Urban Terror Forums: learn to make maps - Urban Terror Forums

Jump to content

 Login | Register 
Advertisement
Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

learn to make maps Rate Topic: -----

#1 User is offline   blackhounter Icon

  • Account: blackhounter
  • Country:
  • Joined: 08-March 10
  • Posts: 75

Posted 10 October 2010 - 06:12 PM

someone know good vids or good tuts to learn how to map?

i use gtkradiant for mapping
sry if my englisch is bad

mapper Wolf

[MI6] is searching for members if you want to join just pm me we alreaddy got 3 members but they need to register first o.O

#2 User is offline   mindriot Icon

Posted 10 October 2010 - 07:17 PM

Excellent starter tutorials.

Written for Quake 3, but same concepts.
http://gotdelirium.c...om/mapping.html

Written for Urban Terror.
http://gotdelirium.c..._Your_First_Map

The community's accumulated knowledge.
http://gotdelirium.c...title=Main_Page
http://forums.urbant...l-design-links/

Start in those places first to find answers. If you still need help, ask us.

This post has been edited by mindriot: 10 October 2010 - 07:20 PM


#3 User is offline   Sneaks Icon

  •   verified donor   
  • Account: sneaks
  • Main tag: =-KMA-=
  • Country:
  • Joined: 01-March 10
  • Posts: 463

Posted 11 October 2010 - 10:47 AM

GtkRadiant 1.5.0 and Windows 7

Intro; It wasnt that long ago I started mapping. Progress was very slow
as it seemed there was at times no information or un-reliable information.
So to either improve or add to the current situation here are my personal notes writen
as a tutorial kind of thing, starting with installing Radiant 1.5.0, gl

Here is how I installed Gtk Radiant 1.5.0 on a fresh Windows 7 install
The majority of this tutorial will work on any Windows OS, paths will be different
Obviously you may set these paths to what ever you prefer
This will largely serve as my trouble shooting guide for my own install
but your welcome to the same problems if you like...



FOR QUICK AND EASY
GTKRADIANT 1.5.0 ON WINDOWS 7

step1
PLAY URBAN TERROR

download and run urban terror to make sure your win7 is functional

Urban Terror 4.1 is installed on my E drive [data store, not on the OS drive on my laptop]
It is used for gaming and play testing .pk3
Do NOT use this same version for mapping. just DONT!



step2
DOWNLOAD RADIANT

download GTK Radiant 1.5.0


step3
INSTALL RADIANT

run
next
I accept the terms
complete install
allow

about 10 seconds later its finished
GTK Radiant is now installed



step4
URT41MAPPING FOLDER

make a folder in the C drive [OS_install (c:)]
name it urt41mapping

it is recommended to use no spaces/no capitals
I prefer the C drive with OS [computer/ OS_instal (C:)/ urt41mapping]
this is also where GtkRadiant 1.5.0 is installed [computer/ OS_install (C:)/ program files (x86)/ GtkRadiant 1.5.0]
Original ioUrbanTerror4.1 is installed on my E drive [computer/ Data (E:)/ games/ Urban Terror] and is used for gaming only, NOT mapping, (and testing .pk3)



step5
COPY CONTENTS OF ORIGINAL URBANTERROR

if you have an Urban Terror desk top icon
right click
properties
open file location
COPY everything in this folder


step6
PASTE INTO URT41MAPPING

[computer/ OS_instal (C:)/ urt41mapping]

You can use a fresh install of Urban Terror renamed urt41mapping,
or if its quicker, copy everytihng in your existing urt game folder and add it to the new urt41mapping folder
either way we need a full version to dig up, modify and punish



step7
OPEN RADIANT

start menu will have the gtkradiant icon or [computer/ OS_instal (C:)/ program files (x86)/ GtkRadiant 1.5.0/ GtkRadiant.exe]


step8
SET UP GTK RADIANT 1.5.0

when it loads up you will get a small window
game QIII/QIII team arena
[tick] Show Global


step9
ENGINE PATH NOT FOUND

set path for Radiant
urbanterror.exe [computer/ OS_instal (C:)/ urt41mapping/ ioUrbanTerror.exe]

