looking prefabs -1 reply

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Furian

The Internet ends at GF

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13th May 2006

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#1 12 years ago

hey guyz im looking for some prefabs (a table, counsil chairs ad some more stuff) but i don't know where to get it.If u know any site where we can download prefabs, tell me :D + do u know how to place an npc throught gtk radiant??? i wanna make a training center but don't know how to put npcs... thx




Slusk

Scripter, Mapper

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7th July 2005

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#2 12 years ago

I the same problem i would dwell on finding any good open sorce prefabs bc there are pratically none.

you have to go to preferances and turn it to a single player project after that placing npc's is simple go to the npc's catorgory, lol




Evil_Jedi

Mapper, Skinner, Noob Scripter

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20th June 2003

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#3 12 years ago

For NPCs, just do a search, you'll find PLENTY of things on NPC spawning.

For prefabs, just make your own, save them, then keep for whenever you need them again. I saved mine under base/maps/prefabs. Make sure you save the prefabs as .map files though. You can also load entire maps as prefabs if you want this way.




SilentSpanky

Canadian National Defense Army

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26th January 2004

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#4 12 years ago

Yeah, somedays I get very bored at.. 9pm-3am.. those nights you just cant sleep at all.. and I mess around with making .map models. Note of warning, Here are compile errors and solutions. This IS and CAN be related to any brush, mesh, patch's.. These ones are spefific! ------------------------------------------------------------------------------- [COLOR=red]ERROR:[/COLOR] LoadPortals: NumVisBytes xxxxxxx exceeds 2097152

The visdatasize has grown out of hand. This is caused by a too high number or poor layout of structural brushes.

[COLOR=yellow]SOLUTION:[/COLOR] Turn some brushes into details to solve this problem.

Suggested reading: Vis for Dummies (by TheStorm). ------------------------------------------------------------------------------- [COLOR=red]ERROR:[/COLOR] Backwards tree volume

This error appears in multiple situations, if: - Your map is not fully enclosed (it leaks). Pantera wrote:You get a backwards tree volume error instead of a leak when the compiler can't plot a course from the first entity to the point of the error, to place in the point file. This probably means the entity was exposed to the void. If it had been inside a building and the compiler could plot a course through the building to the void, it would have valid point file data and a leak. - You have a bad brush somewhere. Hard to trace, possibly it's the terrain if you have some.

[COLOR=yellow]SOLUTION:[/COLOR] Make sure you have a structural skybox if you're working on an outside map. In general make sure there's no leaks. If the error persists, you can use Rogue's plug-in to purge bad polygons. Just extract the file to a /plugin folder within your Radiant directory. ------------------------------------------------------------------------------- [COLOR=red]ERROR:[/COLOR] WARNING: node without a volume node has x tiny portals node reference point xxx xxx xxx

Another invalid brush error. Infinite brushes cause this error.

[COLOR=yellow]SOLUTION:[/COLOR] Find the brush at the given reference point and remove it. Or use a plugin (e.g. Rogue's) to remove the brush. ------------------------------------------------------------------------------- [COLOR=red]ERROR:[/COLOR] FloatPlane: bad normal

Somehow you've created an invalid brush in your map. At least one face of this brush will be invisible in game. This usually is the result of careless vertex-editing.

[COLOR=yellow]SOLUTION:[/COLOR] Use a plugin (e.g. Rogue's) to remove bad brushes. Be careful with vertex editing in the future icon_wink.gif ------------------------------------------------------------------------------- [COLOR=red]ERROR:[/COLOR] Entity xxx, Brush xxx: degenerate plane

A degenerate plane is created by using the vertex editing feature in a wrong way. This error can result in very weird glitches, including random faces all over your map and infinite brushes.

[COLOR=yellow]SOLUTION:[/COLOR] Use a plugin (e.g. Rogue's) to remove the given brush. Be careful with vertex editing in the future. ------------------------------------------------------------------------------- [COLOR=red]ERROR:[/COLOR] Entity xxx, Brush xxx: duplicate plane

One brush has at least two identical faces, causing overdraw and thus lower framerates in game. This happens when you draw two edges over each other in the editor, for example to make a 3-sided brush out of a 4-sided one. If you want to do this, use the ctrl + 3 method instead.

