The NS Mapping Forum FAQ

CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
edited February 2007 in Mapping Forum
<div class="IPBDescription">Last Update: Feb 14, 2007</div><b><!--coloro:#DDDDDD--><span style="color:#DDDDDD"><!--/coloro--><!--sizeo:8--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->[alink=WHY2-top]The NS Mapping Forum FAQ[/alink]<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></b>
<!--coloro:#DDDDDD--><span style="color:#DDDDDD"><!--/coloro-->Last updated: June 29, 2005<!--colorc--></span><!--/colorc-->
Email <a href="">XP-Cagey</a> with error corrections, dead links, or additional NS tutorials to list

<img src="" border="0" alt="IPB Image" /> <b><!--coloro:white--><span style="color:white"><!--/coloro-->Forum Guidelines<!--colorc--></span><!--/colorc--></b>
[alink=WHY2-0_1]What topics should I talk about here?[/alink]
[alink=WHY2-0_2]<i>not</i> talk about here?[/alink]
[alink=WHY2-0_3]What questions belong in the "Mapping Help and Troubleshooting" forum?[/alink]
[alink=WHY2-0_4]When should I PM XP-Cagey with a mapping question?[/alink]

<img src="" border="0" alt="IPB Image" /> <b><!--coloro:white--><span style="color:white"><!--/coloro-->Getting Started<!--colorc--></span><!--/colorc--></b>
[alink=WHY2-1_1]What do I need to make NS Maps?[/alink]
[alink=WHY2-1_2]Which editor should I use?[/alink]
[alink=WHY2-1_3]Which compiler should I use?[/alink]
[alink=WHY2-1_4]Which compiler front-end tool should I use?[/alink]
[alink=WHY2-1_5]How do I make maps with Steam?[/alink]
[alink=WHY2-1_6]How do I get wad files from Steam?[/alink]
[alink=WHY2-1_7]How do I start making my first map?[/alink]

<img src="" border="0" alt="IPB Image" /> <b><!--coloro:white--><span style="color:white"><!--/coloro-->Map Guidelines<!--colorc--></span><!--/colorc--></b> Note: For extensive information, see the <a href="" target="_blank">Natural Selection Mapping Guidelines</a>.
[alink=WHY2-2_1]What entities does Natural Selection use?[/alink]
[alink=WHY2-2_2]What requirements do Natural Selection maps have?[/alink]
[alink=WHY2-2_3]Can I suggest changes to Natural Selection entities?[/alink]
[alink=WHY2-2_4]Why is there a 275 entity limit?[/alink]
[alink=WHY2-2_5]Why is there a 4 MB texture limit?[/alink]
[alink=WHY2-2_6]Can I make outdoor levels?[/alink]

<img src="" border="0" alt="IPB Image" /> <b><!--coloro:white--><span style="color:white"><!--/coloro-->Mapping Resources<!--colorc--></span><!--/colorc--></b>
[alink=WHY2-3_1]Can I see the source of a Natural Selection map?[/alink]
[alink=WHY2-3_2]Are there any NS specific tutorials?[/alink]
[alink=WHY2-3_3]Are there any NS mapping related IRC channels?[/alink]
[alink=WHY2-3_4]Where can I upload my NS map when it's finished?[/alink]
[alink=WHY2-3_5]What other mapping tools might I find helpful?[/alink]

<img src="" border="0" alt="IPB Image" /> <b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-common]Common Problems[/anchor]<!--colorc--></span><!--/colorc--></b> Note: For basic entity support, see the <a href="" target="_blank">VERC Entity List</a> and <a href="" target="_blank">VERC Forums</a>
[alink=WHY2-4_1]Why are my screenshots so dark?[/alink]
[alink=WHY2-4_2]Why do I get stuck in my map when I evolve to Onos?[/alink]
[alink=WHY2-4_3]How to I let the commander see through the ceiling?[/alink]
[alink=WHY2-4_4]Why doesn't my door open?[/alink]
[alink=WHY2-4_5]Why do entities disappear when I walk away from them?[/alink]
[alink=WHY2-4_6]Why does the NULL texture not work on my map?[/alink]
[alink=WHY2-4_7]Why does my sky look strange?[/alink]
[alink=WHY2-4_8]Why do I get sent back to the ready room or out into space when I try to join a team?[/alink]
[alink=WHY2-4_9]How do I use HINT brushes?[/alink]

