Running my map Created 20 years ago2004-06-27 13:49:42 UTC by Paintballa Paintballa

Created 20 years ago2004-06-27 13:49:42 UTC by Paintballa Paintballa

Posted 20 years ago2004-06-27 13:49:42 UTC Post #36887
I just started making my map, and i want to see what i have created. I have 3 spawns for each team, and some lights and other things. I goto File, Run, and i saved my map. and clicked ok on the next screen, it then came up with a compiling process window. No errors on it, but to my understanding, i should be able to just go into counterstrike and start a new game, and my map should be there but its not. In my maps folder my map is in there named testmatt.map along with something else called testmap.rmf Im sure it needs to be called testmap.bsp to run, i dont know what i need to do though. Any help would be appreciated.

Thanks
Posted 20 years ago2004-06-27 13:56:30 UTC Post #36891
for a start, cs isnt good at automatically running maps (or maybe i just need to put in the right command in the parameters field). another point would be that the rmf is what you should make your maps with. rmf stands for rich map format. open cs, go into the console and type map testmap (or whatever your maps name is).

btw, dont start mapping with cs. start with hl, its the engine cs was built from. dont dive into other mods without an understanding of the original engine.
Posted 20 years ago2004-06-27 14:03:18 UTC Post #36897
going into CS console and typing map testmatt wont work, i wouldnt think. doesnt it need to be a .bsp file?
Posted 20 years ago2004-06-27 14:17:46 UTC Post #36902
If you have at least one info_player_start (CT spawn) and info_player_deathmatch, they should show up on the map list.

The .BSP (compiled version of the map) should be in cstrikemaps. Check that it is. If it's not, your map probably hasn't compiled properly. Post "testmatt.err" here. It's a text file and it'll be in the same directory as your RMFs. If that's empty, post the .LOG.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-06-27 14:22:07 UTC Post #36903
Well, the only things in my map folder pertaining to my map are called testmatt.map and testmatt.rmf. here is the compiling process window thing. Let me know if something is wrong? Thanks

** Executing...
** Command: Change Directory
** Parameters: C:ValveSteam

** Executing...
** Command: Copy File
** Parameters: "C:ValveSteamSteamAppspaintballa7786counter-strikecstrikemapstestmatt.map" "C:ValveSteamSteamAppspaintballa7786counter-strikemapstestmatt.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqcsg.exe
** Parameters: "C:ValveSteamSteamAppspaintballa7786counter-strikemapstestmatt"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:ValveSteamSteamAppspaintballa7786counter-strikemapstestmatt.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (0)
Using WAD File: sierrahalf-lifevalvehalflife.wad
0 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqbsp2.exe
** Parameters: "C:ValveSteamSteamAppspaintballa7786counter-strikemapstestmatt"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
writing C:ValveSteamSteamAppspaintballa7786counter-strikemapstestmatt.prt
0 seconds elapsed
** Executing...
** Command: C:ValveSteamSteam.exe
** Parameters: +map "testmatt"
Posted 20 years ago2004-06-27 14:24:42 UTC Post #36905
lol ministeve, dude, i'm not sure if it's you running around telling everyone to start mapping for hl, cs is a mod yes, and therefore has new entities and styles of gameplay/mapping which need to be considered. if he wants to make a cs map then let him. the engine works exactly the same the w and e poly limits are still there (although cs can be more consuming with it's pumped up version of HUD and skins; remember people get high poly skins, adding the the e poly's without having a damn thing to do with your map, so you have to keep it simple just in case)

basically paintballa, go to nems tools, batch compiler. and Run the .map file in this program or use the qrad, qbsp, qcsg, qvis tools as your compile tools in hammer (Tools / Options.. / Build Programs)

as steve said, the rmf can only be used by hammer (it's an adobe file format readable only by hammer), and the .map can be opened in hammer (occasionally with minor errors) but mainly the .map is used by Batch Compiler to compile into a .bsp

read the tutorials for more info
Posted 20 years ago2004-06-27 14:36:25 UTC Post #36912
well Peave and LOve, could you be a little more detailed on this part: "use the qrad, qbsp, qcsg, qvis tools as your compile tools in hammer (Tools / Options.. / Build Programs)". I have set the configuration of the build programs to each of the 4 of those tools though.
Posted 20 years ago2004-06-27 14:46:30 UTC Post #36915
yeha that's all you need to do. set each respective tool to it's counterpart in the zhlt folder (the location of the tools mentioned)
don't use hammer's compile tools as they suck c*ck.

