How To Make Maps:

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How To Make Maps:

Post  Jassy on Sat Feb 23, 2008 2:09 am

PART I

-----------------
Installation
-----------------

Step 1.
Download and install GTKRadiant.
http://zerowing.idsoftware.com/files/radiant/GtkRadiant-1.5.0.msi

Step 2.
Download the GunZ Online plugin for GtkRadiant

Mirror1:rapidshare.com GtkRadiant_GunZ_gamesettings.zip.html
Mirror2:megaupload.com 3NQSOX0H

Extract the files in the zip to C:\Program Files\GtkRadiant 1.5.0\

Step 3.
Download the basic config files for your gunz map:

Mirror1:rapidshare.com GunZ_gamedata.zip.html
Mirror2:megaupload.com L66DNE98

Extract these files to C:\gunzmap\

Step 4.
http://sourceforge.net/projects/gzmap
Download Legions map compiler and extract the zip to
C:\Program Files\GtkRadiant 1.5.0\

Step 5.
Start GtkRadiant and select GunZ Online as your target game.

Set the Engine path to C:\gunzmap\

It should open a new window, once your in same immediantly. Call it the title of your map.


-----------------------
Configuring GtkRadiant
-----------------------

Before we get down to creating a new map, we need some textures to work with. I have a setup a download link for some basic GunZ textures that can be downloaded here:

http://files.filefront.com/gunzrar/;9471118;/fileinfo.html
http://files.filefront.com/Texturesrar/;9517490;/fileinfo.html


Extract the folder in the textures.rar to C:\gunzmap\
Were not finished yet, when you add new textures you have to define them in a special file called shaderlist.txt located in C:\gunzmap\data\scripts the file should contain the following
Code:
textures
gunz
Alright lets get started, now that we've put in some custom textures we have to restart GtkRadiant so it can read the new textures. Open your map up and lets get started!

If you don't see this exactly, not to worry. Follow these steps to configure GTKRadiant to appear and operate like mine (which is, of course, superior to every other possible way). Smile Go to edit, then preferences, and in the list, under Interface, click on layout. Set your layout as mine is... I prefer this to the other layouts for ease of use.


PART II

-----------------------
Creating your first map
-----------------------

Alright guys time to get started! In here we're going to begin building the room. This tutorial will cover creating the walls, floor and ceiling, as well as some very basic texturing.

Some useful commands to know before getting started

Code:
F1 - Brings up the help menu
Insert/Delete - Zooms in/out of a window
Escape - Deselects any selected brushes/entities

Shift-leftclick - This selects or deselects the brush/entity you click on
Numpad keys - Changes the grid size
ctrl-c - Copy the selected entity/brush
ctrl-v - Paste the previously copied entity/brush
t - Brings up the texture-picker.
ctrl-shift-leftclick - Selects just the face of a brush (one at a time)
ctrl-shift-alt-leftclick - Selects/Deselects the faces of a brush (as many as you want)
d / c -Move the camera vertically

Okay lets begin!

Now for the floor. Click and hold the mouse button at the -256,256 mark (top left of the window) and drag down to 256,-256. This should create a large square as depicted in the following picture.


The Floor

Congratulations, you just created your first brush. What is a brush? A brush is a surface inside quake3 arena levels. Basically, everything we're going to do here will revolve around brushes or entities. We'll get into entities later, but just know that if I'm talking about a brush, I'm talking about THIS. Now that you know what a brush is, let's move it some.

Click and hold your mouse button in the center of the brush, in the bottom left window. This is a side view. You could also do it in the bottom right window, which is the front, as we're just going to drag the brush down a bit. Now, drag it so that the top of the brush is even with the 0 line. The following pic will illustrate what I mean.


Moving the floor down a step

Does it have to be at the 0 mark? No. However, we're putting it here for the purpose of demonstrating the movement of brushes (very important) as well as making it easier on ourselves later.

