start locations in Counter-strike

start locations in Counter-strike

Re: start locations in Counter-strike Posted by Wilddoggie on Thu Jan 8th 2004 at 11:33pm
Wilddoggie
55 posts
Posted 2004-01-08 11:33pm
55 posts 36 snarkmarks Registered: Nov 15th 2003 Occupation: none Location: London
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
Re: start locations in Counter-strike Posted by Vash on Thu Jan 8th 2004 at 11:36pm
Vash
1206 posts
Posted 2004-01-08 11:36pm
Vash
member
1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
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 ^_^
Re: start locations in Counter-strike Posted by Wilddoggie on Thu Jan 8th 2004 at 11:37pm
Wilddoggie
55 posts
Posted 2004-01-08 11:37pm
55 posts 36 snarkmarks Registered: Nov 15th 2003 Occupation: none Location: London
thank you, but when im done building the map and i like how it goes, what do i do at that point?
Re: start locations in Counter-strike Posted by Vash on Thu Jan 8th 2004 at 11:39pm
Vash
1206 posts
Posted 2004-01-08 11:39pm
Vash
member
1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
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!)
Re: start locations in Counter-strike Posted by matt on Fri Jan 9th 2004 at 9:37am
matt
1100 posts
Posted 2004-01-09 9:37am
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
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
Re: start locations in Counter-strike Posted by Wild Card on Fri Jan 9th 2004 at 1:11pm
Wild Card
2321 posts
Posted 2004-01-09 1:11pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
But of course Matt dosent do this.
Re: start locations in Counter-strike Posted by Cash Car Star on Sat Jan 10th 2004 at 1:20am
Cash Car Star
1260 posts
Posted 2004-01-10 1:20am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Wilddoggie said:
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'
Re: start locations in Counter-strike Posted by Wilddoggie on Sat Jan 10th 2004 at 2:21am
Wilddoggie
55 posts
Posted 2004-01-10 2:21am
55 posts 36 snarkmarks Registered: Nov 15th 2003 Occupation: none Location: London
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?
Re: start locations in Counter-strike Posted by Vash on Sat Jan 10th 2004 at 2:41am
Vash
1206 posts
Posted 2004-01-10 2:41am
Vash
member
1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
/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..
Re: start locations in Counter-strike Posted by Wilddoggie on Sat Jan 10th 2004 at 2:53am
Wilddoggie
55 posts
Posted 2004-01-10 2:53am
55 posts 36 snarkmarks Registered: Nov 15th 2003 Occupation: none Location: London
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?
Re: start locations in Counter-strike Posted by Wild Card on Sat Jan 10th 2004 at 2:55am
Wild Card
2321 posts
Posted 2004-01-10 2:55am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
The .BSP usually goes into your cstrike/maps folder and your Valve Hammer Editor/Maps folder as well.
Re: start locations in Counter-strike Posted by fraggard on Sat Jan 10th 2004 at 3:01am
fraggard
1110 posts
Posted 2004-01-10 3:01am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
Er... random bit: The worldspawn Max view distance has nothing to do with r_speeds. waits for Jinx to pwn everybody with his screenshot
Re: start locations in Counter-strike Posted by Wilddoggie on Sat Jan 10th 2004 at 3:19am
Wilddoggie
55 posts
Posted 2004-01-10 3:19am
55 posts 36 snarkmarks Registered: Nov 15th 2003 Occupation: none Location: London
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?
Re: start locations in Counter-strike Posted by Vash on Sat Jan 10th 2004 at 3:20am
Vash
1206 posts
Posted 2004-01-10 3:20am
Vash
member
1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
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].
Re: start locations in Counter-strike Posted by Hornpipe2 on Sat Jan 10th 2004 at 3:51am
Hornpipe2
636 posts
Posted 2004-01-10 3:51am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Wilddoggie said:
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.
Re: start locations in Counter-strike Posted by Wilddoggie on Sat Jan 10th 2004 at 4:05am
Wilddoggie
55 posts
Posted 2004-01-10 4:05am
55 posts 36 snarkmarks Registered: Nov 15th 2003 Occupation: none Location: London
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
Re: start locations in Counter-strike Posted by Vash on Sat Jan 10th 2004 at 4:15am
Vash
1206 posts
Posted 2004-01-10 4:15am
Vash
member
1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
Dunno...My best guess is not compiling rad or vis full.
Re: start locations in Counter-strike Posted by Wilddoggie on Sat Jan 10th 2004 at 4:23am
Wilddoggie
55 posts
Posted 2004-01-10 4:23am
55 posts 36 snarkmarks Registered: Nov 15th 2003 Occupation: none Location: London
open gl did fix it, :biggrin: 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?
Re: start locations in Counter-strike Posted by Hornpipe2 on Sat Jan 10th 2004 at 5:40am
Hornpipe2
636 posts
Posted 2004-01-10 5:40am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Wilddoggie said:
open gl did fix it, :biggrin: 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.
Re: start locations in Counter-strike Posted by Wilddoggie on Sat Jan 10th 2004 at 6:03am
Wilddoggie
55 posts
Posted 2004-01-10 6:03am
55 posts 36 snarkmarks Registered: Nov 15th 2003 Occupation: none Location: London
i have absolutly no clue what r_speeds are, is there a link that could explain or is it something mapers just know?
Re: start locations in Counter-strike Posted by Dr Brasso on Sat Jan 10th 2004 at 6:13am
Dr Brasso
1878 posts
Posted 2004-01-10 6:13am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
well, most of the good ones around here were born with a Hammer in their hand... :wink:

