Commented 20 years ago2004-10-11 17:42:40 UTCComment #4405
Ok, I do have some tips for ya: only the .bsp and .nod files are necessary for the player. All those other prt, pts, p0 and so on files should be left out. There's no need for them. Also, you don't have to provide the game dll's with your mod. There's a way to set up your liblist.gam so, that you don't need these dlls as your mod will use Half-Life's ones. Check out my map 'The Playtest's liblist.gam to see how that's done. Oh, and don't include your savegames in a final release. Neither should you provide your config.cfg as it'll mess up other people's key configuration. I made that mistake once...
Also, you should make a models folder in your own mod folder.
As for your maps, I strongly recommend using Snap to Grid and toggling between grid sizes (goes pretty easy with the [ and ] keys). Not working on the grid easily ends you up with leaks, and it's always better to prevent them as to solve them later on. In mylevel, the back wall of the office room, opposite of the fire alarm, left a little space between the ceiling. A half-unit thick space. Be advised with scaling objects. Try to prevent getting vertextes off the grid, as that may cause you several problems while you won't know where they come from.
Commented 20 years ago2004-10-13 15:49:38 UTCComment #4485
Thanks for the heads up Captain P, but i just put the MAP and RMF files in b/c chicken_man is working with me on this, and his email was acting up, so this is the only way I could get it to him.
Commented 20 years ago2004-10-13 16:21:57 UTCComment #4487
Ok, I see.
Mhh, still those other files could be left out, they're only used during the compile process and serve no other purpose. For the map's source, only the .map or .rmf are necessary. You don't even need to provide both, as they both contain the essential data, the .rmf only stores some extra information for the editor like camera viewpoints and vis-groups. For the playable maps, the .bsp and .pts files are all you need, and for some maps (that use info_nodes) you should also provide the .nod files. All other files can (and should, as it's quite ugly to have them in the maps folder and it also adds unnecessary to the downloads filesize) be left out.
Oh, and don't include your savegames in a final release. Neither should you provide your config.cfg as it'll mess up other people's key configuration. I made that mistake once...
Also, you should make a models folder in your own mod folder.
As for your maps, I strongly recommend using Snap to Grid and toggling between grid sizes (goes pretty easy with the [ and ] keys). Not working on the grid easily ends you up with leaks, and it's always better to prevent them as to solve them later on.
In mylevel, the back wall of the office room, opposite of the fire alarm, left a little space between the ceiling. A half-unit thick space. Be advised with scaling objects. Try to prevent getting vertextes off the grid, as that may cause you several problems while you won't know where they come from.
I hope that helps you getting further a bit.
Mhh, still those other files could be left out, they're only used during the compile process and serve no other purpose. For the map's source, only the .map or .rmf are necessary. You don't even need to provide both, as they both contain the essential data, the .rmf only stores some extra information for the editor like camera viewpoints and vis-groups.
For the playable maps, the .bsp and .pts files are all you need, and for some maps (that use info_nodes) you should also provide the .nod files. All other files can (and should, as it's quite ugly to have them in the maps folder and it also adds unnecessary to the downloads filesize) be left out.
Just so you know that...