The n00b NS mapping questions thread

QlippothQlippoth Join Date: 2006-11-05 Member: 58389Members
edited November 2006 in Mapping Forum
I'm currently making a map and have all sorts of problems.
Alot of them are related to Half life mapping , so it is possible to find a solution online.
But some problems are NS related and alot of links are down.
So let's make a simple question - answer thread for people who would like to learn how to properly map NS.

first question:

When I join marines and enter the command chair I don't see anything but black+ no minimap


I searched the web and found the <a href="http://www.unknownworlds.com/uwe/static/portfolio/web/Mapping_Guidelines.html#The_Minimap_Sprite" target="_blank">mapping guidelines for NS 2.1</a>

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The Minimap Sprite - The marine and commander interfaces feature a simplified top-down view of the map that acts as a radar for showing the positions of units. This top-down view is stored as a sprite in the sprites/minimaps directory and should be generated by the map author.<b> To create a minimap sprite, start Natural Selection, enable cheat mode, and type buildminimap in the console</b>. Your machine will lag a bit for a few minutes while a bar at the bottom of the screen displays sprite creation progress. When the process is finished, the sprite will be placed in the directory where it belongs.
<!--QuoteEnd--></div><!--QuoteEEnd-->

So i create a local server, enable cheats on the option menu and start
But when I type "buildminimap" in console I get "unknown command"
Did the "buildminimap" command change from NS 2.1 to 3.2?
I installed the 3.2 beta today.

While creating a minimap sprite, does this also creates the commander topview?
Is There anything i should do to exclude the readyroom out of the minimap and commander topview?

Comments

  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    We do have a Mapping Help forum, which is displayed at the top of this forum which does provide a wealth of Q/A for new mappers.

    The commander view is automatic, it runs off the map. Unless you've double-brushed your ceilings, it should show. Or if you have too much detail on your ceilings and didn't make your blocks func_seethrough, you wont be able to see through it.

    As for the minimap. Can't tell ya. Start the game up, and bring up your console ad try sv_cheats 1.

    Are you running the server your playing on, or is this another machine on your lan?
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    The mapping guidelines say:

    <!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->info_mapinfo (point entity)<!--sizec--></span><!--/sizec-->
    <i>Purpose: defines parameters for commander mode
    Fields: Smart Edit Name Field Name Description
    View Height viewheight This is the height that the commander will view the world from. There should be no brush entities at this height. The entire readyroom should be placed above this height so it doesn't contribute to w-polys.
    Minimum Map Z minviewheight Defines the height where the black background is drawn to avoid HOM. Entities below this height are hidden from the commander but still contribute to w-polys.
    Minimum X minx Defines how far left the commander can scroll.
    Maximum X maxx Defines how far right the commander can scroll.
    Minimum Y miny Defines how far down the commander can scroll.
    Maximum Y maxy Defines how far up the commander can scroll.
    Top down XY cull distance culldistance See notes.
    Flags: Name Flag Value Description
    Don't draw background 1 Use if you already have the commander inside a map "shell" and don't need to avoid HOM
    Notes:

    If the distance between a brush entity's origin and the commander's current viewpoint is greater than the XY culling value along the X or Y axis, the entity won't be drawn in the commander view. Larger values will increase w-polys, but a value that is too small will cause brush entities to disappear when they near the edge of the screen. The proper setting will vary for each map depending on the commander's height and the size of the brush entities in the map.

    The cull distance affects all players' views as of the NS 1.02 server patch. The maximum distance along the X or Y axis at which any player other than the commander will see an entity is approximately twice the cull distance value.</i>

    I suggest you didnt use a info_mapinfo entity in you map or have specified a too low height in the view height parameter
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    <!--quoteo(post=1579722:date=Nov 22 2006, 01:33 PM:name=bERt0r)--><div class='quotetop'>QUOTE(bERt0r @ Nov 22 2006, 01:33 PM) [snapback]1579722[/snapback]</div><div class='quotemain'><!--quotec-->
    I suggest you didnt use a info_mapinfo entity in you map or have specified a too low height in the view height parameter
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Or that. Sorry, been a while.
  • QlippothQlippoth Join Date: 2006-11-05 Member: 58389Members
    YAY! thanks, i fixed it! Comm top view works perfect, I used the map info entity before but the parameters were all wrong. fixed it now.



    ok, 2nd question:

    I have a red fence next to a wall and can see through it but the lights behind don't come through.
    I used func_wall: render FX & mode set to normal & solid.
    Is it because i have FX amount set to 255?
    light flags are "embedded fix"

    I checked out several half life tutorials and played a bit around with render FX & mode but nothing worked properly.

    so... <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />

    please help <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    It's because your light flag is set to Embedded Fix. This, and opaque, make the entity block light. Set it to none and your problem should be resolved.
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    Hey, i found myself in the same situation; and posted in the help forums. I've got a few links you might like.
    First:

    The new guidelines.
    <a href="http://www.unknownworlds.com/ns/static/Mapping_Guidelines.html#Required_Settings" target="_blank">http://www.unknownworlds.com/ns/static/Map...quired_Settings</a>

    Second:

    The thread i asked my questions in, lots of great info.
    <a href="http://www.unknownworlds.com/forums/index.php?s=4959524412053197824&showtopic=98605" target="_blank">http://www.unknownworlds.com/forums/index....showtopic=98605</a>

    It's in the subforum "Mapping Help and Troubleshooting", where you had best post any questions you have as well. Good luck!
  • QlippothQlippoth Join Date: 2006-11-05 Member: 58389Members
    thanks for the help people!!! <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/hive5.gif" style="vertical-align:middle" emoid="::hive::" border="0" alt="hive5.gif" />
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