<img src="" border="0" alt="IPB Image" /> <b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-"particle]Particle Systems[/anchor]<!--colorc--></span><!--/colorc--></b>
[alink=WHY2-5_1]How do I make a Natural Selection particle system?[/alink]
[alink=WHY2-5_2]Are there sample particle systems I can look at?[/alink]
[alink=WHY2-5_3]Are there any particle system tutorials?[/alink]
[alink=WHY2-5_4]Can I preview my particle system?[/alink]

<img src="" border="0" alt="IPB Image" /> <b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-editor]Editor Questions[/anchor]<!--colorc--></span><!--/colorc--></b>
[alink=WHY2-6_1]How do I do [X] in Hammer?[/alink]
[alink=WHY2-6_2]How do I do [X] in Quark?[/alink]
[alink=WHY2-6_3]How do I do [X] in Radiant?[/alink]

<b><!--coloro:#DDDDDD--><span style="color:#DDDDDD"><!--/coloro--><!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo-->Forum Guidelines<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></b>

<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-0_1]What topics should I talk about here?[/anchor]<!--colorc--></span><!--/colorc--></b>
In general, anything that relates to Natural Selection mapping will be OK, although requests for assistance should be in the help forum. If you post a map beta or show off some screenshots, people will give you honest feedback. People sometimes ask about compiler errors when working with their NS maps (but you should check the [alink=WHY2-common]Common Problems[/anchor] section of this FAQ firs[/alink]
[ <a href="http://#WHY2-top" target="_blank"><i>Return to top</i></a> ]

<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-0_2]What topics should I <i>not</i> talk about here?[/anchor]<!--colorc--></span><!--/colorc--></b>
Mapping questions that apply to basic Half-Life should be asked in the <a href="" target="_blank">VERC Forums</a>. Questions like "What's your favorite editor?" don't relate to Natural Selection and aren't appropriate for the forum. Asking for editor help is also not appropriate; see the section of this FAQ on [alink=WHY2-editor]Editor Questions[/alink] to find editor-specific resoure.

All of the <a href="" target="_blank">forum rules</a> apply to the Mapping Forums as well.
[ <a href="http://#WHY2-top" target="_blank"><i>Return to top</i></a> ]

<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-0_3]What questions belong in the "Mapping Help and Troubleshooting" forum?[/anchor]<!--colorc--></span><!--/colorc--></b>
If you're trying to figure out how to use a Natural Selection mapping entity post in the mapping help forum.
If you need help with a Natural Selection map feature, post in the mapping help forum.
If you have a mapping setup or compile problem, post in the mapping help forum.
[ <a href="http://#WHY2-top" target="_blank"><i>Return to top</i></a> ]

<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-0_4]When should I PM XP-Cagey with a mapping question?[/anchor]<!--colorc--></span><!--/colorc--></b>
You've got to ask yourself a question: "Do I feel lucky?" <img src="style_emoticons/<#EMO_DIR#>/mad-fix.gif" style="vertical-align:middle" emoid=":angry:" border="0" alt="mad-fix.gif" />
<!--coloro:#BBBBBB--><span style="color:#BBBBBB"><!--/coloro--><i>Editor's note: Please, <b>please</b> ask the forum first and give people at least 24 hours to answer a question before you even think about sending something my way. I typically scan the forums about once a day, so a PM won't speed things up much before then anyway. I don't mind answering most questions, but I don't want to be flooded, either.</i><!--colorc--></span><!--/colorc-->
[ <a href="http://#WHY2-top" target="_blank"><i>Return to top</i></a> ]

<b><!--coloro:#DDDDDD--><span style="color:#DDDDDD"><!--/coloro--><!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo-->Getting Started<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></b>

<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-1_1]What do I need to make Natural Selection Maps?[/anchor]<!--colorc--></span><!--/colorc--></b>
In addition to the lastest verision of the Natural Selection client and server, you'll need to download a map editor and a set of compiler tools. Many people also recommend using a front-end tool for compiling your maps. There is an excellent thread titled <a href="" target="_blank">How-to: Set Up Your Computer For Mapping</a> in the mapping help forum that makes all the decisions for you.
[ <a href="http://#WHY2-top" target="_blank"><i>Return to top</i></a> ]