Okay before moving on lets set GunZ spawnpoints. It's important to set these locations otherwise your map will crash (duh) Before creating a spawnpoint we must de-select the current element (the floor) or else the spawnpoint will actually replace the floor, and we don't want that to happen. The below picture will give you an example how to add a spawnpoint:


Inserting a spawnpoint

Take a good look at that pink rectangular object, thats how big your gunz character is relative to the map.

Okay obviously we can see that our floor is too small lets stretch it out a bit but first we must select the floor again. De-select the spawnpoint by hold shift and clicking it, then click the floor it should highlight pink. If you look below you should be able to see the three dimensional panels and your selection should highlight red on them. To stretch an object in the x, y direction click and hold your mouse in the top right panel just above the box which is highlighted red and drag it, it should start to grow.


Stretching your floor

Okay lets texture it! just press "T" on your keyboard to bring up the textures menu and select any texture you want for your floor.


Floor

Alright its almost time for us to compile and test our map ^^

Next we have to create a large box around our plateform make sure its air tight, otherwise the map will have errors. It's like accidentally opening something up to the vacuum of space, everything gets sucked out.... Anyway you get the point all levels must be surrounded by some sort of a barrier.



It doesn't matter what the outer barrier of your map looks like were going to make it invisible later on in the tutorial.

So lets test it right now! goto the top and hit BUILD compile using NOLIGHT

Once its compiles check in C:\gunzmap\data\maps your looking for the zipped copy of gunzmap, your going to extract the following files and move them to C:\MRS\gunzmap

Code:
WinZIP:

gunz (folder)
gunzmap.RS.BSP
gunzmap.RS
gunzmap.RS.COL
gunzmap.RS.LM
gunzmap.RS.XML
spawn.xml


Now to get a visible sky working for your map we have to do a couple of manual editing. Your going to take your your Town.mrs file and decompress it and steal some sky animations:

Code:
Town_obj_sky_daylight.elu.ani
Town_obj_sky_daylight.elu

Then place them in C:\MRS\gunzmap

now we want to open up gunzmap.RS.XML and add the following lines:

Add in <DUMMYLIST>

Code:
<DUMMY name="obj_sky_daylight">
  <POSITION>55267160891140097000000000000000.0000000 0.0000000 0.0000000</POSITION>
  <DIRECTION>0.0000000 0.0000000 0.0000000</DIRECTION>
</DUMMY>

Underneath </MATERIALLIST> add

Code:
<OBJECTLIST>
  <OBJECT name="Town_obj_sky_daylight.elu">
  </OBJECT>
</OBJECTLIST>

Okay so great! We now have a sky above, but... we surrounded our entire map with giant walls! Not to worry theres a little tag that lets us make them go away ^^ add the following lines in gunzmap.RS.XML

Code:
 <AMBIENT>1.00000000 1.00000000 1.00000000</AMBIENT>
        <SPECULAR>1.00000000 1.00000000 1.00000000</SPECULAR>
        <DIFFUSEMAP>gunz/Box009.tga</DIFFUSEMAP>
      </MATERIAL>
      <MATERIAL name="gunz_Sky003">
        <DIFFUSE>1.00000000 1.00000000 1.00000000</DIFFUSE>
        <AMBIENT>1.00000000 1.00000000 1.00000000</AMBIENT>
        <SPECULAR>1.00000000 1.00000000 1.00000000</SPECULAR>
        <DIFFUSEMAP>gunz/Sky003.tga</DIFFUSEMAP>
        <USEOPACITY/>
      </MATERIAL>
  </MATERIALLIST>

The UseOpacity tag lets our ceiling become almost invisible so we can see the sky animation ^^



Now to test your file! Compile gunzmap folder and put it in your maps directory.
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Re: How To Make Maps:

Post  —Kill on Sat Feb 23, 2008 3:24 am

This should be sticky'd Very Happy
Very nice.
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Re: How To Make Maps:

Post  Jassy on Sat Feb 23, 2008 3:34 am

Thank You Kill =) Very Happy Very Happy
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Re: How To Make Maps:

Post  Yuki on Sat Feb 23, 2008 12:39 pm

Nice ^^ Sticky Very Happy ?
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Re: How To Make Maps:

