Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 9 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : DOOM III
Category: DOOM III Mapping
D3 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: Deathmatch Map Compiling Question
TheJuice
General Member
Since: Aug 20, 2004
Posts: 27
Last: Sep 11, 2004
[view latest posts]
Level 2
Category: DOOM III Mapping
Posted: Friday, Aug. 20, 2004 09:07 pm
First off I must say THANK YOU to Foyleman! Because of your tutorials I am no longer sitting here scratching my head and wondering how the heck to use the map editor. Now on to the question.

This may be an extreme noob question but, I have not mapped since Doom2.

I have made a deathmatch map that I would like to compile and play online with a friend. It compiles just fine no errors etc. However it doesn't show up under the list of maps to create a server with. I have noticed that the DM maps I have downloaded were in Pk4 format, which is pretty much just a zip file. I cannot find anywhere in the editor to export the map to Pk4. I zipped up the map files and renamed it to a pk4 but that didn't work. How do I get this map to work as a DM map? It has DM spawn points etc. what do I do?
Share |
foyleman
Preferred PLUS Member
Since: Nov 7, 2001
Posts: 95762
Last: Apr 13, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a fan of MODSonair
Im a HOST of MODSonair
Category: DOOM III Mapping
Posted: Friday, Aug. 20, 2004 10:34 pm
thanks for the kudos.

I wasn't ignoring your post, I was actually trying to figure it out your answer. I have most of it, but not all....

to get your map to show up you need to do a bunch of things. Let's say your map is named yourmap.map. my folder reference will be out of the base directory for the game...

- put yourmap.map and the compiled parts in the game/mp folder
- create the directory def.
- place in it a new file (created in notepad) called yourmap.def
- add to yourmap.def the following:
mapDef game/mp/yourmap {
"name" "yourmap"
"devname" "Your Map"
"Deathmatch" "1"
"Team DM" "1"
"Last Man" "1"
"Tourney" "1"
"singleplayer" "1"
"size0" "241381796"
"size1" "241381796"
"size2" "360373649"
"size3" "509824838"
}
I don't know what the sizes refer to so just leave them the same. The map types, including singleplayer, are equal to 1 if the map is made for that gametype. you should just delete the gametype if it is not equal to 1.

- create the folder guis/assets/splash
- place in it a 24 bit tga file of your map for viewing in the map selection screen. size the tga to 640 x 480
- create the folder guis/map
- place in it a text file named yourmap.gui
the file should look something like this:

windowDef Desktop
{
menugui 1
nocursor 1
rect 0,0,640,480
windowDef BackgroundImage
{
rect 0,0,640,480
visible 1
background "guis/loading/yourmap"
matcolor 1,1,1,1
}
}

Now all this seems to work, except that the loading screen doesn't show up for me. I am trying to figure that one out still.
Go ahead... You Play I Mod : Support Modsonline by becoming a PREFERRED MEMBER today!
Have you heard the MODSonair Podcast?:
MODSonair is a weekly podcast bringing you the news from a modders perspective.
Tune in every Sunday at 12pm EST to listen LIVE.
Quake 4 Mods for Dummies - Half-Life 2 Mods for Dummies
Share |
TheJuice
General Member
Since: Aug 20, 2004
Posts: 27
Last: Sep 11, 2004
[view latest posts]
Level 2
Category: DOOM III Mapping
Posted: Friday, Aug. 20, 2004 10:55 pm
Cool thanks man, I'll give that a try in a lil bit. Unfortunatley, I just ran into what it probably a big problem. I was doing some optimizations with the visportals following the tutorial. When I started to compile it the compiler crashed and killed the editor and Doom 3 completley. When I restarted the editor and tried to redo the visportals I got this.

"WARNING: Couldn't load image: textures/editor/visportal"

Any suggestions?
Share |
foyleman
Preferred PLUS Member
Since: Nov 7, 2001
Posts: 95762
Last: Apr 13, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a fan of MODSonair
Im a HOST of MODSonair
Category: DOOM III Mapping
Posted: Friday, Aug. 20, 2004 11:48 pm
that doesn't look good. I don't know what to look for with that. Is that what you get when you load the map in the editor?

