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WildCard
October 20th, 2005, 04:38 AM
very very new, so be honest but try not to stray from topic.

Im trying to build a map, and the way i understand it is the map isnt usually just one big thing, rather its 'room' connected at wire frame lvl. right? and the more rooms the less it will lag and better it will play. as well as using the world boxes you can put in extra vertices which should make up the sand boxes bags metals and walls of the map right?

I really would like to make a map and get the hang of it. I guess i really need a huge tutorial.

oldschool
October 20th, 2005, 05:44 AM
here is a screenshot of what it would look like... (http://www.fragfilms.com/web/map_convert.jpg)
thats ps_river, after a decompile.

it isnt very hard to make a map once you configure the tools properly and get it to compile. from there you can get more complex and branch out to harder techniques.

things you need:

-hammer 3.5 - http://collective.valve-erc.com/index.php?go=hammer
-firearms FGD - see attachment
-wads - copy paste the wads in your firearms directory
-zhlt custom build by merl - see attachment again
-a lot of tutorials - google.. and this page http://collective.valve-erc.com/

WildCard
October 20th, 2005, 07:40 AM
when i decompiled a map via winbspc it looked like that except theres no textures in the camera mode/node. hope my objctips_ups/FSPS map is good enough to be put in the next version or another mod. i think you all will like it when im done. im aiming for fastpast map not dark giving night vision a go in some places maybe the bacement area, id like to get fire to work and maybe a sprinkler system though i dont think that spriklers will put out fires. somthing i want to try though.

WildCard
October 20th, 2005, 07:44 AM
also is it possible to alter a maps ammo box with out needing a new model?

say have one or 2 with a lid that flips up and like 3 that don have a lid that looked beat up?

Evil Superstar
October 20th, 2005, 12:22 PM
DON'T learn to map based on decompiles! Decompilation makes a huge mess of everything.

I'll dig up some tutorials as soon as I get home

Evil Superstar
October 20th, 2005, 05:48 PM
http://collective.valve-erc.com/index.php?doc=1026040451-89982700

that's a good place to start


http://countermap.counter-strike.net/Tutorials/
aimed at counter strike obviously, but more or less the same principles

oldschool
October 21st, 2005, 04:23 AM
yeah dont start with a decompile, start from scratch. the only reason I posted that image was to show you what the program looks like on a fully built map.

oh and evil, I was going to post that tutorial, but the images are down in that tut, so that really really sucks!

Prowl
October 21st, 2005, 07:55 AM
don't start mapping for HL1 when HL2 is so much better to work with.

interlopers.net has some good tutorials and is a n00b friendly site.

many of the "rules" of mapping for HL1 can safely be thrown out the window. AS for sprinklers putting out fires, thats totally doable under Source.

WildCard
October 21st, 2005, 08:21 PM
i cant seem to compile a map to bsp, im getting a floatplane { bad error 3

with winbspc, and when i try and run it with hammer it cant find a filesystem dll, need some help with this one.

and i dont have a computer capable of running HL2.

SWATJester_os
October 22nd, 2005, 08:00 PM
moved to custom content folder