Powered by Invision Power Board [ Resend Validation Email ]
Welcome Guest [ Log In · Register ]
Forum Rules HelpSearchMembersCalendar


Pages: 12  [ Go to first unread post ]
Closed TopicStart new topicStart Poll
[ Track this topic · Email this topic · Print this topic ]
> Immoral's Mapping guide and FAQ, Read this before asking questions!
Shotgun
Posted: December 31, 2004 05:03 am
Quote Post


Zombie Hunter
***

Group: Members
Posts: 196

Joined: December 09, 2004



QUOTE (reinhardt @ Dec 31 2004, 01:54 AM)
Everything to compile a map can be done with the VHE, most ppl write it off without looking into this. The extra programs you talk about do not add anything to a map from what i know. They are just used to debug a map.

Yeah the standard compiler can do the job, but it doesn't do it well. There are some problems with the standard compiler and the tools fix them. Many of the tools help to debug a map, but there are also tools that allow you to do more than what would be if you used the standard tools. For instance hlfix adresses some of the problems with the standard compiler:

# Tesselating non-planar faces
Faces that do not lie entirely in one plane are decomposed into planar polygons which approximate the intended surface.

# Decomposing non-convex solids
A convex brush has all it's edges "pointing" outward. Non-convex brushes are cut into convex pieces.

# Uniting coplanar faces
The .map compile tools do not allow a brush to have multiple faces in the same plane. Any such faces are joined together by hlfix and a warning is given if they have different texture information.

Another example is a really nice feature that I use a lot, you can set the number of radiosity bounces. What it does is it makes shadows less harsh and helps light up dark maps more naturally.

You said that " Yes, Nem's uses 1 less process, it doesnt have to run VHE, but the speed of the compiler is the same, that was my point before " It's not faster just because it uses one process, its faster because running the compiler through VHE adds a lot of extra overhead from running through an unecessary windows program, running a dos batch file has much less overhead.

Then you say, "The extra programs you talk about do not add anything to a map from what i know." which makes it quite obvious that you haven't used the extra features, or know what they do, so why do you insist on talking about them? I actually stated how they added to the process of creating a map. If you know why Nem's tools is the same as the standard compiler, you should provide some specific examples on how exactly the tools do not make a difference, instead of just stating you assume they just debug, and besides, debugging a map is a large part of creating a new map!

Now this thread has gone completely off the original topic of it being "Immoral's mapping guide and FAQ's," this is partly my fault and I apologize. If you have any thing else to discuss about the topic of using Nem's batch compiler, I suggest you private message me. I'm no longer going to post in this thread.


--------------------
user posted image
PM
Top
reinhardt
Posted: December 31, 2004 05:30 am
Quote Post


Zombie Hunter
***

Group: Members
Posts: 130

Joined: December 04, 2004



All very valid points. I havent used the extra features cos i cant run Nems on the PC i make maps on. But from mappers that use Nems they told me the extra tools are for debugging, as you confirmed in your reply.

I find a good map has minimal errors, its best to compile often to debug a map so i do not feel it necessary to want extra debugging tools. Personal preference, but it works for me. And thats all it comes down to. I make maps and probably compile alot more than mappers who use the debugging tools of Nems. But i get there in the end. And so do the others, nuff said.


--------------------
user posted image

Projects

bb_nighthouse (beta)
lms_nighthouse (alpha)
PMEmail Poster
Top
Immoral Sniper
Posted: January 01, 2005 05:54 pm
Quote Post


The force is strong in me
Group Icon

Group: BB Betatesters
Posts: 1177

Joined: December 10, 2004



This isn't a place to be having a debate over which is better.

If you guys want to coninue this discussion, make a thread for it.


--------------------
BB Maps I've made...
bb_stronghold {Beta 9}
bb_shootingrange {Beta 1}

Threads you should read before posting...
Immoral's List of Things Not to Suggest
Immoral's Mapping Guide

Forum Spammers
Name (Number of spamming citations issued)

Nikku (3), -KRUX- (2), Mitchell (2), hunter (2), Gneralas (2), CHAY (2), vyvu (2), Rustie1821 (1), w00t (1), dagny (1), Nandu666 (1), The.Raver(1), moecomputer (1), -=Jouni=- (1), santa_kills (1), DarknessGlams (1)
PMEmail PosterUsers WebsiteAOL
Top
coldwar
Posted: January 15, 2005 01:58 am
Quote Post


Last hope of Mankind
Group Icon

Group: BB Betatesters
Posts: 725

Joined: November 08, 2004



Shut up huh.gif


--------------------
user posted image
PMEmail Poster
Top
Blue Summer
Posted: April 30, 2005 10:28 am
Quote Post


Firefox
********

Group: Members
Posts: 1630

Joined: December 10, 2004



Where can i download the fgd from?


--------------------
This is what Ive said for the past couple months every time has requested source: BB source is highly unlikely because the mod team (Ironoak) has decided to use the crystal engine to create an rpg, although they have said there is a small chance of going to source but please, for the sake of all mankind, do not request a port and/or create polls, or even useless threads about the porting of BB, because it is most likely not going to happen, thank you for reading.

WSAENOTSOCK
PMEmail Poster
Top
JesusFoo
Posted: April 30, 2005 04:02 pm
Quote Post


Zombie Hunter
***

Group: Members
Posts: 263

Joined: March 20, 2005





--------------------
user posted image
Contributions:: bb_thecrash
PMEmail PosterICQAOL
Top
Blue Summer
Posted: April 30, 2005 05:00 pm
Quote Post


Firefox
********

Group: Members
Posts: 1630

Joined: December 10, 2004



I can't dl that only copy and paste it into something:S

no worrys: Set it up as an fgd.

This post has been edited by Blue Summer on April 30, 2005 05:07 pm


--------------------
This is what Ive said for the past couple months every time has requested source: BB source is highly unlikely because the mod team (Ironoak) has decided to use the crystal engine to create an rpg, although they have said there is a small chance of going to source but please, for the sake of all mankind, do not request a port and/or create polls, or even useless threads about the porting of BB, because it is most likely not going to happen, thank you for reading.

WSAENOTSOCK
PMEmail Poster
Top
hecticfool
Posted: July 25, 2005 06:56 pm
Quote Post


Rotten Meat


Group: Members
Posts: 1

Joined: July 25, 2005



QUOTE (Immoral Sniper @ Dec 20 2004, 02:40 PM)
I. Starting to Map
First, before you go tearing off to start on your BB map, you need a few things.

1. Valve's Hammer Editor v3.4 or v3.5 beta (v3.5 beta requires v3.4 to be installed first)
Note: You can not use the Hammer Editor (v 4.0 I believe) that is packaged with STEAM
2. The brainbread .FGD file
3. It is the recommendation of this mapper to use Zoner's Half Life Tools (ZHLT)

Once you have all of that, it is time to start up Hammer! But you can't map yet, we have to configure Hammer's and BB's settings.

Here is a link to an already written tutorial for that matter. Just replace the mod directory with BB's.

Once you have all that set up, you are ready to map, there are hundreds if not thousands of tutorials and hints, google is a valuable asset in finding them.

Also MAKE SURE to READ the "BRAINBREAD FGD AND HOW TO CREATE MAPS TUTORIAL" for specific information on some of BB's entities.

II. Important Sizes

Ground Obstacle Height
This is the maximum height, in units, an object can be while still allowing the player to walk over it.

crouched: 18
standing: 18

Overhead Obstacle Height
This is the minimum distance, in units, that can be between the ground and an object while still allowing the player to pass underneath.

crouched: 37
standing: 73

Minimum Path Width
This is the minimum width, in units, that can be between two objects while still allowing the player to pass between them.

width: 33

Jump Height
This is the maximum height, in units, an object can be while still allowing the player to jump on top of it.

crouched: 44
walking: 44
running crouch-jump: 62

Thanks to reinhardt for providing this list.

III. Mapping FAQ

As I get more questions I will add to this list!

