Title: Mapping? Post by: SIR_halyavshik on July 28, 2008, 11:14:35 PM can i help you as a mapper?
but if you will give me some idea/wish or total idea about map (with comments) whats my skill? - check this http://www.fpsbanana.com/members/maps/431722 Title: Re: Mapping? Post by: ChromeAngel on July 29, 2008, 09:17:55 AM Sure, you can get the EX Map Development Kit from our downloads page (http://www.40ksource.com/downloads.php). We can always use more maps.
Title: Re: Mapping? Post by: Typheron on July 29, 2008, 09:34:42 AM I did have a concept sketch of a plan of a small city map that involved tyranids storming a breach in the city wall and fighting there way into the city centre.
it was an area capture, with a series of squares and important building to be fought over. I will try to dig the image out tonight and post it here. Title: Re: Mapping? Post by: SIR_halyavshik on July 29, 2008, 10:32:21 AM I did have a concept sketch of a plan of a small city map that involved tyranids storming a breach in the city wall and fighting there way into the city centre. it'll be greatit was an area capture, with a series of squares and important building to be fought over. I will try to dig the image out tonight and post it here. Title: Re: Mapping? Post by: SIR_halyavshik on July 29, 2008, 11:51:06 AM http://img293.imageshack.us/img293/4466/38431716le9.jpg
i make a IG bunker prefab i want to make it destroyble and flashing red when its get damage - like in some strtegis also make ther IG spawns , which turns off when bunker down Title: Re: Mapping? Post by: Typheron on July 29, 2008, 02:48:33 PM Save a copy of it so you have an origional, then copy it and start cutting it up so both halves of the cut remain. Then group the bit thats to be distroyed and tie it to a func_breakable.
add some red lights, starting them turned off and set them to turn on when the func_breakable takes damage. do the same with some smoke emitters/flame emitters for effect. when it gets damaged it should break and generally look cool. spawning IG NPC is harder, chrome may know how if its not been diabled Title: Re: Mapping? Post by: SIR_halyavshik on July 29, 2008, 06:01:46 PM im not a noob mapper
i said that i want to make it , so im really going to and know how Title: Re: Mapping? Post by: Typheron on July 29, 2008, 10:13:07 PM Fair enough, appologies for the assumption but i get a lot of poeple saying similar things and not knowing the first thing about mapping, so i err on the safe side.
Ok that sketch i was talking about: http://i99.photobucket.com/albums/l320/typheron/RS2-Exterminus/WIP/MapLayout.jpg its a big scan and photoshopped to make it a little clearer (comes in at 3mb's, sorry about that). The idea was a breach in a city wall that the nids were comign thorugh, space marines were trying to push them back and re-secure the breach while nids were tryign to push forwards and capture/distroy a important civic structure (town hall, IG barracks, that kind of thing). in the middle of this there's a small city square with a forward outpost in it thats to be captured (perfect for those spawning IG's to hold). use it, dont use, do whatever you want to it, but i hope its of use. Title: Re: Mapping? Post by: SIR_halyavshik on July 29, 2008, 10:26:53 PM nice idea
i will make it but little in my way Title: Re: Mapping? Post by: Typheron on July 30, 2008, 09:21:15 AM groovy, it will probably be better for your own interpertation, ive got a bad habit of designing maps that work as architecture more than as gameplay.
stupid university trainning. If you need any assistance (although you seam totally set) let us know. Title: Re: Mapping? Post by: SIR_halyavshik on July 30, 2008, 10:07:17 AM aw yes , i need some
my Hammer didnt want to compile under your mod so i have to compile under Half-Life2 here log of error's Code: Executing... Title: Re: Mapping? Post by: SIR_halyavshik on July 30, 2008, 11:49:18 AM in the grim darkness of the savage future
wall , version 0.3 http://img519.imageshack.us/img519/5069/excity10003jp5.jpg warning - big pic Title: Re: Mapping? Post by: Typheron on July 30, 2008, 12:18:09 PM OOOOOOoooooh nice, very very nice!