[COLOR=yellow]SOLUTION:[/COLOR] Recreate the brush or use a plugin (e.g. Rogue's) to remove it. Never draw two edges over each other anymore. ------------------------------------------------------------------------------- [COLOR=red]ERROR:[/COLOR] max_patch_planes

theres too many patch meshes in the map, or too many faces on all the patch meshes.

[COLOR=yellow]SOLUTION:[/COLOR] Delete some patches, or replace them with less complex ones [theres an option in the curve menu to decrease complexity i think] ------------------------------------------------------------------------------- These are the main do's and dont's if you want to make yourself some say.. detailed prefhabs. Brush's you can make as much as you desire, Mesh's or Patch's however are limited and can cause FPS issues to slower PC's. Here's something to live by, If you highlight floors, walls, cellings. ALWAYS make them structural. Doors and windows maybe half the time IF they arent in a bigger and open space. Too much copy and pasting CAN bring up the [COLOR=red]ERROR:[/COLOR] Entity xxx, Brush xxx: duplicate plane AND [COLOR=red]ERROR:[/COLOR] Entity xxx, Brush xxx: degenerate plane. How do I know this? I made a big map that was ment to be a Republic Gun Ship/Jedi Command Post. I hit spacebar on Custom made prefhabs which forced me to restart. Luckily it wasnt too much of a hassle for me because I knew what layout I was going for. If you do make map objects (mesh, brush, patch) not 3d model imported objects in the map detailed. Make sure they are in a confined space and not in the open as much or you may have lag/fps issues as it may add into the maps filesize. As for NPC's. Right click, goto the NPC entity area. Loads there! http://www.map-review.com/index.php?page=tutorial_view&id=5 for Behaved scripting use of NPC. http://www.map-center.com/modules.php?name=Forums&file=viewtopic&t=7499 For NPC creation pretty much. As for "real" use of NPC use in the entity command. Consult your GTKRaident Manual for that.




Furian

The Internet ends at GF

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13th May 2006

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#5 12 years ago

thank u a lot ^^ this helped me a lot




SilentSpanky

Canadian National Defense Army

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26th January 2004

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#6 12 years ago

No problem, Here is also advice on mapping. What I am doing, I made a Solid outline of my all together Ship/Map.. For any maps like say if you were to make a trade federation driod ship like in EP1.. (Shivers.. How I hate Jar Jar..), Well Ship maps I would suggest or complex maps with a heavy layout make a outline using alot of brush's before you make them hollow. Save the outlined map as map1, then make the entire map of what you make it hollow. This may take time to fill in the voids etc.. Sorry EP3 is on lol.. Anyway, For this, If you have make brush sides with power of 3-5-6-7-8-9 E is your best friend to make then a equal 90 Degrees to make the Outlines fill a void you may want. For that part well its straight foward lol. Then once you filled it all out next phase is importing by load prefhab to make map 3 with the models and custom made prefhabs in there etc.. Once thats done, I usually add in entities in my phase 4 map, and phase 5 is the one you normally do touch ups etc.. Well hope this helps more!




Evil_Jedi

Mapper, Skinner, Noob Scripter

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20th June 2003

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#7 12 years ago

A few comments on that.

A) Make a layout on a piece of paper, it's much faster, easier, and you don't spend much time if you want to make changes later on. 2) I hope you didn't mean the Hollow Tool, because you never want to use that. D) I do a similar thing as you, and it does indeed work, however I don't save them onto 5 different maps, rather I save in a new slot whenever I feel like it, or whenever I made lots of progress.




SilentSpanky

Canadian National Defense Army

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26th January 2004

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#8 12 years ago

1) I make layouts on paper too. Its just I save a general layout IN case it saves and somehow the re-do function cant be done. 2) I use it all the time, I find nothing wrong with the hollow tool. 3) Well I know its not essental to save in phase's but it can be usefull if you mess up along the way and there may be compile errors.




Slusk

Scripter, Mapper

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7th July 2005

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#9 12 years ago

the hollow tool causes Z-fighting and lag for bigger maps, but for small maps I find it fine, and you can still use it far big maps just make sure nothing overlaps each other.




Szico VII

We want FF7-2/remake!

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15th September 2003

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#10 12 years ago

You should never use the hollow tool except for test maps because of the way it creates the box.




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