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noob problem

Posted: 28-04-2004 08:54
by shadowboss
i started creating my first map. i made a cone with 2 goals and placed every player start positions (center, normal, goal, penalty,....)

if i start deathball (2.0 beta - newerst version) and load my map, the game crashes, saying it hasn't found a start point.

can you help me?

Posted: 28-04-2004 09:09
by DavidM
rebuilded?
defined paths?

Posted: 28-04-2004 09:13
by shadowboss
defined paths? what do i have to do? sorry, this is my first map ever.... :(

rebuild? haven't done that, will try today...

Posted: 28-04-2004 09:59
by -=LyNx=-
you need to add playerstarters, then rebuild all by clicking one of the buttons and then it should work

Posted: 29-04-2004 08:10
by Diab
regular spawn items dont work do they?

Posted: 29-04-2004 08:17
by shadowboss
i only needed to rebuild everything, that's it. it works right now.

i have some other questions:

how can i make a room bigger? i have a cube and want to make it bigger. so i substract another cube from the world. but now i have 2 surfaces for each wall. how do i make them one?

i substracted a cube for the goal (like in smallcube) and now i want to place the goal to another position. what's the easiest way to go?

how can i change the size of a volume?

is there anything where i can enter the values for size, where to place and so on by keyboard?

thanx for helping a complete noob :)

Posted: 29-04-2004 08:56
by DavidM
use vertex editing to make it bigger.
you better go google for tutorials

Posted: 29-04-2004 13:13
by shadowboss
ok, i read some of the tutorials, but one question i need to know:

i made a cube. then i added a second cube right next to it. how can i make it that the editor sees the wall as one piece and not two?

hope this is not too confusing... :)

Posted: 29-04-2004 15:51
by Twigstir
Not exactly sure what you did. But you can select and move brushes, vertex edit them, or delete them. For a surface that is split between two brushes on purpose - you align the textures to make it look like one wall.