Noob Mapper
Wittman
Join Date: 2003-06-17 Member: 17437Members
<div class="IPBDescription">Stuff I couldn't find answers for</div> I'm somewhat new to NS mapping and there's a few questions I've got about working with NS maps. I tried searching around and couldn't find the answers.
1. Is it possible to test maps without other players being in them. I'm asking this in that some things required to make certain objects work in the maps can't be acquired unless the teams are even. Example, how do I get a welder to see if I set it all up right. Or how do I know if the Onos will be able to walk down certain hallways?
2. Is there a recommended area (above or below the main map area) for the readyroom to be placed so it doesn't fall into the commander's view?
1. Is it possible to test maps without other players being in them. I'm asking this in that some things required to make certain objects work in the maps can't be acquired unless the teams are even. Example, how do I get a welder to see if I set it all up right. Or how do I know if the Onos will be able to walk down certain hallways?
2. Is there a recommended area (above or below the main map area) for the readyroom to be placed so it doesn't fall into the commander's view?
Comments
2. really high, high as you can. You can set the comm view height tho
this one says:
- the comms view height.
- the comms view depth (black bachground to block a hall of mirrors effect)
- the comms min and max x and y scroll width.
- that your map will be displayed in the "create game" map list.
- top down cull distance, this means a maximum wiew width for entities, necessary since the comm is in the void were he would se all or none entitys.
just place the readyroom outside the comms view.
onos size:
its important to use "-hullfile c:/HalfLife/NS/nshulls.txt" (or whatever) the ns hullfile in every compile step because of NS's special hulls.
Hullfile means the spaces were players of different sizes can move.
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
X Y Z <= Sizes
32 32 36 <- skulk, lerk, gorge, crouched marine and crouched fade.
32 32 72 <- Marine, Fade and crouched onos
64 64 108 <- Onos.<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
You could search the tread for the "latest hammer beta" wich allows to see models in Hammer... , just place a monster furniture with the onos/marine model in hammer as size reference.