map's Created 18 years ago2005-06-04 05:48:00 UTC by LeFtY LeFtY

Created 18 years ago2005-06-04 05:48:00 UTC by LeFtY LeFtY

Posted 18 years ago2005-06-04 05:48:00 UTC Post #112490
ok, I got the hammer running, started making map, put in 10 death match and 10 start players.
I put a box around it all and hollowed it and gave it the sky texture, I started adding more to the map and then saved it, the option came up to cstrike folder and I saved as de_duel in the cstrike/map folder, does it matter if I havent compiled it yet? will this cause problems when I do compile it or have I done the right thing.

thanx..... LeFtY
Posted 18 years ago2005-06-04 06:12:19 UTC Post #112491
Don't use skyboxes and it doesn't metter! :lol:
Posted 18 years ago2005-06-04 06:20:08 UTC Post #112493
ok Elon Yariv,
so did I do it wrong by making a box around it and using the sky texture... I cant quit pick up what your putting down bro..

oh and thanx for the sast rapid responce. :cool:
Posted 18 years ago2005-06-04 06:32:25 UTC Post #112494
Don't create a hollowed box with sky texture on it only create a sky where the player will see it!! ;) And there is a example map on skyboxes!

dandyli0n`'s anti skybox map- http://twhl.co.za/mapvault_map.php?id=2950 :D
Posted 18 years ago2005-06-04 06:57:46 UTC Post #112502
ok, I thought you had to make the sky box or the map would not compile? but looking at the example it seems that you put the sky as close to the map as possible, does this mean that you make brushes individualy and close in on the map like a box and then texture the brushes with the sky texture ?, and does the map have to be completely inclosed so that no leaks will be present?

Thanx
Posted 18 years ago2005-06-04 07:52:07 UTC Post #112503
well, the only thing that matters is if the rest of the map is connected to the void (The thing were there is nothing!)
Posted 18 years ago2005-06-04 09:09:35 UTC Post #112515
The easiest way to start is to make a box and holow it out. Then press the ignore button at the top, click on the roof of the box and make it the sky texture.

That's the easiest way to understand what the map should look like.
Posted 18 years ago2005-06-04 10:27:04 UTC Post #112528
I allways start with creating the floor with vertex manupilation then I create ,acorrding to the complex floor, the walls and only then create the sky! ;) Here are the results- http://twhl.co.za/mapvault_map.php?id=2982 -It's not that good for I haven't worked enough on it! You will even find above the lower cliff a small brush that stops a leak from heppening! :(
Posted 18 years ago2005-06-04 11:11:58 UTC Post #112541
ok, so as long as the floor, outer walls and sky all touch then I only need to texture the sky with the sky texture and bobs your uncle hey ?

LeFtY
Posted 18 years ago2005-06-05 05:52:09 UTC Post #112691
I have a question that one of you might answer please, ok here goes, I made a sky box around my map :| , the question is after a succesful compile, can I make the area bigger by making the sky box bigger without causing any problems when compiling in the future, will the sky textur need to be resized (will it be streched) I know that we have discussed not using a sky box before but I am only new at map making and just want to experiment, but I have put to much effort in the map to bugger it up....

Thanx LeFtY...
Posted 18 years ago2005-06-05 06:00:03 UTC Post #112693
I know that you shouldn't resize sky texture but I don't know why!!! :
Posted 18 years ago2005-06-05 06:29:15 UTC Post #112702
... Because they get rendered like sprites, they don't have any polygons as such. So, making sky textures scale up to speed up maps is a waste of time, and pointles. ;)
Posted 18 years ago2005-06-05 15:26:06 UTC Post #112812
yay, finaly a map that compiled without any problems, I have set up my editor to steam so my .bsp file is in the apps/my name/cstrike/maps folder.

I put the cd key in to compile but used the old version of cs, the reason I saved in the steam cs is that it is a newer version of cs and recognised the (for example as_tundra wad) but before I did all this I tried to save in the original first ever cs game maps folder but when I compiled it came up with as_tundra wad not found, the change to steam made the differance because I set up using the newer version of cs that has the wad files I used to make the map.

