Intro to Mapping -1 reply

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Capt. Queeg

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13th June 2003

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#11 17 years ago

OK here is the eighth part of the map pack.

This file should be saved into the same directory as the main WildWest_Radiant_Pak_SplitUp.zip file.

This file should be named WildWest_Radiant_Pak_SplitUp.z07

ATTENTION: When you save the file USE THE EXTENSION .Z07 or just copy & paste the file name from the next line: WildWest_Radiant_Pak_SplitUp.z07




Capt. Queeg

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13th June 2003

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#12 17 years ago

OK here is the NINTH AND FINAL part of the map pack.

This file should be saved into the same directory as the main WildWest_Radiant_Pak_SplitUp.zip file.

This file should be named WildWest_Radiant_Pak_SplitUp.z08

ATTENTION: When you save the file USE THE EXTENSION .Z08 or just copy & paste the file name from the next line: WildWest_Radiant_Pak_SplitUp.z08




Capt. Queeg

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#13 17 years ago

Enough to be Dangerous

Ok, I haven't had much time to fiddle around with junk this week but here's what I got.

First, here’s some REALLY basic stuff that I should have known on sight. For instance the QE - QERadiant stands for Quake Engine. QE radiant was for Quake2. Q3Radiant came out and is what GTK Radiant was based on. GTK Radiant COULD stand for Gamer's Tool Kit but that is a guess. GTK Radiant is what the developers used to create the packaged Quake 3 Arena maps. It’s now been improved with some updates since the release of Q3A.

Ok, when you open up the program your in what's called Split Window View. The window is divided into 5 main panels. There's a message panel running across the entire bottom of the screen. This is your Console window - Same as a console window in WildWest. Above that, there other four panels are arranged in three columns. On the left most side there is a thin panel that displays the height your camera - somewhere in there is a blue icon that indicates the current elevation of your "camera". Technically this panel is your Z-axis Scale. To the right of that, the second column, is a 2d representation of your map - this is called the XY Map. This panel also shows a blue symbol that represents your current camera location. The Right-most column is divided into two rows/panels. The top most is your 3d view of the map. Since it shows what your camera sees, this is the camera window and underneath that is your Texture window. It shows all of the different grounds, walls, skies and storefronts you can apply to your map.

I'll give you a really quick lowdown on the keys and controls you can use to explore the maps. First, I'll assume you have a Wheel mouse or at least a three-button mouse.

Z-Axis Window To move the Z-Axis scale, elevation indicator - Right click on the window and move mouse To move the camera to a specific elevation - Ctrl+left Click To see the sky texture - Wheel click then look at texture window To set the sky texture - Select a texture then hit Ctrl+Wheel Click

XY Window To move the 2d map/window - Hold Right click and drag To Zoom the 2d window - Wheel Scroll when over 2d map Keyboard=Insert/Delete or Shift mouse move To move the camera to a specific location - Control Wheel click To Select an object - Shift click Move selected object - Left Click and drag Set a box with Z in it on your xy map - Shift wheel click<--Anyone?What is this? Now it moves around a pink box To clip models some how - Control Right Click 3 times <------Could use some help here too!!! To change the Axis you're using in the 2d map - Ctrl-Tab (Thanks Gringo) This rotates in order of XY - looking at map from above XZ - looking at map from Side YZ - looking at map from the perpendicular Side

Camera Window To Zoom the 3d window - Wheel Scroll when over 2d map To Select/Deselect 1 or more objects - Shift click left click View Texture - Wheel click Set to current Texture - Ctrl Wheel Click

To move around - Keyboard - A/Z - change pitch D/C - Change altitiude little steps Pgup/pgDown - "" Big steps ,/. - strafe left/right To move around - mouse - Right click & release invoke "Free look" movement Use arrow keys to move around or use wheel for forward and back.

Here's the good stuff. Use the N button to bring up the Entity viewer, which is sort of a wimpy Object inspector. It shows the name of what you have selected (I've not figured out how it handles multiple selections yet so assume you only have one thing selected), a description of what it is and how it is used, and a list of properties for the selected object (brush?).

That should give you more than enough power to explore around the maps and see how some things are done.

Oh, and when you are starting out, you're gonna want to fool around and look at different maps which is cool and all but be aware this sucker gobbles memory. Empty it takes up 15 megs of RAM, then I load Hacienda and leap up to 185 megs Not so cool, but manageable. Then I hit File->New Map, I stay at 185. Why? Because all of the textures and stuff used to make Hacienda are still loaded. When I then load Town, I'm up to 225. With all the other junk on my system and the puny amount of memory on this computer (392) That's enough to make me run slow when I try to say open the help or look at a website. The program itself runs fine but if you have even less memory than I do, you'll be hurting by this point. BTW if I close GTKR and run it again, it only takes up 114 when I load Town.

Good luck...

"A little knowledge never hurt anyone." - Eve




Hewster

WildWest Creator

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26th October 2002

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#14 17 years ago

Wow... nice one queeg... I think you most definatly have the intelligence to create a map :) nice work.... you may get into some difficulties as the mappers pak we've created isn't perfect.. just never had the time to devote on getting it all polished.

However I do intend on releasing a new mappers pak after the next update which should make it easier for newer mappers... I would normally incourage new mappers to learn normal wolf mapping first & then progress onto WW.

BTW, here is a direct link to the current mappers pak http://webperso.easyconnect.fr/bandito/misc/wildwest_radiant_pak.zip

Hewster




Deimos

Pierce the Heavens

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27th January 2003

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#15 17 years ago

I just got radiant but i don't know a single thing. I have been looking for some help but most sites go to leave out a lot of detail.:(




Capt. Queeg

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#16 17 years ago

Hey Rep! That's what I found too. I mean when you are starting out, you want the bare essentials. Most tutorials (not that I've seen em all) skip a lot of what's in the manuals. But with the manuals, particularly this one you have to cross reference 5 sections to get all the goods about one topic.




Capt. Queeg

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#17 17 years ago

Thanks Hewster! Right now I'm just trying to get my maps to compile!

BSP keeps telling me that my map leaks. That kind of makes sense since the one I tried it on is simply a big flat water surface. It's got this "Holier than thou", "Walking on Water" theme going on. I guess I need to find a way to set the boundaries of the map...or find the Glad Ziplock button, one of the two.

I guess it's off to the tutorials...Tally Ho!




Hewster

WildWest Creator

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26th October 2002

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#18 17 years ago

Hey Queeg,

Yeah your map MUST be inclosed with a structual box, or you will get "leaks"

for a couple of basic tuts try here: http://www.nibsworld.com/rtcw/tutorial_getting_started.shtml

Hewster




Guest

I didn't make it!

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#19 17 years ago

This is what I used to learn basics.

http://planetquake.com/bubba/mapping.html




Angel-Eyes

Born again Angel

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21st March 2003

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#20 17 years ago

Hi people,

Well i've decided to put my money where my mouth is and start on a fort map. I'm using the Hacienda map as my base, as it is in itself a large map and has plenty of potential. I hope Hewster & Bolty don't mind. There's a few thing's i've got to learn like making objects break, like windows, chairs, bottle, etc. So Capt. i'm looking forward to seeing how you make objects do as you want them to. We'll see what happens.:rock: