Please make a mapping forum.
Lemming Jesus
Join Date: 2010-04-13 Member: 71385Members
I've been doing mapping the last week and I've got some questions, but there's only three sections for NS2. I'll ask them here in the meantime.
First, my level is starting to lag which is making it more painful to finish. I can't figure out how layers work, and the manual needs a big update. I assume it works like Photoshop, but I can't figure out how to add things to a layer.
Second, can we get some better compatibility with the engine test? When I place tech points, they don't show up in the actual game. Same with door entities, resource nodes and such. Do I need to place a blank tech point entity at the team starts? Do I need to place sixteen player starts or will one just make all players spawn in that area? I don't see anything to specify where the teams begin.
Models for the other structures would be great. Please add in the ability to play as a skulk so I can test out my vents. The fan made skulk doesn't seem to be the correct size and can't wall walk. Running around as an Onos would be great for testing the size of hallways and doors.
Please add in a drop box for available animations on a model. I was able to get a fan to rotate by typing in the name of the animation thanks to your example maps. A flicker/blinking option for light sources would be appreciated. A fill tool to create faces would make it easier to create a face between lines instead of selecting all the edges. The ability to paste to my cursor would be nice. A command to align selected props to the nearest or selected wall would make rotation faster. I can scale entities in Spark, but in the game they are always 1:1.
I'm having a lot of fun with Spark, is there a way I can upgrade my standard key if I change my mind? I didn't expect it to be this enjoyable to mess with the editor.
First, my level is starting to lag which is making it more painful to finish. I can't figure out how layers work, and the manual needs a big update. I assume it works like Photoshop, but I can't figure out how to add things to a layer.
Second, can we get some better compatibility with the engine test? When I place tech points, they don't show up in the actual game. Same with door entities, resource nodes and such. Do I need to place a blank tech point entity at the team starts? Do I need to place sixteen player starts or will one just make all players spawn in that area? I don't see anything to specify where the teams begin.
Models for the other structures would be great. Please add in the ability to play as a skulk so I can test out my vents. The fan made skulk doesn't seem to be the correct size and can't wall walk. Running around as an Onos would be great for testing the size of hallways and doors.
Please add in a drop box for available animations on a model. I was able to get a fan to rotate by typing in the name of the animation thanks to your example maps. A flicker/blinking option for light sources would be appreciated. A fill tool to create faces would make it easier to create a face between lines instead of selecting all the edges. The ability to paste to my cursor would be nice. A command to align selected props to the nearest or selected wall would make rotation faster. I can scale entities in Spark, but in the game they are always 1:1.
I'm having a lot of fun with Spark, is there a way I can upgrade my standard key if I change my mind? I didn't expect it to be this enjoyable to mess with the editor.
Comments
Concerning layers: select what you want to add and check the right box.
Concerning Start points: read the mapping guidelines located in you ns2 folder.
Concerning more stuff in engine test: it will come bit by bit.
<!--quoteo(post=1766754:date=Apr 13 2010, 08:48 PM:name=Evil_bOb1)--><div class='quotetop'>QUOTE (Evil_bOb1 @ Apr 13 2010, 08:48 PM) <a href="index.php?act=findpost&pid=1766754"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hi L.J.!
Concerning Start points: read the mapping guidelines located in you ns2 folder.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you so much for the layer help, now I can hide half the map when I work on the other! I kept selecting things and clicking the add layer button.
"Each team starts with a Command Station or Hive, so every map should
be designed with a “Marine Start†(MS) and “Alien Start†(AS).
Both the marine and alien teams have up to 16 players each and spawn in
their own base at the beginning of the game."
If the answer is in there, I am not able to find it. The guidelines are very vague. I don't see any entity called Marine Start. The closest guess I have is Hive and Command Station, which don't even place anything. All I see is player start, and judging by the model is marine only.
If you check out the maps that came with the engine test they actually have every room in a different layer. :)
These are the entities you need to place in your map in order for it to be
playable for first release.
<blockquote>• <b>Two team_location entities</b>, one in Marine Start and one in Alien
Start. There must be <b>16 player_start entities</b> within the "Spawn
radius" of the team_location. When the game starts a command
station or hive will be automatically placed on the nearest
<i>tech_point</i> entity and a resource collector will be placed on the
nearest <i>resource_point</i> entity. Do not place these models
yourself.
• <b>32 ready_room_start</b> entities placed in the ready room and <b>four
team_join</b> entities, one set to join marines, one to join aliens,
one for random team and one for spectating.
• A minimap_extents entity placed in the exact center of your
map. This dictates the size and position of the minimap image
that's used for the Commander. Adjust the radii for each
dimension so the map is just enclosed in these circles. Make sure
your ready room is outside of these circles and not below it either
to make sure it doesn't show up when the minimap is rendered
out.</blockquote><!--QuoteEnd--></div><!--QuoteEEnd-->
Edit: And I also support different forums!
You rock, that is just what I needed! I must have skipped over it when I saw half the page is blank. I will have to read through this thing front to back carefully so I can stop asking stupid questions.
Also, bear in mind that the engine test's main purpose is that we can test NS2's engine over a wide range of systems. You won't be able to place game components like tech nodes just yet because the engine test contains very little NS2 game code; that's not what we're focusing on testing right now.
Thank you, Flay!
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