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> The NS Mapping Forum FAQ, Last Update: Feb 14, 2007
Cagey
post Feb 8 2004, 09:48 PM
Post #1


Ex-Unknown Worlds Programmer
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[alink=WHY2-top]The NS Mapping Forum FAQ[/alink]
Last updated: June 29, 2005
Email XP-Cagey with error corrections, dead links, or additional NS tutorials to list

IPB Image Forum Guidelines
[alink=WHY2-0_1]What topics should I talk about here?[/alink]
[alink=WHY2-0_2]not 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]

IPB Image Getting Started
[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]

IPB Image Map Guidelines Note: For extensive information, see the Natural Selection Mapping Guidelines.
[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]

IPB Image Mapping Resources
[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]

IPB Image [anchor=WHY2-common]Common Problems[/anchor] Note: For basic entity support, see the VERC Entity List and VERC Forums
[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]

IPB Image [anchor=WHY2-"particle]Particle Systems[/anchor]
[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]

IPB Image [anchor=WHY2-editor]Editor Questions[/anchor]
[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]


Forum Guidelines

[anchor=WHY2-0_1]What topics should I talk about here?[/anchor]
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]
[ Return to top ]

[anchor=WHY2-0_2]What topics should I not talk about here?[/anchor]
Mapping questions that apply to basic Half-Life should be asked in the VERC Forums. 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 forum rules apply to the Mapping Forums as well.
[ Return to top ]

[anchor=WHY2-0_3]What questions belong in the "Mapping Help and Troubleshooting" forum?[/anchor]
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.
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[anchor=WHY2-0_4]When should I PM XP-Cagey with a mapping question?[/anchor]
You've got to ask yourself a question: "Do I feel lucky?" mad-fix.gif
Editor's note: Please, please 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.
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Getting Started

[anchor=WHY2-1_1]What do I need to make Natural Selection Maps?[/anchor]
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 How-to: Set Up Your Computer For Mapping in the mapping help forum that makes all the decisions for you.
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[anchor=WHY2-1_2]Which editor should I use?[/anchor]
The following editors all can create NS maps:Choosing between those editors is mostly a matter of personal preference.
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[anchor=WHY2-1_3]Which compiler should I use?[/anchor]
In order to properly make NS maps, you need to use ZHLT 2.5.3 Custom 1.7 or later. The latest version of the tools is maintained at www.zhlt.tk. Another popular version, the 'p' series, is available from this thread.
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.
[ Return to top ]

[anchor=WHY2-1_4]Which compiler front-end tool should I use?[/anchor]
The common recommendation around the Mapping Forum is for Nem's Batch Compiler (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 ZHLT Compile GUI). 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 setup how-to thread.
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[anchor=WHY2-1_5]How do I make maps with Steam?[/anchor]
There is a detailed thread that shows how to set up VHE with Steam support here.
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[anchor=WHY2-1_6]How do I get wad files from Steam?[/anchor]
The files you're looking for are in the steam cache. To extract them into a form that your editor can use, use GCFScape.
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[anchor=WHY2-1_7]How do I make my first map?[/anchor]
Although basic mapping is off topic for the forum, there is a thread that shows how to make a box map with a light using Hammer here. The VERC Forums should also be helpful for basic entity information. If you need additional help, try starting at the Handy Vandal's tutorial list.
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Map Guidelines

[anchor=WHY2-2_1]What entities does Natural Selection use?[/anchor]
The following entities have been added to NS:[ Return to top ]

[anchor=WHY2-2_2]What requirements do Natural Selection maps have?[/anchor]
The list of offical map requirements including mapping limits, file name requirements, and style requirements for official consideration are all listed in the Mapping Guidelines.
[ Return to top ]

[anchor=WHY2-2_3]Can I suggest changes to Natural Selection entities?[/anchor]
Sure--use the Ideas and Suggestions Forum 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.
[ Return to top ]

[anchor=WHY2-2_4]Why is there a 275 entity limit?[/anchor]
The limit isn't on total entities; some entities don't count for this number. To see why the limit exists in the first place, read this post
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[anchor=WHY2-2_5]Why is there a 4 MB texture limit?[/anchor]
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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[anchor=WHY2-2_6]Can I make outdoor levels?[/anchor]
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 here that talks about what level designers must consider when making outdoor levels.
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Mapping Resources

[anchor=WHY2-3_1]Can I see the source of a Natural Selection map?[/anchor]
ChromeAngel has created a tutorial map and walkthrough for the community so that people can see how items should be placed in a working map.

