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Member Services => Engineering => Resolved Support Requests => Topic started by: nat19101988 on June 26, 2013, 09:15:58 AM

Title: mapping help [CLOSED]
Post by: nat19101988 on June 26, 2013, 09:15:58 AM
hi all dose any 1 know how to use the mapping tool gtkRadiant am looking to get a model of a warp core and transporter pad but caint seem to find.

thanks nat
Title: Re: mapping help [CLOSED]
Post by: Veritas on June 26, 2013, 09:24:56 AM
Using GTKRadiant is an extremely complex process that takes a lot of time to learn. You're best off leaving it until you have a mastery of the basics of RPG-X.
Title: Re: mapping help [CLOSED]
Post by: nat19101988 on June 26, 2013, 09:54:41 AM
i have watched videos on the programe ive got all the basic but things like adding in warpcores and transporters caint see to find anything

Title: Re: mapping help [CLOSED]
Post by: Veritas on June 26, 2013, 09:56:10 AM
You don't just "add" them, you MAKE them. You have to design and put them in yourself, 100% on your own. That's how mapping works. This isn't a drag-and-drop tool.
Title: Re: mapping help [CLOSED]
Post by: Klaw on June 26, 2013, 10:58:45 AM
Indeed

I'm a resident mapper in these parts (Watch out for Frigate V2 releasing sometime this week :P)

When I first started out, everything I made was big, blocky... and honestly - Hideous.... but I loved it, because it was mine! it took me A LOT of time to learn about things like entities - new shapes, shrinking the grid to make smaller brushes, etc.

Everything you build will be built from scratch - and, honestly there are three utilities that I used, that I think would be beneficial to any and all new mappers out there.

Youtube (http://www.youtube.com) (Search for GTK Radiant tutorials)
Will and Ants source files (http://www.iwantstudios.com/downloadfile.php?file=018) (So you can reverse engineer their work, and see how it works.)
Ubergames (http://www.ubergames.net) If you enter their forums, and go to the mapping section.... You'll find A LOT of information to help you out.

However, the absolute BEST thing you can do is - spend some more time learning the intricacies of RPG-X - That way, when it comes time to map... you'll not only know how (Thanks to the stuff above) but You'll also know WHAT to build :P
Title: Re: mapping help [CLOSED]
Post by: Martin Thompson on June 26, 2013, 12:08:06 PM
And if you are talking about entities, (which are the things in a map that tell the game where a door is and how it moves, and how the transporter in RPG-X EF works etc), you need to do an extra thing, because GTK needs to know what entities are supported by RPG-X. At the time of posting this i dont have time to explain it in detail, but basically there are 2 things:

-Brushes/Patches: the things you actually see, like the physical warp core, the door, etc. Everything that renders in a game is either a brush or a patch.

-Entities: The things that you don't see but are there to make stuff happen, like doors, lights etc.

Furthermore, have a look at what Klaw posted, thats good advice ;) Just use radiant and see if you can make a first easy map. Start out with just a box as a room and go from there. If you have any specific question after that, feel free to post them. A general "how does gtk work" question is pretty hard to answer.
Title: Re: mapping help [CLOSED]
Post by: nat19101988 on June 27, 2013, 07:52:18 PM
get this message in GtkRaidant every time i bsp the map: 

Error opening C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/baseEf/maps/nat testNo brushes selected.
: Invalid argument
Title: Re: mapping help [CLOSED]
Post by: Martin Thompson on June 28, 2013, 06:00:04 AM
By default GTK tries to start Elite Force every time you build a map. Somewhere in the settings/options you should disable that. To test the map, just make sure the .bsp file of the map is located in BaseEF/maps of your RPG-X installation, then start RPG-X, open the console and type /map yourmapname

Also, try to avoid spaces in file names, im not 100% sure that might cause problems but it is safer not to do that.