huge newb mapmaker here

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XiD
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huge newb mapmaker here

Post by XiD »

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 :D

And I really am tryin, so dont bash me _too_ badly :p
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Messy
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Post by Messy »

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:
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? :rolleyes:
XiD
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Post by XiD »

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. ??
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fro
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Post by fro »

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).
Steve-O
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Post by Steve-O »

i didnt bother to look at it yet because you know me :D im lazy, but you're sure its from that and not from overlay of complex textures? because too big of an area or too complex moving textures will cause the same effect.
xiller8r
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Post by xiller8r »

imagine the ued world is putty, what you did was subtract from that to make your cube, you then need to ADD back inside that to make new items, like..putting some shaped putty back:P
=(ACE)=Nolan
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Post by =(ACE)=Nolan »

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.
XiD
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Post by XiD »

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
Steve-O
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Post by Steve-O »

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.
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-plær-
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Post by -plær- »

or just work straight to/from dds

nvidia have a PhotoShop + PaintShopPro dds plugin available from their website
Much easier than fiddling about with nasty conversions.
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fro
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Post by fro »

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.
Steve-O
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Post by Steve-O »

hmm i should have told him that shouldnt i lol
CripTonic
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Post by CripTonic »

Messy sux at binary...

000001 = 1
000010 = 2
000011 = 3
000100 = 4
000101 = 5
001000 = 8

From right to left the zeros are: 1, 2, 4, 8, 16, 32...
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speedy
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Post by speedy »

CripTonic wrote: Messy sux at binary...

000001 = 1
000010 = 2
000011 = 3
000100 = 4
000101 = 5
001000 = 8

From right to left the zeros are: 1, 2, 4, 8, 16, 32...
i fail to see how this makes you irresistable to women. :p
Steve-O
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Post by Steve-O »

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.

:D :) \o/
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