i think chromes going to have to take a look at your compiling issue, i was unable to figure it out. Title: Re: Mapping? Post by: SIR_halyavshik on July 30, 2008, 04:30:42 PM Warning - big pics
wall , version 0.5 from the sky http://img145.imageshack.us/img145/8176/excity10005fw2.jpg player vision http://img145.imageshack.us/img145/9188/excity10006aj7.jpg Title: Re: Mapping? Post by: ChromeAngel on July 30, 2008, 08:59:36 PM aw yes , i need some my Hammer didn't want to compile under your mod so i have to compile under Half-Life2 here log of error's ... Hmm, not sure where Hammer gets it's log file path from (appears to be failing because it's trying to make a log file in what is probably a non-existent path). I suggest checking the MapDir setting in your GameConfig.txt PS Nice chunky walls ;) You might want to try adding some prop_statics with rebar models sticking out of the broken ends. Title: Re: Mapping? Post by: SIR_halyavshik on July 30, 2008, 10:00:58 PM have no idea whats wrong
Quote "GameInfo" { game "Exterminatus Map Development Kit" title "" type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 icon "ex_installed" hidden_maps { "test_speakers" 1 "test_hardware" 1 } FileSystem { SteamAppId 215 // This will mount all the GCFs we need (215=Source Base SDK, 240=CS:S, 220=HL2, 320=HL2DM). //Was 320 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. AppId 211 // Un-borking valves fuckup 24/12/05 // // The code that loads this file automatically does a few things here: // // 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin // 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end. // For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it. // 3. For the first "Game" search path, it adds a search path called "MOD". // 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH". // // // Search paths are relative to the base directory, which is where hl2.exe is found. // // |gameinfo_path| points at the directory where gameinfo.txt is. // We always want to mount that directory relative to gameinfo.txt, so // people can mount stuff in c:\mymod, and the main game resources are in // someplace like c:\program files\valve\steam\steamapps\half-life 2. // SearchPaths { Game |gameinfo_path|. Game sourcetest Game hl2mp Game hl2 } } } Title: Re: Mapping? Post by: ChromeAngel on July 30, 2008, 11:21:12 PM uh that's the EX GameInfo.txt
I mean the GameConfig.txt in c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\ where you set up your Source SDK for EX http://83.169.21.186/40ksource.com/common/wiki_manual/index.php?title=Mapping Title: Re: Mapping? Post by: SIR_halyavshik on July 30, 2008, 11:27:07 PM uh my bad
i didnt pay attantion to Config Sorry by the way now happing this map didn't compiled Quote ** Executing... ** Command: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\ex\" "C:\maps\ex_city1" Valve Software - vbsp.exe (Dec 11 2006) Command line: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vbsp.exe" "-game" "c:\program files\steam\SteamApps\SourceMods\ex" C:\maps\ex_city1" usage : vbsp [options...] mapfile example: vbsp -onlyents c:\hl2\hl2\maps\test Common options (use -v to see all options): -v (or -verbose): Turn on verbose output (also shows more command line options). -onlyents : This option causes vbsp only import the entities from the .vmf file. -onlyents won't reimport brush models. -onlyprops : Only update the static props and detail props. -glview : Writes .gl files in the current directory that can be viewed with glview.exe. If you use -tmpout, it will write the files into the \tmp folder. -nodetail : Get rid of all detail geometry. The geometry left over is what affects visibility. -nowater : Get rid of water brushes. -low : Run as an idle-priority process. -vproject <directory> : Override the VPROJECT environment variable. -game <directory> : Same as -vproject. ** Executing... ** Command: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\ex\" "C:\maps\ex_city1" Valve Software - vvis.exe (Nov 8 2007) Command line: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vvis.exe" "-game" "c:\program files\steam\SteamApps\SourceMods\ex" C:\maps\ex_city1" usage : vvis [options...] bspfile example: vvis -fast c:\hl2\hl2\maps\test Common options: -v (or -verbose): Turn on verbose output (also shows more command -fast : Only do first quick pass on vis calculations. -mpi : Use VMPI to distribute computations. -low : Run as an idle-priority process. env_fog_controller specifies one. -vproject <directory> : Override the VPROJECT environment variable. -game <directory> : Same as -vproject. Other options: -novconfig : Don't bring up graphical UI on vproject errors. -radius_override: Force a vis radius, regardless of whether an -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers. -threads : Control the number of threads vbsp uses (defaults to the # or processors on your machine). -nosort : Don't sort portals (sorting is an optimization). -tmpin : Make portals come from \tmp\<mapname>. -tmpout : Make portals come from \tmp\<mapname>. -FullMinidumps : Write large minidumps on crash. VMPI-specific options: [mpi] Enable VMPI. [-mpi_Worker] Workers use this to connect to a VMPI job. Specify the IP address of the master. Example: -mpi_worker 1.2.3.4 or -mpi_worker 1.2.3.4:242 [-mpi_Port] Use this on the master to force it to bind to a specified port. Otherwise it binds to 23311 (and ascending port numbers if 23311 doesn't work). [-mpi_Graphics] Show a graphical representation of work units [grey=work unit not sent yet, red=sent, green=completed, blue=in-process] [-mpi_Retry] Use this on the worker to have it retry connecting to the master forever. Otherwise it will exit if it can't connect to the master immediately. [-mpi_AutoRestart] Use this on the worker to