start locations in Counter-strike
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Re: start locations in Counter-strike
Posted by Wilddoggie on Thu Jan 8th at 11:33pm 2004


hey, im just wondering what info_player i use to set up counter-terrorists and terrorist start locations, i cant fine it, and im having trouble getting doors to swing open the right way, the origin, where do i put it? on the front back, side, top of the door? and what boxes should i check, i dont understand the turtorials, please help, all i neeed to do to complete my map is the doors and start locations, then i have no idea what i do after making it, whats that next step to get it released onto cs?
-wilddoggie




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Re: start locations in Counter-strike
Posted by Vash on Thu Jan 8th at 11:36pm 2004


Info_player_start = Counter-Terrorist

Info_player_deathmatch = Terrorist

Origin brushes are invisable hinges, and hinges go where..? On either side of the door. You dont need to click anything for the door unless you want custom properties (a certain move sound, new move direction, etc.) To get it released on CS..Do you mean as a custom map, or in the MOD? Because, there is not really a way your going to get a map into Counter-Strike unless your a leet mapper. Get a site, upload your .bsp and map file in a .zip, post on some forums.

Tutorial sites:

www.vlatitude.com

http://collective.valve-erc.com

www.thewavelength.net

and..

www.snarkpit.com ^_^

[addsig]




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Re: start locations in Counter-strike
Posted by Wilddoggie on Thu Jan 8th at 11:37pm 2004


thank you, but when im done building the map and i like how it goes, what do i do at that point?



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Re: start locations in Counter-strike
Posted by Vash on Thu Jan 8th at 11:39pm 2004


Like I said...Once its the final build of the map, collect all the items you need to play it (readmes, wads, skies, etc), load them into a .zip or .rar (people usually perfer .zip), and then upload it to your site (and if you dont have one, try getting one at www.angelfire.com).

Once you upload the file, start telling people on forums that the map has been released, and link them to the download (But remember to post screens!)

[addsig]




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Re: start locations in Counter-strike
Posted by matt on Fri Jan 9th at 9:37am 2004


Yeah people just seem to like comenting on the screens you post without actually playing the level on this website.

/shoots self in the head

[addsig]




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Re: start locations in Counter-strike
Posted by Wild Card on Fri Jan 9th at 1:11pm 2004


But of course Matt dosent do this. [addsig]



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Re: start locations in Counter-strike
Posted by Cash Car Star on Sat Jan 10th at 1:20am 2004


? posted by Wilddoggie
whats that next step to get it released onto cs?

If by "released onto cs" you mean as part of the mod download, here is a handy-dandy list of possible ways

  • Send copious amounts of strippers (female variety only) to Cliffe's place
  • A bribe of around the distribution cost doubled - since CS is so big this equals 75.6 bazillion dollars
  • Make sweet love to n@rby (note: there is no link, the board just doesn't like his name much)
  • Be one of the luckiest bastards in the world
  • Put together the map of the century and then have Cliffe decide against it at the last minute
  • Put together the map of the century and then have Cliffe actually decide to put it in for one release but then pull it back out again during the next release because too many players found the layout 'confusing'




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Re: start locations in Counter-strike
Posted by Wilddoggie on Sat Jan 10th at 2:21am 2004


lol, where do i find the wads, and the readme to the map i have finished and compiled, i have a .max 2 .rmf and a .map file once i finished compiling, are those the 4 things i put into the zip file? right now if i were to put those 4 things into my counter-strike map files and run it, it works,

but what about the wads and readmes?

whats a good default light level for a mid-day outside map?

and a good max-viewable distance?

whats wave hight and environment map do?

when i set light level to 25 and viewable distance to like 99999999999999999 i still cant see anything 100 feeet away from me, its all black until i move closer, any help?





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Re: start locations in Counter-strike
Posted by Vash on Sat Jan 10th at 2:41am 2004


/smacks doggie for setting max view distance impossibly high

1)Do not include .max, .rmf, or .map files inside the .zip for your map.

Why?

  • A .max is merely an export for 3DS Max to import [Me thinks.]
  • .rmf and .map are the source files to your map...Unless you want people stealing your map and editing it all crazy, dont include them.

.wads are textures compressed into a document, which Half-life can read [Instead of having thousands of .JPGs]

Max view distance is a default 4096, and you should not change it until you have a big map, and a better understanding of 'R_Speeds'.

As for default lighting..Id say dont mess with it. I havent, but im pretty sure its kind of useful...Just dont touch it for now.