<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-1_2]Which editor should I use?[/anchor]<!--colorc--></span><!--/colorc--></b>
The following editors all can create NS maps:<ul><li><a href="" target="_blank">Valve Hammer Editor 3.4</a> | <a href="" target="_blank">3.4 -> 3.5 beta patch</a> (a.k.a. WorldCraft, Hammer, VHE, WC)</li><li><a href="" target="_blank">QuArK</a> | <a href="" target="_blank">QuArK NS Files</a> (short for Quake Army Knife, supports Half-Life)</li><li><a href="" target="_blank">GtkRadiant</a> with Half-Life support</li></ul>Choosing between those editors is mostly a matter of personal preference.
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-1_3]Which compiler should I use?[/anchor]<!--colorc--></span><!--/colorc--></b>
In order to properly make NS maps, you need to use <a href="" target="_blank">ZHLT 2.5.3 Custom 1.7</a> or later. The latest version of the tools is maintained at <a href="" target="_blank"></a>. Another popular version, the 'p' series, is available from <a href="" target="_blank">this thread</a>.
<!--coloro:#BBBBBB--><span style="color:#BBBBBB"><!--/coloro--><i>Editor's note: I used to maintain the 'p' series, and recommend it over the 1.7 builds; I haven't used the newest builds, but they are probably the best option.</i><!--colorc--></span><!--/colorc-->
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-1_4]Which compiler front-end tool should I use?[/anchor]<!--colorc--></span><!--/colorc--></b>
The common recommendation around the Mapping Forum is for <a href="" target="_blank">Nem's Batch Compiler</a> (a.k.a. BC). There are many other options out there; be sure to pick on that supports the latest tool features (like BC or <a href="" target="_blank">ZHLT Compile GUI</a>). The use of a front-end tool is optional; all of the compiler tools can be executed from the command line. Directions for setting up BC are included in the <a href="" target="_blank">setup how-to thread</a>.
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-1_5]How do I make maps with Steam?[/anchor]<!--colorc--></span><!--/colorc--></b>
There is a detailed thread that shows how to set up VHE with Steam support <a href="" target="_blank">here</a>.
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-1_6]How do I get wad files from Steam?[/anchor]<!--colorc--></span><!--/colorc--></b>
The files you're looking for are in the steam cache. To extract them into a form that your editor can use, use <a href="" target="_blank">GCFScape</a>.
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-1_7]How do I make my first map?[/anchor]<!--colorc--></span><!--/colorc--></b>
Although basic mapping is off topic for the forum, there <i>is</i> a thread that shows how to make a box map with a light using Hammer <a href="" target="_blank">here</a>. The <a href="" target="_blank">VERC Forums</a> should also be helpful for basic entity information. If you need additional help, try starting at the <a href="" target="_blank">Handy Vandal</a>'s tutorial list.
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<b><!--coloro:#DDDDDD--><span style="color:#DDDDDD"><!--/coloro--><!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo-->Map Guidelines<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></b>

<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-2_1]What entities does Natural Selection use?[/anchor]<!--colorc--></span><!--/colorc--></b>
The following entities have been added to NS:<ul><li><a href="" target="_blank">env_gamma</a></li><li><a href="" target="_blank">env_particles_custom</a></li><li><a href="" target="_blank">func_nobuild</a></li><li><a href="" target="_blank">func_resource</a></li><li><a href="" target="_blank">func_seethrough</a></li><li><a href="" target="_blank">func_seethroughdoor</a></li><li><a href="" target="_blank">func_weldable</a></li><li><a href="" target="_blank">info_gameplay</a></li><li><a href="" target="_blank">info_join_autoassign</a></li><li><a href="" target="_blank">info_join_team</a></li><li><a href="" target="_blank">info_location</a></li><li><a href="" target="_blank">info_mapinfo</a></li><li><a href="" target="_blank">info_spectate</a></li><li><a href="" target="_blank">info_team_start</a></li><li><a href="" target="_blank">target_mp3audio</a></li><li><a href="" target="_blank">team_armory</a></li><li><a href="" target="_blank">team_command</a></li><li><a href="" target="_blank">team_hive</a></li><li><a href="" target="_blank">trigger_presence</a></li><li><a href="" target="_blank">trigger_random</a></li></ul>[ <a href="http://#WHY2-top" target="_blank"><i>Return to top</i></a> ]