Post  Jassy on Sun Feb 24, 2008 2:30 am

Thank you too Yuki! Very Happy This taked me some hours to make ^.^
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lol

Post  Frost on Sun Feb 24, 2008 3:20 am

Good Job ^^ Very Happy
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Re: How To Make Maps:

Post  Jassy on Sun Feb 24, 2008 5:03 am

Thank You [N]Frost! Very Happy
I hope it's usefull for all who wanna be Developers Very Happy
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Re: How To Make Maps:

Post  go die102 on Sun Mar 23, 2008 9:40 am

i saw this and i directly made an account i just wanne say this :

this has been leached from forum for gunz...


link to tut from gamerzneeds

original post by : hailboys3 :

PART I

-----------------
Installation
-----------------

Step 1.
Download and install GTKRadiant.
[Only registered and activated users can see links. ]

Step 2.
Download the GunZ Online plugin for GtkRadiant

Mirror1:[Only registered and activated users can see links. ]
Mirror2:[Only registered and activated users can see links. ]

Extract the files in the zip to C:\Program Files\GtkRadiant 1.5.0\ (Overwrite)

Step 3.
Download the basic config files for your gunz map:

Mirror1:[Only registered and activated users can see links. ]
Mirror2:[Only registered and activated users can see links. ]

Extract these files to C:\gunzmap\

Step 4.
[Only registered and activated users can see links. ]
Download Legions map compiler and extract the zip to
C:\Program Files\GtkRadiant 1.5.0\

Step 5.
Start GtkRadiant and select GunZ Online as your target game.

Set the Engine path to C:\gunzmap\

It should open a new window, once your in same immediantly. Call it the title of your map.


-----------------------
Configuring GtkRadiant
-----------------------

Before we get down to creating a new map, we need some textures to work with. I have a setup a download link for some basic GunZ textures that can be downloaded here:

[Only registered and activated users can see links. ]

Extract the folder in the textures.rar to C:\gunzmap\
Were not finished yet, when you add new textures you have to define them in a special file called shaderlist.txt located in C:\gunzmap\data\scripts the file should contain the following
Code:
textures
gunz


Alright lets get started, now that we've put in some custom textures we have to restart GtkRadiant so it can read the new textures. Open your map up and lets get started!

If you don't see this exactly, not to worry. Follow these steps to configure GTKRadiant to appear and operate like mine (which is, of course, superior to every other possible way). Go to edit, then preferences, and in the list, under Interface, click on layout. Set your layout as mine is... I prefer this to the other layouts for ease of use.



One final thing. Still inside the preferences, go to interface, then editing. Within this dialogue, we need to make sure that 'clipper tool uses caulk' is depressed. This button will cause the clipper (which we will get into in tutorial 3) always uses the caulk texture. What does that mean? Well, have a bit of patience, it will all be explained.
Edit-->preferences-->Settings-->Clipper



PART II

-----------------------
Creating your first map
-----------------------

Alright guys time to get started! In here we're going to begin building the room. This tutorial will cover creating the walls, floor and ceiling, as well as some very basic texturing.

Some useful commands to know before getting started

Code:
F1 - Brings up the help menu
Insert/Delete - Zooms in/out of a window
Escape - Deselects any selected brushes/entities
Shift-leftclick - This selects or deselects the brush/entity you click on
Numpad keys - Changes the grid size
ctrl-c - Copy the selected entity/brush
ctrl-v - Paste the previously copied entity/brush
t - Brings up the texture-picker.
ctrl-shift-leftclick - Selects just the face of a brush (one at a time)
ctrl-shift-alt-leftclick - Selects/Deselects the faces of a brush (as many as you want)
d / c -Move the camera vertically


Okay lets begin!

Now for the floor. Click and hold the mouse button at the -256,256 mark (top left of the window) and drag down to 256,-256. This should create a large square as depicted in the following picture.


