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[How-to] Begin mapping like a ninja
08-25-2008, 03:47 PM (This post was last modified: 09-02-2008 11:30 AM by -z-.)
Post: #1
[How-to] Begin mapping like a ninja
[size=x-large]Introduction[/size]
Back in December 2007, I wrote an A-Z tutorial on [url=http://www.nexuizninjaz.com/forum/showthread.php?tid=91]Creating your first Nexuiz map[/url] and getting it working in game. It's pretty barebones, intended to familiarize the user with some mapping basics but I never went into any of the fun stuff, like jump pads, teleports, doors, etc. Since writing that tutorial, I have learned more about mapping and have tightened up my techniques. I've realized it's no longer the daunting mystery it once was and this tutorial is my attempt to share the knowledge I have acquired, in the most concise way I can.

[b]This tutorial is meant for users new and old.[/b] It assumes you are somewhat computer savvy or at least willing to think for yourself. If you're having trouble, please refer to the 'Creating your first Nexuiz map thread' or ask for help in the [url=http://chat.nexuizninjaz.com]#nexuiz.ninjaz chat room[/url]. It's not a how-to in the traditional way you might expect one, it's more a set of good rules and practices that will have you mapping smarter, faster and less confused. I apologize in advance if the topics seem out of order. I need to first get out this knowledge before I can full understand how I need to organize it. Expect this post to grow.

[size=x-large]GtkRadiant[/size]
The program used for creating Nexuiz maps, is the infamous quake based map editor, [url=http://www.qeradiant.com]GtkRadiant[/url] (This tutorial uses 1.5), which is available for Windows, Linux and OSX (MacRadiant).

- Windows users can download gtk radiant [url=http://qeradiant.com]from the qeradiant website[/url]
- OSX users can grab [url=http://www.redsaurus.net/macradiant/]Mac Radiant here[/url] (GtkRadiant_1.4_1.5_Macintosh.dmg)
- Intel Mac users, [url=http://www.nexuizninjaz.com/forum/showthread.php?tid=298]read this[/url] to help yourself get seutp.
- Linux users either have to compile their own... or debian based Linux users can download [url=http://nexuizninjaz.com/downloads/gtkradiant_1.5-svn20080512-1_i386.deb]a debian package here[/url]

[size=large]Updating your entities.def[/size]
GtkRadiant generates its right click (in the graph view) menu based on the entities.def file. It's likely the Nexuiz entities.def file included with GtkRadiant is out of date. To ensure you have all current options available, copy the '[b]entities.def[/b]' file from your '[b]data/scripts[/b]' folder (you may have to look inside your [b]dataxxxxxxxx.pk3[/b] file) into your gtkradiant [b]nexuiz.game/data[/b] folder (probably "[b]/usr/lib/gtkradiant/nexuiz.game/data/[/b]" on Linux / OSX and "[b](your gtkradiant folder)\nexuiz.game\data[/b]" on Windows). You may want to backup your older one... just in case. [url=http://svn.icculus.org/*checkout*/nexuiz/trunk/data/scripts/entities.def]here's a link to the enitities.def in svn[/url] in case you need it.

Verify that your menu looks something like this:

[url=http://www.nexuizninjaz.com/pics/howtos/map_like_a_ninja/verify_menu.jpg][img]http://www.nexuizninjaz.com/pics/howtos/map_like_a_ninja/thumb_verify_menu.jpg[/img][/url]
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08-25-2008, 03:48 PM (This post was last modified: 09-05-2008 05:15 PM by -z-.)
Post: #2
RE: [How-to] Begin mapping like a ninja
[size=x-large]Some quick tips to get you started[/size]

[b]Some Default Keys[/b]

[b]Basic Usage[/b]

shift + click - select brush
shift + ctrl + click - select surface
space bar - duplicate
alt + arrow keys - when selected moves brush
i - invert selection
h - hide selected
shift+h - unhide
right click (hold) - in the graph view allows you to drag the grid
(1-8) - grid size - useful for accuracy or when moving shapes
0 - hide/show grid
numlock - changes behavior of arrows in the 3d preview
\ - cubic clip the camera (the 3d preview) - [b]If you're having trouble viewing all your brushes because they disappear into gray, try this[/b]

[b]Hotkeys[/b]

q - Resize Tool - Creates and resizes brushes
x - Clipper Tool - Used to cut and shape your brushes
e - Edge Tool - Used to move edges of shapes
v - Vertices Tool - Used to select vertices (points or corners) of shapes.

[b]Dialogs (windows)[/b]

s - Surface Inspector - It lets you play with texture information
n - Entities
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08-25-2008, 03:48 PM (This post was last modified: 08-25-2008 03:49 PM by -z-.)
Post: #3
RE: [How-to] Begin mapping like a ninja
[size=x-large]Creating Prefabs[/size]
The best way to think about prefabs, is to consider making yourself a toolkit for the development of your map. If your creating maps (or a series of maps) that require the use of more than one teleporter or jumppad for example, you only need to design it once, then import it as many as you please.

