *.res file so that when someone downloads a map from a server, the server knows what files to give the player.
As for editing model skins, I think most people are fine with that as long as you state it in the map credits (aka: sandbag model by DoD team, skin edited by _____). Also, make sure to save the model under a unique name, or else it will just show up as the original model on other people's computers (if they already have it that is).
Originally posted by Jello_Biafra
If you use a custom model, just include it in the file when you release your map. Also, it's a good idea to make a *.res file so that when someone downloads a map from a server, the server knows what files to give the player.
As for editing model skins, I think most people are fine with that as long as you state it in the map credits (aka: sandbag model by DoD team, skin edited by _____). Also, make sure to save the model under a unique name, or else it will just show up as the original model on other people's computers (if they already have it that is).
can you explain that first part more? I've been digging for a few days trying to figure out how exactly a map with non-standard models should be distributed, but can't find anything here or on verc...
so, do you mean include the models in a .zip when the map is released? where should the server admin put these files so people can download them when they try to play on that server? (is there a certain directory they need to go in? or just the same directory with the maps?)
and details about .res files? not familar with this either...
appreciate it..
{GL}DoubleD
03-26-2004, 11:40 AM
Distributing a Map:
Most commonly, you'll be using .zip format?
Anyway, when you zip up your map, make a file structure similar to the one in your Steam/Day of Defeat/dod/ folder:
(-- represent folders s -- represent subfolders * represent files s* represent files within the above folder)
.ZIP FILE
======
-- maps
s*.bsp file
s*(the map's txt file goes here too)
-- models
s -- mapmodels
s*(where the models go)
* .wad file (the textures)
======
... etc, etc. Just make the .zip structure exactly like that of the dod folder. Remember, your .wad files (the texture packs) do not go in a folder in the zip. That way, if the user was to extract the map to their steam/steamapps/(email)/day of defeat/dod/ folder, the .wad would be in the proper place.
It's kind of hard to explain, but if you play around with a .zip, you know, extract it, test to see if everything is working properly, delete it, try it again, etc etc... you'll get it.. or download someone else's zipped map and check it yourself.
... you could also use an installer, but don't ask me how to do those. =b
Jello_Biafra
03-26-2004, 12:14 PM
The res file is a file that you include in your zip file that basically has a list of all your maps needed componets. That way when a client joins a server, they will download all needed files and not just the map.bsp. This will prevent the common errors like "This map requires blah.mdl, cannot continue" and stuff.
There is a tutorial on how to make them at countermap.counter-strike.net
Day of Defeat Forum Archive created by
Neil Jedrzejewski.
This in an partial archive of the old Day of Defeat forums orignally hosted by
Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.