The Floor

Congratulations, you just created your first brush. What is a brush? A brush is a surface inside quake3 arena levels. Basically, everything we're going to do here will revolve around brushes or entities. We'll get into entities later, but just know that if I'm talking about a brush, I'm talking about THIS. Now that you know what a brush is, let's move it some.

Click and hold your mouse button in the center of the brush, in the bottom left window. This is a side view. You could also do it in the bottom right window, which is the front, as we're just going to drag the brush down a bit. Now, drag it so that the top of the brush is even with the 0 line. The following pic will illustrate what I mean.


Moving the floor down a step

Does it have to be at the 0 mark? No. However, we're putting it here for the purpose of demonstrating the movement of brushes (very important) as well as making it easier on ourselves later.

Okay before moving on lets set GunZ spawnpoints. It's important to set these locations otherwise your map will crash (duh) Before creating a spawnpoint we must de-select the current element (the floor) or else the spawnpoint will actually replace the floor, and we don't want that to happen. The below picture will give you an example how to add a spawnpoint:


Inserting a spawnpoint

Take a good look at that pink rectangular object, thats how big your gunz character is relative to the map.

Okay obviously we can see that our floor is too small lets stretch it out a bit but first we must select the floor again. De-select the spawnpoint by hold shift and clicking it, then click the floor it should highlight pink. If you look below you should be able to see the three dimensional panels and your selection should highlight red on them. To stretch an object in the x, y direction click and hold your mouse in the top right panel just above the box which is highlighted red and drag it, it should start to grow.


Stretching your floor

Okay lets texture it! just press "T" on your keyboard to bring up the textures menu and select any texture you want for your floor.


Floor

Alright its almost time for us to compile and test our map ^^

Next we have to create a large box around our plateform make sure its air tight, otherwise the map will have errors. It's like accidentally opening something up to the vacuum of space, everything gets sucked out.... Anyway you get the point all levels must be surrounded by some sort of a barrier.


It doesn't matter what the outer barrier of your map looks like were going to make it invisible later on in the tutorial.

So lets test it right now! goto the top and hit BUILD compile using NOLIGHT

Once its compiles check in C:\gunzmap\data\maps your looking for the zipped copy of gunzmap, your going to extract the following files and move them to C:\MRS\gunzmap

Code:
WinZIP:

gunz (folder)
gunzmap.RS.BSP
gunzmap.RS
gunzmap.RS.COL
gunzmap.RS.LM
gunzmap.RS.XML
spawn.xml


Now to get a visible sky working for your map we have to do a couple of manual editing. Your going to take your your Town.mrs file and decompress it and steal some sky animations :3
Code:
Town_obj_sky_daylight.elu.ani
Town_obj_sky_daylight.elu


Then place them in C:\MRS\gunzmap

now we want to open up gunzmap.RS.XML and add the following lines:

Add in <DUMMYLIST>
Code:
<DUMMY name="obj_sky_daylight">
<POSITION>55267160891140097000000000000000.00000 00 0.0000000 0.0000000</POSITION>
<DIRECTION>0.0000000 0.0000000 0.0000000</DIRECTION>
</DUMMY>


Underneath </MATERIALLIST> add
Code:
<OBJECTLIST>
<OBJECT name="Town_obj_sky_daylight.elu">
</OBJECT>
</OBJECTLIST>


Okay so great! We now have a sky above, but... we surrounded our entire map with giant walls! Not to worry theres a little tag that lets us make them go away ^^ add the following lines in gunzmap.RS.XML