"[b]Why can't I just copy and paste them? lol[/b]"
Because GtkRadiant is dumb. If you have a brush with a target and you copy and paste it, the target name stays the same, creating 2 targets with the same name, that you will manually have to edit ([b]read: headache[/b]). Save yourself some trouble and prefab.

[size=large]Creating Jump pads (and teleporters)[/size]

Many entities, such as jump pads, teleporters and doors, have a [b]brush to target relationship[/b]. Meaning, you creating a brush, give it a trigger function and create a target for that trigger to reach. In the case of a jump pad or teleporter, the target acts as the location to bring the player.

First, create a brush a size you feel appropriate for the player. Mine's 64 quake units which make be considered small. (drawn in grid size 4)
[url=http://www.nexuizninjaz.com/pics/howtos/map_like_a_ninja/jump_pad_step_1_create_pad.jpg][img]http://www.nexuizninjaz.com/pics/howtos/map_like_a_ninja/thumb_jump_pad_step_1_create_pad.jpg[/img][/url]

Duplicate that brush by pressing space bar.
[url=http://www.nexuizninjaz.com/pics/howtos/map_like_a_ninja/jump_pad_step_2_create_trigger.jpg][img]http://www.nexuizninjaz.com/pics/howtos/map_like_a_ninja/thumb_jump_pad_step_2_create_trigger.jpg[/img][/url]

Texture that brush 'trigger' from the '[b]common[/b]' folder in the texture select area. Then right click graph view and set it's [b]trigger[/b] as the function '[b]trigger_push[/b]'.
[url=http://www.nexuizninjaz.com/pics/howtos/map_like_a_ninja/jump_pad_step_3_tigger_push.jpg][img]http://www.nexuizninjaz.com/pics/howtos/map_like_a_ninja/thumb_jump_pad_step_3_tigger_push.jpg[/img][/url]

Create a target for this trigger by right clicking the graph view again and selecting '[b]target[/b]' then '[b]target_position[/b]'
[url=http://www.nexuizninjaz.com/pics/howtos/map_like_a_ninja/jump_pad_step_4_create_target.jpg][img]http://www.nexuizninjaz.com/pics/howtos/map_like_a_ninja/thumb_jump_pad_step_4_create_target.jpg[/img][/url]

Link the trigger to the target by first deselecting all brushes (esc), then selecting [b]in order[/b], the trigger then target and press [b]ctrl+k[/b] to establish the connection. If it's an orange or gray line, you've been successful, if it's black, you fail, re-read and try again.
[url=http://www.nexuizninjaz.com/pics/howtos/map_like_a_ninja/jump_pad_step_5_link.jpg][img]http://www.nexuizninjaz.com/pics/howtos/map_like_a_ninja/thumb_jump_pad_step_5_link.jpg[/img][/url]

Save the jumpad as a prefab, I usually prefix mine with zpf_ to establish the difference between maps and prefabs because the both use .map as an extension.
[url=http://www.nexuizninjaz.com/pics/howtos/map_like_a_ninja/jump_pad_step_6_save_prefab.jpg][img]http://www.nexuizninjaz.com/pics/howtos/map_like_a_ninja/thumb_jump_pad_step_6_save_prefab.jpg[/img][/url]

You'll see if you try and duplicate your jump pad (esc, then i, then space), the lines will go whacky (don't save this, ctrl+y to undo). However, if you were to create a new map, you could easily import two (by clicking '[b]file[/b]' -> '[b]import[/b]'.
[url=http://www.nexuizninjaz.com/pics/howtos/map_like_a_ninja/prefab_harmony.jpg][img]http://www.nexuizninjaz.com/pics/howtos/map_like_a_ninja/thumb_prefab_harmony.jpg[/img][/url]

To further illustrate the brush to target relationship, I'll show you just how easy it is to change a jump pad into teleporter. Press '[b]n[/b]' to bring up your entity window and change the classname to '[b]trigger_teleport[/b]', this will deselect the brush, so just reselect to verify.
[url=http://www.nexuizninjaz.com/pics/howtos/map_like_a_ninja/prefab_jump_pad_to_teleporter.jpg][img]http://www.nexuizninjaz.com/pics/howtos/map_like_a_ninja/thumb_prefab_jump_pad_to_teleporter.jpg[/img][/url]

Don't believe it's that easy?
Here's how you can check (Click to View)
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08-25-2008, 03:48 PM (This post was last modified: 09-10-2008 10:32 PM by -z-.)
Post: #4
RE: [How-to] Begin mapping like a ninja - packaging your map
[size=x-large]Introduction to the pk3[/size]

The best way to understand how map files work in Nexuiz, or any [b]pk3[/b] (package file) for that matter is to see it as a [b]'clean' way of adding files or subdirectories[/b] to the infamous [b]data directory[/b]. A [b]pk3[/b] is merely a [b]renamed zip file[/b] that acts like 'object' you can share with other other players.

With a pk3, you can say "Hey guys, I added this to the game, check out all you have to do is download this one file."


