Still the same problem


(nAb.Death) #1

Hello again lol. I haven’t been able to solve the spawnpoints problem i had: http://forums.warchest.com/showthread.php/39452-spawn-points?p=490815#post490815

Even tho i did everything right, but i still get that error. Its the only thing holding me back right now to finish the map. So please if you have any other ideas what could be wrong, help me

Thanks


#2

EEEEAAAASSSSSYYYYYY!!!

Okey Ive been very low on time becouse of schoolwork!
but tomorrow I ll try to upload a map at TWT

actually, I tried to make a tutorial for this but it didnt work :frowning:
so its kinda confusing for me…

But I got a map, with this stuff, a spawn that changing on trigger event.
I ll upload a pk3 tomorrow to TWT with the .map file included…
the map is overall f… but as tutorial it will work fine :smiley:


(twt_thunder) #3

[QUOTE=nAb.Death;493387]Hello again lol. I haven’t been able to solve the spawnpoints problem i had: http://forums.warchest.com/showthread.php/39452-spawn-points?p=490815#post490815

Even tho i did everything right, but i still get that error. Its the only thing holding me back right now to finish the map. So please if you have any other ideas what could be wrong, help me

Thanks[/QUOTE]

If you had done everything right it would work :slight_smile:

tell us the whole scene: where do they start and what should happen where and all that

and post your script inside code brackets the whole script


(nAb.Death) #4

ok thanks!


(nAb.Death) #5

[QUOTE=thunder_13th;493395]If you had done everything right it would work :slight_smile:

tell us the whole scene: where do they start and what should happen where and all that

and post your script inside code brackets the whole script[/QUOTE]

I did that already on the old topic

[QUOTE=nAb.Death;491230]I cant figure out what is wrong so i took a screenshot of every wolfobjective and ctfspawn, so you can tell me if i did anything wrong.

ok, so here we go…

1st wolfobjective: the hut (allied 1st spawn)
http://imageshack.com/a/img809/9586/jjmk.png

ctfbluespawn at the hut:
http://imageshack.com/a/img46/5262/wvxj.png

=======================================================================

2nd wolfobjective: the bunker (axis 1st and allied 2nd spawn)
http://imageshack.com/a/img41/9697/ktkf.png

ctfredspawn at the bunker:
http://imageshack.com/a/img691/3194/z2xo.png

ctfbluespawn at the bunker:
http://imageshack.com/a/img801/8066/5pgt.png

==================================================================

3rd wolfobjective: the town (axis last spawn)
http://imageshack.com/a/img59/9724/2tao.png

ctfredspawn at the town:
http://imageshack.com/a/img607/8492/a7rw.png

Tell me if something is wrong!
Thanks :D[/QUOTE]

And here is the script: https://www.mediafire.com/?yberseyx4ql7h2r


(twt_thunder) #6

and you dont have SPACE between names in descriptions? like oveove here:

Give it description “the hut”


(nAb.Death) #7

lol can’t u see it in the screenshots above? Yes i have


(twt_thunder) #8

well you shouldnt… always write names like the_hut or the_town…
you can just try to name yourself john smith ingame then yourname will be john…


(nAb.Death) #9

[QUOTE=thunder_13th;493402]well you shouldnt… always write names like the_hut or the_town…
you can just try to name yourself john smith ingame then yourname will be john…[/QUOTE]

But i checked the original 6 map scripts and they all have spaces in between.
Fuel Dump for example:

// Setup the auto spawn points for the map
wait 500
setautospawn “Allied Entrance Spawn” 1
setautospawn “Tunnel Store Room” 0


(twt_thunder) #10

well try this:
http://www.thewolfteam.org/wolf/spawn_change.zip

Its what you want to achive?

EDIT:hope so…wh_te will kill me for not working on his mod…hehehe :smiley:


(nAb.Death) #11

[QUOTE=thunder_13th;493405]well try this:
http://www.thewolfteam.org/wolf/spawn_change.zip

Its what you want to achive?

EDIT:hope so…wh_te will kill me for not working on his mod…hehehe :D[/QUOTE]

Thanks man, i got it working now :smiley:

So this works now i only have a couple of other questions:

  1. When i want to place a landmine on the ground it says: Landmine cannot be placed here… Even tho its a grass texture. How do i make that work?

