Mapping Queries

tbZBeAsttbZBeAst Join Date: 2003-01-26 Member: 12755Members
<div class="IPBDescription">yes, more than one</div> Is it correct that most NS maps are linear as having vertically large maps are much slower?

second is it possible to use VHE to look at existing maps to get inspiration (and see how they are built - no not to rip them off -)?

lastly - ice - I remeber it being in the HL single player - was it a glass tex with a func_push, or is there another entity I should use?

Comments

  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    edited March 2003
    1) They are linear rather than vertical as multiple levels would give nightmarish r_speeds and make selecting an building things real tricky in commander mode..if Aliens v Aliens mode goes in, obviously this won't be an issue..

    2) Don't think so, but the NSTR came with several example sections of maps that you could have a scan at. I believe there are bsp de-compilers, but they tend to mess things up a little..don't really know about this sorta thing though as I never tried. I would assume it can be done though..

    3) No idea sorry..<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    ( Is that the same tbZ from BY btw? if so, hellooooo )

    <---Hamster?
  • tbZBeAsttbZBeAst Join Date: 2003-01-26 Member: 12755Members
    Ah! Hello Hamster? Yes, tis I.

    Thx for the gen. Hadn't even considered the minimap. D'oh...
  • ToothyToothy ir-regard-less Join Date: 2003-02-12 Member: 13447Members, Constellation
    edited March 2003
    The ice in singleplayer halflife was using the ice texture (!)

    Stick "frost" at the bottom of the texture browser, see what it turns up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I believe they used func_friction.
  • tbZBeAsttbZBeAst Join Date: 2003-01-26 Member: 12755Members
    more forehead slappage. thx.
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    You can't decompile any of the original maps
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    You can.
    I did it, but beleive me, it's not worth it.
    Decompilers usually ive you a garbled mess when importing the decompiled map.

    Levels are encouraged to have changes in vertical design, but that doesn't mean the same thing as you are thinking.
    What it means, is having drops and raisesin level architecture, like ladders and stairs.

    What the NS team doesn't want, is to have maps with layouts that "cross" each other, like 2 hallways, one above the other.
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    I couldn't get the original maps to decompile <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    1.) Already answered <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    2.) I havn't tried decompiling any of the NS maps (you would use WinBSPC for this). However you can also open .bsp's directly in Quark (although I find navigation is a pain). Both these methods allow you to see how the entities are set up, but not what the original brushwork was like.

    3.) func_friction like toothy said (make it so the player is touching the func_friction).
  • tbZBeAsttbZBeAst Join Date: 2003-01-26 Member: 12755Members
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