For some things, like terrain, it may be easier to do from scratch. EasyGen makes it simple. All you do is make an 8-bit bitmap, and import it into EasyGen. 8-bit = 255 shades of grey, where light colors are high ground and dark are low. Trust me, you wanna make your own. Not that there's anything wrong with Hacienda's terrain :)
Unfortunately with my free time lacking, i'm wanting to do something quick that can be added to as the weeks pass by. If I started from scratch it would never get it finished, I tend to loose interest after a while, so I thought doing it this way would save some time and get a new map released quicker. If things go according to plan i'm hoping that I might be able to add a cannon, and plenty of things to shoot at and break. The terrain can be changed without too many problems, i've already done some changes already and it doesn't look too bad at all. We'll see what happens in the coming weeks. :rock:
I would only delete terrain in Radiant, not create or modify it. When you compile and look at it, it'll either be the wrong texture or have sparklies etc... I'm thinking of doing a CP map with just natural things like plants and rocks. A CP map like that would be simple for you to do from scratch. It's been a while since I made my terrain, but Tramdesign.net is good for info. I'm just curious, how do you plan on making a cannon?
Hey - I just realized my last posting is not here! It was full of brilliant insights and valuable knowledge too. Oh well, so much for any of that!
The gist of it was Gringo's right, Bubba's Tutorial is a great starting point. He's a bit on the flashy side, you have to push next a gazillion times and the background could go, but he's spot on with the references. For example, the speed button explainations are great.
His basic room tutorial answered my question to Hewster about the leaky maps.
Originally posted by EL-Angel-Eyes 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.
I don't, cos it not my map :), and I'm sure BoltyBoy won't, but , I suggest you e-mail him and ask... out of politeness.
Here's a link for an older mapping thread. I always forget that there are often older threads that drop off the default list. I found it while looking for references to the Quark editor which I am customizing for the new release of WildWest.
The thread I found actually has the original maps and models posting by Bolty Boy. The files are of course old and replaced with the ones in the files posted above. I just find it an interesting look at earlier days
I've been devoting my time to getting the new Quark version up and running WildWest. I'm almost done. I've got it loading the maps and textures and shtuff. There are a few textures that are not loading an I am trying to figure out why and improve the general speed of it.
It's got a lot of nice stuff in it for newbie mappers. For instance you can hit New WildWest Map and it creates a nice room with all non-visible surfaces caulked like (Momma always told you to do) wooden walls, dirt floor and cowboy sky.
Here's some info from a handy RtCW mapping thread. These postings are by omnix32. The rest of the thread is fairly worthless posts like "uuuggghhh help". Good questions but not for a stickie thread. Anyway, here's the important stuff...
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ New Mapper Read this to save yourself trouble. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\\
I am seeing a lot of questions that should not be questions. So, make sure you follow these quidelines to avoid trouble.
1) make sure you have everything updated from game to editor. This will not work if your using old versions as there not compatible. GTKRadiant 1.2.11 will not work with RTCW 1.33 but will work with 1.4 patch upgrade.
2) do not use WolfRad that shipped with the gotty edition of RTCW. Its an old broken entity missing editor. use GTKRAdiant 1.2.11 or above found here. * I'll let you know later if Quark works out - Queeg * For WildWest you need the map edit zip from above. http://www.qeradiant.com
3) Go through the basic tutorials. pratice each one. http://planetquake.com/bubba/mapping.html this covers the basics.........
4) do not use CSG subtraction. thats asking for compile errors and slow maps.
5) don't start a post like "uuuggghhh help" That does not give a brief discripton of whats wrong and it hurts searching by others that may have the same problem. example of a good one. "planar map shader not working'
6) read the shortcut keys for GTKRadiant 1.2.11 It may give you the answere on how to do something in Radiant.
7) if getting errors please post the full error and a discription of what YOU tried to do to solve it. This will get you the help you need faster.
8) Post a new thread and refer to it if you have an off topic comment/question. * Something I need to do more of myself- Queeg
REmember the more info you give the better people are able to help you. Once again make sure you using the most updated versions of everything.
http://www.planetquake.com/bubba/ pre-fabs and great place for new mappers. talks about making lights, spiril stairs,teleporters, doors, ect.....
http://www.nibsworld.com/rtcw/ another great place for noobie mappers. a full setup overview, hint brushes, lightmapped terrain, script movers, and just great advice on GTKRadiant.
http://www.planetquake.com/simland/pages/articles.htm Elevators basic and advanced. scripting doors. great tutorials.
http://www.repsej.com/maps.php?mode=tutorials more tutorials
http://www.rtcw.co.uk/forums/showthread.php?threadid=2229 Tons on links to Tutorials and resources. contians about all you need for mapping in RTCW plus some.
http://planetwolfenstein.com/tramdesign/resources.html a great source for custom sounds, tutorials, and overall great place to find mapping information.
http://www.wolfensteinx.com/surface/tutorials.html A lot of great tutorials that cover alot of different things for RTCW. Pk3's, hints,ladders, sky's to much to list. A must look through.
http://theburrow.rtcwfiles.com/tutorials/index.htm Scripting tutorials, that are top of the line
**Modeling: http://www.paposo.com/ RTCW and MilkeShape
http://models.firearmsmod.com/tutorials/modeltut.htm Various tutorials.
http://www.chilliweb.co.uk/chilliskinner/ A must have plugin for 3dsmax that will allow you to quickly create models for export to 3dsmax.
**GTKRadiant and Mapping tools. EasyGen: http://digilander.libero.it/ilbanca/files_easygen.htm
Wolfcompile: tutorials http://www.planetpointy.com
GTKRadiant: map editor and links http://qeradiant.com
http://drgsoft.free.fr/index.php?page=dup5&language=en Dragon unpacker. for extracting files from pk3's must have tool.
Crimson editor: http://www.rtcwfiles.com/file.info?ID=1869 tool for writing scripts in RTCW
Start points and objectives tutorial http://www.wolfproject.net/tutorials.php
Making aas for bots with q3map2 http://www.wolfensteinx.com/surface...s=&threadid=267
Making lightmaped Terrain with easygen with bumpmapping: http://www.wolfensteinx.com/surface/forums/showthread.php?s=&threadid=242
Caulk HUll tutorial by plan B....... http://www.quake3world.com/ubb/Forum6/HTML/022411.html http://www.quake3world.com/ubb/Forum6/HTML/022289.html
Originally posted by Capt. Queeg OK, here is the file. There is a 300k limit per post attachment that I need to work within. (...) Capt. Queeg.
No wonder i couldn't post my demo in this other thread
(WAY of topic) :D
Yep. What a pain... It made the whole posting thing a lot more complicate than I wanted it to be. I wish I could delete those now that hewster has posted the single file! (Hint hint hewster) Good to se ya Kyle. PM me some time to tell me where in Ohio you're from!
You think if i tried mapping in my "free time" i would be able to make a map, or is that laughable?
Mapping r teh win