huge newb mapmaker here
Moderators: Jay2k1, DavidM, The_One
huge newb mapmaker here
Well i'm about a week into map making and 2 days into this map. For some doggonnit reason, i cannot test this map when I try to play it solo on botmatch (with no bots, of course). I get a very blurry screen and everything is buggy - I see no actual map. I'm lookin for anyone who knows about DB mapmaking to lend me a tip or two about wtf is going wrong ^^
I'll attach the file here, please leave some feedback
And I really am tryin, so dont bash me _too_ badly :p
I'll attach the file here, please leave some feedback
And I really am tryin, so dont bash me _too_ badly :p
Aack O_o
I don't know what to do really, but all I see is my HUD and a lot of black.
Bots seem to be able to find goals etc. so the map's actually there, and spawns aren't placed wrong.
Maybe a lighting problem?
All I can really tell you is that I have the same problem with your map ^^;
Hope you find out what's wrong
and btw:
Old joke, but has anyone ever noticed the binary number for 2 = 01?
I don't know what to do really, but all I see is my HUD and a lot of black.
Bots seem to be able to find goals etc. so the map's actually there, and spawns aren't placed wrong.
Maybe a lighting problem?
All I can really tell you is that I have the same problem with your map ^^;
Hope you find out what's wrong
and btw:
There are 10 kinds of people in this world - those that get binary, and those that don't.
Old joke, but has anyone ever noticed the binary number for 2 = 01?
Thanks for looking at it, at least i'm not doing something retarded game-wise. I'll mess around with it. However, lighting doesn't explain how the hammer gets all glitchy and is..."spewn" across the screen like a whole bunch of hammers stacked upon each other (impossible to describe tbh, you gotta download and see what i mean to understand).
And I don't get what you mean about the binary, mess... 1 10 11 110 ... i dont see where 01 comes in. That would just be 1. ??
And I don't get what you mean about the binary, mess... 1 10 11 110 ... i dont see where 01 comes in. That would just be 1. ??
the warping (blurry) hall of mirrors effect is the editor/engine looking inside itself.
the subtracted cube you had made (the court) was ok, the problem came when you subtracted from that brush for the goals. The engine cant render what isnt there, hence the hom effect.
any potential builders should check this out yo: http://www.planetunreal.com/architecton ... level.html
i havent got much time, so iv quickly whipped up some more walls/floor/ceiling for you (using the add function).
the cut job iv just performed was subtracting a cube from the world, then adding brushes within that. its a messy job (lol messy lol), but i guess it works (no hom effect, tho i havent played with bots/alone yet).
the subtracted cube you had made (the court) was ok, the problem came when you subtracted from that brush for the goals. The engine cant render what isnt there, hence the hom effect.
any potential builders should check this out yo: http://www.planetunreal.com/architecton ... level.html
i havent got much time, so iv quickly whipped up some more walls/floor/ceiling for you (using the add function).
the cut job iv just performed was subtracting a cube from the world, then adding brushes within that. its a messy job (lol messy lol), but i guess it works (no hom effect, tho i havent played with bots/alone yet).
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- Posts: 137
- Joined: 07-10-2003 20:54
it is also wise to add a zoneinfo actor to this subtracted cube, with some ambient light, so that you can see something.
before you can test you map in deathball you need to add:
keeper, normal player and center player spawn points for both teams (0 = blue, 1 = red) and a bombflag.
and make sure that you insert the proper entrys in the levelinfo actor.
before you can test you map in deathball you need to add:
keeper, normal player and center player spawn points for both teams (0 = blue, 1 = red) and a bombflag.
and make sure that you insert the proper entrys in the levelinfo actor.
Appreciate all the help guys. I have an updated version here, and have a new problem to tackle: the radar. I have read DavidM's guide and followed it word for word with one problem. When I try to import my radar texture, it won't import. I have selected bitmap, 256x256 or 512x512 and it won't import for some odd reason. I made the bitmap 16bit and it imported to black and white (??) and looks just nasty.
I did my editing in Photoshop CS (8.0). It won't let me select 8bit for some reason...anyone know about this, too? My options are 16, 24, and 32. None really seem to work for the import =|.
I have it up and running at least. Any who have the energy to look please do .
thanks, XiD
I did my editing in Photoshop CS (8.0). It won't let me select 8bit for some reason...anyone know about this, too? My options are 16, 24, and 32. None really seem to work for the import =|.
I have it up and running at least. Any who have the energy to look please do .
thanks, XiD
its smarter to choose one of the other types, bmp doesnt work, it should but it is such a crappy file type that ued cant use it, try one of the other file types.. i used.. targa format myself... .tga and it worked on my computer, just save as every format and try them out, one of them will load, i know what you mean it always does that and lemme guess it also shows you like all of the other textures too, well try all the types, if you have .tga as a possibility to save as use it, otherwise just open your radar with photoshop, and save as every type you can, then try loading in each of them to ued, one will work.
following on from plaeoipjrrr above, use DXT1 for non transparent images (no alpha layers) and DXT3 or 5 for images with transparency. -> http://developer.nvidia.com/object/nv_t ... tools.html
if you do choose to use the targa route, use 24bit tgas for non alpha layered textures and 32bit tgas for images that require transparency.
if you do choose to use the targa route, use 24bit tgas for non alpha layered textures and 32bit tgas for images that require transparency.
000000, 000001, 000010, 000011, 000100, 000101, 000110, 000111, 001000, 001001, 001010, 001011, 001100, 001101, 001110, 001111, 010000, 010001, 010010, 010011, 010100, 010101, 010110, 010111, 011000, 011001, 011010, 011011, 011100, 011101, 011110, 011111, 100000, 100001, 100010, 100011, 100100, 100101, 100110, 100111, 101000, 101001, 101010, 101011, 101100, 101101, 101110, 101111, 110000, 110001, 110010, 110011, 110100, 110101, 110110, 110111, 111000, 111001, 111010, 111011, 111101, 111110, 111111, there now we are all happy, and now we can leave this subject alone, thank you and good night.