Information for new mappers

FortyKayFortyKay Join Date: 2002-11-02 Member: 5358Members
<div class="IPBDescription">New mappers in general, not just NS</div>OK i have been playing for years now (im 26) and never cared for mapping..

Now i want to take it further by mapping and this game(mod) is awesome,so a map or so wouldnt hurt <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

Now what mapping tool do i use ??
i have downloaded NSTR v2  do i need something more (i have heard something about Worldcraft ?)

how do i start for the first ? is mapping tools freeware ??

please help <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

if you want to mail me its  <a href="mailto:Lord_aka@hotmail.com">Lord_aka@hotmail.com</a>

Comments

  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The NSTR is now redundant since NS has been released.  Worldcraft comes free on the Half-Life CD.  The latest version of Worldcraft is call The Valve Hammer, you can download it from the Valve editing resource center (see the mapping forum FAQ for a link).

    Do the tutorials, make a few Deathmatch maps, then you might be ready to map for NS.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Hurrah, more members to take into our selective cult.

    Firstly, I don't think you need the NSTR now that NS is actually released. Not actually having NS yet (bad connection), I can't verify this 100%, but I really don't see why not.

    Secondly, here's a basic checklist of the stuff you'll need:

    * <a href="http://www.valve-erc.com/files/?file=/files/hammer_v34.exe" target="_blank">Valve Hammer Editor</a> - This is the main editing tool you'll be using. This is the core editor where you put your map together. It saves files in .rmf format, which is a format only recognised by Hammer Editor. When it compiles the level, it first converts the .rmf file into a .map file. (This is the universal 'base' file type for maps. RMF files contain extra information which are used by the editor.) The compile tools then convert the .map file into a .bsp file, and this can take anything from 5 seconds to 5 hours. (Depending on how complex your map is, and the speed of your computer.)
    It is HIGHLY reccomended that you read through the help files for this program before getting started, to give you an idea of where to start.

    * <a href="http://coding.valve-erc.com/users/3/files/zhlt253-161.zip" target="_blank">Zoners Compile Tools 1.6.1</a> - These are the compile tools. They take the .map file expelled by Hammer and do all kinds of algorithms on it to generate a .bsp map, which is the final state of the level. This then goes in /half-life/ns/maps/.

    * <a href="http://www.valve-erc.com/cgi-bin/files.pl?folder=/resources/&filename=hlmviewer12.zip" target="_blank">Half-life Model Viewer 1.2</a> - Use this to view models. While not actually used much when editing, it's a useful tool anyway, especially since you can browse .pak files in it and play sound files from within them. (Great for if you want to use a HL sound for somewhere.)

    And for the more advanced:

    * <a href="http://www.valve-erc.com/cgi-bin/files.pl?folder=/resources/&filename=pakscape-011.zip" target="_blank">PakScape</a> - Used to look inside .pak files, ie /valve/pak0.pak. Pak0.pak contains all the sprites and sounds used in HL, and they can be used in NS too. (For example if you want to use the sound file ambience/mortar1.wav from the pak0.pak, you need only put ambience/mortar1.wav into the sound entities properties.)

    * <a href="http://www.telefragged.com/wally/" target="_blank">Wally</a> - This is a texture editing program, for if you want to put your own textures into the map. NEVER edit ns.wad or any of the other wads which come with NS. Always use your own .wad, and compile it into the level. (Details on how to do this are in the Zoners Tools documents.)

    * <a href="http://www.wrenchsoftware.com/files/spritexplo20.zip" target="_blank">Sprite Explorer 2.0</a> - This is a handy tool which lets you look at sprites from within .pak files and also on the harddrive. Use this if you need to find a certain sprite for an effect, light glow, etc.

    * <a href="http://www.valve-erc.com/cgi-bin/files.pl?folder=/resources/&filename=sprwiz.zip" target="_blank">Sprite Wizard</a> - Use this to make your own sprites. You probably will never need this.

    And finally, frequent the <a href="http://www.valve-erc.com" target="_blank">Valve Editing Resource Center</a> as this is <b>THE PLACE</b> to go for any Half-Life mapping related questions. Obviously you can use this forum here for Natural Selection mapping discussion.

    Finally, mapping is not an easy thing. There are many obstacles to overcome and technicalities which must be learnt to make a decent playable map. You'll find all the information you need if you look. The worst thing you can do is try and learn to map by hand-holding - you must go out and try things yourself and experiement, or else you'll never really learn how to do it.

    I wish you luck! I've been mapping for over 6 years, and I still pull my hair out on a regular basis. ^_^
  • FortyKayFortyKay Join Date: 2002-11-02 Member: 5358Members
    Thank you Merkaba   very very usefull info <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
    ill keep posting when i pull my hair over things i dont understand <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    And with that, I think this topic can be locked. This, plus the Mapping FAQ should be MORE than enough help.
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