seriously tho, wads are the format your texture bundles are in.....kept in the mod folders for game play

as for r_speeds....

check out this thread, and we'll talk..

http://www.snarkpit.com/forums.php?topic=424&forum=3&start=0

.btw, you can search for these kinds of answers , there is an engine here....saves headache, and increases the data base man... :wink:

Doc Brass... :dodgy:
Re: start locations in Counter-strike Posted by Hornpipe2 on Sat Jan 10th 2004 at 6:41am
Hornpipe2
636 posts
Posted 2004-01-10 6:41am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Here we go. Steps to making your map better:

1) Do you have the console? If not, edit your Half-life shortcut by right-clicking on it and hitting "properties", then go to the Target box on the Shortcut tab. Add "-dev -console" to the end if it's not already there.

2) Start up this shortcut. Load up your map (try clicking the shiny new Console button at the top and typing "map (mapname)". Look around a bit, see what you like.

3) Now: hit tilde (the ~ key at the top left) and the console box will drop down. Type r_speeds 1 and press enter. You should see a bunch of lines suddenly fill up your console and appear on your screen. The number you are looking at is the one in front of the "wpoly". This is the most important r_speed number. If that ever goes above 800, you start getting those "short xxx faces" errors and the game stops drawing parts of your map, which is bad.

4) The name of the game is "keep r_speeds low". While it probably doesn't matter for your first few maps, in the long run you really want to keep this in mind because the higher the r_speeds, the longer the view takes to render, so it lowers your framerate (and when you play in software mode, stuff disappears!) A good number to keep r_speeds below is 700, though you can probably get away with as high as 1000 in areas not usually travelled, or areas where most people will NOT be fighting.

5) How to lower r_speeds? There are several ways to do this. First, make sure the game isn't drawing too much. A start is to compile your maps with a full vis (open up Hammer's compile window, make sure you're in Expert mode, click on the left pane that says $vis_exe (something) and in the right pane (parameters) make sure it says something like $path\\$file -full ) which helps to optimize what should be on screen. If you don't know what all the game is drawing, try gl_wireframe 2, that will show you outlines of everything the game thinks it can "see". If there's something you shouldn't be seeing but are, consider blocking that line of sight with something (e.g. it's drawing a whole room you're not even in? make the hallway twistier!)

Finally if you have lots of multi-sided cylinders and other crap in your map, you might want to raise them 1 unit off the ground (if the player can't really get to 'em) or make them func_wall (if the player can) by clicking the "toEntity" button and selecting func_wall.

whew. I know that's a lot to take in all at once. Maybe I'll punch up a tutorial on r_speeds in general that's a bit easier to read. In the meantime, ask anything you want if you're at all confused. Again, for your first map you don't REALLY need to worry about it, but definitely start desigining in the future with low r_speeds in mind.
Re: start locations in Counter-strike Posted by Wilddoggie on Sat Jan 10th 2004 at 10:07am
Wilddoggie
55 posts
Posted 2004-01-10 10:07am
55 posts 36 snarkmarks Registered: Nov 15th 2003 Occupation: none Location: London
ill mess around with the r_speeds in my future maps, i've already released my first succession thanks to all you guys willing to take the time to help me, the map is posted under the maps forums, its name is wd_outpost2