FrizzleFry
01/16/03 8:07pm
I am having trouble modding the stock maps in MOHRADIANT. I convert the bsp file into map format and then load the DM map and everything looks good i just add a few items and i am done. I save the map file and then i use the mapbuilder (compiler) and plug in all the source file folders and when the C:/ promt comes up it scans through all the planes and stuff and then it hangs up on a couple of lines and says: Warning texture for object not found and then the program just stops and i am left with a mapbuilder icon next to my map file. I can use the tutorial and make my little 512 x 512 map and load it into my pak5.pk3 folder and actually play it but the whole modding the stock maps puzzles me. Any suggestions??
Johnzillah
01/17/03 1:37am
None fucking whats so ever! hehe
zillah
Druid or FK will be able to help you in this department
There are two ways to customize stock maps.
1) completely rebuild it from the ground up.
2) spawn items into the map via the map.scr file
You can add almost anything you find in the stock pk3 files into a stock map.
The best way to see how it's done it goto aa.com or the modtheater.com
and look for stock maps people have modded.
There aren't very many, but their are a few.
The best known ones are
tritone-greatsiege-algiers
and
User-Kirby_Stalingrad_Unbound2
Or if you have an email that can recieve files over 2megs.
give me your email address and I'll send you a few maps.
FaG KillA
01/19/03 1:31pm
To add to Druids comments, you are not going to have much success recompiling maps that are already VISed. No one has much success with that and all the complete makovers you have seen of old maps are from guys who rebuilt them from scratch.
That said, as Druid points out there are MANY things you can spawn in a map via the script files. I have redone several maps both stock and user made to add little things that I thought could help playabiliy. The Modding Theater has some tutorials to help you learn this and it takes lots of time and patience to do it this way but can really help the map. In addition, anything spawned in a script file is server side which means you can experiment all you want and people do not have to download the updated maps files.
A few pointers, only add items that you feel will enhance gameplay and think it through carefully since spawning things can completely change strategy and tactics. Try and spawn things that look natural to the map and look like they belong there. There is a limit to the amount of things you can spawn before the script hangs and no longer works. It depends on the types of items but the limit is somewhere between 20 and 30 items so don't try and go hog wild.
You can easily look at the pk3 files thst come with the game to get the names of the tik flies you can spawn. I have succesfully spawned trees, bushes, trucks, fire, boxes, tanks, wrecked cars, barb wire, logs, tents, and many other things so there is a lot you can do if you research it. Good luck.
FrizzleFry
01/21/03 3:50pm
Thanks both to druid and FK. I have been expirimenting with spawning items to the destroyed villige map, like damged trucks and tanks. I got a few ideas from some of the other modified maps. The sript files are a piece of cake to negotiate but the hard part was going into MOHAARADIANT and getting my coordinates exactly right then plugging in the excact angles i wished to display my newly spawned item. All in all i am pleased with the way it looks and plays now. Ifyou have time stop by the PKU server ( 63.99.234.100 ) and check the destroyed village out. I did have one problem spawning sandbag semi circles, they were spawned ok but they were solid even behind them, so you could not crouch behind it you could only stand on top of it..lol ...anyways thanks alot guys
You can get your coordinates in the game and skip going into MOHAARADIANT.
While in MOHHAA open the console and type
viewpos
This reports your current cooridates on the map
You can also tweak script changes in the game by
editscript
Make your changes than reload the map.
The new edited scr file is saved in the /main/maps directory.
FaG KillA
01/23/03 8:44am
Also you can go in game as Driud said and type coord in the console. This gives you the same thing but the last number which represents the height is more accurate in coord than viewpos. I never go in to radiant at all.
FYI I am now experimenting with weather effects. You can also spawn fog and other effects in any map which is a good way to help sniper maps.
FrizzleFry
01/23/03 11:09am
FK, that is pretty cool I did not think of that. What about effects like mortar hits can those be spawned as well. And also have you ever tried to move the player start points to maybe put a hamper of alot of the spawn killing in some maps.
I don't think you can move the spawn points.
They are set in the map itself and not in the script.
FaG KillA
01/25/03 4:50pm
I am working on the correct script for explosions but that is indeed possible. Spawn point moves unfortunately are not possible which sucks. Many a map have been ruined by lack of spawn point planning.
Sniper_0001
01/26/03 3:11pm
Hey Fag, Druid. Have u guys thought about working with Crow King from {-BaH-}. Him and a couple of his buds are working on making a new weapon slot. Bet you'd make a good team.
I didn't know Crow was still around.
I haven't seen him anywhere forever.
I assumed he had went on to another game.
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