At this stage Radiant isnt looking or acting the way I want. In fact it cant be used
close GtkRadiant
To get Radiant to look right, we need Windows to run like a previous compatible version of Windows [I like win98]
Next is a series of tests to determin which version will work best
Trial and error/testing different settings untill it looks right
Different graphics cards and a variety of things will mean this is different for everyone



step10
WINDOWS COMPATIBILTY AND GTKRADIANT

open Windows control panel [start menu]
top of page
search; compatibility

select
program made for previous version of windows
next
this will create a list of programs
select GtkRadiant 1.5.0
next
trouble shoot program
the program opens but doesnt display correctly
next
I didnt see my problem listed
next
which version of windows?
Windows XP (service pack 3) [which ever version you think will work best]
next
I didnt see my problem listed
next
Test
Start
close GTK Radiant

Visual is working better but still inst right

repeat this step and try an earlier version of windows each time untill you find a version of windows that will run it on your PC
On Vista I had it working with XP (sp3) compatability
I am going to choose Windows 98 compatability


when you are happy with the compatible mode;

SAVE SETTINGS
Save settings!
close


step11
TEST GTKRADIANT 1.5.0

open Radiant a check visual settings of Windows have been applied and are working fine
open and close the main window, move your cursor over the grid, open and close some drop down lists from the toolbar etc
if all is well move on, otherwise go back to step11


close Radiant


step12
CLEAN UP THE MAPPING FOLDER

open urt41mapping folder
open q3ut4 [computer/ OS_instal (C:)/ urt41mapping/ q3ut4]

delete all 3rd party maps

these can be identifed by the .pk3 file type
this helps clean up the cluter which might become an issue and they serve no other purpose for us here now


you MUST KEEP
zpak000.pk3
and
zpak000_assets.pk3


step13
CREATE RADIANTS URBAN TERROR TEXTURES/ASSETS

extract the zpak000 and then the zpak000_assets
into q3ut4 folder [computer/ OS_instal (C:)/ urt41mapping/ q3ut4]
close

I use winrar becasue I can download it for free, winzp or any program to extract compressed/zipped files


step14
DOWNLOAD shaderlist.txt

open urt41mapping
open q3ut4
open Scripts [computer/ OS_instal (C:)/ urt41mapping/ q3ut4/ scripts]

place shaderlist.txt in the scripts folder
close

step15
CLEAN UP THE MAPPING FOLDER AGAIN

open urt41mapping folder
q3ut4
maps [computer/ OS_instal (C:)/ urt41mapping/ q3ut4/ maps]
delete all the files in the maps folder

this helps clean up the cluter that will become an issue and they serve no other purpose for us here now


step16
DOWNLOAD urbanterror.def

open your C drive [computer/ OS_instal (C:)]
find GtkRadiant 1.5.0 [computer/ OS_instal (C:)/ program files (x86)/ GtkRadiant 1.5.0]
open the folder
open q3.game folder
open baseq3 folder [computer/ OS_instal (C:)/ program files (x86)/ GtkRadiant 1.5.0/ q3.game/ baseq3]

place urbanterror.def in the baseq3 folder
close


step17
FIND TEXTURES, SET PATHS

open GtkRadiant 1.5.0
file
project settings
Custom QIII Modification
fs_game; q3ut4
close GtkRadiant1.5.0


step18
GET COMMONS

Download common-spog.pk3
open urt41mapping
place common-spog.pk3 in q3ut4 folder [computer/ OS_install (C:)/ urt41mapping/ q3ut4]

download common.shader
place the common.shader in the scripts folder [computer/ OS_install (C:)/ urt41mapping/ q3ut4/ scripts]


step19
DOWNLOAD q3map_2.5.16_win32_x86.zip

extract it to urt41mapping folder [computer/ OS_install (C:)/ urt41mapping]


step20
INSTALL q3map2toolz

download q3map2 toolz
run
next
next
yes
next
next
close

q3map2toolz is now installed, [computer/ OS_install C Drive/ program files (x86)/ q3map2toolz]


step21
CONFIGURE q3map2 toolz

[computer/OS_install C Drive/ program files (x86)/ q3map2toolz/ configure.exe]
run configuration tool

Urban Terror
urt
// leave blank/ type nothing
baseq3
ioUrbanTerror.exe

Add
close


step22
CONTINUE q3map2toolz SETUP

Open q3map2toolz with desktop icon or [computer/ OS_install C Drive/ program files (x86)/ q3map2toolz/ q3map2toolz.exe]

Urban Terror
locate your UrbanTerror .exe [computer/ OS_install (C:)/ urt41mapping/ urbanterror.exe]
locate q3map.exe [computer/ OS_install (C:)/ urt41mapping/ q3map_2.5.16_win32_x86 /q3map2.exe]
locate bspc [computer/ OS_install (C:)/ Program files (x86)/ GtkRadiant 1.5.0/ bspc.exe]

click OK
message "missing, one will be created"
OK
close


FINISHED!!

