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Author Topic: New Wiki Article: Mapping for Dummies  (Read 12986 times)

Wanderer

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New Wiki Article: Mapping for Dummies
« on: May 03, 2007, 05:13:23 pm »
In case anyone's interested, I'm building a walkthrough on the wiki and wouldn't mind input and to make sure the 'flow' of the process is easily understood.

It's here: http://ufoai.ninex.info/wiki/index.php/Mapping_For_Dummies

I appreciate the input.

Offline blondandy

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New Wiki Article: Mapping for Dummies
« Reply #1 on: May 05, 2007, 11:55:17 am »
woah, you have put a lot of work in.

i have been meaning to have a go at mapping. i will try to use your article when i get around to it. may be a few weeks.

TerminatorII

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New Wiki Article: Mapping for Dummies
« Reply #2 on: May 15, 2007, 11:23:03 pm »
I can't texture anything.... when I use + It nudges my brush.

Wanderer

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New Wiki Article: Mapping for Dummies
« Reply #3 on: May 15, 2007, 11:37:28 pm »
Quote from: "TerminatorII"
I can't texture anything.... when I use + It nudges my brush.


Heh, whoops.  Guess i'll need to explain that better.  You're looking for the + next to the node in the texture window.  If you don't see a window that shows 'INT, EXT, and TEX', with a little + in a box next to TEX, you don't have the texture window open.

In the default setup, it's in the bottom right, under the camera view.

If you are using a different setup, you'll need to hit 'T' to bring up the window.

TerminatorII

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New Wiki Article: Mapping for Dummies
« Reply #4 on: May 16, 2007, 03:54:47 am »
Okay I keep getting errors (so I can't add textures.) here is the entirety of my returns.



OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce FX 5200 Ultra/AGP/SSE2
GL_VERSION: 2.0.3
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Loaded Texture: "C:/Program Files/GtkRadiant 1.5.0/bitmaps/notex.bmp"
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = 32bpp
Loading tag file C:/Documents and Settings/David/Application Data/RadiantSettings/1.5.0/ufoai.game/shadertags.xml.
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
Texture load failed: "textures/"
brushDragNew



as you can see it has an error at the very end there. :S What is going wrong and how do I fix it?

Offline Mattn

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New Wiki Article: Mapping for Dummies
« Reply #5 on: May 16, 2007, 08:08:22 am »
seams like you don't have the right game path set - go to options menu and set the path in the path-tab

TerminatorII

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New Wiki Article: Mapping for Dummies
« Reply #6 on: May 16, 2007, 06:44:02 pm »
okay then *Note: stupid question comming up*


WHAT DO I SET THE PATH TO????

ohh and the only path I can set is called engine path. no texture path. so what do I do? :P



Much thanks for all he help in advance. :)

Wanderer

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New Wiki Article: Mapping for Dummies
« Reply #7 on: May 16, 2007, 08:00:56 pm »
apparently I really need to beef up the intro section...

When GTKRadiant opens up, select UFO:AI in the game selection before hitting OK.  IF YOU DON'T get this box, you're in  Q3Radiant, and need to upload the GtkRadiant version. (This is for anyone else reading this, you've got the right one, TerminatorII).

Next, In Edit Menu -> Preferences.  As you mentioned there's an engine path in the 'Paths' item on the left.  You're looking for the path that leads to the ufo.exe file.  It should also have the folders base, build, src, and tools in it.  For my system, this is C:\Program Files\UFOAI21

And the only stupid question is the one unasked.

TerminatorII

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New Wiki Article: Mapping for Dummies
« Reply #8 on: May 16, 2007, 10:10:29 pm »
awesome thanks a ton it all works now.


BTW: why don't youput how to do this under your mapping for N00Bs?

Offline blondandy

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New Wiki Article: Mapping for Dummies
« Reply #9 on: May 21, 2007, 04:02:08 pm »
hey, its a wiki.

TerminatorII, if you have found a useful fact missing, why don't you add it to the wiki?

Offline blondandy

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New Wiki Article: Mapping for Dummies
« Reply #10 on: July 07, 2007, 04:15:36 pm »
Just started trying to use GTKRadiant too. I get this

Code: [Select]
Unable to find default tag file C:/Program Files/GtkRadiant 1.5.0/ufoai.game/shadertags.xml. No tag support.

I see from TerminatorII's post of Wed May 16, 2007 that this is not normal. When i texture stuff it appears textured, but very red.

Are these related?

How do I fix this?

Offline Mattn

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New Wiki Article: Mapping for Dummies
« Reply #11 on: July 07, 2007, 05:48:03 pm »
this is not ufo:ai related - this is only needed for games >= q3

should be not problem at all, we don't need this file (works here perfectly with this warning, too)

Offline blondandy

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« Reply #12 on: July 07, 2007, 10:15:12 pm »
OK, the tag file thing is a red herring.

I am trying to make a "hello world" type map, A single brush.

When I build it and look at it UFO its just black, no brush.

I read mapping for dummies and other stuff on the wiki. (perhaps someone can write mapping for total retards, just for me). Perhaps a missed a vital step.

the only odd clue is that the texture looks too red in GTKRadiant. like http://ufoai.ninex.info/wiki/index.php/Image:Lesson1-Texture_application.JPG, not like http://ufoai.ninex.info/wiki/index.php/Image:Lesson1-SurfaceInspector.JPG

The ufo console does not have anything unusual on it.

Any ideas?

Offline Mattn

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New Wiki Article: Mapping for Dummies
« Reply #13 on: July 07, 2007, 10:28:17 pm »
set sunlight and ambient light - e.g. use the ufo:ai plugin and select the night or day scenario - then modify some brushes and save (without changing any brush the changes will not be saved)

zark

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New Wiki Article: Mapping for Dummies
« Reply #14 on: July 07, 2007, 10:41:49 pm »
Hi,

Maybe a stupid answer but uh ...the brushes are red when they are selected in GTKradiant. It could explain why you have that strange red look.

Another point, in Mapping For Dummies/Basics it states

To be able to get your map to build into a .bsp file (what the UFO: AI game will actually use) correctly, you'll need at least 3 brushes on the map with their level settings correct. The map must also be a minimum of 20 64x64 visible squares (Figure 320 x 256). I haven't tested if this can be shrank when you go up with multiple levels, but a 'single level' map is hit with this constriction. However, you will NOT need to place any alien or human start points yet.

I don't know why but I did see strange things when I put only 2-3 small brushes on a map (it was black or I wasn't able to move around). It seems that a single brush map is not possible.