CAn a few people test this map for me, this is my VERY first map and i would like some input for improvements (except textures which i know are awful) i dont know how to do scripting yet so you have to open the file through the console in EF" it's called "big_room" also i dont know if pakscape worked so i've included the pk3 and all the files seperately. one thing i need people to look out for is the door in the first room which dissapeared a moment ago and the federation brig console in the second room. thanks for reading! also there are no sounds so i'd appreciate a quick tutorial on adding them.
Currently my copy of Elite Force isn't working, so I can't test out the maps.
However, I'm pretty sure I remember how to add sounds. Please, don't get really p'ed off if it doesn't work - it's been a while since I've mapped.
First, you'll want to select the object (panel, console, etc.) and press the "F" key (I think). Then there'll be like a properties box with a button that you can click to select a sound file and choose what action will activate the sound file (i.e. on action [pressing the console], the system will play a set sound). The only thing is that you'll have to include the sound with the .pk3 file - therefore, you'll have to have a system tree like this: "big_room / files / sounds / panel1.wav". The sound you select in the property menu will have to follow the same tree.
I might modify your example for you if I have the time, including a script with some annotations.
Ok, I had a quick look. First of all, using that many lets is a no no, it'll slow the compile time. You need to use fewer lights. What you do is place them roughly in the centre of the room, and then shift select the light and press 'n'. Then change the 'falloff_end_dist' to a greater number, say 300-400. For larger rooms, make it about 500+. The basic idea is this, for thin corridors, use lots of small lights at close intervals and for big open rooms use large single lights. For detail/complex areas, use plenty of very small lights to provide even lighting.
Concerning sound fx, you cannot actually supply a sound directly to a trigger field, you need to add a sound entity. Best to do it to a relay first, then you can have the sound emit from multiple places. Only with a script can you make a trigger field emit a sound directly.
The console and the door are easy to fix. You can do the console's rotation by pressing 'R' and dragging around in the top view, or press 'n' for properties and then selecting an angle from the angle box in the bottom left of the dialog.
For the door, select the brush, right click and select func_door. On the properties you can affect the angle with the angle box, up and down are in the centre. Read the info for more on what the properties do.
Ok I took a look at your map as well ... first of all I think its not bad for an first map.
I here are some advices: 1. try to avoid overlaping brushes if possible 2. use the common/caulk texture on invisible brush sides 3. put the spawnpoint nearer to the ground 4. give your door sounds ... select it press n and scrool down in the info_text until you find the sound keys, the door sounds are in pak30.pk3 -> sound/doors/
I could give you much more advices but I don't have that much time right now ... just keep on going ...
thanks for replying, i've been practising and made my second map. i think this one is much better but i cant get it to work on single player so any help with that would be great! if you cant find the control to the armory door then highlight this box to find out
----------------------------------------------- [COLOR=Silver]the armory control is on the left console on the bridge
this map can still only be opened from the console
comments welcome and how do i upload it to filefront? [/COLOR][/COLOR]
nice work lighting is much better now and as I have a bit more time than the last time I give you some additional tips. I attached a zip with two mapfiles in a zip:
- lighting_example: right now, even if the lighting is much better, the player does not have a shadow the reason is that by default radiant creates lights that have the flag "NO_ENTITIES". To create good an realistic shadows create spotlights or normal lights that come from the top and have the flag "NO_ENTITIES" turned off and the flag "NO_WORLD" on. You create create a Spotlight by creating a light and a info_null and than link them (first select the light then the info_notnull and then press Ctrl+K). Another thing I noticed is that there are no really light sources that explain where the light comes from it might be good to create some.
- sky_portal_example: I have seen that you put a skydome model around you map ... which isn't looking that good ... all skys in EF2 a rendered skyportals, I think there is an tutorial about it somewhere but I'll explain it anyway: 1. create a big box out of caulk brushes (somewhere but not to near to your mapped things 2. place the skydome inside there 3. place a script_skyorigin into the center of the skydome 4. add a light in there 5. put the common/skyportal texture on any face where you want the sky to be seen
keep on going you have much talent
Ah is crap, it's stupid ".rar", can't take a look at it, only zip... Anyway you wouldn't require someone to check any scripts I think. :rolleyes:
Chrissstrahl;3829878Ah is crap, it's stupid ".rar", can't take a look at it, only zip... Anyway you wouldn't require someone to check any scripts I think. :rolleyes:
what's Ah meant to mean? and i haven't written any script.
"Ahw´this is crap" = Damm this is realy carp that this is in a winrar file.
I don't have winrar and they change so often the compression that i always need to upgrade my programs to open the latest .rar files. As .zip everyone can open it.