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newbiemapper

I don't spend enough time here

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30th June 2009

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#11 11 years ago

ok ty m8 made .bat and now know how to make .ent too so ty to all for help.




~*Seto*~

Trapped in the interchet

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19th October 2007

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#12 11 years ago

.ent is just a renamed .txt, so if you already have your entities file in .txt form, then simply change the extension and you're good to go.




newbiemapper

I don't spend enough time here

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30th June 2009

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#13 11 years ago

is there a difference between .ent and .txt?

kinda embarrasing to ask but do u know how to add seats and tables




newbiemapper

I don't spend enough time here

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#14 11 years ago

my complier shows that spawnpoints are incomplete i did like this "classname" "info_player_deathmatch" "origin" "the ones i used there" "nobots"

did i forgot something?




kidoncrack

Bean pot pie

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24th March 2008

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#15 11 years ago

newbiemapper;4956972is there a difference between .ent and .txt?

kinda embarrasing to ask but do u know how to add seats and tables

Liek hai.

Seats and tables can be made by:

1) models- use some of JA's base models for tabels and stuff, use misc_model entity for this

2) brushwork/patchwork make your own tables in the editor

3) modeling- export your tables from the editor as .ASE so you have your own models

Question: Why are you editing the base maps?

Another question: Have you done any tutorials on mapping?

Here's a good one:

General Concepts 101: Lesson 2 - The Tools You Need




newbiemapper

I don't spend enough time here

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30th June 2009

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#16 11 years ago

question 1= why not question 2=yea

ty about the tables and seats

but what about those spawnpoints?




~*Seto*~

Trapped in the interchet

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19th October 2007

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#17 11 years ago

{ "classname" "info_player_deathmatch" "origin" "x y z" "nobots" "1" }

I assume you got most of this right, so probably you need to just add the "1" after "nobots".

Oh and you can't place models using the misc_model entity for your purposes of doing an entities-only compile. You'll want to use misc_model_health_power_converter instead, with a modified "model" key, and preferably a spawnscript to disable the health-dispensing properties.




newbiemapper

I don't spend enough time here

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30th June 2009

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#18 11 years ago

ty alot again seto

ur the man:)




newbiemapper

I don't spend enough time here

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#19 11 years ago

what is a parseentity :EOF without closing brace?




loda

the dude

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17th March 2005

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#20 11 years ago

Map Modding - JAWiki

Examples:

//Chair { "classname" "misc_model_ammo_power_converter" "origin" "500 300 100" "model" "models/map_objects/cinematics/chair.md3" "angle" "180" "nodrain" "1" "count" "0" }

//Efx file { "FxFile" "env/small_fire_green" "origin" "484 207 15" "classname" "fx_runner" "spawnflags" "1" }

//Button { "classname" "item_force_boon" "noglobalsound" "1" "wait" "1" "count" "-1" "origin" "200 0 100" "target" "PutYourTargetHere" }

Those are 3 very basic examples that can get you pretty far. Note that you will obviously have to change the origin values to change their location. The rest should be self explanatory... note that you can add a "targetname" key to the efx file and "link" it to a button's "target" value in order to have the button toggle the effect.

About your error: most likely a typo, check for missing brackets {} or quote marks ". "without a closing brace" just means its missing a }