A readme file is a .txt file telling people about your map, and you dont NEED it, its optional. A .bsp file is the compiled version of your maps .rmf or .map

www.planethalflife.com/wadfather << Good site for Half-life .wads

Wave Heigh...Havent touched that either, and I dont know what it does. My guess (and its a retarded one at that): It sets the default Wave Height for all func_water's. The Enviorment map setting is the sky you want. Here are some helpful links..

[addsig]




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Re: start locations in Counter-strike
Posted by Wilddoggie on Sat Jan 10th at 2:53am 2004


where can i find the bsb file after i compile the map? i only saw 4 files. and what is the max view distance i see 99999999999 is to high and is there other ways to paste pictures here without internet link, i can show u all the darkness like 100 feet away.

and my doors are invisable until im 5 feet from them, then i can see them, should i make them thicker?





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Re: start locations in Counter-strike
Posted by Wild Card on Sat Jan 10th at 2:55am 2004


The .BSP usually goes into your cstrike/maps folder and your Valve Hammer Editor/Maps folder as well. [addsig]



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Re: start locations in Counter-strike
Posted by fraggard on Sat Jan 10th at 3:01am 2004


Er... random bit: The worldspawn Max view distance has nothing to do with r_speeds. *waits for Jinx to pwn everybody with his screenshot*





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Re: start locations in Counter-strike
Posted by Wilddoggie on Sat Jan 10th at 3:19am 2004


i get the message "Short ### sufaces" in the top left of my screen after i have compiled and tested it, and some things is black, how do i fix that?



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Re: start locations in Counter-strike
Posted by Vash on Sat Jan 10th at 3:20am 2004


Well, isnt the ability to see REALLY REALLY far in once direction, going to increase your e_polys or w_polys?

Max View distance is how far the player can see across the map..Your doors are all black because you either have insufficent lighting or your max view distance is too high [Make it 4096].

[addsig]




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Re: start locations in Counter-strike
Posted by Hornpipe2 on Sat Jan 10th at 3:51am 2004


? posted by Wilddoggie
i get the message "Short ### sufaces" in the top left of my screen after i have compiled and tested it, and some things is black, how do i fix that?

1) Stop running in software mode. Switch to opengl or directx.

2) Reduce r_speeds. If you're not already, get Zoner's Compile Tools 2.5.3 (build 17 if you like) and make sure you're doing HLVIS.EXE -full.

You sound like you don't know what r_speeds are, but I'll let someone else fill you in on the details. Or, check the tutorials section on the site, I believe there's tutorials for how to see them, how to see where they are being drawn, and how to reduce them.

EDIT: Vash, max_view_distance makes no difference on r_speeds. Try playing a game in gl_wireframe 2 with max_view_distance set to like... 128. The problem here is simply that he has more than 800 polygons being drawn at once (it sounds like a whole lot more) and in software mode the engine chokes and won't display more than that.

Alternately, the problem is that he hasn't remipped his textures which can make them black from farther away than about 10 meters. There's another post on the editing forum about that.

[addsig]




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Re: start locations in Counter-strike
Posted by Wilddoggie on Sat Jan 10th at 4:05am 2004


www.geocities.com/wilddoggiesmaps

that site has pictures showing my blackness problem, its a medium size map, but with 4096 as max viewing, i only see half my map, i need a higher number, but i dont know how high it can go

ill try it in open gl or something ty





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Re: start locations in Counter-strike
Posted by Vash on Sat Jan 10th at 4:15am 2004


Dunno...My best guess is not compiling rad or vis full. [addsig]



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Re: start locations in Counter-strike
Posted by Wilddoggie on Sat Jan 10th at 4:23am 2004


open gl did fix it, just a couple more changes and im done, thank you guys for all your help

oh just 1 more thing, what are wads? and wont the wads be in the bsb file?





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Re: start locations in Counter-strike
Posted by Hornpipe2 on Sat Jan 10th at 5:40am 2004


? posted by Wilddoggie

open gl did fix it, just a couple more changes and im done, thank you guys for all your help

oh just 1 more thing, what are wads? and wont the wads be in the bsb file?

Well... OpenGL is only a solution on your end. I suggest you look more into the r_speeds issue, perhaps search the forums or wait ten minutes and I'll help you figure 'em out.

[addsig]




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Re: start locations in Counter-strike
Posted by Wilddoggie on Sat Jan 10th at 6:03am 2004


i have absolutly no clue what r_speeds are, is there a link that could explain or is it something mapers just know?






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