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Can i Get an Updated Tutorial on basic mapping

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Created 11 years ago
by krimzon
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It seems the interwebs have failed me.
 I found a few tuts from kids who barely know what they're doing and following instructions i've yet to compile a working basic map.

i'd like to start mapping for personal use till i learn to fully use radiant, really looking forward to UGX v2

I have experience mapping for personal use on NZP for psp using hammercraft or something like that (been a while)
 
I learn quick when the right info is available but it seems most mapping sites are down and this is the only site worth anything right now (no offence ZM)
but most tuts here are the more advanced parts which i thank you so very much for having that info

but for now i need step by step absolute minimum to compile a working map sans the installing mod tools part.
i have the script placer from this site
where do i go from there

i understand
 how path nodes work
  the concept of linking doors to spawn points
   entity's and trigger functions
    pretty much an ok portion of wisdom needed to map

i feel i may have hit the scene too late to find the starting point if that makes sense
need a detailed tutorial for reference on the basics preferably vid but i can follow text just fine

no rush experts as i know you're busy with your quality maps and mods which again i thank you for

i'd like to be a part of this community and maybe then i can bring something to the table

running mod tools 1.4
WaW 1.6
Last Edit: September 18, 2013, 12:46:21 am by krimzon
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I know there is a good one on custom cod and trem had a really good one on ZM but im not sure if its still on there. Maybe some of the other guys can help you find one but those are 2 that i have used
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I found a few tuts from kids who barely know what they're doing and following instructions i've yet to compile a working basic map.
:lol: I hear ya buddy, YouTube is full of people who don't know what they're doing. But some of them do know, and you have to find those.

I have a 3-part series on basic mapping on my YouTube channel, but admittedly it's 3 years old and the sound quality is bad. I haven't had time to do anything better, but the information is still relevant and correct:

CodRadiant Tuts - Basic Mapping Part 1

If you look on our wiki, you will also find there is a tutorial by W1NG3D that explains how to use the Radiant interface: http://ugx-mods.com/wiki/index.php?title=Radiant_Intro
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Like I said before Trems tut is the best one I have found
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Thank you for the replies and it seems customcod is down at the moment as i had some pages bookmarked but now i get this message

Connection Problems
Sorry, SMF was unable to connect to the database. This may be caused by the server being busy. Please try again later.

i know how to use radiants interface it similar enough to hammercraft
my issue has been key values
i'm unsure if after adding spawn points and their keys and values do i have to check the flags for spawners and forcespawn

do i run ugx script placer first then start mapping
is their any files i need to copy and edit or does the script placer do this for me

right now i'm running into a problem after compile when i try to play the console error in WaW is "unable to find script  map/nazi_zombie_mapname_fx

Trem i will give your video a view and hopefully i can get a test map up and running
Good day fine sirs
Last Edit: September 18, 2013, 12:45:02 am by krimzon
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

Goliath Script Placer: http://ugx-mods.com/forum/index.php/topic,11234.msg125257/topicseen.html#new

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Thank you for the replies and it seems customcod is down at the moment as i had some pages bookmarked but now i get this message

Connection Problems
Sorry, SMF was unable to connect to the database. This may be caused by the server being busy. Please try again later.

i know how to use radiants interface it similar enough to hammercraft
my issue has been key values
i'm unsure if after adding spawn points and their keys and values do i have to check the flags for spawners and forcespawn

do i run ugx script placer first then start mapping
is their any files i need to copy and edit or does the script placer do this for me

right now i'm running into a problem after compile the console error is "unable to find script  map/nazi_zombie_mapname_fx

Trem i will give your video a view and hopefully i can get a test map up and running
Good day fine sirs

No, you don't need to check anything, the KVPS is all you need. I also recommend "prefabing" the zombie spawner. It's a bit of a pain to enter the KVP's every time you make a new map.

Some script placers have an "already mapped" feature, allowing to place the scripts even after the map has already been made. I've had a few problems with the UGX script placer where it would delete my map because i clicked  "yes" to replacing the map file without knowing it. As such, i would recommend you using Hankeys "sexy" script placer. I can PM you a download link if you wish.

nazi_zombie_mapname_fx? did you compile the IWD and MOD in the "Mod Builder" tab? Also, the nazi_zomeie_MAPNAME in the UGX script placer is a template only, you can change MAPNAME into whatever you like under 11 letters/numbers. You can also remove the nazi_zombie_ from your map completely.

If your looking for basic KVP information and such, it might be worth while to check out http://wiki.modsrepository.com/index.php?title=Call_of_Duty_5:_Custom_Nazi_Zombie_Maps
Last Edit: September 18, 2013, 12:56:26 am by daedra descent
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ah see i didn't compile mod as no tut yet has said that

and i just used "mapname" on here as a placeholder for my map name as its just a test map

i'll compile my mod and iwd and see if that fixes my issues

Thank you daedra
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ah see i didn't compile mod as no tut yet has said that

and i just used "mapname" on here as a placeholder for my map name as its just a test map

i'll compile my mod and iwd and see if that fixes my issues

Thank you daedra

You're welcome.

I forgot to mention a few things...

1. You don't need to recompile your entire map everytime you build your mod. If you add something, say a zone, you will need to add the info_volume with the correct script targetname, however if your just editing a weapons value, you only need to recompile the mod.

2. Any additional IWD or FF put in mods/MAPNAME will be copied over to local/mods/mapname after either recompiling the map, or rebuilding the mod.

3. You can edit the scripts straight from Launcher by double clicking the name of the script.

4. The game will use default scripts located in raw/maps. If you place a script from raw/maps into mods/MAPNAME/maps, it will use that version of the script. You should never edit the scripts in raw/mods without making a backup!