Q: What is an .FGD file
A: It is a file (readible in notepad) that contains all the information about the entities BB uses.

Q: What is a .WAD file
A: It is a file that contains textures for use in your maps, I recommend a program called Wally if you want to make/alter .WAD files.
- Link to Wally

Q: Why is my map dark?
A: You need "light" entities in order for there to be light on your level

Q: What are light_environments then?
A: They are a special type of light that causes sky brushes (brushes with the sky texture on all sides) to emit light.

Q: But I have light_environments!
A: Unless you are using ZHLT, you need light_enviroments whereever you need light emmited from the sky, however with ZHLT, you need only 1 light_environment.

Q: ZHLT?
A: Zoner's Half Life Tools

Q: How do I get models to show in game
A: Use an entity called "cycler" there is a keyvalue, or field, that lets you select the necessary model.

Q: My multisource entity didn't work!
A: The BB team has yet to fix the multisource entity, make do until they do.

Q: How do I make a .bsp file?
A: You compile your map (which is an .rmf file) There is a button on Hammer's toolbar and F9 is the shortcut key

Q: My zombies don't spawn!
A: Make sure:
- Monster to Spawn is "monster_zombie"
- Number of Monsters is "-1" (if infinite) or greater than 0 (if finite)
- Min and Max respawn times are not obscenely high
- Max live children is greater than 0

Q: Why don't I spawn?
A: Make sure you have bb_spawn_player entities included in your level

Q: Why do my textures have that ugly blue/black on them, I want to see through them!
A: To Fix:
1. Turn them into
- a. func_illusionary (you want people to walk and shots to pass through them)
- b. func_wall (you want to block the player and shots)
- c. func_illusionary with a clip box covering it (block players, but able to shoot through)
2. Set "Render Mode" to "Texture"
3. Set "FX Amount" to "255"
4. Set "FX Color" to
- a. "0 0 255" for textures with blue
- b. "0 0 0" for textures with black

Q: Why are my map models not solid? I can walk right through them!
A: Map models are not solid, you have to clip them with a brush textured with "clip" in order to prevent player movement.

Q: What is a "clip box"?
A: A clip box is a brush covered entirely in the texture "clip" availble in zhlt.wad. It is invisible in game but block players from entering it, but you can still shoot through it.

Q: What is the revolver's weapon name? It isn't listed with the rest of the weapons!
A: weapon_44sw

Q: How do I set the light and make it darker/brighter for my map?
A: Go into the light's properties, (Alt + Enter is the shortcut in Hammer)
- Click on "Brightness"
- You will see 4 numbers, the last of the four is the brightness value
- The first three are the light's color in RGB Value (Red Green Blue)

Q: How do I make ladders?
A: Put the ladder you want the player to see in, then add another brush (textured with aaatrigger for claritity usually) and turn it into a "func_ladder"
- Note that zombies can not use ladders when placing them in your level and as such, should be avoided when possible, unless you want an area COMPLETELY safe from zombies (of course, you can always put zombies on the top end of the ladder, but they tend to teleport on the player and that's never fun...)

IV: Compile Errors
Chances are that why and/or how to fix your error are listed on this site.

V: Immoral's Simple, Personal Tips for Building a Better Map
- Don't use the hollow tool... just don't
- Use the 'null' texture (from the zhlt.wad that comes with ZHLT) on faces that players will never see
- Only use carve when absolutely required
- Keep in mind the skill level of an average player when placing weapons / health / zombies

sad.gif does any1 no how to make the g-man model/map?
PMEmail Poster
Top
_CiviliaN^SoldieR_
Posted: July 25, 2005 08:38 pm
Quote Post


civilized d00d
**********

Group: Moderators
Posts: 3250

Joined: November 01, 2004



IF YOU HAVE A QUESTION, PUT IT IN QUESTIONS / FRAGEN.

LOCKED.


--------------------
User Posted Image
PMEmail Poster
Top
Pages: 12
Topic Options Closed TopicStart new topicStart Poll