Object key question

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Magnus
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Joined: Wed Feb 16, 2005 6:38 pm

Object key question

Post by Magnus »

I know this may be an old topic, but I have forgotten a lot of what I used to know...lol.

What Keys do I set to keep the blue and red flag from showing up in Overload and Harvester mode for a map I made?
Also what keys do I set to keep the White Flag from showing up in all the other team modes other than One Flag?

I tried entering no value as the info window (select object press "n") suggests not to. I also tried:
Key: notharvester
Value: 1
and any other values I needed like notoverload ect...

So what do I actually do or enter to keep my map clean and filled with only the objects that should be there according to the gametype?

Also what was the bspc command to prevent bots from standing still or just running in a small circle?

I remember bspc -bsp2aas forcesidesvisible mapname.bsp, but I may be wrong.

Thanks in advance for any help :icon17:
Uh, well....good luck with that. :shrug:

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Silicone_Milk
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Post by Silicone_Milk »

Hey Magnus! How goes it?
Haven't seen you in a while.
^misantropia^
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Re: Object key question

Post by ^misantropia^ »

Magnus wrote:I remember bspc -bsp2aas forcesidesvisible mapname.bsp, but I may be wrong.
Hiya Magnus. Long time, no see. :hugs:

-bsp2aas -meta -forcesidesvisible are the q3map2 switches you want. I never mapped for TA so I can't answer the other question, I'm afraid.
4days
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Post by 4days »

google says the key might be called 'gametype' and should be set to one of 'harvester','oneflag','ctf' or something like that:

http://www.killerlevels.de/tutorials/te ... arena.html
http://66.102.9.104/search?q=cache:pN0h ... ype+entity
Kat
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Post by Kat »

It's should be key/value; harvester/1, Tourney/1, DM/1 and so on for the gametypes you want to add. You then need to load the level into the correct game mode otherwise the power items don't show up (iirc)
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Magnus
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Post by Magnus »

Hey All :)

Glad to hear from you again.

Thx for the info. Will give it all a try and report my results.

I got into modding for Morrowind for a while and put out a few Big mods. Then moved on to Oblivion. Got addicted to WOW for a while...Ugh. Got tired of it all and thought I would come back and complete a set of Q3A Q3:TA maps I had started some time ago.

Not sure if anyone really plays Q3A much anymore or would be interested in some new maps and bots, but here are some screens...


frag box loaded: this is an extreme version of "frag box" you will see on down. when you spawn you are given all the pickups (e.g. quad, haste, regen..etc.) all the weps, armor, health ammo and so on. crazy gameplay.
Image

broken ring of death: the ring of cylinders in the middle revolve around the center of the map like a carousel to get in the way of a constant clear shot.
Image

death trap
Image

wandering pit
Image

concrete park
Image

frag box
Image

space psycosis: lots of neat effects and surfaces to make gameplay wild. even a big double slide.
Image

lab breach
Image

passing away: fog prevents full view of the map and you never know where teleporters are going to send you. you may end up on a platform far off in the map or end up being dropped into mid air and fall to your death.
Image

tribute to space map: i always loved the spacemap ctf, but felt it could use some more action so I added some.
Image

capture hall
Image

capture nebula
Image

team keep: not to give myself kudos, but this is one of the best CTF maps I have ever played.
Image

There are special Q3:TA versions of all the CTF maps.

As you can see I was mainly going for good fps so I cut down on the curves and used angles instead. I also wanted to keep a balance of great bot use of the maps and still maintain a fair level of attractiveness.

Well hope to report what worked soon.

Thanks again.
Last edited by Magnus on Tue Jun 12, 2007 12:26 pm, edited 1 time in total.
Uh, well....good luck with that. :shrug:

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Silicone_Milk
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Post by Silicone_Milk »

Hehe I remember most of those maps when you were working on them. You finally got the magma/teleporter shader thingy working properly? =) Glad you got that sorted out. I still had that lab map on my harddrive until a few nights ago when I wiped my drive clean and reinstalled Windows XP.

I was wondering where you've gone off to!
I've been addicted to WoW for a while myself and I've just now started getting bored with it since my best friend just bailed and sent me all of his stuff. I dont really have anybody to do pvp with or pug ZG runs with anymore =\


Plenty of people still play Q3. I dont really play it anymore myself but I use the engine still for plenty of projects. I've stopped mapping myself and moved on to programming. My current project is a C to C++ conversion of the Q3 source which I'm pretty buned out on.