You can now move on to building your first map
I recommend you just play with it for a few days before doing more tutorials
Go have some fun and explore, get used to the settings, selection and moving


/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

EXTRA SET UP 0.1
GTKRADIANT 1.5.0 PREFERENCES
This is whatever you prefer or are used too, below is what I set Radiant Preferences to
If you are new to mapping it is best to skip this bit and have a look later


open gtk Radiant 1.5.0
edit
preferences

GLOBAL
// none

GAME
QIII ARENA/QIII TEAM
[tick] show global preferences

INTERFACE
// none
// none
[tick] Default Text Editor
LAYOUT
[tick] first layout option
[tick] detachable menu
[tick] plugin toolbar
MOUSE
[tick] three button
right button [tick] activates

DISPLAY
TEXTURES
Quality 100%
Gamma 1.0
Render trilinear
Compression none
PATCHES
Threshold 4
ENTITIES
show [tick] Light Radii

SETTINGS
// none
UNDO
Undo queue 99
BRUSH
//none
Default scale 1
//none
GRID
Default 8
PATHS
Engine Path C:/urt41mapping/
SURFACE INSPECTOR
// none
CAMERA
Movement Speed // hasnt been adjusted, default is what Im used to
[tick] Link Strafe speed
Rotation Speed 3 // hasnt been adjusted, default is what Im used to
//none
[tick] Discrete movement
[tick] Enable far clip plane
Render Mode textured
ORTHOGRAPHIC
//none
//none
[tick] Chace mouse drag
[tick] Update views on camera move
CLIPPER TOOL SETTINGS
//none, I need to review this setting, Im a clipper nubcake
BUILD
[tick] Enable Monitoring
[tick] Stop on leak
//none
[tick] Sleep when running
TEXTURE BROWSER
[tick] Texture Scrollbar
Texture thumbnail size 50%
Mousewheel Increment 64
Load shaders at startup NONE
AUTOSAVE
[tick] Enable
Auto Frequency 60
//none

OK
close

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

EXTRA SET UP 0.2
GTKRADIANT 1.5.0 FAR CLIP PLANE

I have far clip plane on
It may as well be off, but it isnt
I have it set to see about 4096 units across the 3D window at the moment


open GtkRadiant 1.5.0
view
camera
far clip plane out

close

You cant see the difference unless there is something on your map

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

EXTRA SET UP 0.3
Q3MAP2 TOOLZ

This tool will turn the .map file you build in Radiant into a .bsp for testing

open q3map2 toolz
there should be a desktop icon or [computer/ OS_install C Drive/ program files (x86)/ q3map2toolz/ q3map2toolz.exe]

across the top is the toolbar; File, Edit, View, Compliler Logging, Help

On the left is the maps folder content display
use the drop down list above this display to choose either .map/ .bsp/ .aas/ .reg
for now just choose .map

On the left under the maps display is another drop down list
Change baseq3 to q3ut4
If configured correctly it will be an option
maps for Urban Terror are always q3ut4

Now on the right hand side are some tabs above a long list
choose BSP Vis -fast Light from the list
Under the list are some boxes
tick -fs_basepath

everyting else can stay as is as its sufficant for making simple test maps

close

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/


BUILD YOUR FIRST MAP
MAP TUTORIAL 0.1

ITS A BOX

note; if you hover the mouse over the toolbar icons, a window will open that will name and identify each buttons function

open Radiant

Draw a box 512 x 512 x 512 on the grid

CHECK BOX SIZE XYZ
on the toolbar across the top is an XYZ button
click XYZ on the toolbar to change the grid view
line the box up so it runs from 0 to 512 in each view

SELECT A TEXTURE
Select any texture from the texture display window [NOT A COMMON TEXTURE]
texture display window is in the bottom right corner
apply it to the box