have it restart with the same command line parameters after completing a job. Useful in conjunction with -mpi_Retry to have an always-on worker ready to do work. [-mpi_TrackEvents] Enables a debug menu during jobs (press D to access). Note: -mpi_Graphics automatically enables -mpi_TrackEvents. [-mpi_ShowDistributeWorkStats] After finishing a stage in the work unit processing, shows statistics. [-mpi_TimingWait] Causes the master to wait for a keypress to start so workers can connect before it starts. Used for performance measurements. [-mpi_WorkerCount] Set the maximum number of workers allowed in the job. [-mpi_AutoLocalWorker] Used on the master's machine. Automatically spawn a worker on the local machine. Used for testing. [-mpi_FileTransmitRate] VMPI file transmission rate in kB/sec. [-mpi_Verbose] Set to 0, 1, or 2 to control verbosity of debug output. [-mpi_NoMasterWorkerThreads] Don't process work units locally (in the master). Only used by the SDK work unit distributor. ** Executing... ** Command: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\ex\" "C:\maps\ex_city1" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- Command line: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vrad.exe" "-game" "c:\program files\steam\SteamApps\SourceMods\ex" C:\maps\ex_city1" usage : vrad [options...] bspfile example: vrad c:\hl2\hl2\maps\test Common options: -v (or -verbose): Turn on verbose output (also shows more command -bounce # : Set max number of bounces (default: 100). -fast : Quick and dirty lighting. -final : High quality processing. -low : Run as an idle-priority process. -mpi : Use VMPI to distribute computations. -rederror : Show errors in red. -vproject <directory> : Override the VPROJECT environment variable. -game <directory> : Same as -vproject. Other options: -novconfig : Don't bring up graphical UI on vproject errors. -dump : Write debugging .txt files. -dumpnormals : Write normals to debug files. -threads : Control the number of threads vbsp uses (defaults to the # or processors on your machine). -lights <file> : Load a lights file in addition to lights.rad and the level lights file. -noextra : Disable supersampling. -debugextra : Places debugging data in lightmaps to visualize supersampling. -smooth # : Set the threshold for smoothing groups, in degrees (default 45). -dlightmap : Force direct lighting into different lightmap than radiosity. -stoponexit : Wait for a keypress on exit. -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers. -nodetaillight : Don't light detail props. -centersamples : Move sample centers. -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0). The number specified must be less than 1.0 or it will be ignored. -loghash : Log the sample hash table to samplehash.txt. -onlydetail : Only light detail props and per-leaf lighting. -maxdispsamplesize #: Set max displacement sample size (default: 512). -softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows. Recommended values are between 0 and 5. Default is 0. -FullMinidumps : Write large minidumps on crash. -chop : Smallest number of luxel widths for a bounce patch, used on edges -maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors -LargeDispSampleRadius: This can be used if there are splotches of bounced light on terrain. The compile will take longer, but it will gather light across a wider area. -compressconstant <n> : compress lightmaps whose color variation is less than n units. -StaticPropLighting : generate backed static prop vertex lighting -StaticPropPolys : Perform shadow tests of static props at polygon precision -OnlyStaticProps : Only perform direct static prop lighting (vrad debug option) -StaticPropNormals : when lighting static props, just show their normal vector VMPI-specific options: [mpi] Enable VMPI. [-mpi_Worker] Workers use this to connect to a VMPI job. Specify the IP address of the master. Example: -mpi_worker 1.2.3.4 or -mpi_worker 1.2.3.4:242 [-mpi_Port] Use this on the master to force it to bind to a specified port. Otherwise it binds to 23311 (and ascending port numbers if 23311 doesn't work). [-mpi_Graphics] Show a graphical representation of work units [grey=work unit not sent yet, red=sent, green=completed, blue=in-process] [-mpi_Retry] Use this on the worker to have it retry connecting to the master forever. Otherwise it will exit if it can't connect to the master immediately. [-mpi_AutoRestart] Use this on the worker to have it restart with the same command line parameters after completing a job. Useful in conjunction with -mpi_Retry to have an always-on worker ready to do work. [-mpi_TrackEvents] Enables a debug menu during jobs (press D to access). Note: -mpi_Graphics automatically enables -mpi_TrackEvents. [-mpi_ShowDistributeWorkStats] After finishing a stage in the work unit processing, shows statistics. [-mpi_TimingWait] Causes the master to wait for a keypress to start so workers can connect before it starts. Used for performance measurements. [-mpi_WorkerCount] Set the maximum number of workers allowed in the job. [-mpi_AutoLocalWorker] Used on the master's machine. Automatically spawn a worker on the local machine. Used for testing. [-mpi_FileTransmitRate] VMPI file transmission rate in kB/sec. [-mpi_Verbose] Set to 0, 1, or 2 to control verbosity of debug output. [-mpi_NoMasterWorkerThreads] Don't process work units locally (in the master). Only used by the SDK work unit distributor. ** Executing... ** Command: Copy File ** Parameters: "C:\maps\ex_city1.bsp" "c:\program files\steam\steamapps\sir_halyavshik\half-life 2\hl2\maps\ex_city1.bsp" Title: Re: Mapping? Post by: ChromeAngel on July 31, 2008, 09:46:41 AM You seem to have some mismatched quotes there, you are using Hammer to compile? Areyou using advanced or basic compile mode?