  2. And how do i create a sky?

Thanks again thunder_13th


(twt_thunder) #12

look at the map I gave you for sky, you can use that texture even though it isnt there in radiant…
you need a shader for your grass with
surfacepharm landmine
surfacepharm grassteps

you got some reading todo:
http://www.thewolfteam.org/shadermanual/


#13

[QUOTE=nAb.Death;493412]Thanks man, i got it working now :smiley:

So this works now i only have a couple of other questions:

  1. When i want to place a landmine on the ground it says: Landmine cannot be placed here… Even tho its a grass texture. How do i make that work?[/QUOTE]

there are diffrence between a texture and a shader:

thoose things are very similar to look at but shaders are specified.
for example a texture is an animal
a shader is a cat…

now you start asking: -wtf are he talking about?

yes; a texture is just a picture, its a solid surface, and it show us a pic at the surface where its applicated
to test this we need to do something

make a 24bit tga
name it: "my_epic_texture.tga
place it in your maps pk3 in the texture/my_epic_texture folder :slight_smile:

HINT: for easier finding your new texture (tga) make a smily as texture :slight_smile: <-- like that or this --> :smiley:
now place your TEXTURE of a smily in the map both at a floor and a wall.

compile the map, and look. steep at the smily floor, its stone, try to place a landmine (wont work) and shoot at it, (its stone)
stone is the default surfaceparm the game give textures.

textures are not needing a script/shader but to place a texture is just like saying “I saw an animal”
the game dont know if it is a cat, a dog, an elephant or a dingo!

SHADERS. got the feture to describe for the game if it is grass or stone or wood or what it is

EXAMPLE: the texture said: -“i saw an animal”, the shader say: -“I saw a cat”, so actually, shaders are more specified.
to make a shader is very hard for extreme noobs who have a cooked brain after one look at a mapscript.

so: for keeping this simple we will have the from noob to proo guide right here (becouse I like to be a bitch)

stage 1: OPEN radiant

stage 2: OPEN your map

stage 3: OPEN the shader ///////STOP///////

you will not open your cute little zip program, NO

open it from radiant

-how?

SHIFT click at the texture in the texture window!

if it is a shader, radiant will open the shader file automatically
if it is a texture, radiant will say: -“this is a texture, not a shader”

when youve opened your shader (becouse textures dont use shaders)

you can search for the specific texture you wanna use in the shader, when youve find it, look inside the { and }

if you find

surfaceparm grass
surfaceparm landmine

will landmines work

AND if caulk and any landmineshader z-fighting, the caulk will disable landmines…


(nAb.Death) #14

[QUOTE=thunder_13th;493421]look at the map I gave you for sky, you can use that texture even though it isnt there in radiant…
you need a shader for your grass with
surfacepharm landmine
surfacepharm grassteps

you got some reading todo:
http://www.thewolfteam.org/shadermanual/[/QUOTE]

Yeah i know im not that good at mapping, this is my first map ever and im making it for a year and a half now… So if i came this far and managed to script the main and all the side objectives i think i wont stop now.

Anyway i imported your map and used your sky thingy, but when i test it in et i can see thru it


#15

Skies wont stop visibility
All sky can you see thruogh :o
Its not recommended to have something behind the sky
Other than more sky or probably hints

I know that it exists a texture that totally stops vis, and its one of the common textures but i dont remember what its called
Propably that one can be used, but as i said, i dont remember what its called…


(nAb.Death) #16

[QUOTE=oveove;493479]Skies wont stop visibility
All sky can you see thruogh :o
Its not recommended to have something behind the sky
Other than more sky or probably hints

I know that it exists a texture that totally stops vis, and its one of the common textures but i dont remember what its called
Propably that one can be used, but as i said, i dont remember what its called…[/QUOTE]

You dont understand… On his tutorial map the sky from oasis is there… siwa_sky or whatever its called… On my map i used his sky and placed it around the whole map like this: https://www.youtube.com/watch?v=n8beMOUUbTQ but it doesnt work


(twt_thunder) #17

there can be 2 faults:

one you dont use the right texture (it should be textures/skies_sd/sd_siwasky)
or you dont have it in your shaderlist.txt in scripts folder. (if this is the case, open shaderlist.txt in notepad or similiar and add skies_sd in bottom)

then it should work and you should have a blue sky


(nAb.Death) #18

[QUOTE=thunder_13th;493485]there can be 2 faults:

one you dont use the right texture (it should be textures/skies_sd/sd_siwasky)
or you dont have it in your shaderlist.txt in scripts folder. (if this is the case, open shaderlist.txt in notepad or similiar and add skies_sd in bottom)

then it should work and you should have a blue sky[/QUOTE]

I have both of them, but doesnt work


(Mateos) #19

What is printed in the console? Missing shader or something else?


Also about the spawn thingy, EB did some tutorial maps on several topics mapping-wise, would be good to take a look at :slight_smile: (But have to find them x))

Edit: On the trace… :stuck_out_tongue: http://forums.warchest.com/showthread.php/1270-Tutorials-and-et-mapping-resources?p=106064&viewfull=1#post106064

Edit 2: Heh, thanks Magic again for keeping an eye on resources for so long o/
http://forums.warchest.com/showthread.php/10599-15-learning-tutorial-maps-pk3-s?p=278813&viewfull=1#post278813


(nAb.Death) #20

I attached the .txt file in which you can see what it says when i compile the map. I dont understand any of it lol.