MAKE THE BOX HOLLOW
on the toolbar
locate the grey box, with red outline
it also has a broken dotted line inside
click this button while you have your box highlighted
and the box will become hollow

you can move the mouse to zoom around in the 3D view so you can see inside the hollow box

CHANGE A TEXTURE SELECTION
Use the 3D window and select the floor of your map
Right click the 3D window to toggle "freeze view/move view"
Left Click and hold Shift to select the floor
Choose any new texture and apply it to the floor
esc to deselect

ADD FFA SPAWN POINT
On the grid window while nothing else is selected

right click inside the box; drop down list
info
info_player_start

change the grid view XYZ
make sure the info_player_start is inside the box in each view
move it if you need to, it just needs to be inside the box
esc to deselect

ADD LIGHT
right click inside the box; drop down list
light
light intensity 1000
OK

change the grid view XYZ
make sure the light is inside the box in each view
move it if you need to, it just needs to be inside the box
esc to deselect

SAVE
File
Save As
ut4_maptutorial

MAP COMPLETE
this map has everything it requires, so you can skip to compile [MAP TUTORIAL 0.3] with q3map2toolz if you want

or

lets consider before compile...

******************************************************************************************************************************************************

MAP TUTORIAL 0.2
LEMMING SPAWN

The primary way to prevent lemming when you spawn is to keep the spawn point close to ground level

above ground level more than
200 units will damage the spawner

I recommend
88 units from the bottom of the spawn box to ground
this gives room for the first player to spawn and lets a second player spawn from the same point if the first play didnt move out of the way
dont worry if all that makes no sence just yet, but remember it for later on

You also need to keep away from wall/objects and other spawn points;
32 units

For this Tutorial instead of moving the spawn point lets make a cushion [use a common texture; cushion]

draw another box inside the first
make it touch the surface of the floor, but not go through at all
and cover the width of the floor, from wall to wall in all directions

this new box should only meet the edges of the first box
dont go through any of the existing walls or floor
to go through would still work but it is excessive and unnesscessary

now make the new box at least 8 units high, Im making mine 32 units high
open common textures in the bottom left hand corner [texture disply window]
with the new box selected, apply the common texture; cushion

Now when players spawn the cushion will prevent falling damage, and no more Lemming Spawn

save map

When you Save, check it has saved as ut4_maptutorial [across the top of the GtkRadiant window]
it might save as ut4_maptutorial_autosave
if its autosave, try Save As ut4_maptutorial again
Save over any previous version

close Radiant

******************************************************************************************************************************************************

MAP TUTORIAL 0.3
COMPILE

Open q3map2toolz
open MapFiles (*.maps)
select ut4_maptutorial.map

in the bottom right corner select
build

a window will open and messages will stream across
with the setting we have, and the size of the map
this will compile quickly
As your map gets bigger, and has more to compile
it can take along time

When you start to make more complex situations
the messages here can alert you to important faults and failures
some are critical, you will learn what they are in time...


When compile is complete
open BSP Files (.bsp)
select ut4_maptutorial.bsp

in the bottom left corner
Devmap

RAWR! You did it, you are now making maps
Jump around and look at all the glory that is your box


close game
close q3map2toolz

wd nubcakes...

******************************************************************************************************************************************************

MAP TUTORIAL 0.4
[we are all dwarves standing on the shoulders of giants]

select object; hit space bar
Space bar is a 'copy/paste' bind

n
opens entities list

s
opens surface inspector

ctrl K
connects entites


> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <
<> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <>
> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <

END
[BLIND LEADING THE BLIND]


by now I hope you are itching to try out your own stuff, so this is where I end the tutorial

I will add more soon;
how to make a .pk3
.pk3 and .map file for you to pick apart
sls_base which will give a sky along with some simple textures/scripts
how to add custom scripts and textures
and tutorial on using the above n and ctrl k hotkeys
I also hope to reduce this tutorial to point form, then someone might be able to process the information


please report bugs, issues, inconsistancy and crap thats just plain wrong to help keep this tutorial relevant
otherwise I just wasted half a day writing this down when I could have been mapping :P

regards
sneaks

> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <
<> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <>
> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <

MAP TUTORIAL 0.5
color=#40FF80]SURFACE SOUNDS[/color]

