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*****Mapping Resources

24 posts in this topic

I just realized how many people asked for places to help them map on the old forums and I figure that a thread (possibly stickied, idk) would give people a place to go to to learn. Also, if something new comes along, it can simply be posted. Anyway, that's my spiel, here's the resources off the top of my head, feel free to post if I missed something.

http://www.interlopers.net'>www.interlopers.net
Widely regarded as the place to go for mapping help, it's got tons of tutorials and a community full of mappers who're ready to give some advice.

http://www.fpsbanana.com/tuts'>www.fpsbanana.com/tuts

http://developer.valvesoftware.com/wiki/Main_Page'>developer.valvesoftware.com
The official go-to for information regarding Hammer and Source SDK in general, it's a really great site with lots of information. If you plan on mapping, keep this bookmarked.

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-Mod Edit-

Cleaned up. Try and keep information threads to only information, for sanity's sake!

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I really want to make a map for Zombie Panic: Source and for No More Room in Hell. In my point of view, these sources worry me because I wonder if the information is up-to-date with the right hammer, or whatever. Now, I don't want to just make a thrilling map for ZP, but a map where a decent amount of survivors are bound to die at random so also the good players can die and THEN: let the prettiness come in.

As for NMRiH I'd also like to make something intricate but I must be so stingy. I just want some help like customer service; really. I want to know if I made a map that isn't setted to the right mod that I can still convert it to that mod. I want to know these things so I don't waste time. I would go through tutorials. I am legit; I just can't start! I miss this page on the ZP forums where a guy actually gave a lot of help by typing up how to do everything but now: It's still just confusing and hard.

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Have u ever done maps before? If not, then don't wait and start doing something. Maybe for zp first, so u can definitely test map yourself.

I am not familiar with mapping but as far as i can see (crossfire for zp, de_dust for NT) u can convert any map to any mod with some effort of course.

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as far as i am aware there is not a clean way of converting maps usually the best way is to decompile then use the base of the decompile to rebuild section at a time from scratch

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I still discourage decompiling.

As do I, but in some technical senses it can serve a purpose.

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i discourage it as a means to decompile redo a few things and re-release but as a form of seeing how something is done or simply rebuild as a reference for size i feel this is more than ok to do

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what is decompiling?

Also, if I wanted to map for NMRiH, how do I test it as NMRiH? How do I get to use the NMRiH textures and weapons? Should I just start mapping for ZP: Source first and I can just export the map as NMRiH the next time, since they could let me use their textures and weapons and stuff??

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Decompiling means that you basically compile a .bsp existing map into a .vmf hammer file, so lets say that you played the map Town of zps, you could decompile that with a program and use it yourself in hammer.

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Ay! I would like to decompile. I have always technically "decompiled" for Starcraft maps just to see how they put their triggers together and their locations used for the triggers.

I can decompile, assuming that I first have that wittle program that allows me to see the files in the folders. They make it so hard these days. Some people like me really want to map and making it harder doesn't help me start mapping any sooner. I want audio files... sounds... ghost sounds... wind sounds.. maps, models, textures... I WANT IT ALL just to map. Oh so should people just make ALL their textures now? Sure, we are provided with minimal amounts. It just doesn't make sense they give us hammer, but it kind of feels wrong to "borrow" sounds, textures, and models when movies do it all the time. Every now and then, you'll hear this very common scream from a movie as if they can't afford recording. If only I gave a crap about how important intelligence could become, I could give examples of every movie that shared the same audio recordings for their cinematic entertainment.

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Ay! I would like to decompile. I have always technically "decompiled" for Starcraft maps just to see how they put their triggers together and their locations used for the triggers.

I can decompile, assuming that I first have that wittle program that allows me to see the files in the folders. They make it so hard these days. Some people like me really want to map and making it harder doesn't help me start mapping any sooner. I want audio files... sounds... ghost sounds... wind sounds.. maps, models, textures... I WANT IT ALL just to map. Oh so should people just make ALL their textures now? Sure, we are provided with minimal amounts. It just doesn't make sense they give us hammer, but it kind of feels wrong to "borrow" sounds, textures, and models when movies do it all the time. Every now and then, you'll hear this very common scream from a movie as if they can't afford recording. If only I gave a crap about how important intelligence could become, I could give examples of every movie that shared the same audio recordings for their cinematic entertainment.

I dunno how many times already stated, but Joe, just fucking open the Hammer and dive in. If you did start mapping when you first time asked me about it around Stone Age, you'd be pretty good mapper by now if you put time into it. What it seems to me, you still haven't done even the first test map to see very basics of mapping.

Also, as an advice to anyone wanting to map for NMRiH: Lay down basic-gameplay of your map in dev-textures and test it in HL2EP2 with its regular zombies. When NMRiH-beta is released, there will be the needed files to configure the map for NMRiH.

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The problems that i face whenever i map is that i just can't get the scale of buildings,objects and things right when i use brushes. Whenever i look at it in hammer, it looks perfect. Then i load it up in the game and dislike it.

I have like 588 mapping hours but never ever created a map, although i came pretty close once.

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The problems that i face whenever i map is that i just can't get the scale of buildings,objects and things right when i use brushes. Whenever i look at it in hammer, it looks perfect. Then i load it up in the game and dislike it.

I have like 588 mapping hours but never ever created a map, although i came pretty close once.

http://developer.valvesoftware.com/wiki/Dimensions

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What tends to help is to memorize ideal dimensions of doorways and walls, or after making all the doorways in a certain room put down a info_player_start to see how the door will look to someone in the map.

Also, everything is fair game in the fgd? Because there are these tmp_mod tagged props that look REALLLLLLLLLLLLLLLLLLLLLLLLLLLLLLY good

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Tree Generators:

Online option: http://www.snappytree.com

Offline options: Arbaro, ngPlant, & tree[d] (A personal favorite!)

tree[d] is probably my favorite because you can also export render images to a file for use as things like sprites, as well as customize the textures for a more personal touch.

Pic Related

PhdtEKH.png

tl;dr: Procedurally generate trees, export to .obj, then compile to .mdl

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No problem grasn,

There's more awesome stuff where that came from too :).

Extremely simple way to generate amazing ultra high resolution skyboxes using Space Engine

http://en.spaceengine.org/load/core/spaceengine_0_96_full/2-1-0-14

http://en.spaceengine.org/forum/21-514-1

p2LkNy2.jpg

I'll be doing a full tutorial on generating skyboxes using this method tommorow, but tonight i'm off for Easter dinner.

There's another method which is much more complex but will give better results using Wilbur, World Machine & Terragen 2 that i'll probably do at a later date - but using Space Engine to generate skyboxes provides ridiculously good results for the amount of work you put in and it's incredibly simple to do.

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