"c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vbsp.exe" "-game" "c:\program files\steam\SteamApps\SourceMods\ex" C:\maps\ex_city1" should look more like "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vbsp.exe" -game "c:\program files\steam\SteamApps\SourceMods\ex" C:\maps\ex_city1 Title: Re: Mapping? Post by: SIR_halyavshik on July 31, 2008, 01:14:25 PM im using basic compile mode (all normal)
and yes , im using hammer Title: Re: Mapping? Post by: Typheron on July 31, 2008, 05:04:10 PM you could try the default fast compile, i find it more stable when comileing on my home system.
Title: Re: Mapping? Post by: SIR_halyavshik on August 01, 2008, 12:11:43 PM same
i cant understand why it happens Title: Re: Mapping? Post by: Typheron on August 01, 2008, 12:21:56 PM I think the answer to that one is "because Valve coded it"
Title: Re: Mapping? Post by: SIR_halyavshik on August 01, 2008, 01:25:53 PM maybe some more variants?
Title: Re: Mapping? Post by: SIR_halyavshik on August 01, 2008, 05:58:10 PM new pictures
http://img122.imageshack.us/img122/8431/excity10000ot8.jpg http://img122.imageshack.us/img122/7840/excity10002te2.jpg http://img122.imageshack.us/img122/7351/excity10003gp1.jpg http://img122.imageshack.us/img122/3579/excity10004yb6.jpg nids alternative rush way http://img122.imageshack.us/img122/9112/excity10005au9.jpg By the way , can you make ex_dropzone be enable and disable it can be only Killed - its not enough Title: Re: Mapping? Post by: ChromeAngel on August 01, 2008, 07:25:47 PM new pictures http://img122.imageshack.us/img122/8431/excity10000ot8.jpg http://img122.imageshack.us/img122/7840/excity10002te2.jpg http://img122.imageshack.us/img122/7351/excity10003gp1.jpg http://img122.imageshack.us/img122/3579/excity10004yb6.jpg nids alternative rush way http://img122.imageshack.us/img122/9112/excity10005au9.jpg By the way , can you make ex_dropzone be enable and disable it can be only Killed - its not enough Did you make those railings in hammer? If so we should probably make a model to replace them with for efficiencies sake. FYI their are sandbag models in the MDK (or at least on the forum somewhere). ex_dropzones are designed to have their activity controlled via their ex_objective. Use the capture inputs on the objective to control who (if anyone) can spawn at it's ex_dropzones. Title: Re: Mapping? Post by: SIR_halyavshik on August 01, 2008, 08:01:07 PM all in hammer
models from Exterminatus didnt want to work in hl2 If you ask - yes i added Exterminatus's .fgd Title: Re: Mapping? Post by: ChromeAngel on August 01, 2008, 08:37:54 PM all in hammer models from Exterminatus didnt want to work in hl2 If you ask - yes i added Exterminatus's .fgd Hmm... We really must get your Source SDK set up to work with Exterminatus. I suspect your compiling issues is another GameConfig.txt problem. I have been working on a utility to do that configuration automatically. You can download it from http://www.chromeangel.co.uk/Exterminatus/EX_MDK_Setup.exe if you want to give it a try. You'll probably need to restore the backup of your GameConfig.txt first, otherwise you'll end up with 2 Exterminatuses in your mod list and the SDK will get thoroughly confused. If you download that EXE and put it in your sourcemods/ex/ folder before running it the utility should do the rest. Title: Re: Mapping? Post by: SIR_halyavshik on August 02, 2008, 06:12:41 PM no effect
Title: Re: Mapping? Post by: ChromeAngel on August 02, 2008, 06:46:42 PM The utility didn't do anything? or the compile still fails?
