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Kong's Mapping Setup Tutorial
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Topic: Kong's Mapping Setup Tutorial (Read 5998 times)
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imkongkong
Chunin
Chakra 11
Offline
Age: 25
Posts: 1563
Re: Kong's Mapping Setup Tutorial
«
Reply #15 on:
August 17, 2009, 08:54:51 AM »
for your problem andre, like what djready said, download ESF and use it if you're goign to use the env_model entity.
esf open beta:
http://www.moddb.com/mods/earths-special-forces/downloads/earths-special-forces-open-beta-final-release
esf 1.2.3:
http://www.moddb.com/mods/earths-special-forces/downloads/earths-special-forces-123
Quote from: nikezero on August 17, 2009, 05:25:55 AM
Well, i was trying to compile a map but in stage CSG ..the hull file..where do i get it ?
well because esf and nnk actually shrinks the player models, the hull file gives specific instructions how to reposition you. this prevents you from walking into the ground. atm you don't need the hull file, but if you plan to actually play the map through esf or nnk, you need to compile your map with the specific hull file found for both mods
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nikezero
Onin
Chakra 2
Offline
Age: 17
Location: Portugal
Posts: 103
Re: Kong's Mapping Setup Tutorial
«
Reply #16 on:
August 17, 2009, 09:49:47 AM »
yeah, i actually want the hull file so i can test the map on ESF...
Don't forget to see my topic with our ( mine and andre-1509 ) map in WIP.
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Quote from: imkongkong on August 17, 2009, 11:11:24 AM
...but for you guys who are making this map for community content, you will be getting getting nnk a bit earlier compared to the rest of the public
Mappers: Nikezero & andre-1509
imkongkong
Chunin
Chakra 11
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Age: 25
Posts: 1563
Re: Kong's Mapping Setup Tutorial
«
Reply #17 on:
August 17, 2009, 10:22:59 AM »
the hull file should be in esf already. look in the esf folder. may be named hulls.txt
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nikezero
Onin
Chakra 2
Offline
Age: 17
Location: Portugal
Posts: 103
Re: Kong's Mapping Setup Tutorial
«
Reply #18 on:
August 17, 2009, 10:52:39 AM »
I looked in there but i dont have it
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Quote from: imkongkong on August 17, 2009, 11:11:24 AM
...but for you guys who are making this map for community content, you will be getting getting nnk a bit earlier compared to the rest of the public
Mappers: Nikezero & andre-1509
imkongkong
Chunin
Chakra 11
Offline
Age: 25
Posts: 1563
Re: Kong's Mapping Setup Tutorial
«
Reply #19 on:
August 17, 2009, 11:03:19 AM »
Quote from: Sousuke on August 16, 2009, 04:52:30 PM
Alright.
But can you name the other programs?
Quark
http://en.wikipedia.org/wiki/Quake_Army_Knife
It may be hard to find information how how to use Quark on the internet. If you want to try it, you'd have to do your own research online about it.
Quote
About QuArK...
"QuArK has got very precise and easy texture and brush manipulation (floating points), a very fast 3D window, integrated programs for pak viewing (including .bsp decompiler) and an easy to customise interface."
Wolv / GameDesign.net Forums / 7 February 2000
"Another thing in Quark, it shades the brushes in the background a lighter color in 2D modes, so you get a little better perspective in your 2D windows. A very simple thing but very effective. Instantly improves perception on a thick confusing map without hiding anything."
royalef / Department of Engineering Forums / 21 February 2000
"Don't use [QuArK], the refresh rate is terrible, not to mention that it takes about ten minutes to draw all the lines that connect the entities every time it does decide to refresh. The texturing isn't that good either, as you can't actually move the textures. So if you have a texture in a room, and the room has a door, all the brushes will have the texture aligned okay except for the brush above the door, which will have a squished look. The .BSP compiler is good though (pity you cant save the work, decompiling valves maps too see how they did their levels would be a god send)."
[SITH]_MALIce / GameDesign.net Forums / 7 February 2000
"QuArK needs a lot of configuring, but once you have configured it right, everything goes with the flow of the blow. It has A LOT of advanced features.
1. You can view your lighting in a 3D window.
2. You have a unique tree-view, showing all brushes and functions [...].
3. Negative brushes - creates a movable hole, instead of physical carving/brush subtraction.
4. It's great for texture browsing indeed.
5. It's a pak explorer.
6. Extremely newbie-friendly map-editor, very different from other map editors, with context help and intuitive functions.
7. It's practically bugless.
8. Manipulate brushes, textures and entities directly in the 3D windows.
9. You can let QuArK make all your textures allign perfectly (wrap texture from tagged face)
10. Mirror-, Duplicator- and Hollow maker functions for easy map making.
Give it some time and you'll see it saves time."
realdespair / GameDesign.net Forums / 26 August 2000
«
Last Edit: August 17, 2009, 11:07:09 AM by imkongkong
»
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Megla
Beta Tester
Onin
Chakra 6
Offline
Age: 23
Location: Slovenia
Posts: 486
Re: Kong's Mapping Setup Tutorial
«
Reply #20 on:
August 17, 2009, 11:05:30 AM »
http://www.esforces.com/~grega/private/hulls.rar
There you go. Thats the ESF hullfile.
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nikezero
Onin
Chakra 2
Offline
Age: 17
Location: Portugal
Posts: 103
Re: Kong's Mapping Setup Tutorial
«
Reply #21 on:
August 17, 2009, 11:36:57 AM »
Thanks Megla
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Ramen!...hmmnnnnn I wub NNK Team <3!
