What Needs To Be Put Together?

RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
<div class="IPBDescription">Question of my own...</div> At first, the editor in itself seemed confusing and difficult to understand. However, I have recently gotten the hang of it but when I run a mission it's a no show! What do I need to know in order to get my level into a playable characteristic?

Comments

  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Recoup+May 11 2004, 08:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Recoup @ May 11 2004, 08:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> At first, the editor in itself seemed confusing and difficult to understand. However, I have recently gotten the hang of it but when I run a mission it's a no show! What do I need to know in order to get my level into a playable characteristic? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Uh, I'm not sure if I understand you, but I'll try.

    Anyway, after you have made a room or something, and you want to try it out in-game, you will have to compile the map into something the engine can understand. So, if you are using Hammer, you could set it up to compile your map for you. However, I would suggest you use Batch Compiler (there is a walkthrough for BC with Steam, I suggest you check it out sometime).

    Anyway, with Hammer, if you have everything set up in Tools > Options > Game Configurations and Build Programs you can use it to compile. Simply press the button in the top bar that looks like a movie strip or something (button furthest to the right), and it'll pretty much compile for you and start NS with your map.

    Also remember to get XP-Cagey's compile tools, you can find them in a stickied topic in the Mapping Forum.

    Oh, one more thing, for your map to run in Half-Life, you'll probably need an info_player_start entity somewhere, otherwise you might get stuck in the void somewhere.

    Hope that helps, if only a little <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    What Im asking is how to get the world you have created on the screen in a playable level. I looked at the "How to set up VHE and Batch Compiler" thread, but it just DOES not work for me. Its not simple enough. It seems to think I know a lot about what they are talking about but I know nothing. I dont even know what a batch comiler is, and what I downloaded is not what I see on his example screens. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Recoup+May 11 2004, 04:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Recoup @ May 11 2004, 04:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What Im asking is how to get the world you have created on the screen in a playable level. I looked at the "How to set up VHE and Batch Compiler" thread, but it just DOES not work for me. Its not simple enough. It seems to think I know a lot about what they are talking about but I know nothing. I dont even know what a batch comiler is, and what I downloaded is not what I see on his example screens. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Alright, if you want, I could guide you through on AIM/MSN.
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    sweet! I love you! Ill get online at about 5 today, PM. I need to get home first...
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