Mapping Q's


Glimmer man
04-24-2004, 09:32 PM
1. how do i increase the amount of people it takes to capture a point?

2. I want to create foxholes to spawn in. how would I go about creating them in the ground?

3. how do I change where you have to be when you capture a flag. ex. the middle flag of avalanche.

4. how do i set up a mortar system?

5. could I use german 88's to act like mortars?

6. Where can I get my map hosted when I'm finished?

Goran
04-25-2004, 05:36 AM
1. Tie an object to capture_area entity and in the target box link it to the flag name u want

3. Is the same as 1. (you have all the options in this entity)

6. Tons of places... but by 'hosted' do you meen advertising, or just a place on the web so that people can download it?

Glimmer man
04-25-2004, 07:26 PM
could anyone explain how to set up the mortars? Its very imperative that I figure out how to set them up because its the last thing i need to do. I've answered my other questions myself but this one is stumping me. I can't use .bsp viewer tto see how its done because it returns a system dll error. any help would be much appreciated.

greenhorn
04-25-2004, 08:58 PM
mortar tutorial (http://collective.valve-erc.com/index.php?doc=1047766389-75965200)

i found this by using the search feature in this forum, you should try it (the search feature).

Glimmer man
04-25-2004, 09:09 PM
sorry I did I must of phrased it wrong. My deepest thanks for linking me though

Glimmer man
04-26-2004, 10:04 PM
ok well dispite my mapping woes I've created the effect I want with the german 88 gun. now I need to add lighting. so I tried some things and my map keeps comming out with the terrain flood light while the map model get correct lighting applied. I check for leaks and found none. here is my log:

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\compiler\hlcsg.exe "C:\Program Files\Steam\SteamApps\david bjergaard\day of defeat\dod\maps\dod_snowvalley"
Entering C:\Program Files\Steam\SteamApps\david bjergaard\day of defeat\dod\maps\dod_snowvalley.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.17 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.15 seconds)

Using Wadfile: \program files\day of defeat\dod\dod_kalt.wad
- Contains 5 used textures, 45.45 percent of map (85 textures in wad)
Using Wadfile: \program files\day of defeat\dod\gfx.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: \program files\day of defeat\valve\halflife.wad
- Contains 1 used texture, 9.09 percent of map (3116 textures in wad)
Using Wadfile: \program files\steam\steamapps\david bjergaard\day of defeat\dod\hlbasics.wad
- Contains 5 used textures, 45.45 percent of map (21 textures in wad)

Texture usage is at 0.29 mb (of 4.00 mb MAX)
0.73 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\compiler\hlbsp.exe "C:\Program Files\Steam\SteamApps\david bjergaard\day of defeat\dod\maps\dod_snowvalley"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'C:\Program Files\Steam\SteamApps\david bjergaard\day of defeat\dod\maps\dod_snowvalley.prt'
0.61 seconds elapsed

----- END hlbsp -----

(4THIDUSA) SSG
04-27-2004, 08:08 PM
run vis and rad, otherwise the map is full bright

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.