Anyway, I found out why my screen wasn't loading. Now, if you want to use a basic loading screen (just a loading image) then enter this into yourmap.gui

windowDef Desktop
{
menugui 1
nocursor 1
rect 0,0,640,480
windowDef BackgroundImage
{
rect 0,0,640,480
visible 1
background "guis/assets/splash/yourmap"
matcolor 1,1,1,1
}
}

You will see that what I was getting wrong was the path to that loading screen.

However, if you want your loading screen to look the same as the other deathmatch levels, then use this: (kinda long)

windowDef Desktop
{
menugui 1
nocursor 1
rect 0,0,640,480
windowDef BackgroundImage
{
rect 0,0,640,480
visible 1
background "guis/assets/splash/yourmap"
matcolor 1,1,1,1
}
windowDef Scanlines2
{
rect 0,0,640,480
matcolor 0.02,0.02,0.02,1
background "gui/test/gui_scanlines4"
matscaley 3.75
noevents 1
visible 1
}
windowDef bgBlackTop
{
rect 0,0,640,200
visible 1
windowDef bgBlackTop1
{
rect 0,-21,170,-64
background "guis/assets/mainmenu/bg1"
matcolor 1 ,1 ,1 ,0.6
visible 1
noevents 1
}
windowDef bgBlackTop2
{
rect 170,-21,32,-64
background "guis/assets/mainmenu/bg2"
matcolor 1 ,1 ,1 ,0.6
visible 1
noevents 1
}
windowDef bgBlackTop3
{
rect 202,-21,458,-64
background "guis/assets/mainmenu/bg3"
matcolor 1 ,1 ,1 ,0.6
visible 1
noevents 1
}
}
windowDef bgBlackBottom
{
rect 0,435,640,75
noevents 1
visible 1
windowDef bgBlackBottomFill
{
rect 0,64,640,75
backcolor 0 ,0 ,0 ,0.6
visible 1
noevents 1
}
windowDef bgBlackBottom1
{
rect 0,0,367,64
background "guis/assets/mainmenu/bg1"
matcolor 1 ,1 ,1 ,0.6
visible 1
noevents 1
}
windowDef bgBlackBottom2
{
rect 367,0,32,64
background "guis/assets/mainmenu/bg2"
matcolor 1 ,1 ,1 ,0.6
visible 1
noevents 1
}
windowDef bgBlackBottom3
{
rect 399,0,261,64
background "guis/assets/mainmenu/bg3"
matcolor 1 ,1 ,1 ,0.6
visible 1
noevents 1
}
windowDef bgBlackBottomFade
{
rect 0,30,642,128
background "guis/assets/mainmenu/bg4"
matcolor 0,0,0,1
visible 1
noevents 1
}
}
windowDef LoadingFillClip
{
rect 2,18,( "gui::map_loading" * 175 ),16
visible 1
windowDef LoadingFill
{
rect 0,0,256,16
visible 1
background "guis/assets/splash/load"
matcolor 1,1,1,0.8
}
}
windowDef LoadingLine
{
rect 2,18,256,16
visible 1
background "guis/assets/splash/loadborder"
matcolor 1,1,1,0
}
windowDef TextLoading
{
rect 16,-6,123,30
visible 1
text ""
font "fonts/micro"
textscale 0.4
forecolor 0.2,0.6,0.7,1
}
windowDef FlareBox
{
rect 0,0,48,21
background "gui/mainmenu/textflare"
matcolor 0.4 ,0.6, 0.6, 0
visible 1
}
windowDef TextTitle
{
rect 16,447,610,30
visible 1
text "This Text 1"
font "fonts/micro"
textscale 0.4
forecolor 1,1,1,0
}
windowDef BlackFade
{
rect 0,0,640,480
backcolor 0, 0, 0, 1
visible 1
}
windowDef Anim
{
rect 0,0,0,0
visible 1

onTime 0 {
transition "BlackFade::backcolor" "0 0 0 1" "0 0 0 0" "400" ;
set "TextLoading::text" "L" ;
transition "FlareBox::matcolor" "0.4 0.6 0.6 0" "0.4 0.6 0.6 0.5" "200"

;

transition "bgBlackTop1::rect" "0 -21 150 -64" "0 -21 170 -64" "400"

"0.2" "0.8" ;
transition "bgBlackTop2::rect" "150 -21 32 -64" "170 -21 32 -64" "400"