I know this is a bit much, but it might save you time and a few headaches.
Last Edit: September 18, 2013, 02:04:50 am by daedra descent
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You're welcome.

I forgot to mention a few things...

1. You don't need to recompile your entire map everytime you build your mod. If you add something, say a zone, you will need to add the info_volume with the correct script targetname, however if your just editing a weapons value, you only need to recompile the mod.

2. Any additional IWD or FF put in mods/MAPNAME will be copied over to local/mods/mapname after either recompiling the map, or rebuilding the mod.

3. You can edit the scripts straight from Launcher by double clicking the name of the script.

4. The game will use default scripts located in raw/maps. If you place a script from raw/maps into mods/MAPNAME/maps, it will use that version of the script. You should never edit the scripts in raw/mods without making a backup!

I know this is a bit much, but it might save you time and a few headaches.

Ahh so if i make a copy of _zombiemode.gsc and put it in mods/MAPNAME/maps it will use my version of the gsc over the default correct? allowing me to edit it directly from the launcher

so say i edit the gsc from the launcher and save it from my text pad, do i have to recompile my mod or is it good to go if i just save it (i would assume its good to go without a recompile)

i keep getting an error that says "can't find script animscripts/dog_init
much rather remove dogs as i don't need them at the moment for a test map
would that be as simple as removing
Code Snippet
Plaintext
include,zombiemodedogs
from my mod.csv

:edit: got past that the dog init error apparently had some files in the wrong folder

Post Merge: September 18, 2013, 09:44:22 am
Success
 after realizing when i get errors i need to add files from raw into my mod folder such as specific files from clientscripts and such i finally have a test map thank you Trem, Jelly and Daedra

now to learn and test things
 :accepted:
Last Edit: September 18, 2013, 09:44:22 am by krimzon
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you should also check out this guys tuts
http://www.youtube.com/user/berntsonvideos/videos
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Good looking browsed through it real quick like and he seems to have alot of good tuts on stuff i'll need in the future.

now that i've got a working loadable map with one window and zombies that function properly i have made a "to do list'

first things first

i'm not spawning in with weapons [haven't touched scripts yet]
when i use devmap and use the command "give all" i am given these weapons

-colt m1911
 -colt m1911 exploding rounds
  -braaains...
   -default weapon
    -kar98k
     -walther p38

how might i add in the in game weapons

explanation -or-
  link to tut -or-
   link to already answered forum topic welcome

and i am willing to dive into script because i would like to take out  "braaains..." and "default weapon" from loading entirely
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Good looking browsed through it real quick like and he seems to have alot of good tuts on stuff i'll need in the future.

now that i've got a working loadable map with one window and zombies that function properly i have made a "to do list'

first things first

i'm not spawning in with weapons [haven't touched scripts yet]
when i use devmap and use the command "give all" i am given these weapons

-colt m1911
 -colt m1911 exploding rounds
  -braaains...
   -default weapon
    -kar98k
     -walther p38

how might i add in the in game weapons

explanation -or-
  link to tut -or-
   link to already answered forum topic welcome

and i am willing to dive into script because i would like to take out  "braaains..." and "default weapon" from loading entirely

All of the basic nacht or Der Reise weapons are included in the IWD list AFTER you use the script placer. I forgot to mention this, but you need to "check" the boxs next to the name of the items in the IWD list for them to be included.

You will need to rebuild your mod everytime you add something to the IWD list. this includes the weapons, scripts, or anything else you might add.
Last Edit: September 18, 2013, 04:45:39 pm by daedra descent
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everything was checked as far as i can tell and i've checked and recompiled mod everytime i've added something
is it possible i may have overwritten a raw file with sniperbolts tutorial' i dragged all his files
or maybe something i need to edit maybe a gsc somewhere that i have to put my mapname in place of a placeholder mapname

and i get what your sayin daedra

i'm doing a clean install of my raw folder
 then using Ugx script placer to create a new map under a new name
  then i plan to open the new map and my current map in two windows of radiant and
   paste my current map into the new map created from the script placer
    since its not the map its the scripting
     (i've overwritten something somewhere)
      then compile new map
       then compile patch
        and then compile mod
         making sure things are checked for the iwd
          so i have a fresh start with my already built layout but hopefully with guns  :lol:
Last Edit: September 18, 2013, 05:51:54 pm by krimzon
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everythings checked is it possible i may have overwritten a raw file with sniperbolts tutorial might do a clean install just to be safe

Sniper bolts scripts are fine.

When you open the console in game, do you see a yellow text saying that your missing weapons?

Can't say much else ATM, not home.
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When you open the console in game, do you see a yellow text saying that your missing weapons?


I get red text stating it could not load alot of weapon xmodels and fxs for the models some xmodels for character and also materials for hud seems to be everything i'm missing

Post Merge: September 18, 2013, 06:32:16 pm
Sniper bolts scripts are fine.


When i say this i mean no offence to sniperbolt as i'm sure he's got mad skills
 but his prefabs are way off the Z center
  so when i drop them in they're way off the map let alone the location of where i clicked to place them
   had to enter each prefab and reposition them and overwrite them so they're in the right place when i place them
    if someone could get ahold of him i'd like to reupload them here with the correct positions giving him full credit for his prefabs and personally taking no credit at all
     i assumed this happened from the source map of these prefabs being centered way off the Z center when he saved them

:edit:
I do believe i've found my problem
 it seems i'm missing my dlc3.csv from my zone source and my copy of mod tools doesn't have it
 can anybody post me the non ugx (original) script straight from theirs and i'll just make my own via copy and paste

:edit:
found it on a google cached version of a customcod topic
btw can anyone verify that their site is down or is it just me
Last Edit: September 18, 2013, 07:08:48 pm by krimzon

 
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