[surface sounds list]
SURAFCE SOUNDS LIST
list of sounds;

aluminum
brass
brick
cardboard
cement
ceramictile
clay
copper
dirt
glass
grass
gravel
hardwood
ice
iron
linoleum
mud
pavement
plank
plaster
plastic
rock
rug
sand
softwood
snow
steel
stucco
tin
titanium
water


This section shows how to export [-se] the surface sounds list from the .bsp,
modify with notepad/wordpad
then import [-si] the surface sounds back into the .bsp


step1
Add bsp.exe to .maps folder [computer/ OS_install(C:)/ urt41mapping/ q3ut4/ maps]
AFTER a compiled .bsp for a map,
open Windows command promt [OS_install (c:)/ Windows/ system32/ cmd.exe]
change directory to urt41mapping maps folder [cd c:\urt41mapping\q3ut4\maps]
note; C:\users\username>cd c:\urt41mapping\q3ut4\maps

export surface sound list [bsp.exe -se ut4_map.bsp ut4_map.surface]
note; c:\urt41mapping\q3ut4\maps>bsp.exe -se ut4_map.bsp ut4_map.surface

step2
ut4_map.surface in the maps folder [computer/ OS_install(C:)/ urt41mapping/ q3ut4/ maps]
surface sounds list, modify with notepad [wordpad]
note; .txt

Something like;

textures/ut4_map/utfsls_tin512 = none
textures/ut4_map/suckm = none
textures/ut4_map/cgtsls_blackroad = none
textures/ut4_map/cgtsls_metalcontainer = none
textures/ut4_map/corrugrate = none
textures/ut4_map/ctgsls_roofslate = none
textures/ut4_map/cgtsls_window = none
textures/ut4_map/cgtsls_woodplank005 = none
textures/ut4_map/cgtsls_signcamp = none
models/mapobjects/br_trash/br_trash = none
models/mapobjects/riva/riva3 = none
models/mapobjects/br_alcohol/br_beerbox = none
models/mapobjects/generator/gray1 = none
models/mapobjects/generator/flywheel = none
models/mapobjects/generator/grate = none
models/mapobjects/generator/side1 = none
models/mapobjects/generator/concrete2 = none
models/mapobjects/generator/filter = none
models/mapobjects/generator/warning1 = none
models/mapobjects/generator/hose = none
models/mapobjects/generator/engine2 = none
models/mapobjects/generator/cover = none
models/mapobjects/generator/black = none
models/mapobjects/generator/black2 = none
textures/ut4_map/sls_streetlight = none


change 'none' to 'surface'
'none' gives a default hit sound/mark
models dont register hits; 'none'

such as;

textures/ut4_sneaks/utfsls_tin512 = tin
textures/ut4_sneaks/suckm = none
textures/ut4_sneaks/cgtsls_blackroad = gravel
textures/ut4_sneaks/cgtsls_metalcontainer = copper
textures/ut4_sneaks/corrugrate = iron
textures/ut4_sneaks/ctgsls_roofslate = ceramictile
textures/ut4_slsbase/clankma001 = brick
textures/ut4_sneaks/cgtsls_window = glass
textures/ut4_sneaks/cgtsls_woodplank005 = hardwood
textures/ut4_southferguson/cgtsls_signcamp = aluminum
models/mapobjects/br_trash/br_trash = none
models/mapobjects/riva/riva3 = none
models/mapobjects/br_alcohol/br_beerbox = none
models/mapobjects/generator/gray1 = none
models/mapobjects/generator/flywheel = none
models/mapobjects/generator/grate = none
models/mapobjects/generator/side1 = none
models/mapobjects/generator/concrete2 = none
models/mapobjects/generator/filter = none
models/mapobjects/generator/warning1 = none
models/mapobjects/generator/hose = none
models/mapobjects/generator/engine2 = none
models/mapobjects/generator/cover = none
models/mapobjects/generator/black = none
models/mapobjects/generator/black2 = none
textures/ut4_slsbase/sls_streetlight = glass


step4
save it
change ut4_map.txt to ut4_map.surface?



step6
import the new surface sounds back into .bsp
enter using command promt [bsp.exe -si ut4_map.bsp ut4_map.surface]

example;
c:\urt41mapping\q3ut4\maps>bsp.exe -si ut4_map.bsp ut4_map.surface

note;
this time it is -si instead of -se



step6
end


notes;
cd c:\urt41mapping\q3ut4\maps
bsp.exe -se ut4_map.bsp ut4_map.surface
bsp.exe -si ut4_map.bsp ut4_map.surface

ut4_cownet2_rc1
ut4_northferguson_rc1
bsp.exe -se ut4_northferguson_rc1.bsp ut4_northferguson_rc1.surface

Microsoft Windows [Version 6.1.7600]
Copyright © 2009 Microsoft Corporation. All rights reserved.

