Joining 2 maps (rooms) trick

yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
edited December 2009 in NS2 General Discussion
May be you know this but i found it now :)

Load a map, select all (ctrl+A) then copy, load another map, go to top view, past your map, move & rotate first map to an appropriate position.

Now the hard one is joining 2 corridors by lines and faces.

Comments

  • Dauntl3ssDauntl3ss Join Date: 2002-11-08 Member: 7737Members
    Obviously, you'd have to ctrl+c (copy) and ctrl+v (paste) too :p
  • WatchMakerWatchMaker Join Date: 2003-09-26 Member: 21233Members, Constellation
    First copy and paste tutorial for NS2.
  • MacCoyMacCoy Join Date: 2009-11-24 Member: 69515Members
    i use this trick to get props from my props level.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    I found a trick for working on a map you have already started, open the editor, hit ctrl + O, choose your .level file, and double click on it. Rotate the camera so you can see it.

    Now the hard part is finishing the rest of it.
  • Risky SalmonRisky Salmon Join Date: 2009-06-04 Member: 67680Members
    UWE needs to work on their grid snapping. If you have a different object in the mix than the others then it throws the exactism totally off.
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    grid snapping should equal fast joining of rooms.
  • XtofXtof Join Date: 2003-04-15 Member: 15514Members
    <!--quoteo(post=1743054:date=Dec 8 2009, 10:11 PM:name=MacCoy)--><div class='quotetop'>QUOTE(MacCoy @ Dec 8 2009, 10:11 PM) <a href="index.php?act=findpost&pid=1743054"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i use this trick to get props from my props level.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You use a level where you design or gather all your (build) props in? Hmm... why not... I suppose the benefits are that you can easily pick them out and construct them in your level.
    Haven't think of that but that might come in handy.

    <!--quoteo(post=1743085:date=Dec 9 2009, 01:43 AM:name=Risky Salmon)--><div class='quotetop'>QUOTE(Risky Salmon @ Dec 9 2009, 01:43 AM) <a href="index.php?act=findpost&pid=1743085"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->UWE needs to work on their grid snapping. If you have a different object in the mix than the others then it throws the exactism totally off.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's true that when you want to move two or more objects the "move"-grid is centered on those two or more objects, making it a pain to move whole parts of what you have constructed to join them together. It's too time-taking to join rooms together. On the other hand you can easily join two parts together using <a href="http://www.mendasp.net/index.php" target="_blank"><b>THIS</b></a> technique [video by Mendasp] called "Vertex snapping", you can do it by using "shift" or "alt". This comes in rather handy sometimes, but still when you try to join multiple parts (one after anotherp) it still is rather time-consuming, but perhaps that's just the way it is ?!?

    <!--quoteo(post=1743107:date=Dec 9 2009, 04:15 AM:name=kingmob)--><div class='quotetop'>QUOTE(kingmob @ Dec 9 2009, 04:15 AM) <a href="index.php?act=findpost&pid=1743107"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->grid snapping should equal fast joining of rooms.<!--QuoteEnd--></div><!--QuoteEEnd-->
    What do you mean?
  • WatchMakerWatchMaker Join Date: 2003-09-26 Member: 21233Members, Constellation
    <!--quoteo(post=1743119:date=Dec 9 2009, 01:27 AM:name=Xtof)--><div class='quotetop'>QUOTE(Xtof @ Dec 9 2009, 01:27 AM) <a href="index.php?act=findpost&pid=1743119"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You use a level where you design or gather all your (build) props in? Hmm... why not... I suppose the benefits are that you can easily pick them out and construct them in your level.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Make blank map, start placing every prop straight down the list, align them up by categories, and enjoy. Certain mappers find these "prop levels" much more effective at picking out props than a browser window.
  • XtofXtof Join Date: 2003-04-15 Member: 15514Members
    <!--quoteo(post=1743133:date=Dec 9 2009, 01:09 PM:name=WatchMaker)--><div class='quotetop'>QUOTE(WatchMaker @ Dec 9 2009, 01:09 PM) <a href="index.php?act=findpost&pid=1743133"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Make blank map, start placing every prop straight down the list, align them up by categories, and enjoy. Certain mappers find these "prop levels" much more effective at picking out props than a browser window.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Oh I see... care to share your prop level with me? Or someone else?

    Greetings,
    Xtof
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1743153:date=Dec 9 2009, 10:42 AM:name=Xtof)--><div class='quotetop'>QUOTE(Xtof @ Dec 9 2009, 10:42 AM) <a href="index.php?act=findpost&pid=1743153"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh I see... care to share your prop level with me? Or someone else?

    Greetings,
    Xtof<!--QuoteEnd--></div><!--QuoteEEnd-->
    They're not really that hard to make. Just make a level with every prop.
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    Thank god this works, thank you. I'd hate to miss that feature.
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