<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-2_2]What requirements do Natural Selection maps have?[/anchor]<!--colorc--></span><!--/colorc--></b>
The list of offical map requirements including mapping limits, file name requirements, and style requirements for official consideration are all listed in the <a href="" target="_blank">Mapping Guidelines</a>.
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-2_3]Can I suggest changes to Natural Selection entities?[/anchor]<!--colorc--></span><!--/colorc--></b>
Sure--use the <a href="" target="_blank">Ideas and Suggestions Forum</a> to suggest any entity changes you'd like to see. Put a "Mapping: " prefix on your thread title if it's a change that only affects map design.
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-2_4]Why is there a 275 entity limit?[/anchor]<!--colorc--></span><!--/colorc--></b>
The limit isn't on total entities; <a href="" target="_blank">some entities</a> don't count for this number. To see why the limit exists in the first place, read <a href="" target="_blank">this post</a>
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-2_5]Why is there a 4 MB texture limit?[/anchor]<!--colorc--></span><!--/colorc--></b>
The textures used by the map are only one part of the memory requirement for video boards. In addition to map resources the video card must handle models and sprites with enough memory left over to buffer the screen. A 640x480 screen buffer at 16 bit takes over 1MB of memory... 1024x768 at 32 bit color requires 6MB. The limit exists so that people using older cards with less memory can still play the game, and is not related to software support.
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-2_6]Can I make outdoor levels?[/anchor]<!--colorc--></span><!--/colorc--></b>
Outdoor levels are discouraged by the official Natural Selection mapping guidelines because they are hard to balance for NS. If you decide you'd like to have outdoor areas, however, there is a guide available <a href="" target="_blank">here</a> that talks about what level designers must consider when making outdoor levels.
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<b><!--coloro:#DDDDDD--><span style="color:#DDDDDD"><!--/coloro--><!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo-->Mapping Resources<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></b>

<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-3_1]Can I see the source of a Natural Selection map?[/anchor]<!--colorc--></span><!--/colorc--></b>
<a href="" target="_blank">ChromeAngel</a> has created a <a href="" target="_blank">tutorial map</a> and walkthrough for the community so that people can see how items should be placed in a working map.

There is also an <a href="" target="_blank">open-source example map</a> available from <a href="" target="_blank">venomus</a>.
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-3_2]Are there any NS specific tutorials?[/anchor]<!--colorc--></span><!--/colorc--></b>
The following is a list of tutorials on Natural Selection mapping. For a list of tutorials that describe particle system editing exclusively, see the section of the FAQ on <a href="http://#WHY2-particle" target="_blank">.<ul><li>[alink=' target='_blank]Quick Start Guide to Mapping for Natural Selection</a></li></ul>[ <a href="http://#WHY2-top" target="_blank"><i>Return to top</i></a> ]

<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-3_3]Are there any NS mapping related IRC channels?[/anchor]<!--colorc--></span><!--/colorc-->[/alink]
#nsmapping on is an unofficial channel dedicated to mapping for Natural Selection. Guidelines for using the channel are available <a href="" target="_blank">here</a>.
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[b]<!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-3_4]Where can I upload my NS map when it's finished?[/anchor]<!--colorc--></span><!--/colorc--></b>
See <a href="" target="_blank">this thread</a> for a list of people offering map hosting services.
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-3_5]What other mapping tools might I find helpful?[/anchor]<!--colorc--></span><!--/colorc--></b>
One of the great things about the NS mapping community is its ability to create and give away tools to solve common problems.<ul><li><a href="" target="_blank">NSPSEdit</a> allows you to modify particle systems without running the game. Version 3.0 allows you to edit your systems directly in an .rmf file.</li><li><a href="" target="_blank">HLUnion</a> combines map fragments into a single map, allowing people to build sections in different files to automate pasting the sections together.</li><li><a href="" target="_blank">HLFix</a> is a RMF-to-MAP converter that does a better job than Hammer's built-in map exporter. If your map is corrupted by Hammer's export, try HLFix.</li></ul><b><!--coloro:#DDDDDD--><span style="color:#DDDDDD"><!--/coloro--><!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo-->Common Problems<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></b>

<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-4_1]Why are my screenshots so dark?[/anchor]<!--colorc--></span><!--/colorc--></b>
When Half-Life writes a screenshot to disk, it doesn't use Natural Selection's gamma setting to brighten the image. You can manually correct your images using either Photoshop, Paint Shop Pro, or <a href="" target="_blank">The GIMP</a>.

