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#46 (permalink) |
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Join Date: Jan 2005
Location: TN
Age: 22
Posts: 789
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Re: TGNS Map Making Team
I will be explaining how to set up Hammer, how to create objects, apply textures, and create entities. These are only the VERY basics of Hammer's abilities, and it's what I've figured out over about 4 days of playing with Hammer. You'll be learning 4 days of my labor in about an hours time. I've already taught Xtcmen the basics, and it's 1:22 AM and he was only just now able to pull himself away from making boxes and wedges and ramps and stuff.
If there are NO objections to Thursday night at 5 PM central time, then it's official. Speak NOW or forever hold your peace. -Mom
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Yer Mom /O> To all but me is the look given but never received. My heart sinks faster and faster every time I look into them, yet I do not understand their controling power on my soul. - W11114m W45h1n670n |
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#47 (permalink) |
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Join Date: Jun 2006
Location: Richmond
Age: 22
Posts: 92
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Re: TGNS Map Making Team
BOOYAKASHA
i call it co_computadora i cant figure out if this comes out as an ns map or a co map but its suposed to be a co, trust me. i havent added lights or stuff more than some proxy crates but i still think this map will play well from a tactical standpoint especially once i add lighting and real objects in place of the crates sorry rines you have to build the armory http://fileanchor.com/59597-d http://fileanchor.com/59599-d im going to be online @ 128.172.222.94 if anybody wnats to come hangout cyall lata password is TGNS i dont know if caps matters or not ill probably be on till 7 or 8 am eastern, though i may be afk in order to do some lat late dinner/breakfast Last edited by sUZY dERKINS; 09-06-2006 at 06:30 AM. |
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#49 (permalink) |
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Join Date: Jun 2006
Location: Richmond
Age: 22
Posts: 92
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Re: TGNS Map Making Team
i have a few cool ns ones planned out but i dont know if i have the time to do them
ns_sealab... btw im now working on a version of computadora thats sort of in an alien homeworld type setting just having some fun with the program |
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#50 (permalink) |
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Join Date: Jan 2005
Location: TN
Age: 22
Posts: 789
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Re: TGNS Map Making Team
Last call for objections to TGNS Map Making Teamspeak session dated Thursday, September 7th, 2006 at 5:00 PM CENTRAL time.
Any objections posted later than midnight tonight (Wednesday) will not be concidered. -Mom
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Yer Mom /O> To all but me is the look given but never received. My heart sinks faster and faster every time I look into them, yet I do not understand their controling power on my soul. - W11114m W45h1n670n |
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#53 (permalink) |
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Join Date: Jul 2005
Age: 21
Posts: 483
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Re: TGNS Map Making Team
I should be able to make it if I'm not overwhelmed with work.
If you compile your map you will need to do some things to make it 'functional' enough for you to test it. Even if it has errors you can run it but I'll warn you everything will be blindingly bright. Most errors will stop the compiling before it finishes RAD and just leaves all the textures at thier brightest. I don't know if this works for NS but in the event you have no player start in TFC maps you would end up starting at 0 0 0 coordinates (marked by those nifty lines in the middle of your map in hammer). I have hammer all set up and I have started thinking about map layout. |
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#54 (permalink) |
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Join Date: Jun 2005
Location: Annandale, VA
Age: 22
Posts: 132
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Re: TGNS Map Making Team
Apparently you do not need to edit any text files to make hammer 4, the one in the source SDK to work for NS. Just make a custom config under tools, options after launching it with any existing config. It will show up in the list of configs the next time you run the source SDK.
Start suggesting ideas for map theme/atmosphere, and map layout designs. |
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#55 (permalink) |
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Join Date: Jan 2005
Location: TN
Age: 22
Posts: 789
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Re: TGNS Map Making Team
Well if we're all working on the same map, I've already started a map that's going to be a factory/processing plant. I'm looking for a lot of steam and pipes and catwalks that are elevated above the bottom floors in most of the rooms. These catwalks need to be small enough to fit a player on, and not take up too much of the room so the comm can drop things inside.
I'm working with Hammer 3.4, but working with Hammer 4 would be a lot easier for me because it's where most of my experience resides. There's not much of a difference, but there are small things. As for compiling the map, the only problem you will run in to is making the compiler open NS rather than HL. I'll explain (and discuss) compiling the maps and configurations therein at the TS session. -Mom
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Yer Mom /O> To all but me is the look given but never received. My heart sinks faster and faster every time I look into them, yet I do not understand their controling power on my soul. - W11114m W45h1n670n |
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#56 (permalink) | |
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Join Date: Jun 2005
Location: Annandale, VA
Age: 22
Posts: 132
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Re: TGNS Map Making Team
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#57 (permalink) |
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Join Date: Jul 2005
Age: 21
Posts: 483
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Re: TGNS Map Making Team
I've never set a compiler to run a game automatically. You end up with a bsp either way. Once you start your lan/listen server "map <mapname>" or selecting it from the list tends to work.
I can tell you from experience, trying to put pieces from different files together can be a little more complicated than you might think. It's certainly managable though. If we do this as a group effort I have a couple suggestions. Start every entity name with some part of your name (ex. irishdoor1, momweldable). Create vents and hallways as a part of putting it all together not as a part of your room or area. This will help make the map a bit more fluid. You can however, and I would recommend this, determine where the vents/entrances/exits to your area are and leave openings there. (Be sure to tell the person assembling it where they all are and how many you have.) I could give more advice to the person who does the assembling but nothing else comes to mind that people making pieces should worry about. If you could get a basic layout plotting out where different rooms and areas are I would be happy to make a room or two for you. We may want to coordinate textures before starting maps to coordinate who is doing what and come up with recommended textures. |
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#58 (permalink) | |
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Join Date: Dec 2005
Location: Toronto, Canada
Posts: 241
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Re: TGNS Map Making Team
I will definatly be there, providing school doesn't get in the way...'
I'm still looking for a solid way around the bad topo of my school network... but the meeting shouldn't be a problem. Yermom, Get a slideshow up somewhere, where we can see visuals... it will be MUCH easyier for us to understand I think and, most probably, everyone should have Hammer installed (doing that tonight), and atleast know how to do SOMETHING, doesn't really matter what. Btw, can anyone do textures?
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#59 (permalink) | |
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Join Date: Jun 2005
Location: Annandale, VA
Age: 22
Posts: 132
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Re: TGNS Map Making Team
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As for textures and consistency, that can be straghtened out after we finish the geometry and have a working map. I usually don't bother with textures until the basic layout is done. |
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