C:\Users\Michael>cd c:\urt41mapping\q3ut4\maps

c:\urt41mapping\q3ut4\maps>bsp.exe -se ut4_cownet2.bsp ut4_cownet2.surface

bsp: vesion 1.0

list textures : bsp -tl <bsp_file>
copy textures : bsp -tc <bsp_file> <src_dir> <dest_dir>
export surface file : bsp -se <bsp_file> <surface_file>
import surface file : bsp -si <bsp_file> <surface_file>
surface list : bsp -sl

c:\urt41mapping\q3ut4\maps>bsp,exe -si ut4_cownet2.bsp ut4_cownet2.surface

bsp: vesion 1.0

list textures : bsp -tl <bsp_file>
copy textures : bsp -tc <bsp_file> <src_dir> <dest_dir>
export surface file : bsp -se <bsp_file> <surface_file>
import surface file : bsp -si <bsp_file> <surface_file>
surface list : bsp -sl

END
> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <
<> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <>
> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <

#4 User is offline   Sneaks Icon

  •   verified donor   
  • Account: sneaks
  • Main tag: =-KMA-=
  • Country:
  • Joined: 01-March 10
  • Posts: 463

Posted 11 October 2010 - 11:14 AM

http://forums.urbant...rror-map-maker/

this is the best place to start...

#5 User is offline   blackhounter Icon

  • Account: blackhounter
  • Country:
  • Joined: 08-March 10
  • Posts: 75

Posted 12 October 2010 - 05:20 PM

thnx guys need to practice and i can learn it from these posts ;)
sry if my englisch is bad

mapper Wolf

[MI6] is searching for members if you want to join just pm me we alreaddy got 3 members but they need to register first o.O

bullet_loaderAdvertisement

#6 User is offline   Sneaks Icon

  •   verified donor   
  • Account: sneaks
  • Main tag: =-KMA-=
  • Country:
  • Joined: 01-March 10
  • Posts: 463

Posted 19 December 2010 - 01:29 PM

Well this was in my messages just made my day, always good to have even small amounts of appreciation. ty for the messages, glad i could be of help :) I haven't been here for a while but with holidays coming up Ill be around more the next few weeks.

message that made me :)
"Just wanted to say thanks for posting your setup. From what I've seen it's damn near the only one that works every time. So many miss little things that make it not function.

The only thing I added to the tread I'm running on our forums is the shadertag.xml error you get when you first fire up Radiant and you have to go to Plugins and create the tag so it has something to look at.

Anyway they should make your post a sticky. ;-) "

#7 User is offline   zexx Icon

  • Account: zexx
  • Joined: 10-September 10
  • Posts: 6

Posted 14 January 2011 - 12:23 AM

Great work man! You must had spent lots of time solving all those numerous problems until you had a working environment. Thanks for sharing this with the community.

Pity there isn't an out-of-the-box editor for UrT, you know, click-and-install.

Any experience with NetRadiant?
http://www.icculus.o...tradiant/files/

#8 User is offline   Sneaks Icon

  •   verified donor   
  • Account: sneaks
  • Main tag: =-KMA-=
  • Country:
  • Joined: 01-March 10
  • Posts: 463

Posted 14 January 2011 - 05:28 AM

no sorry I didnt get net radiant working, Im too far into 1.5.0 to walk away, getting a few hours mapping in a day atm

#9 User is offline   matthewop Icon

  • Account: matthewop
  • Joined: 17-December 10
  • Posts: 8

Posted 14 January 2011 - 09:15 AM

Good begginer sites.. thanks!

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users

Advertisement


Copyright © 1999-2024 Frozensand Games Limited  |  All rights reserved  |  Urban Terror™ and FrozenSand™ are trademarks of Frozensand Games Limited

Frozensand Games is a Limited company registered in England and Wales. Company Reg No: 10343942