Re: start locations in Counter-strike
Posted by Wilddoggie on
Thu Jan 8th 2004 at 11:33pm
Posted
2004-01-08 11:33pm
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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 Wilddoggie on
Thu Jan 8th 2004 at 11:37pm
Posted
2004-01-08 11:37pm
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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 matt on
Fri Jan 9th 2004 at 9:37am
matt
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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
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But of course Matt dosent do this.
Re: start locations in Counter-strike
Posted by Wilddoggie on
Sat Jan 10th 2004 at 2:21am
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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 Wilddoggie on
Sat Jan 10th 2004 at 2:53am
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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
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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
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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
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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
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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 Vash on
Sat Jan 10th 2004 at 4:15am
Vash
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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
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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 Wilddoggie on
Sat Jan 10th 2004 at 6:03am
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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 Hornpipe2 on
Sat Jan 10th 2004 at 6:41am
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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
Posted
2004-01-10 10:07am
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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