Mapping Help
<div class="IPBDescription">I'm a noob mapper, be patient with me please. =D</div>I'm working on my first map, and I'm running into problems with faces not creating as I want them to. Is there any way to select points and just create a face inside them?
For those interested, the idea I'm running with in this map is a kind of tug-of-war style layout. Mains at opposite ends of the map with 1-3 TP's in between the two.
For those interested, the idea I'm running with in this map is a kind of tug-of-war style layout. Mains at opposite ends of the map with 1-3 TP's in between the two.
Comments
I recommend you to watch FMPONE and Mendasp their youtube videos about NS2 mapping, there's a lot of good info in there.
Thanks a bunch.
EDIT: Ah, I had a section of the roof that was making this wall act weird. Got it now. Gotta watch stray points hehe.
Spawn points will be generated at run-time around the Hive & CC, so you don't need to place them.
you only have to set tech points, they are set to be random spawn points. ns2_gamerules entity would be good as well to have :)
EDIT: Ah, I had a section of the roof that was making this wall act weird. Got it now. Gotta watch stray points hehe.<!--QuoteEnd--></div><!--QuoteEEnd-->
One trick is to add the section of geometry that it having problems to a layer, then hide the layer, and delete any geometry that doesn't disappear. You will frequently run into situations of overlapping geometry (i.e. two lines in the same space) that can cause lots of pain when creating faces. Don't be afraid of deleting/recreating geometry if your running into problems creating faces.
Creating faces can sometimes be a bit of a pain until you know how the editor makes decisions to create the faces (or not create them). Some tips are:
If you have overlappnig lines and verticies - select the Selection Tool - and then go Edit > Weld Vertices. This merges them all into one, and then you should be easily able to make a face (this is usually the biggest problem from a face appearing - the editor doesnt' know which lines and verticies to use if they are overlapping, so welding them all into one fixes this)
If you double click a line it the editor will automatically select all nearby lines - this makes creating faces faster, and also is a quick way to determine whether you should weld or not.
Edit: some people don't like the weld however, because it means that you won't be able to control your faces seperately any longer since they are welded together - e.g. if you pull on one vertice or line that joines to another face, this face will also be pulled.
One way around this if you decide you need to go back and change a whole face, is to select the face and CTR+X it (to cut it) and CTRL+V to paste it (it will appear in the same location) but it will now have its own set of lines and verticies so it no longer will pull the other faces and lines - just weld it back in again if need to.
Get used to the ALT+C to create a face, and CTRL+F to flip the face (as 1/2 the time it appears on the wrong side). Remember these are only available when you have the selection tool selected (SPACE BAR). Use these 3 key combos will speed your work up significanlty :)
Also one thing that got me early on was the Texture Lock - it only appears when you have the move tool selected (down near the vertice/line/face/lightprop/entity/ filter).
stick to the grid -do a greybox of your room with 32unit grid first, then do some details with 16 or 8" grid. rotating and moving objects can sometimes pull things off the grid (not even1" will align) so try cycling the grid align points with the ";" and " ' " keys (or is <> keys? don't remember off the top of my head lol).
Looking forward to what your map is goign to be like, there aren't many tug of war style maps- do you have an overview/layout ready yet? Its important to send some time planning the floor plan of your map - because it takes a hell of a lot of time to fix gameplay/balance issues after yo u have started to map, and it also helps you so solve some geometry and room setups before you spend the time mapping and figuring out that it doesnt fit etc Grid paper is your friend! (assume that each bit of grid is 64" of game units.) works quite well.
Also make sure its not one straight hallway - a nice big S shape will work best if you plan on doing only one route.
If you have overlappnig lines and verticies - select the Selection Tool - and then go Edit > Weld Vertices. This merges them all into one, and then you should be easily able to make a face (this is usually the biggest problem from a face appearing - the editor doesnt' know which lines and verticies to use if they are overlapping, so welding them all into one fixes this)
If you double click a line it the editor will automatically select all nearby lines - this makes creating faces faster, and also is a quick way to determine whether you should weld or not.
Edit: some people don't like the weld however, because it means that you won't be able to control your faces seperately any longer since they are welded together - e.g. if you pull on one vertice or line that joines to another face, this face will also be pulled.
One way around this if you decide you need to go back and change a whole face, is to select the face and CTR+X it (to cut it) and CTRL+V to paste it (it will appear in the same location) but it will now have its own set of lines and verticies so it no longer will pull the other faces and lines - just weld it back in again if need to.
Get used to the ALT+C to create a face, and CTRL+F to flip the face (as 1/2 the time it appears on the wrong side). Remember these are only available when you have the selection tool selected (SPACE BAR). Use these 3 key combos will speed your work up significanlty :)
Also one thing that got me early on was the Texture Lock - it only appears when you have the move tool selected (down near the vertice/line/face/lightprop/entity/ filter).
stick to the grid -do a greybox of your room with 32unit grid first, then do some details with 16 or 8" grid. rotating and moving objects can sometimes pull things off the grid (not even1" will align) so try cycling the grid align points with the ";" and " ' " keys (or is <> keys? don't remember off the top of my head lol).
Looking forward to what your map is goign to be like, there aren't many tug of war style maps- do you have an overview/layout ready yet? Its important to send some time planning the floor plan of your map - because it takes a hell of a lot of time to fix gameplay/balance issues after yo u have started to map, and it also helps you so solve some geometry and room setups before you spend the time mapping and figuring out that it doesnt fit etc Grid paper is your friend! (assume that each bit of grid is 64" of game units.) works quite well.
Also make sure its not one straight hallway - a nice big S shape will work best if you plan on doing only one route.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks!
Yep that solved it thanks :)