Mapping Help

Hellsing_Nosferatu_AlucardHellsing_Nosferatu_Alucard Join Date: 2003-10-17 Member: 21744Members
<div class="IPBDescription">Need some advice on mapping</div> Ok I have a few questions. I've been mapping for awhile but have yet to try and make one for ns...There's a few things I need to know

1.) What is the best mapping prog to use?
2.) What is the best compiler to use?
3.) And How do I find out the RSpeeds in a map? (I have never really been able to, haven't had a problem with it so far. But with maps in ns they seem like they might casue a prob.)

If you wouuld plz answer these and give me some advice I would appreciate it.

Comments

  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    1. That's personal choice. I use Hammer for editing. Some use Quark.
    2. The 'best'... That's so relative again... Most use the ZHLT (Zoner's Half-Life Tools) and XP-Cagey's tools (find them on the stickied threads).
    3. You have to pull down your console and type in r_speed 1 (not sure about that one entirely, haven't used it in a while... If it doesn't work try r_speeds 1). <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    It's r_speeds 1. Also, you'll probably want to use gl_wireframe 2, which shows which polygons the engine is rendering.
  • Hellsing_Nosferatu_AlucardHellsing_Nosferatu_Alucard Join Date: 2003-10-17 Member: 21744Members
    how do I use gl_wireframe?...I created a game before and itt wouldn't let me use it
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    edited October 2003
    gl_wireframe is an OpenGL command, so you have to run Half-Life in OpenGL. Then you either set it to one: lines are drawn at the borders of faces; or two which will also render lines for faces that are hidden behind others but still considered 'visible' by the engine. 2 is most important to find hidden w_polys that could be reduced by a -full vis compile, HINT planes or simply restructuring that part of the map.
    The third mapping program is GtkRadiant, I use QuArK, and Hammer is the official tool from the developers of Half-Life. okok..everyone knows they are called VALVe <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    also I believe a map with more than one spawn point (info_player_start entity) is considered a multiplayer map and will NOT let you activate gl_wireframe 1 or 2. So, for testing purposes use one spawn point at first. (could be wrong here, but it's nice to only use one for a while anyways, saves the hassle of having to walk/noclip to the area you want to look at)
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    if you run your map from the console in single player mode, by running off teh main page in hl, you can use gl_wirefame on any map.
    let me know if thats unclear (basically just use the map<yourmap> command in teh consle, and you win)
  • NayNay Join Date: 2002-06-09 Member: 741Members
    i think sv_cheats "1" has to be set to, to use gl_wireframe
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