New Mapper needs some help (DoD, not source).


ediblespread
01-26-2008, 09:09 AM
Hey there. The other day I downloaded Hammer 3.5, and after spending a day getting it to actually work and compile a map (The first guide I found was wrong :D) I finally started messing about with it today. Anyway, I have a plan drawn out for a map, and can map it all out okay (having done some playing with the SDK before this), however I need some help on a few things, so if you can answer my questions or direct me to a tutorial I'd be most grateful. (I've read your FAQ and the other things in the tutorial's section, and while helpful they have alot of broken links so haven't answered my qs)

#1: How do I set up an area so that any enemy soldiers entering it get killed - aka a spawn area? I have found the entity that causes damage upon contact with it, but I can't figure out how to make it team-specific.

#2: For capturing points, what are the entities used for a normal capture, a single team capture, a 'object' capture and a destroyed object? There's a few I'm looking at, but I'm confused as to which is which.

#3: How do you make a blow-up-able object that is not linked to the objectives? Or vice versa I suppose...

Err... That's about it for now, but I will have more!

-Edibles

Cpl. Punishment
01-26-2008, 07:17 PM
1. The trigger_hurt entity can be set to only affect one team or another (IIRC).

2. I'm not sure exactly what you mean here. All capture points use the dod_control_point entity. These are the flags that you have to run through to cap. You can add a dod_capture_area that take more than one person to capture, or can be captured from further away. Objective based captures, like capturing the plans in jagd, are also a dod_capture_area.

3. This one's actually a bit complicated. There used to be a good tutorial for something like this on MardyMouse, but those tutorials are gone. I'll try and find something for you though.

Hopefully, the information I've given you here is accurate. I did kinda give up on mapping for 1.3 a while ago.

ediblespread
01-28-2008, 08:47 AM
Thanks punishment, that was very helpful.

Well, I've been continuing with my exploring and have found a few great tutorials online, hidden deep away in google and the like :D

However, I've hit a problem I don't really know how to solve, and that is of models. A tutorial I'm following instructs you to use the dod_controlpoint entity instead of dod_object to create models, as dod_object can apparently be picked up (???). So, i did so, and the model does appear and works fine (I have a well sized clipper in too make it solid) however... I can't turn it. Either dod_cp only has one facing, or the model does (it's a tank model btw). So, anyone got any advice?

-Ediblespread

EDIT: I just tried using dod_object and it seems to work fine (in that I can't find a way to pick it up), but I still can't get it to rotate in anyway! Is this even possible???

Cpl. Punishment
01-28-2008, 06:13 PM
If you're trying to place a plain old model that isn't moving, and can't be picked up, you should use an env_model. You can change its orientation with the Pitch/Yaw/Roll field, which is just a fancy way of saying rotation on the X/Y/Z axes. You should only use a dod_object if people are going to be picking it up and using it to capture something (like the plans on dod_jagd).

Alternately, you can click on your entity (or a brush for that matter) in the 2D views and it will change the sliders. Click once and you can rotate the object. Click a second time (don't double click though) and you can skew the object.

ediblespread
01-29-2008, 05:34 AM
Thanks again Punishment.

Tutorial I'd be using was misleading - it lead me to believe env_model was a SoHL only entity, and so I didn't go looking for it. I now have a nice tank model, facing anyway I want... thanks!

-Edibles

Edit: nevermind, worked it out for myself (!)

ediblespread
02-01-2008, 05:17 AM
Okay, got another one for you.

My doors don't work. I followed a guide on the internet, and it seemed pretty straightforward:

1. Make a door brush.
2. Make an origin brush.
3. Group them.
4. Tie them both to a func_door_rotating entity, and you're done.

So, I did the above. I compile my map, it compiles fine, I run it, it runs fine. I walk into the door and... nothing happens. At all. I try from the other side. Still nada.

Bit confused, as there's no evidence of anything being wrong...

-Edibles

PS: This is the picture of my door. The long brush is the door, the shorter one to the left of it the origin.

http://i179.photobucket.com/albums/w303/Ediblespread/Door.jpg

AcidBurn
02-02-2008, 12:07 AM
Alternately, you can click on your entity (or a brush for that matter) in the 2D views and it will change the sliders. Click once and you can rotate the object. Click a second time (don't double click though) and you can skew the object.anytime iver ever done that it messed things up your better off either redrawing it the way you want it or for a model using the yaw in the properties

also pitch and roll dont work in hammer at least for 1.3 it says it in the program so the only thing you have to work with is the yaw..... the direction the model is facing

i have a set of tutorial vids that got me started
the guy in them is hard to understand a few places in them and he goes a little too fast some times but its a vid and you can rewind it(surprised this is still around i recently wanted to map again and found it on google)

get them here
http://files.filefront.com/dodmappingzip/;9017888;/fileinfo.html

the trigger_hurt is easy to setup
make a new brush(ie make a box with the block tool)use the aa trigger texture then when your done with that select it so its hilighted and right click on it and select tie to entity
select the trigger_hurt in the drop down menu
on the class info tab select the type of damage then click on the flags tab and select the team you want effected
then do the same for the other side of the map and select the opposite team to hurt

if you cant figure this out i can upload mine

Cpl. Punishment
02-02-2008, 06:36 AM
anytime iver ever done that it messed things up your better off either redrawing it the way you want it or for a model using the yaw in the properties

I never had a problem with rotation. As for skewing, I always stayed away. As with anything you do in Hammer, there's always the possibility that you can end up with bad brushes.

ediblespread
02-04-2008, 11:27 AM
Thanks for your help guys.

I'll take a look at that video, but I'm still stuck on doors... they just aren't working! :(

-Ediblespread

Cpl. Punishment
02-04-2008, 03:45 PM
Thanks for your help guys.

I'll take a look at that video, but I'm still stuck on doors... they just aren't working! :(

-Ediblespread

Can you either post a new picture of the door with a higher grid setting (like 16 units or so), or link me to your map file so I can see what's wrong? It looks like your origin brush is too wide, and not the right texture, but I can't tell. If it doesn't use the "origin" texture, change it to that, and see if that works.

ediblespread
02-05-2008, 11:28 AM


There's a picture of the door + origin. The door is 56*8*96 units (length/breadth/height) and the origin is 8*8*96.

I click on the origin, then the door, then group them. Then I hit tie-to-entity, and then name it door_1. That's all. It should work, but it just... doesn't. Nothing happens when I run into it.

Thanks,

-Ediblespread

Cpl. Punishment
02-05-2008, 03:51 PM
Your origin should be less thick than the door. If the door is 8 units, the origin should be 4.

AcidBurn
02-05-2008, 06:03 PM
he goes over doors in that vid i posted check it out if what punishment said doesnt help you understand

im just not good at explaining alot of things is why i posted the link instead lol

ediblespread
02-06-2008, 12:58 PM
It works! Yay!

Problem was that I misunderstood the origin - it has to actually intersect the door... that's probably what you were getting at and what I was missing completely Punishment.

Thanks for the vids, Acid, they're very good (even if the sound quality is less than amazing.)

-Ediblespread

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