I think there'll be a shift to development for Enemy Territory: Quake Wars and UT:2007 but I think I might just be a little optimistic. I know I definately plan on jumping on to modding for ET:QW as soon as I get the game.
dichtfux
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Post by dichtfux »

Magnus wrote: passing away: fog prevents full view of the map and you never know where teleporters are going to send you. you may end up on a platform far off in the map or end up being dropped into mid air and fall to your death
Lol, sounds like the only fun one could have with it was seeing your ex-gf play it. :paranoid: ;)
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Magnus
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Post by Magnus »

dichtfux wrote:
Magnus wrote: passing away: fog prevents full view of the map and you never know where teleporters are going to send you. you may end up on a platform far off in the map or end up being dropped into mid air and fall to your death
Lol, sounds like the only fun one could have with it was seeing your ex-gf play it. :paranoid: ;)
lol XD
Uh, well....good luck with that. :shrug:

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Magnus
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Post by Magnus »

Silicone_Milk wrote:I was wondering where you've gone off to!
I've been addicted to WoW for a while myself and I've just now started getting bored with it since my best friend just bailed and sent me all of his stuff. I dont really have anybody to do pvp with or pug ZG runs with anymore =\
Yea if it weren't for friends and family playing I would have bailed on the game long ago. Firetree is getting too full and Blizz seems to care less about players.
Hehe. I got to 58 and the next day the BC expansion came out raising the cap from 60 to 70 and I got ticked and quit for a while. :P
I got some emails from my Guild asking me to return because they wanted an officer to take over the guild bank and web site and I was voted for the position :rolleyes:
I got to 65 maxed out my profs and skills then felt that "Bleh I am tired of this" again.

Silicone_Milk wrote:Plenty of people still play Q3. I dont really play it anymore myself but I use the engine still for plenty of projects. I've stopped mapping myself and moved on to programming. My current project is a C to C++ conversion of the Q3 source which I'm pretty buned out on.
Nice. I got burned out on programming as well. After following every advice and instruction that folks on the boards and tuts had to give over and over and still not being able to get my changes to compile I put it to the side.
Silicone_Milk wrote:I think there'll be a shift to development for Enemy Territory: Quake Wars and UT:2007 but I think I might just be a little optimistic. I know I definately plan on jumping on to modding for ET:QW as soon as I get the game.
Yea Quake Wars looks awesome. Havent seen anything for UT:2007. Liked the single player in Unreal, but never liked the feel to the multiplayer. Bots wer too dumb and easy, animations were too out of timeing with travel, maps were too rough for what was possible and physics felt too loose and lacking in need for precision. Same thing with Halo. Loved the single player. Very sweet game! Multiplayer again just didn't feel right.

Well gotta get back to work. Will get back once I try the advice I have got on my map objects and bspc.

Later :)
Uh, well....good luck with that. :shrug:

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dichtfux
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Post by dichtfux »

Hehe, are the maps available for download?

I've been on the 'tourney-only' train for some time (and still am for most of the time), but I recently found myself playing 'darksill' (dark and silly, and that's exactly what the map is like in case anyone doesn't know it) on my q2 server, lmao at the gameplay and having great fun. :icon32:

K, I was a bit drunk but anyways, I'd like to give your extreme fragbox a try with some friends late at night. ;)

Glad you didn't take my comment on passing away as an insult btw (it was definetely not meant to be one).
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Magnus
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Post by Magnus »

All the maps are totally ready to play other than the Q3:TA One Flag, Harvester and Overload versions of some of the CTF maps.
Still need to get the map objects problem worked out on those.
I just need to go back and look into all of the maps and make sure of the path to all of the textures and scripts I made and used for them and then make a .pk3 for each map and each of the bots and then pack them into a .zip.
Like a big ol' dummy instead of creating a .pk3 for each as I made them I created a second instance of Q3A/Q3:TA on my second HD and incorperated them all into the pak0.pk3 on that second instance. Not my best idea ever. :dork: So it will take some work to go back into Radient and track down the location and path for all my stuff.

I will work on that as I get time and then try to find a place to post them for download as a map pack.