"0.2" "0.8" ;
transition "bgBlackTop3::rect" "182 -21 498 -64" "202 -21 458 -64" "400"

"0.2" "0.8" ;
transition "bgBlackBottom1::rect" "0 0 397 64" "0 0 367 64" "400" "0.2"

"0.8" ;
transition "bgBlackBottom2::rect" "397 0 32 64" "367 0 32 64" "400"

"0.2" "0.8" ;
transition "bgBlackBottom3::rect" "429 0 261 64" "399 0 261 64" "400"

"0.2" "0.8" ;
}

onTime 50 {
set "TextLoading::text" "This Text 2" ;
set "FlareBox::rect" "17 0 54 21" ;
}

onTime 100 {
set "TextLoading::text" "This Text 3" ;
set "FlareBox::rect" "37 0 54 21" ;
}

onTime 150 {
set "TextLoading::text" "This Text 4" ;
set "FlareBox::rect" "57 0 54 21" ;

}

onTime 200 {
set "TextLoading::text" "This Text 5" ;
set "FlareBox::rect" "67 0 54 21" ;
transition "TextTitle::forecolor" "0 0 0 0" "1 1 1 0.9" "400" "0.2" ".8"

;
}

onTime 250 {
set "TextLoading::text" "This Text 6" ;
set "FlareBox::rect" "81 0 54 21" ;
}

onTime 300 {
set "TextLoading::text" "This Text 7" ;
set "FlareBox::rect" "100 0 54 21" ;
transition "FlareBox::matcolor" "0.4 0.6 0.6 0.5" "0 0 0 0" "200" ;
transition "LoadingLine::matcolor" "1 1 1 0" "1 1 1 0.8" "600" ;
}

}
}

The top portion looks the same, but the rest of it is build to look pretty cool. Now I overwrote the default text to be inserted with the following that you can fill in for yourmap:

This Text 1: Loading
This Text 2: ?
This Text 3: ?
This Text 4: ?
This Text 5: ?
This Text 6: ?
This Text 7: your map name

I can't figure out where they are defining the text for the game.
Go ahead... You Play I Mod : Support Modsonline by becoming a PREFERRED MEMBER today!
Have you heard the MODSonair Podcast?:
MODSonair is a weekly podcast bringing you the news from a modders perspective.
Tune in every Sunday at 12pm EST to listen LIVE.
Quake 4 Mods for Dummies - Half-Life 2 Mods for Dummies
Share |
TheJuice
General Member
Since: Aug 20, 2004
Posts: 27
Last: Sep 11, 2004
[view latest posts]
Level 2
Category: DOOM III Mapping
Posted: Saturday, Aug. 21, 2004 01:17 am
No I don't get that error when I load the map. I get it whenever I try to use the visportal texture. When I apply it it gives that error and instead of showing the gridlike texture it just goes to black. I do also get an error when I load the map.


WARNING: Couldn't load image: _emptyname

I dunno what this is, I have a feeling I may have to reinstall Doom 3 if I want to use visportal again. It seems as if somehow when it crashed the visportal texture got deleted from the main pk4 file.

Oh yeah I figured out teh loading screen thing. i was cutting and pasting the script you gave me and I noticed the location of the image wasn't right. The map loads fine for deathmatch now.
Share |
foyleman
Preferred PLUS Member
Since: Nov 7, 2001
Posts: 95762
Last: Apr 13, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a fan of MODSonair
Im a HOST of MODSonair
Category: DOOM III Mapping
Posted: Saturday, Aug. 21, 2004 12:15 pm
I got that visportal error a few times too. All my testing still worked fine so I ignored that error.

I still sometimes can see teh grid texture and sometimes I can't.

It might be having a tough time reading it from the pk file and might go away if you extract the textures. Although, that could just end up being a waste of harddrive space.

For now, I am living with that error. MY map still runs correctly.
Go ahead... You Play I Mod : Support Modsonline by becoming a PREFERRED MEMBER today!
Have you heard the MODSonair Podcast?:
MODSonair is a weekly podcast bringing you the news from a modders perspective.
Tune in every Sunday at 12pm EST to listen LIVE.
Quake 4 Mods for Dummies - Half-Life 2 Mods for Dummies
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : DOOM III : DOOM III Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»