Code:
<MATERIALLIST>
<MATERIAL name="gunz_Floor013">
<DIFFUSE>1.00000000 1.00000000 1.00000000</DIFFUSE>
<AMBIENT>1.00000000 1.00000000 1.00000000</AMBIENT>
<SPECULAR>1.00000000 1.00000000 1.00000000</SPECULAR>
<DIFFUSEMAP>gunz/Floor013.tga</DIFFUSEMAP>
</MATERIAL>
<MATERIAL name="gunz_Box009">
<DIFFUSE>1.00000000 1.00000000 1.00000000</DIFFUSE>
<AMBIENT>1.00000000 1.00000000 1.00000000</AMBIENT>
<SPECULAR>1.00000000 1.00000000 1.00000000</SPECULAR>
<DIFFUSEMAP>gunz/Box009.tga</DIFFUSEMAP>
</MATERIAL>
<MATERIAL name="gunz_Sky003">
<DIFFUSE>1.00000000 1.00000000 1.00000000</DIFFUSE>
<AMBIENT>1.00000000 1.00000000 1.00000000</AMBIENT>
<SPECULAR>1.00000000 1.00000000 1.00000000</SPECULAR>
<DIFFUSEMAP>gunz/Sky003.tga</DIFFUSEMAP>
<USEOPACITY/>
</MATERIAL>
</MATERIALLIST>


The UseOpacity tag lets our ceiling become almost invisible so we can see the sky animation ^^



Now to test your file! Compile gunzmap folder and put it in your maps directory.


ps : i just copy and pasted so pics probl wont load..

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havin trouble

Post  deathdoer1 on Sun Mar 23, 2008 8:59 pm

im having trouble you see i did everything but the texture files wont work plz some1 tell me what im doing wrong

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Texture

Post  [Y]ou[F]ail on Sun Mar 30, 2008 4:01 pm

Yesh PLz I Ckant Get Textures 2 Work Plz Help me

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this isnt a good topic

Post  deathdoer1 on Sun Mar 30, 2008 5:29 pm

this topic would be better if it was more detaild unsticky or edit it and make more details plz and ty bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce

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Re: How To Make Maps:

Post  SilverCrest on Mon Mar 31, 2008 12:57 am

Its hard to make a own map -.-
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Re: How To Make Maps:

Post  ™No0bSDoWn™ on Mon Mar 31, 2008 7:52 am

yea its hard..
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Re: How To Make Maps:

Post  KillBabe2 on Tue Apr 08, 2008 5:28 am

i created my own mappack with 9 maps
i sent it already to apikind and vitor Very Happy
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lmao

Post  End-Game on Thu Apr 17, 2008 3:02 am

The original of this guide was taken from the main site that created this map maker, it has been leached all over. and map making is alot more complicated than this simple guide. This was just meant to start people off using GTK Radiant Gunz B1. If u truly wanna learn ur gonna have to get alot more information than this guide. I could make a guide and show u all but me thinks there enough gunz map makers allready.

Edit: if any 1 is interested im thinking of getting a map making team together, i only want people who know enough to actually make a map, i will help u out a little if u get confused but im not babying any 1, also although i can make my own textures, if any 1 is good at making textures they could help alot also.
if ur interested add me on msn.

barry2234@hotmail.com

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OMFG

Post  PikHeufd on Wed Apr 23, 2008 12:45 am

OMFG THIS THING LAGGS LIKE HELL I NEED TO WAIT A 15 MINITS AND THAN STARTS UP AND THAN O GOT MASTER LAGG Evil or Very Mad

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Re: How To Make Maps:

Post  «¤ť¤» on Wed Apr 23, 2008 5:32 am

why don't u add credits of the guide? you didn't made it, so atleast say WHO made it or WHERE did you found -.-

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Re: How To Make Maps:

Post  vaikepois on Wed Jun 11, 2008 9:12 am

HELP I did as u said in installing and shaderlist is common
textures
gunz

BUT!!! when i start program and press T it shows only common textures and no dowloaded so how i fix it say please??????

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Re: How To Make Maps:

Post  SilverCrest on Fri Jun 13, 2008 6:58 am

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Hlp ~

Post  exadragon on Fri Nov 21, 2008 9:05 pm

halo? can someone post a link?? any link but not filefront, i dono y... it dont support my country... i cant download anything frm there... be4 i can now i cant T.T someone plz post a link wit the file below ^^ thx

#http://files.filefront.com/gunzrar/;9471118;/fileinfo.html
#http://files.filefront.com/Texturesrar/;9517490;/fileinfo.html

i Cant Download >.<

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Re: How To Make Maps:

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