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Forum: All Forums : Soldier of Fortune
Category: SoFII Editing, Gaming, and Design
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, narc, ReverendTed, rEdrUmMDK, Foxhound, PleaseMYOB, StrYdeR, supersword, batistablr, Welshy
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Author Topic: Getting the map into the game
Prutser
General Member
Since: Apr 19, 2004
Posts: 5
Last: Apr 26, 2004
[view latest posts]
Level 0
Category: SoFII Editing, Gaming, and Design
Posted: Tuesday, Apr. 20, 2004 05:35 pm
Hej
Im new on this forum. Iits great!
I use GtkRadiant-1.3.13 to make my own maps.
Im experiencing some problems getting my map into sof2. I made a map in radiant. Its a dm map with 2 info_player_deatmatch points (thats spawn right?). Anyway. I tried placing the .bsp map into my base directory. When i start up the game, i can run the map trough the /devmap my_map command. I can play the map, it works. But..........
How can i get the map into pk3 format? I tried it. I made a directory with a gfx, maps, and a scripts directory in it. I made a .arena file, but im not sure its right:

{
map "koepel"
longname "My koepel"
type "dm tdm"
}

Thats right, right?
Do i have to change settings in the map i made so its also compatible with tdm?
I get the map into bsp format by using the bsp command in top of my screen. From the list of bsp .."things" i choose the upper one: Q3Map2: (single) BSP- meta
Is this ok?

When im done, i zip the directory and change it to pk3. I place this pk3 file in the sof2/base dir. Now it has to work right?
BUT IT DOESNT!? [confused]

[twoguns] [sick]
Arkhos
General Member
Since: Dec 2, 2003
Posts: 111
Last: Apr 20, 2004
[view latest posts]
Level 4
Category: SoFII Editing, Gaming, and Design
Posted: Tuesday, Apr. 20, 2004 06:53 pm
Looks right, did you name the arena file koepel.arena ? It has to match the name of your bsp file. Then place the arena file in a folder called /scripts.

In GtkRadiant 1.4 I use this one to compile:

bsp_Q3Map2: (test) BSP -meta, -vis, -light -fast -filter


(! "C:/Program Files/GtkRadiant-1.4/q3map2" -v # -game -rename sof2 -fs_basepath "C:/Program Files/Soldier of Fortune II - Double Helix GOLD/" -meta $ && ! "C:/Program Files/GtkRadiant-1.4/q3map2" # -game sof2 -fs_basepath "C:/Program Files/Soldier of Fortune II - Double Helix GOLD/" -vis -saveprt $ && ! "C:/Program Files/GtkRadiant-1.4/q3map2" -v # -game sof2 -fs_basepath "C:/Program Files/Soldier of Fortune II - Double Helix GOLD/" -light -fast -filter $)


I would imagine that if you don't have the map set to handle tdm that you shouldn't have it in the arena file. But I'm not that familiar with setting tdm. Try only having dm in your arena file.
Prutser
General Member
Since: Apr 19, 2004
Posts: 5
Last: Apr 26, 2004
[view latest posts]
Level 0
Category: SoFII Editing, Gaming, and Design
Posted: Wednesday, Apr. 21, 2004 07:26 am
Yes the .arena file is named koepel.arena. I tried to get the file into .bsp with the command you said, it works too. But it doesnt work again in the pk3 file.
Do you have to place the shaders map into the pk3 file? I read something about that in a tutorial on this site.....
oofunk
General Member
Since: Oct 20, 2003
Posts: 178
Last: Jun 3, 2005
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Level 4
Category: SoFII Editing, Gaming, and Design
Posted: Wednesday, Apr. 21, 2004 09:05 am
any custom shaders you have used need to go in the scripts folder.

Make sure all you files are in lowercase and there are no spaces, and im sure you have but double check all the spellings are the same and there are no spaces anywhere..

My understanding of TDM is that there arent any entities that are differnet to the DM ones.. Just make sure you have enough spawn points i guess. The only thing you could put in which would take effect is the location names, but i have never done this so im not sure how it works.

Funk
Fix_1138
General Member
Since: Jan 26, 2004
Posts: 224
Last: Dec 18, 2005
[view latest posts]
Level 4
Category: SoFII Editing, Gaming, and Design
Posted: Wednesday, Apr. 21, 2004 04:12 pm
custom shaders go in the shaders folder, not scripts, but that is only if you have made your own textures. for adding tdm there is nothing extra to do in radiant, you just add tdm in the gametype list of the arena file. as far as i know location names would not cause a problem (if you want to put them in, use a target_location, with key: message , and value: the location).

my guess for the problem is that you have packed it up in the wrong way.
Quote:
i zip the directory and change it to pk3


i dunno if it is just the way you wrote to explain your problem, but you should be zipping up a group of folders, (maps, scripts, gfx etc). if you have put all the folders together into another folder, then select that folder to zip, your file structure will be wrong.
Prutser
General Member
Since: Apr 19, 2004
Posts: 5
Last: Apr 26, 2004
[view latest posts]
Level 0
Category: SoFII Editing, Gaming, and Design
Posted: Wednesday, Apr. 21, 2004 04:54 pm
yes i dit that, i zipped it first. Sory, but im not english or american. I barely speak english, its real hard for me to write it. [wink]
I did it all right i think. But it still doesn't work. Maybe the problem is in the map. But when the map contains a problem, it shouldn't run in the /devmap koepel command right?



O, and i didn't use any custom shaders, so thats not the problem too.
oofunk
General Member
Since: Oct 20, 2003
Posts: 178
Last: Jun 3, 2005
[view latest posts]
Level 4
Category: SoFII Editing, Gaming, and Design
Posted: Wednesday, Apr. 21, 2004 07:23 pm
oppss sorry for the mistake.

Maybe the easiest way to fix it is if somebody looks at it.

Let me know and ill tak a brief look.

Funk
Prutser
General Member
Since: Apr 19, 2004
Posts: 5
Last: Apr 26, 2004
[view latest posts]
Level 0
Category: SoFII Editing, Gaming, and Design
Posted: Thursday, Apr. 22, 2004 08:11 am
my email adres is aartbolle@zeelandnet.nl
Send your email adres to mine please. Then i will send you my map file.. ok?
Prutser
General Member
Since: Apr 19, 2004
Posts: 5
Last: Apr 26, 2004
[view latest posts]
Level 0
Category: SoFII Editing, Gaming, and Design
Posted: Monday, Apr. 26, 2004 09:09 am
o I understand
It's working!
I made a map before zipping it. [withstupid]
Thanks alot guys
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