For example, if you wanted to share a bunch of demos, you could make create a zip file with the following hierarchy:

An example of a pk3 that contains multiple demos Wrote:demos
    2008-02-06_18-34_toxic.dem
    2008-02-06_18-19_final_rage.dem
    2008-02-06_21-42_lavaflag-20070428.dem

You can drop that file in your data directory and it will load the demos. can't believe it's that easy? [url=http://www.nexuizninjaz.com/demos/z/nn_z_demos_example.pk3]download the above example[/url] and try for yourself.

Custom pack files have priority over data20070531.pk3 (dataxxxxxxxx.pk3) and unpacked files have priority over both.

For example, if I were to have a pack containing [b]sound\misc\talk.wav[/b] with a custom sound [url=http://www.nexuizninjaz.com/downloads/z_chat_1.pk3]this pack here[/url], it'll replace the [b]sound\misc\talk.wav[/b] in [b]dataxxxxxxxx.pk3[/b]. To trump this, create the folders [b]sound\misc[/b] in the [b]data[/b] directory with a [b]talk.wav[/b] file.

[color=#555555][size=small]Note: Currently pk3's only auto run in data directory. Most likely for security reasons.[/size][/color]


[size=x-large]Creating a Map Pack[/size]

Maps only really require one folder, [b]maps[/b]. However, you can add any others you may need, such as 'sound', 'textures', 'scripts', etc.

(I'm keeping zion as an example but updated it with the information for 2.4.2 until I actually have time to update the package itself.)

You might want to check out another map pack such as [url=http://maps.nexuizninjaz.com/whizard_v1r3.pk3]whizard_v1r3[/url] which has more up to date information. Though, I don't include music which is an option that will be move from .cfg to .mapinfo in the next release.

[color=yellow]Check out divVerent's thread, [url=http://alientrap.org/forum/viewtopic.php?t=2363]Map pk3 layout and information about .mapinfo[/url] before proceeding.[/color]


I will use [url=http://maps.nexuizninjaz.com/zion_beta_3.pk3]zion_beta_3.pk3[/url] as an example.
zion_beta_3 map pack contains Wrote:maps
    zion_beta_3.map - [color=red]Since Nexuiz is open source, it's nice to include this for other mappers[/color]
    zion_beta_3.jpg - [color=red]This is the picture in the maps menu[/color]
    zion_beta_3.bsp - [color=red]The compiled map file[/color]
    zion_beta_3.mapinfo - [color=red]Sets gametype, fraglimits, timelimit, etc. as well as points to the bsp[/color]
textures - [color=red]Textures are pretty self explanitory[/color]
    zion
      t-flr_oddtile_drty_0003.jpg
      poster_2.jpg
      poster_1.jpg
      cb_mtltekfloor_fx2_red_glow.jpg
      cb_mtltekfloor_fx2_blue_glow.jpg

This is pretty much as basic as you can get. Unless you didn't use any custom textures.

Note: If your map contains textures from any of the '[b]evil[/b]' folders, you do not have to include them in your pack.
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08-25-2008, 03:48 PM
Post: #5
RE: [How-to] Begin mapping like a ninja
post reserved for future additions
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08-25-2008, 03:48 PM
Post: #6
RE: [How-to] Begin mapping like a ninja
post reserved for future additions
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08-25-2008, 03:48 PM
Post: #7
RE: [How-to] Begin mapping like a ninja
post reserved for future additions
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08-26-2008, 01:49 PM
Post: #8
RE: [How-to] Begin mapping like a ninja
Good tutorial!Icon_smile
I´ll give the link my friend!
[url=http://www.mediafire.com/Sven94GER]>My Mediafire Channel<[/url]
-My Maps
-My Screenshots
[url=http://www.mediafire.com/download.php?tnwntk2ndqj]-IMG TO MAP (link that work)[/url]
[url=http://www.mediafire.com/download.php?2nd3kvhwqjj]-My modified effectinfo[/url]
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09-01-2008, 05:12 PM (This post was last modified: 09-01-2008 05:15 PM by grasshopper.)
Post: #9
RE: [How-to] Begin mapping like a ninja
i know you are reserving these posts for later use . but i have a question . I see you have many more options in the "right click " area . I do not have options like impulse, trigger_swamp, runematch . there are are more you have that i dont . is this some plugin or udated nightly build ? i am using geradiant 1.5 for windows .
[img]http://pics.nexuizninjaz.com/images/1w2e4f58te5qchffv250.png[/img]
master , do you call me grasshopper because i am cunning and stealthy ?
NO, because you are ugree rike insect !
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09-01-2008, 06:23 PM
Post: #10
RE: [How-to] Begin mapping like a ninja
grasshopper Wrote:i know you are reserving these posts for later use . but i have a question . I see you have many more options in the "right click " area . I do not have options like impulse, trigger_swamp, runematch . there are are more you have that i dont . is this some plugin or udated nightly build ? i am using geradiant 1.5 for windows .

This is the reason you need to update your entities.def file. It's in the first post.
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