The question after all this rambling on is will it run in steam with the newer version of cs and even the cz game of counter strike??

Thanks LeFtY
Posted 18 years ago2005-06-05 15:29:53 UTC Post #112813
If you cant understand what im trying to say...I dont blame you, I wrote it and I dont get it LOL! :) ... if not then I will try to make it more ledgible (easyer to understand)....
Posted 18 years ago2005-06-07 06:39:57 UTC Post #113067
ok, here's a new one, if I compliled my map and then deleted my skybox and made a bigger one around my map and then compile again will this have any effect on the map, will it still be ok or not?

anyone, thanks...LeFtY
Posted 18 years ago2005-06-07 07:28:13 UTC Post #113072
Only the game will have to rander more maybe the framerate will be lower! :|
Posted 18 years ago2005-06-07 07:46:30 UTC Post #113074
ok,thanx Elon I will give it a go and post a comment to you after I try it and let you know the out come.. but I will have to wait until I get back to work on thursday night as Im back in s.a on break :cool:

LeFtY
Posted 18 years ago2005-06-07 07:49:04 UTC Post #113075
my other computer is at work with the map on it, I didnt save to disc yet so that I can map on my home computer yet.

LeFtY... :roll:
Posted 18 years ago2005-06-07 08:52:24 UTC Post #113078
Yariv your confusing me. Let me just see if i can answer the questions i've picked up on.

1) Yes you can make a sky box around a map and then compile it. It will work. Otherwise you can make a sort of roof with one brush.

2) You can resize the sky texture. I do this because it stops the qrad from having a fit. :P (just set it to 100.00 rather that 1.00
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2005-06-07 09:43:42 UTC Post #113081
thanx all, i will post how it plays out....(to be continued!!) ;)
Posted 18 years ago2005-06-11 20:07:30 UTC Post #113820
well I decided to save the map in my condition zero maps folder in steam, but some of the textures didnt get recognized, so I deleted the .BSP files and then deleted the sky box and made another bigger one. then I had to texture the complete map again and all is great, plays very well but still not finished yet, thanx to all for the help on this.

LeFtY
Posted 18 years ago2005-06-12 04:41:45 UTC Post #113854
2) You can resize the sky texture. I do this because it stops the qrad from having a fit. :P (just set it to 100.00 rather that 1.00
it stops the qrad from having a fit
qrad
qrad
www.zhlt.tk
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-06-12 06:16:23 UTC Post #113872
oh!!! a non-zhlt user!! ban him seventh, ban him!!
Posted 18 years ago2005-06-12 06:25:17 UTC Post #113874
STOP

okay. You're STILL skyboxing. there is a REALLY simple way to create a non-leaky map without a skybox. As you normally do, create your skybox. Then, select it and press SHIFT + X, and draw a line horizontally across the lower-right hand side grid. then press shift + x repeatadly until neither side of the line is red. Press Enter and voila, you have a skybox cut in half. Now simply texture the lower half in normal textures.
Archie ArchieGoodbye Moonmen
Posted 18 years ago2005-06-12 06:29:36 UTC Post #113876
OR

You could just make a normal brush over the walls/mountains etc. etc. (whatever is your highest spot), just make sure its water-tight! Remember if you use light_enviroment (Probebly spellt wrong) it must be INSIDE the map, not outside in the void, or else you will get a stupid light... trust me!
Posted 18 years ago2005-06-12 06:44:48 UTC Post #113878
http://twhl.co.za/mapvault_map.php?id=3112

here, i made you an example map
Archie ArchieGoodbye Moonmen
Posted 18 years ago2005-06-12 07:10:14 UTC Post #113889
Anyway, LeFtY, just learn to design your maps properly. Skyboxing is a terrible habit. You're not going to get far without trying to do stuff differently.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-06-12 20:19:09 UTC Post #114011
Many thanx to you all for your help...worked a treat.. ;)
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