And about the comment on the passing away map I understood. It was really funny. :)
Uh, well....good luck with that. :shrug:

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dichtfux
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Post by dichtfux »

Ouch, that really doesn't sound like a good idea.

A program like mappacker should ease the burden of having to search for all the stuff you need to add to the pk3.

Have a look at the forum search or google, I don't have a link atm.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Magnus
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Post by Magnus »

Ok now I have a new problem.

I have never had a problem with the bspc process to make my .aas files for maps other than I have always had to use the "forcesidesvisible" command. If I don't use this on the bspc command line all my maps turn out with bots that just sit right where they spawn unless you get in their line of sight then they will chase you unless that loose sight of you then they stop right where they loose sight of you. This has always happened on my systems no matter how perfect the map is constructed. So the use of "forcesidesvisible" always resolves this issue perfectly.

Now my problem is that I ran a bspc on a few maps a few days ago and it worked just fine.

Now in the last 2 days something has changed or went wrong because I try to run a bspc and it always ends in an error and warning.

Warning: no entities inside
Error: **** leaked ****

Even though there are plenty of entities in my map and there are no leaks. At least none reported by the .bsp and compile process in Radiant.
I do have a spawn point in the map (actually several) and none of them nor any other entity are inside of any other entities or brushes.
I use the command prompt to run bspc not any kind of front end program as I understand they are problematic in general.

I done a few searches on this and for the most part I ran into goofs that found the answer to the issue and then offered to e-mail the person instructions on how to resolve it. Never posting what they found. Geez!
Others the thread just ended without the issue ever being resolved.
I did find one thread here that was asking about the exact same issue but no one seemed to come up with a real answer. Finally the person with the problem said they went to an older version of q3map2 tools and it fixed the issue.
I am not sure why my q3map2 tools would suddenly change or "break" in the last few days after so many years of working properly, but none the less I can't find an older version nore do I know what version I should be looking for.

Anyone ever ran into this and/or know what is causing it and how to fix it that wouldn't mind posting the instructions here so the actuall solution and understanding of the problem will be posted here and online for others to find and get help from?

I will be searching to understand this myself as well, but as I am not even sure what to look for I will be slow going.

Thanks for any and all help :)
Uh, well....good luck with that. :shrug:

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dichtfux
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Post by dichtfux »

Magnus wrote: I have always had to use the "forcesidesvisible" command. If I don't use this on the bspc command line all my maps turn out with bots that just sit right where they spawn unless you get in their line of sight then they will chase you unless that loose sight of you then they stop right where they loose sight of you.
This is not an error. If you use "-meta" for bsp, you have to use "-forcesidesvisible" for bot file generation.

Can't help you with the other issue atm, but I remember that I read about it (or even had it once?) some time ago.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Magnus
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Post by Magnus »

I see. What misantropia said makes a lot of sense now.

Way back when I first started mapping I had this problem from the start. I done some research and found several posts that explained that what my bots were doing was caused by tiny faces and sloppy map making. So I started getting very picky about my maps to be sure they were perfect, but it was still happening. So I went back and searched some more and found several places that said if I use the forcesidesvisible in my bspc command line it would fix the issue with the bots even if the maps aren't perfect.

Cool. So all this time my maps were fine it was just because of the -meta portion of the bsp process in Radiant. That rocks. Thanks for the info.

Now if I can just figure out the cause and solution for these errors I am getting in the bspc compile. :P

Ugh.....
Uh, well....good luck with that. :shrug:

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Magnus
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Post by Magnus »

OK I got past the

Warning: no entities inside
Error: **** leaked ****

problem by re-entering the folder location info in q3map2 tools, but now I am running into this....

I runs a bspc to crate an .aas for my map and it will go all the way to

AAS created in 106 seconds

then it gets to

loading collision map...

and then after about 2 seconds one of those "bspc.exe has encountered a problem and needs to close" errors pops up and it closes the bspc window out, and when I look for the .aas it says was created it is no where to be found. :confused:

So anyone with experience or an idea as to what is wrong now and how to fix this one?

Thanks again in advance.
Uh, well....good luck with that. :shrug:

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Magnus
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Post by Magnus »

To any mod of this forum:

I now know the answer to my origonal question and this thread has turned into a Tech & Trouble question.
So I am ending this one and starting a new one to deal with my bspc issues with a more appropriate title in T&T.

Thanks :)
Uh, well....good luck with that. :shrug:

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