I forgot to mention you'll need to restart the Source SDK after running the utility. Comparing our logs I appear to have no backslash after SourceMods\ex in my -game path, you might want to try that. Title: Re: Mapping? Post by: SIR_halyavshik on August 02, 2008, 10:51:42 PM The utility didn't do anything? or the compile still fails? compile take no effectI forgot to mention you'll need to restart the Source SDK after running the utility. Comparing our logs I appear to have no backslash after SourceMods\ex in my -game path, you might want to try that. i used utility BEFORE i started steam Title: Re: Mapping? Post by: ChromeAngel on August 03, 2008, 09:07:46 PM Inspired by SIR_halyavshik's map Darkwulf has very kindly contributed some fence props, which can be downloaded from http://www.chromeangel.co.uk/Exterminatus/prop_fence.zip , extracting to your /sourcemods folder should put the files in the right place for use in Hammer.
SIR_halyavshik, the only other thing I can think of to get your compile working is for you to compare your HL2DM and EX configurations in Hammer. Title: Re: Mapping? Post by: SIR_halyavshik on August 04, 2008, 09:17:23 PM that fence smaller in 4 times....
Can you find sand-bags and gothic parts of buildings (more like columns , walls , corners and other) I cant make all by brushes (it'll be wierd) Title: Re: Mapping? Post by: Typheron on August 04, 2008, 11:16:03 PM a bunch of stock parts are in the MDK, they include columns, windows, doors (both arched and square), gargoyles and other bits.
http://www.chromeangel.co.uk/Exterminatus/ex_prefabs30002.jpg http://www.chromeangel.co.uk/Exterminatus/ex_facade0000.jpg some of them can be seen in the above images. and in case the sandbags are not in the MDK, they can be found here: http://www.chromeangel.co.uk/Exterminatus/ex_sandbags.zip Title: Re: Mapping? Post by: SIR_halyavshik on August 05, 2008, 10:20:39 AM i know
i saw i need a little more Title: Re: Mapping? Post by: Typheron on August 05, 2008, 10:29:47 AM please define a little more, we need to know roughly what your looking for.
Most of the team are currently working on other things, with prop creation at the bottom of the list of things to do. We need to know what could be needed and you need to come up with a backup plan if were unable to supply it all. Title: Re: Mapping? Post by: SIR_halyavshik on August 05, 2008, 02:51:23 PM columns/corners/roofs/wall columns
Title: Re: Mapping? Post by: SIR_halyavshik on August 05, 2008, 11:34:20 PM you know what?
you will give me a hand by art works with imperial structure's Title: Re: Mapping? Post by: Razielk on August 05, 2008, 11:56:52 PM I find that forgeworld has lots of great models you can use for reference material. Below is a link to their 40k terrain.
http://www.forgeworld.co.uk/acatalog/QUATERMASTERS_STORE_WARHAMMER_40K_TERRAIN_7.html (http://www.forgeworld.co.uk/acatalog/QUATERMASTERS_STORE_WARHAMMER_40K_TERRAIN_7.html) Hope that helps Title: Re: Mapping? Post by: Nqss on March 27, 2011, 01:30:51 PM can i help you as a mapper? heeeeey....its me and my old mapbut if you will give me some idea/wish or total idea about map (with comments) whats my skill? - check this http://www.fpsbanana.com/members/maps/431722 but...why this account banned? and as you can see , i made map but its ex_hivecity now....and all props which was posted here is actually used in ex_hivecity :D Title: Re: Mapping? Post by: Typheron on March 27, 2011, 02:01:12 PM You know, i have no idea why theres a ban on that account. The logs only read it as a migrated ban from a older version of the forum software, so no clues there.
I can only think that it triggered one of the automated measures in place to stop spammers and the like. Title: Re: Mapping? Post by: ChromeAngel on March 27, 2011, 02:59:26 PM It's the blanket ban on .ru email addresses that caused SIR_halyavshik to be banned.
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