Cheapshots
(xfire: deserteagle1266)
Posts: 248
03:04 AM 24/01/2011 |
hey guys, im making a custom map for a lan im gunna have, and i need some help:
1st: i cant get the sun :D lol ive did worldspawn and added the entities, but no dice
2nd: i keep getting errors when building fast file and updating zone file
Fast File errors:
Fastfile 1 of 2, "mp_Calebs_Crib": [ver. 5] process... ERROR: Could not open 'maps/mp/mp_calebs_crib.gsc' ERROR: failed loading 'maps/mp/mp_calebs_crib.gsc' of type 'rawfile' ERROR: Could not open 'maps/mp/mp_calebs_crib_fx.gsc' ERROR: failed loading 'maps/mp/mp_calebs_crib_fx.gsc' of type 'rawfile' ERROR: Could not open 'maps/createfx/mp_calebs_crib_fx.gsc' ERROR: failed loading 'maps/createfx/mp_calebs_crib_fx.gsc' of type 'rawfile' ERROR: Could not open 'vision/mp_calebs_crib.vision' ERROR: failed loading 'vision/mp_calebs_crib.vision' of type 'rawfile' link...compress...save...done. Fastfile 2 of 2, "mp_Calebs_Crib_load": [ver. 5] process... WARNING: Could not find 'maps/mp_calebs_crib.csv'. link...compress...save...done. Press any key to continue . . .
and then the missing assest i get in zone file are:
rawfile,maps/mp/mp_calebs_crib.gsc rawfile,maps/mp/mp_calebs_crib_fx.gsc rawfile,maps/createfx/mp_calebs_crib_fx.gsc rawfile,vision/mp_calebs_crib.vision
and i have already copied that list onto the right, yet it still happens.
help would be appreciated
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Falcar
(xfire: seamusthefamous)
OBS Dev
Posts: 526
03:29 AM 24/01/2011 |
By no sun do you mean no sunlight on the ground? Or do you mean no sun glare (as in you can look up and see the sun itself)?
Have you actually *created* the files it's asking for there? They aren't necessary for the map to run, but if you want gametypes to run properly (and mods) you'll need to have a map script file that calls _load.gsc's main script.
eg. maps/mp/mp_calebs_crib.gsc would just be a text file including:
main() { maps\mp\_load::main();
//Uncomment when you make a compass material + image //maps\mp\_compass::setupMiniMap("compass_map_mp_calebs_crib"); //Uncomment and set when you decide on the compass size //setDvar( "compassmaxrange", 1600 ); //Uncomment and set when you decide on fog settings //setExpFog( 500, 3500, 0.5, 0.5, 0.5, 0 );
//Team settings - this is for marines vs. opfor game[ "allies" ] = "marines"; game[ "axis" ] = "opfor"; game[ "attackers" ] = "allies"; game[ "defenders" ] = "axis"; game[ "allies_soldiertype" ] = "desert"; game ["axis_soldiertype" ] = "desert"; }
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Falcar
(xfire: seamusthefamous)
OBS Dev
Posts: 526
03:30 AM 24/01/2011 |
and the forums murdered my formatting, great.
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Cheapshots
(xfire: deserteagle1266)
Posts: 248
04:23 AM 24/01/2011 |
ok, i got rid of the errors that appear on building fast file, i just made them and it runs without any errors. but the update zone file ones that appear on the left hand list are already in the right hand list.
im in complete darkness :P except for the lights i put in. but yeah i want sunlight and a sun
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Cheapshots
(xfire: deserteagle1266)
Posts: 248
05:56 AM 24/01/2011 |
ok i got my sun :D tho i still have those 4 errors on undating zone files even tho i have created them
oh god radiant is gay..... kept crashing so i eventually fixed it. now when i select any brush it all goes black but the brush selected has white outlines...
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Falcar
(xfire: seamusthefamous)
OBS Dev
Posts: 526
07:38 AM 24/01/2011 |
sounds like perhaps lighting preview is turned on, without sun calculated in? try disabling it in the view settings menu
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Cheapshots
(xfire: deserteagle1266)
Posts: 248
09:53 AM 24/01/2011 |
thanks, that worked. when previewing sun it would make it black... racist lol :D
on my map, there is a red tinge to the map which affects the guns and textures. is this related to what my sun colour is, like radient or something?
is it possible to have the SAS vs the opfor (instead of against speztnaz)?
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Falcar
(xfire: seamusthefamous)
OBS Dev
Posts: 526
11:18 AM 24/01/2011 |
It means there's a problem with reflections - add a reflection probe and cover playable areas in lightgrid if you want that to go away
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Cheapshots
(xfire: deserteagle1266)
Posts: 248
12:10 PM 24/01/2011 |
ah thx, that worked.
but can u have SAS vs opfor or not? or even can u change the marines uniforms to a woodland or darker camo?
and to make it a night map, would i just copy the sun stats stuff from wetwork (boat map?)
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Falcar
(xfire: seamusthefamous)
OBS Dev
Posts: 526
01:04 PM 24/01/2011 |
haha I've never tried mixing SAS and opfor... not sure if it is supported, but I can't see any reason why it shouldn't be. The only issue is getting SAS to work - you need to change a file that shouldn't be included in maps to get them loaded properly (which is the problem we had with mp_ksfact - we had to build a fix into our mod).
