Compiling A Map To Include Textures

GiGaHerTzGiGaHerTz Join Date: 2003-10-08 Member: 21535Members, Constellation
<div class="IPBDescription">what he said</div> Right , i've read that its possible to Compile a map to include textures (custom or otherwise) my friend has just completed his Beta1 of co_doom , and has used all new textures , He's part of a clan , and they tried uploading the map , but no-one could play the map because they couldnt open doom.wad (which we cant figure how to add to upload with the map) . So i either require one of 2 things , either is muchly appreciated.

1. How to compile a Map to include custom textures used .
or
2. How to set up what files are uploaded with the map (like spr's and wad's)

Thanx very much

-GiGaHerTZ

Comments

  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    Add -wadinclude path/wadfile.wad to hlcsg.

    This should be in Mapping Help and Troubleshooting.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Yep, or if you want to make the client download the wad, add a res file (mapname.res) and stick the wad in there.
  • GiGaHerTzGiGaHerTz Join Date: 2003-10-08 Member: 21535Members, Constellation
    Sorry , i know it should have been in the Mapping Help forum , tbh i didnt even see it , went back and look and noticed it .

    anyway , with the mapname.res , is that just a txt file with the location of the file (ie c:/nsp/doom.wad) ?
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-GiGaHerTZ+May 23 2004, 04:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaHerTZ @ May 23 2004, 04:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sorry , i know it should have been in the Mapping Help forum , tbh i didnt even see it , went back and look and noticed it .

    anyway , with the mapname.res , is that just a txt file with the location of the file (ie c:/nsp/doom.wad) ? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah, but it's gotta be relative to the mod directory, I think, so it'd be like this:

    wadname.wad
    sprites/mapname/spritename.spr
    models/mapname/modelname.mdl
    maps/mapname.txt

    Etc.
  • GiGaHerTzGiGaHerTz Join Date: 2003-10-08 Member: 21535Members, Constellation
    Thanx alot , seems you have to put things in a certain order for it to work ,

    maps/'mapname'.res
    maps/'mapname'.txt
    maps/'mapname'.bsp
    sprites/minimaps/'mapname'.bsp
    'wadname'.wad
    sound/

    Thanx for the help guys

    -GiGaHerTZ
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-GiGaHerTZ+May 23 2004, 05:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaHerTZ @ May 23 2004, 05:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thanx alot , seems you have to put things in a certain order for it to work ,

    maps/'mapname'.res
    maps/'mapname'.txt
    maps/'mapname'.bsp
    sprites/minimaps/'mapname'.bsp
    'wadname'.wad
    sound/

    Thanx for the help guys

    -GiGaHerTZ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Argh. Do not stick the mapname in there. Don't stick the .res in there either, the client won't need it. If you include the mapname in your res file, the client will have to download it twice.
  • GiGaHerTzGiGaHerTz Join Date: 2003-10-08 Member: 21535Members, Constellation
    LoL , ooops , i'll remind my friend to delete that line .
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