Enities Problem
semaja2
Join Date: 2004-05-23 Member: 28850Members
Hey guys i have a lil problem in my map for some reason my aliens spawn in the ready room :S ive inlcuded my file for hammer editor 3.4 so if any one wants to have a look to help me, also i cant seem to get my mp3 to play in my secret room ( in the roof of the ready room), also how do i create those cool holograms for my ready room which say like what team u wanna join.
PLZ help me im total nub
Download map file for hammar 3.4
<a href='http://www.swat.gotdns.com/co_skybox.rar' target='_blank'>http://www.swat.gotdns.com/co_skybox.rar</a>
PLZ help me im total nub
Download map file for hammar 3.4
<a href='http://www.swat.gotdns.com/co_skybox.rar' target='_blank'>http://www.swat.gotdns.com/co_skybox.rar</a>
Comments
info_player_start is only used for the readyroom spawns, when you join a team which doesn't have info_team_start asigned to them the player spawns at a random info_player_start location...
info_team_start is used for the ingame spawns, at the moment you have one marine spawn and no alien spawns. You need at least 16 of both types to be able to play a map with the maximum of 32 players.
- team one is the marine team
- team two is the alien team
mp3 problem, have a look at the stickied thread at the top.
fps problem. I'm sorry to say that this map is poorly designed to work with the hl engine, which isn't that bad since you're new to mapping for hl I assume. Also you have the size of areas wrong, well everything looks way to big imo.
It could also be that you didn't run the vis compile process, if so this will make the hl engine render the entire map from any location you are, resulting in a huge fps loss.
I suggest you read up on some tutorials and also have a look in the <a href='http://www.unknownworlds.com/forums/index.php?showtopic=61923' target='_blank'> mapping faq</a>
Oh and welcome to the mapping community <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<span style='color:red'>edit:</span>
Just noticed something which is probably the cause of the fps problem. You have a box arround your level (probably to prevent leaks? ). this is a bad thing to do since the compile tools won't discard the sides which are touching the void. In short the compile tools don't know what is inside the map and what is outside the map.
Since this box is textured in the sky texture I think you got the interpitation wrong of the term 'skybox'. The texture you choose for the sky is put on a virtual box which moves independantly from the backgroud giving you, the player, the illusion of a sky.
For example if you want a small window through which you can see the sky you only have to create a small brush, the same size as the window, and put it behind the window in question.
if you have a leak in your map, find it and fix it, dont do the "omg box" around the entire map.
one of the skybos brush the ceiling skyox has a texture rock in one face so you will count that face polys if you textured that with sky the fps will increase and also ypou could learn to make small short hallways and small rooms and use more ns and ns2 wad files because halflife wads inst the best.
<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> keep trying and you will learn fast.
PS ive updated the zip file on first pot
<span style='color:red'>Edit:</span> Nevermind, I can't look at your map because I don't have a .rar extractor and I'm too lazy to go looking for one. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
...
Found some problems without even loading the pointfile. Your info_team_starts for the marine team stick out of the floor. This will cause the marines not to be able to move. You may not want to use such thin walls either. Mine are all at least 8 units thick. The leak in your map is a small square at this point: x=-352 y=-1728 x=720.
onos pass below 128 unit tall and large, a skull walk well in a 48 units vent and a marine only pass is 64 units tall and large.