personally i would Run your map through Btach Compiler, it takes a little setting up, but it's quite easy. all you do is go to:

options/settings/paths (in Batch Compiler) and set the tools to those qrad/bsp/vis/etc the same as in Hammer. and change Zoners to Bare Zoners under Specifications (if itr won't compile, a friend had this prob, and it worked for him, so just in case) then if there are any errors with your map Batch will tell you, and stop compiling

i'll be online for a while, so if you have any probs, gimme a shout.
Posted 20 years ago2004-06-27 14:50:40 UTC Post #36917
Well, do you happen to have AIM? if you do give me an IM at dbzdragonz
Posted 20 years ago2004-06-27 14:51:49 UTC Post #36919
rofl, dragon ball dragon ball!! (guitar solo!!!!!)

anyway, no i don't have aim sry, i have msn tho
rick_u_@hotmail.com
Posted 20 years ago2004-06-27 14:55:21 UTC Post #36920
well, i dont have msn. heh. i guess it will be faster to just use this thing. I d/l Batch and read the tutorial thing that came with it. when it got to the part where you had to put all the zoner files into the right place on the setup, i relize i dont have zoners so i said screw it and deleted it. there has GOT to be an easier way! i just want to play my map! NO possible way i can compile this thing with hammer?
Posted 20 years ago2004-06-27 15:10:28 UTC Post #36924
Yes, but you really need Zoner's. The standard tools are six years old and full of bugs. They're no good! Get ZHLT from the links page. It's not very hard to set them up, just replace q*.exe with hl*.exe, i.e. qcsg.exe -> hlcsg.exe.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-06-27 15:11:50 UTC Post #36925
so if i d/l the batch compiler, i need to d/l the zoners tools? will this mess up anything in my configuration in hammer?
Posted 20 years ago2004-06-27 15:16:34 UTC Post #36929
basically, you are just directing hammer to use the hlcsg hlvis hlrad hlbsp tools instead of using the vhe tools (liek 7th said, they are defunct) you do however need to set the Build Programs to look for the right tools ("you are just directing hammer to use the hlcsg hlvis hlrad hlbsp tools instead of using the vhe tools ").

nothing will change in hammer, this is the right thing to do, trust me. you should really compile with zhlt batch compiler tho, as it allows you to take advantage of textured lights etc
Posted 20 years ago2004-06-27 15:18:56 UTC Post #36930
ok, i d/l batch and the zoners, although i do not have the mapster3.exe it asks for. where do i get that?
Posted 20 years ago2004-06-27 15:21:12 UTC Post #36931
zhlt also gives more detailed errors. i.e LEAK LEAK LEAK is replaced with leak in hull #.
Posted 20 years ago2004-06-27 15:36:03 UTC Post #36933
YAY, i compiled it and it works! YIPPE! my flashing light is the shiznit. Fun stuff. now i gotta go add more stuff. Thanks for all the help people!

THanks
Posted 20 years ago2004-06-27 15:38:27 UTC Post #36935
You shouldn't need mapster to compile. That's a distributed compiling tool.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-06-27 15:46:12 UTC Post #36939
i guess it worked huh 7th, ah well, our work here is done

/pats 7th and steve on the back, buys beers all round
Posted 20 years ago2004-06-28 01:02:38 UTC Post #37060
Hey, catch me later, I'll buy you a beer.
Seventh-Monkey Seventh-MonkeyPretty nifty
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