Noob Mapper

WittmanWittman 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?

Comments

  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    Sure is, add this to you game parameters in hammer, -dev -console -sv_cheats 1 -game ns . Then compile and run your map. The game will run with just one player. I dont really know what the rest of the mappers here do, but I place my RR above the rest of my map. This way the Com cant see into it.
  • KuronekoKuroneko Join Date: 2002-11-05 Member: 7184Members, Constellation
    1. sv_cheats > give weapon_welder
    2. really high, high as you can. You can set the comm view height tho
  • DaedalusDaedalus Join Date: 2003-04-02 Member: 15152Members
    I've seen a map where the ready room was below the main level. The roof of the ready room was textured sky. Everything looked normal until I saw the floating res nodes...
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    you need an <a href='http://nsworld.ns-central.co.uk/mappingguide/appendix6.php' target='_blank'>info_mapinfo</a> entity in your map.
    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.
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