Quote from: imkongkong on August 17, 2009, 11:11:24 AM
...but for you guys who are making this map for community content, you will be getting getting nnk a bit earlier compared to the rest of the public
Mappers: Nikezero & andre-1509
Sousuke
Genin
Chakra 6
Offline
Age: 2001
Location: USA
Posts: 754
Lolergasm
Re: Kong's Mapping Setup Tutorial
«
Reply #22 on:
August 17, 2009, 11:38:22 AM »
Quote from: imkongkong on August 17, 2009, 11:03:19 AM
Quote from: Sousuke on August 16, 2009, 04:52:30 PM
Alright.
But can you name the other programs?
Quark
http://en.wikipedia.org/wiki/Quake_Army_Knife
It may be hard to find information how how to use Quark on the internet. If you want to try it, you'd have to do your own research online about it.
Quote
About QuArK...
"QuArK has got very precise and easy texture and brush manipulation (floating points), a very fast 3D window, integrated programs for pak viewing (including .bsp decompiler) and an easy to customise interface."
Wolv / GameDesign.net Forums / 7 February 2000
"Another thing in Quark, it shades the brushes in the background a lighter color in 2D modes, so you get a little better perspective in your 2D windows. A very simple thing but very effective. Instantly improves perception on a thick confusing map without hiding anything."
royalef / Department of Engineering Forums / 21 February 2000
"Don't use [QuArK], the refresh rate is terrible, not to mention that it takes about ten minutes to draw all the lines that connect the entities every time it does decide to refresh. The texturing isn't that good either, as you can't actually move the textures. So if you have a texture in a room, and the room has a door, all the brushes will have the texture aligned okay except for the brush above the door, which will have a squished look. The .BSP compiler is good though (pity you cant save the work, decompiling valves maps too see how they did their levels would be a god send)."
[SITH]_MALIce / GameDesign.net Forums / 7 February 2000
"QuArK needs a lot of configuring, but once you have configured it right, everything goes with the flow of the blow. It has A LOT of advanced features.
1. You can view your lighting in a 3D window.
2. You have a unique tree-view, showing all brushes and functions [...].
3. Negative brushes - creates a movable hole, instead of physical carving/brush subtraction.
4. It's great for texture browsing indeed.
5. It's a pak explorer.
6. Extremely newbie-friendly map-editor, very different from other map editors, with context help and intuitive functions.
7. It's practically bugless.
8. Manipulate brushes, textures and entities directly in the 3D windows.
9. You can let QuArK make all your textures allign perfectly (wrap texture from tagged face)
10. Mirror-, Duplicator- and Hollow maker functions for easy map making.
Give it some time and you'll see it saves time."
realdespair / GameDesign.net Forums / 26 August 2000
Looks like i wont be using QuArK, im just gonna wait till some new program that makes map in a easier way.
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imkongkong
Chunin
Chakra 11
Offline
Age: 25
Posts: 1563
Re: Kong's Mapping Setup Tutorial
«
Reply #23 on:
August 17, 2009, 11:54:34 AM »
uh there msot likely wont be any othe rprogram for mapping in half life 1. i've already written how to set everything up. the best thing to do is to actually try to map. there are people on the boards who can help you if you're having trouble. but you actually have to try and persist on doing it
when you actually understand what it takes to create a mod such as NNK on half life 1 to the calibur we have, you'll really appreciate all the work gone into it
«
Last Edit: August 17, 2009, 11:55:40 AM by imkongkong
»
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Sousuke
Genin
Chakra 6
Offline
Age: 2001
Location: USA
Posts: 754
Lolergasm
Re: Kong's Mapping Setup Tutorial
«
Reply #24 on:
August 17, 2009, 01:55:10 PM »
I do appreciate you and the team's work, but i don't have the patient to learn this.
Too busy focusing on school..
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Ishunden
Onin
Chakra 5
Offline
Age: 18
Location: Denmark
Posts: 348
Re: Kong's Mapping Setup Tutorial
«
Reply #25 on:
August 27, 2009, 09:09:29 AM »
Hey, so i am making my first map, and think it is ready for a test ride
BUT, after the whole "compile" proces when i load the map in esf it gives me an error saying something like: Can't load the narutowad.wad...
What to do?
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nikezero
Onin
Chakra 2
Offline
Age: 17
Location: Portugal
Posts: 103
Re: Kong's Mapping Setup Tutorial
«
Reply #26 on:
August 27, 2009, 09:14:46 AM »
You have to put the narutowad.wad in the ESF folder.
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Quote from: imkongkong on August 17, 2009, 11:11:24 AM
...but for you guys who are making this map for community content, you will be getting getting nnk a bit earlier compared to the rest of the public
Mappers: Nikezero & andre-1509
andrewnaiteki
Onin
Chakra 0
Offline
Posts: 11
Re: Kong's Mapping Setup Tutorial
«
Reply #27 on:
September 06, 2009, 09:02:11 AM »
Quote from: Megla on August 17, 2009, 11:05:30 AM
http://www.esforces.com/~grega/private/hulls.rar
There you go. Thats the ESF hullfile.
Ok now , what do we do with it
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totalvamp
Onin
Chakra 2
Offline
Posts: 68
Re: Kong's Mapping Setup Tutorial
«
Reply #28 on:
September 06, 2009, 02:55:48 PM »
Quote from: andrewnaiteki on September 06, 2009, 09:02:11 AM
Quote from: Megla on August 17, 2009, 11:05:30 AM
http://www.esforces.com/~grega/private/hulls.rar
There you go. Thats the ESF hullfile.
Ok now , what do we do with it
make a map first
then follow Kongs tutorial on compiling
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Ishunden
Onin
Chakra 5
Offline
Age: 18
Location: Denmark
Posts: 348
Re: Kong's Mapping Setup Tutorial
«
Reply #29 on:
October 12, 2009, 03:20:49 PM »
Hey, when i compile my map i get an error:
Error: Exceeded MAX_PATCHES
What is the problem?
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