There is also an open-source example map available from venomus.
[ Return to top ]

[anchor=WHY2-3_2]Are there any NS specific tutorials?[/anchor]
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 .[ Return to top ]

[anchor=WHY2-3_3]Are there any NS mapping related IRC channels?[/anchor][/alink]
#nsmapping on irc.gamesurge.net is an unofficial channel dedicated to mapping for Natural Selection. Guidelines for using the channel are available here.
[ Return to top ]

[b][anchor=WHY2-3_4]Where can I upload my NS map when it's finished?[/anchor]

See this thread for a list of people offering map hosting services.
[ Return to top ]

[anchor=WHY2-3_5]What other mapping tools might I find helpful?[/anchor]
One of the great things about the NS mapping community is its ability to create and give away tools to solve common problems.
  • NSPSEdit allows you to modify particle systems without running the game. Version 3.0 allows you to edit your systems directly in an .rmf file.
  • HLUnion combines map fragments into a single map, allowing people to build sections in different files to automate pasting the sections together.
  • HLFix 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.
Common Problems

[anchor=WHY2-4_1]Why are my screenshots so dark?[/anchor]
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 The GIMP.

In Photoshop, select use the "Image->Adjust->Levels" command.
In Paint Shop Pro 7.04, select the "Colors->Adjust->Levels" 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:

input value = 383 - [(your map's env_gamma value)*128]

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 The GIMP, right click the image and select "Image->Colours->Levels" from the pop-up menu.

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

[ Return to top ]

[anchor=WHY2-4_2]Why do I get stuck in my map when I evolve to Onos?[/anchor]
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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[anchor=WHY2-4_3]How to I let the commander see through the ceiling?[/anchor]
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 func_seethrough objects so that the commander can ignore them and place objects under them.
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[anchor=WHY2-4_4]Why doesn't my door open?[/anchor]
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 VERC Entity List.
[ Return to top ]

[anchor=WHY2-4_5]Why do entities disappear when I walk away from them?[/anchor]
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 info_mapinfo entity.
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[anchor=WHY2-4_6]Why does the NULL texture not work on my map?[/anchor]
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.
[ Return to top ]

[anchor=WHY2-4_7]Why does my sky look strange?[/anchor]
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.
[ Return to top ]

[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]
This usually happens when the game can't find a valid info_team_start 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.
[ Return to top ]

[anchor=WHY2-4_9]How do I use HINT brushes?[/anchor]
Relic25 has written a HINT brush tutorial that covers how the HINT texture works here.
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.
[ Return to top ]


Particle Systems

[anchor=WHY2-5_1]How do I make a Natural Selection particle system?[/anchor]
Natural Selection particle systems use the env_particles_custom entity.
[ Return to top ]

[anchor=WHY2-5_2]Are there sample particle systems I can look at?[/anchor]
See the [alink=WHY2-3_1]sample maps[/alink] above.
[alink=[ Return to top ]

[anchor=WHY2-5_3]Are there any particle system tutorials?[/alink]
The following is a list of tutorials on Natural Selection particle systems:[ Return to top ]

[b][anchor=]WHY2-5_4]Can I preview my particle system?[/anchor]

If you want to preview a particle system and adjust its values outside of the Half-Life engine, NSPSEdit will read particle systems and display them.
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Editor Questions
[anchor=WHY2-6_1]How do I do [X] in Hammer?[/anchor]
Off topic for this forum! For Hammer support, use the VERC Forums.
[ Return to top ]

[anchor=WHY2-6_2]How do I do [X] in Quark?[/anchor]
Off topic for this forum! For Quark support, use the Quark Map Editing Forum.
[ Return to top ]

[anchor=WHY2-6_3]How do I do [X] in Radiant?[/anchor]
Off topic for this forum! For Radiant support, use the GtkRadiant Half-Life Setup Guide and the Map-Center GtkRadiant Discussion Forum.
[ Return to top ]

This post has been edited by puzl: Feb 15 2007, 01:13 PM


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XP-Cagey

Recommended Reading: NS Mapping Guidelines | Mapping Forum FAQ
Nostalgia: Power Cells Thread
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Cagey
post Jun 30 2005, 06:02 AM
Post #2


Ex-Unknown Worlds Programmer
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Group: Retired Developer
Posts: 1,772
Joined: 15-November 02
From: Foster City, CA, USA
Member No.: 8,829



FAQ Changelog

June 29, 2005
Updated link to Nem's Batch Compiler

June 17, 2005
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.

Apr 28, 2004
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.

Mar 09, 2004
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

Feb 13, 2004
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).

Feb 11, 2004
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?"


--------------------
XP-Cagey

Recommended Reading: NS Mapping Guidelines | Mapping Forum FAQ
Nostalgia: Power Cells Thread
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puzl
post Feb 14 2007, 03:09 PM
Post #3


The Old Firm
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Posts: 3,900
Joined: 26-February 03
From: Cork, Ireland
Member No.: 14,029



Feb 14, 2007
Fixed broken link to mapping guidelines.


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