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try again the Creazy program GOEDIT

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chaplin
Sargent

Joined: 17 Nov 2003
Posts: 94

Posted: Fri Sep 17, 2004 12:52 pm    Post subject: try again the Creazy program GOEDIT |

lo, i'm chaplin

some of you proly know i created some uncompleted maps.
i couldnt work good enough with the program too create a campleted map.
now i want too start back in action!!
but i really dont know alot of goedit.
i can create the map (only textures like a house, streets etc..)
what i dont know is how too make a ladder climable (somtimes i find it but not always ) cant create glas transparant. cant add skybow, objective bom and destroy truck after explosion ,no spawns only one for me when i try too explore the map, and alot of these other things.

i tried the tutorials alot of times. but my english isnt very good so somtimes i miss the important thins and then i dont know how to create the thing of the tutorial.

i think my next map will be one like mexicoo.
not big, but good

cya in a few days with proly alot of questions
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El Scorpion
Site Admin

Joined: 16 Aug 2003
Posts: 581
Location: CANADA

Posted: Fri Sep 17, 2004 3:50 pm    Post subject: |

lol
good to see you back at it chaplin.

the problem with your glass, is that it aint translucent true.
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*BTK*Ronin
Special Forces

Joined: 12 Nov 2003
Posts: 219
Location: United Kingdom

Posted: Sat Sep 18, 2004 1:39 pm    Post subject: |

hey man dont be embarassed, we all had to start making maps at some point. i was useless at making them for a long time, but thanks to el scorpion im getting quite good. dont forget, you have to make lots of really bad maps before you can create an excellent one!
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"Anyone that moves is the enemy...
...Anyone that stands still is the well disciplined enemy!"

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El Scorpion
Site Admin

Joined: 16 Aug 2003
Posts: 581
Location: CANADA

Posted: Sat Sep 18, 2004 2:06 pm    Post subject: |

yup.

ive made hundreds of thousands of shit maps that never ggot played.
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chaplin
Sargent

Joined: 17 Nov 2003
Posts: 94

Posted: Sun Sep 19, 2004 9:09 am    Post subject: |

i hope this one isgetting played.
its gooing good thx too psokkstah i can make my first translucent water
but i cant find out how too make a wall destructibel. (like in srilanka)
i put in front of the wall a invinseble texture. is this correct?
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Jeanchretien
Sargent

Joined: 03 Mar 2004
Posts: 61
Location: somewhere

Posted: Sun Sep 19, 2004 10:52 am    Post subject: |

No invisible is needed. Making a destructible goes like this:
1) Make a brush (The thing to be destroyed.)
2)Hit the Marker to center button.
3)Choose "Bind to object" and choose a Destructible/
4)Change the Health value to something other than 0 (glass is about 30).
5)Under "DamageMask", set all the stuff that can damage the destructible brush.

That should do it.
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chaplin
Sargent

Joined: 17 Nov 2003
Posts: 94

Posted: Mon Sep 20, 2004 10:18 am    Post subject: |

thx man, my wall is ready too be blowen up
when map is olmost ready i will upload somepics.
my skybox is strange very strange.
cant explain because of not knowing enough english.
its somthing like on the left side you see a city and on the right side you see the other part of the city, but they dont close too eachother.
but i gues the skybox isnt a huge prob
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Spookstah
Commander

Joined: 02 Jan 2004
Posts: 120
Location: The Netherlands

Posted: Mon Sep 20, 2004 1:09 pm    Post subject: |

The skybox problem has to do with the Texture lock button which you didnt have enable, like i told you yesterday (or the day before)

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El Scorpion
Site Admin

Joined: 16 Aug 2003
Posts: 581
Location: CANADA

Posted: Mon Sep 20, 2004 2:09 pm    Post subject: |

spook do u make skyboxes with pointers r skytexture?
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chaplin
Sargent

Joined: 17 Nov 2003
Posts: 94

Posted: Tue Sep 21, 2004 11:02 am    Post subject: |

omg sorry spook.
i know you said about the lock and its much easier now, textures always the same

should i replace the skytecture too ore only the skybox (under my map somwhere)

thx..
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Spookstah
Commander

Joined: 02 Jan 2004
Posts: 120
Location: The Netherlands

Posted: Wed Sep 22, 2004 1:56 pm    Post subject: |

El Scorpion wrote:
spook do u make skyboxes with pointers r skytexture?

Could you explain yourselfs?

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Spookstah
Commander

Joined: 02 Jan 2004
Posts: 120
Location: The Netherlands

Posted: Wed Sep 22, 2004 1:57 pm    Post subject: |

Just import the skybox prefab again, with the texture lock on.

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El Scorpion
Site Admin

Joined: 16 Aug 2003
Posts: 581
Location: CANADA

Posted: Wed Sep 22, 2004 3:40 pm    Post subject: |

to make it appear, do you make the boxes with sky texture, or do you use a textureless box with skpointers?

i was jst wondering which is easier on the engine
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Spookstah
Commander

Joined: 02 Jan 2004
Posts: 120
Location: The Netherlands

Posted: Thu Sep 23, 2004 2:06 am    Post subject: |

I just make a box, hollow it (32 units), give it a sky texture and give it the following properies true: Solid=True, SkyPortal=True, DetailLevel=0

I never used skypointers yet, because the box works perfect, the only thing you should take care of, dont make the box to huge, try to get it as close as possible to your map sides, sometimes its even better to make small skyportal brushes ontop of buildings at the edge of your map to seal it off even more.

@Chaplin: i`ve checked your map and there are a lot of things wrong (sorry) but that doesnt matter you learn from it.

1. You started working on the minor things like plants/foolidge etc. DONT , make those stuff when the whole map is finished.
2. You made sectors (also something for the end) but you also made them wrong, you did make hollowed boxes with them thats not needed at all, just make a box, apply sector texture to it, and dont give it any True propertie. (so everything is False)
This also counts for SoundEnviroment "boxes" and simular objects.
3. You make the walls of the buildings in a wrong size, if you want textures to fit on them decently make the walls like 512x256 , if you need a large/long wall make it 1024x256 etc.
256 is the heighed of 1 building level. (like houses)
4. The roofs of the buildings are`nt fitted between the walls but they overlap the walls, which gives the engine a lot to work on.
5. Houses/buildings where people cant get in, make them out of 1 or 2 big boxes (depending on how many levels it has), dont use 4 seperated walls and a roof for them, again a lot of extra work for the engine.
6. The walls you want to stick out in your map so it doesnt look so static, dont make them out of to walls infront of eachother but make 1 big wall of the size of those 2 walls.
7. The round railings of the wooden construction/bridge do give a error when processing (problem brush), set NoSnap=True to fix this problem and maybe also set DetailLevel=1.
This counts for most of the problem brushes, if the problem isnt to big, give it Detaillevel=1.
8. Try not to use so many small walls, it only adds to poly counts and visibilty matrix which drops FPS huge.

You could contact me on irc ofcourse to get more details

Edited point 7 because i did forget to mention the most important setting NoSnap

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