It's easy enough to reskin stuff for your map though, just include any changed textures in a .iwd in the folder. I'm not going to detail how to do this, because you should really be finding tutorials rather than posting every single question up here.
I'd advise against making a night map, particularly if you want it for obs/hitloc. We can make day nights into night, but not the other way around.
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Cheapshots
(xfire: deserteagle1266)
Posts: 248
01:19 PM 24/01/2011 |
ok i wont bother with sas than lol. only wanted them causse theyd be more camoed in the night.
im just making this map for a lan party on the normal game. i know how to add lights and that so it wont matter if there is no sun, but i dont want it pitch blackness like when u 1st build a map. isnt it relatively easy to change the values for a night map?
currently my map is day, but night would be more fun and sneaky for me and my hidden passages :P
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Mr.Game
(xfire: fragman2484842)
Posts: 34
01:26 PM 24/01/2011 |
Let me try and help you...
(Quoted from Zeroy over at RGN):
The first thing you are going to need is to run the map that uses a mod containing a fixed _teams.gsc. Thsi stock files wont allow any "funny" combination like "U.S. Marines vs. British Spec Ops"; Mods like AWE, ACE, Extreme or Open Warfare will have the fixed file.
Once you have that you must change your Map GSC as well as your Map Zone File:
Map GSC:
Code: main() { maps\mp\_load::main();
game["allies"] = "marines"; game["axis"] = "sas"; game["attackers"] = "axis"; game["defenders"] = "allies"; game["allies_soldiertype"] = "desert"; game["axis_soldiertype"] = "urban";
Blabla ... } Zone file:
Code: include,mptypes_urban include,mptypes_desert ** EDIT ** With this said, i had a look at the _teams.gsc and it most likely wont allow you to play two "allies" team against each other unless you mod the _teams.gsc even more to allow for this.
Another thing that may help out with your Sun/Night/Light problem is to check out the RGN wiki located at the link below, everything you need to know will be there. If you still have questions, don't hesitate asking them in their forums about it (I will provide that link if you need it).
RGN WIKI:
http://wiki.modsrepository.com/index.php/Main_Page
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Cheapshots
(xfire: deserteagle1266)
Posts: 248
09:58 AM 25/01/2011 |
ok thanks guys, ill start posting on that forum :P its mappers united right? and if all else fails ill come back :D
ill try that code for sas vs opfor a bit later, do you have to change the
game["allies_soldiertype"] = "desert"; game["axis_soldiertype"] = "urban";
cause that is for marines and sas. what do i change it to for sas vs opfor? and to change the clothes to diff colour skins for each race, would involve custom txturing, as there isnt any other dafault?
oh, and how hard is it to make a mod just so you can create a class ingame, like what you have in the obs mod?
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Falcar
(xfire: seamusthefamous)
OBS Dev
Posts: 526
01:14 PM 25/01/2011 |
there's already a mod for it, inbuilt... modwarfare :o
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Cheapshots
(xfire: deserteagle1266)
Posts: 248
12:57 AM 26/01/2011 |
ok thx.
i got sas vs opfor working.
maybe im missing something obvious though, i make changes in my map, then recompile it and launch it and none of my new changes show. any ideas?
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Snakelet
(xfire: snakelet)
OBS Dev
Posts: 1330
01:11 AM 26/01/2011 |
It's running from the usermaps folder and not the compiled version? Whenever I tested things I had to copy the map files into usermaps and overwrite the previous one.
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Cheapshots
(xfire: deserteagle1266)
Posts: 248
12:30 PM 26/01/2011 |
ok fixed: if anyone else had this problem, while compiling BSP, look above the "compile light" line and you should see an error, just read that and fix it. mine happened to me that i had a " infront for the sun coords :D
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Snakelet
(xfire: snakelet)
OBS Dev
Posts: 1330
11:01 PM 26/01/2011 |
You can also narrow down issues by going into the advanced build/lighting options and enabling/disabling certain build settings. I always make them quick builds and then when I am done for the day or need to see more accurate lighting I do a proper build. Also toggling verbose feedback is handy when debugging errors etc. (Sorry can't remember the precise wording of Radient compile options).
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Cheapshots
(xfire: deserteagle1266)
Posts: 248
06:11 AM 27/01/2011 |
thx
this map is taking ages lol, but will be epic when done. ive did most secret things in the main house now, and to get in the roof you open the trapdoor where the teddybear is :D at the enterance to all secret stuff im putting that teddy like on the random boxes in zombies :D and ive just finished the well with an entrance down the bottom of it. i cant be bothered too much to do his back yard (its kinda a forest not a yard lol). tho i will eventually.
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Cheapshots
(xfire: deserteagle1266)
Posts: 248
10:45 AM 07/02/2011 |
anyone know how to script a little so that when i press the trigger, a brush will move down x-units on the Z-axis, and press again to move it back up x-amount?
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Mr.Game
(xfire: fragman2484842)
Posts: 34
03:39 PM 07/02/2011 |
Go here:
http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_mapping_mp#Scripts_.26_Mapping
... And in the Scripting & Mapping section it shows the following:
Scripting: Rotating Brushes/Models Scripting: Moving Brushes Scripting: Bobbing Models Scripting: Elevators Scripting: Breakable Windows Scripting: Teleporters Scripting: Jump Pads Scripting: Vending Machines Scripting: Flapping Shutters Scripting: Primary Light Switch
(Hint, I bold/underlined the ones you'd be looking for)
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