In <!--coloro:#DDDDDD--><span style="color:#DDDDDD"><!--/coloro-->Photoshop<!--colorc--></span><!--/colorc-->, select use the "<!--coloro:#DDDDDD--><span style="color:#DDDDDD"><!--/coloro-->Image->Adjust->Levels<!--colorc--></span><!--/colorc-->" command.
In <!--coloro:#DDDDDD--><span style="color:#DDDDDD"><!--/coloro-->Paint Shop Pro 7.04<!--colorc--></span><!--/colorc-->, select the "<!--coloro:#DDDDDD--><span style="color:#DDDDDD"><!--/coloro-->Colors->Adjust->Levels<!--colorc--></span><!--/colorc-->" command (same thing, different menu setup).

When the dialog box pops up, there should be three inputs next to an "input level" label. Select the one on the right and change it according to the following formula:

<!--coloro:#DDDDDD--><span style="color:#DDDDDD"><!--/coloro-->input value = 383 - [(your map's env_gamma value)*128]<!--colorc--></span><!--/colorc-->

Valid env_gamma settings for the formula range between 1.0 and just under 3.0, but recommended settings are between 1.0 and 2.0. Natural Selection uses a maximum of 2.0 internally, so even if you set the value higher, it will use 2.0 to create the gamma ramp.

Click "OK" to set the new levels.

In <!--coloro:#DDDDDD--><span style="color:#DDDDDD"><!--/coloro-->The GIMP<!--colorc--></span><!--/colorc-->, right click the image and select "<!--coloro:#DDDDDD--><span style="color:#DDDDDD"><!--/coloro-->Image->Colours->Levels<!--colorc--></span><!--/colorc-->" from the pop-up menu.

Set the three values to : 255 (NS Gamma) 128
Click "Auto"
Click "OK"

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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-4_2]Why do I get stuck in my map when I evolve to Onos?[/anchor]<!--colorc--></span><!--/colorc--></b>
You need to add the NS hull file to your CSG inputs. It contains custom size information for the third clipping hull that the Onos player uses. The file is named "nshulls.txt" and is found in the ns directory of your client install. To add the command at the command line or inside the Hammer edit dialogs, use "-hullfile <path_to_ns_directory>/ns/nshulls.txt".
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-4_3]How to I let the commander see through the ceiling?[/anchor]<!--colorc--></span><!--/colorc--></b>
The map compiler does this automatically--you don't need to do anything special to the roof of your level to make it seethrough when the commander looks down. Don't make your ceilings an entity. If you have any solid objects hanging underneath your ceiling (like support beams) that aren't part of the outer "shell" of your level, you should make them <a href="" target="_blank">func_seethrough</a> objects so that the commander can ignore them and place objects under them.
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-4_4]Why doesn't my door open?[/anchor]<!--colorc--></span><!--/colorc--></b>
Natural Selection changed the code for func_door entities; every door in Natural Selection now requires a targetname and a triggering entity to operate. For information on triggers, see the <a href="" target="_blank">VERC Entity List</a>.
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-4_5]Why do entities disappear when I walk away from them?[/anchor]<!--colorc--></span><!--/colorc--></b>
Natural Selection uses special code to ignore entities if they move a set distance away from the player. You will need to increase this distance to keep your entities from disappearing; the correct value is the smallest distance you can find that doesn't cause any visual glitches during play. The actual value is the "xytopdownculldistance" attribute of the <a href="" target="_blank">info_mapinfo</a> entity.
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-4_6]Why does the NULL texture not work on my map?[/anchor]<!--colorc--></span><!--/colorc--></b>
The NULL texture requires a recent version of the tools to work properly. Both Merl's tools and Cagey's tools (see "[alink=WHY2-1_3]Which Compiler Should I Use?[/alink]") will work properly with the NULL texture.
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-4_7]Why does my sky look strange?[/anchor]<!--colorc--></span><!--/colorc--></b>
A strange looking sky (usually purple and black or gray and black blotches) can be caused by using "-wadinclude" on a sky texture, or by not using any wads that include the sky texture when you compile your map.
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-4_8]Why do I get sent back to the ready room or out into space when I try to join a team?[/anchor]<!--colorc--></span><!--/colorc--></b>
This usually happens when the game can't find a valid <a href="" target="_blank">info_team_start</a> for the team you are trying to join. If your start locations are too close to the walls they won't be used by the game.
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-4_9]How do I use HINT brushes?[/anchor]<!--colorc--></span><!--/colorc--></b>
Relic25 has written a HINT brush tutorial that covers how the HINT texture works <a href="" target="_blank">here</a>.
<!--coloro:#BBBBBB--><span style="color:#BBBBBB"><!--/coloro--><i>Editor's note: This is off topic, but it's something that does get asked and it was in the old FAQ, so I thought I'd keep the information handy. This link is the same tutorial in a new home.</i><!--colorc--></span><!--/colorc-->
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<b><!--coloro:#DDDDDD--><span style="color:#DDDDDD"><!--/coloro--><!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo-->Particle Systems<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></b>

<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-5_1]How do I make a Natural Selection particle system?[/anchor]<!--colorc--></span><!--/colorc--></b>
Natural Selection particle systems use the env_particles_custom entity.
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-5_2]Are there sample particle systems I can look at?[/anchor]<!--colorc--></span><!--/colorc--></b>
See the [alink=WHY2-3_1]sample maps[/alink] above.
[alink=[ <a href="http://#WHY2-top" target="_blank"><i>Return to top</i></a> ]

<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-5_3]Are there any particle system tutorials?[/alink]<!--colorc--></span><!--/colorc-->
The following is a list of tutorials on Natural Selection particle systems:<ul><li><a href="" target="_blank">Natural Selection Particle System Guide</a></li><li><a href="" target="_blank">Quick Start Guide to Mapping for Natural Selection : Appendix 1 B</a></li></ul>[ <a href="http://#WHY2-top" target="_blank"><i>Return to top</i></a> ]

[b]<!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=]WHY2-5_4]Can I preview my particle system?[/anchor]<!--colorc--></span><!--/colorc--></b>
If you want to preview a particle system and adjust its values outside of the Half-Life engine, <a href="" target="_blank">NSPSEdit</a> will read particle systems and display them.
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<b><!--coloro:#DDDDDD--><span style="color:#DDDDDD"><!--/coloro--><!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo-->Editor Questions<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></b>
<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-6_1]How do I do [X] in Hammer?[/anchor]<!--colorc--></span><!--/colorc--></b>
Off topic for this forum! For Hammer support, use the <a href="" target="_blank">VERC Forums</a>.
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-6_2]How do I do [X] in Quark?[/anchor]<!--colorc--></span><!--/colorc--></b>
Off topic for this forum! For Quark support, use the <a href="" target="_blank">Quark Map Editing Forum</a>.
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<b><!--coloro:white--><span style="color:white"><!--/coloro-->[anchor=WHY2-6_3]How do I do [X] in Radiant?[/anchor]<!--colorc--></span><!--/colorc--></b>
Off topic for this forum! For Radiant support, use the <a href="" target="_blank">GtkRadiant Half-Life Setup Guide</a> and the <a href="" target="_blank">Map-Center GtkRadiant Discussion Forum</a>.
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  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <b><span style='color:white'>FAQ Changelog</span></b>

    <b><span style='color:white'>June 29, 2005</span></b>
    Updated link to Nem's Batch Compiler

    <b><span style='color:white'>June 17, 2005</span></b>
    Updated GCFScape link to point to updated page.
    Updated ZHLT notes to say that the 'p' series is no longer the latest version.
    Fixed 'p' series links in my old ZHLT thread so that you can download p13, p15, and p15.5 source again.

    <b><span style='color:white'>Apr 28, 2004</span></b>
    Added question "What other mapping tools might I find helpful?" to the Mapping Resources section, where I linked hlunion, hlfix, and psedit.
    Added note to "Why are my screenshots so dark?" that NS clamps max gamma to 2.0 internally.

    <b><span style='color:white'>Mar 09, 2004</span></b>
    Added question "Are there any NS mapping related IRC channels?" to the Mapping Resources section.
    Added version number to PSP directions in "Why are my screeenshots so dark?" since JASC changed the menus around in 8.0

    <b><span style='color:white'>Feb 13, 2004</span></b>
    Added alternative front-end that supports latest compile options to "What compiler front-end should I use?"
    Fixed formatting of "Why are my screenshots so dark?" and linked to The GIMP's homepage (as freeware, it's the easiest option for people to use).

    <b><span style='color:white'>Feb 11, 2004</span></b>
    Added question, "Can I make outdoor levels?" to "Map Guidelines" and linked Kouji San & KungFuDiscoMonkeys' thoughts on outdoor mapping.
    Fixed broken link in answer to "What requirements do Natural Selection maps have?"
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
    edited February 2007
    <b><!--coloro:white--><span style="color:white"><!--/coloro-->Feb 14, 2007<!--colorc--></span><!--/colorc--></b>
    Fixed broken link to mapping guidelines.
This discussion has been closed.