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COD:WAW mapping

 
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Dupont
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PostPosted: Sat Nov 22, 2008 1:36 pm    Post subject: COD:WAW mapping Reply with quote

Mapping Section for COD:WAW...! post your help tuts here...!
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PostPosted: Sat Nov 22, 2008 1:57 pm    Post subject: Making a skybox Reply with quote

Making a skybox

Introduction
Every map must be enclosed in a skybox, which is a set of structural brushes which enclose the map separating it from the endless void outside. If you don’t have a skybox, or if it doesn’t completely surround your map you will get leak errors when you try to compile your map.




The Skybox
The simplest way to create these brushes is to create a single solid brush that encompasses your map then use the hollow tool to turn it into a box. To do this start by creating a new brush that covers the entire playable area of your map. It’s a good idea to add a gap from the edge of your map - 1000 units from the edge is a reasonable amount. You can see in the image below how my brush looks (the map occupies the 4 blocks in the center)



And from a side view you can see I’ve extended the brush to cover the area roughly 2000 units above the highest point on my map and a little area below.



With your new brush selected click the hollow tool on the toolbar and Radiant will automatically transform your solid brush into a six sided box. Don’t deselect the box yet!



Now we’re going to add a sky texture to our skybox. With all six sides of your box selected go to the Textures -> Usage menu and select Sky and click on one of the resulting Sky textures from the texture window. Make a note of the one you selected.




The Skybox Model
You may notice that the skybox looks blurry – don’t panic! – while we need the skybox to enclose our map CoD:WW uses a 3D model for the actual sky which we’ll add next.

Deselect your skybox (and everything else) by pressing Escape a couple of times then bring up the entity window (default: ‘N’) and you should be looking at the ‘Worldspawn’ entity. We need to add a new key/value pair to identify which sky model we’re going to use. The key to use is skyboxmodel and the value should be the name of the skybox model you want to use.



While the texture we chose earlier for the skybox doesn't appear to have any influence on the sky once we add the model (the texture effectively becomes invisible) it's probably a good idea to keep the two in sync.

Almost done, we just need to add the skybox model to our zone files so it'll be included in our fast file. To do this open 'zone_source/[your_map].csv' and add the line;

xmodel,[your_skybox_model]

Where [your_skybox_model] corresponds to the skybox model you've selected i.e. skybox_ber1


Worldspawn settings

Multi Player---------------------------------

mp_airfield
"skyboxmodel" "skybox_pel2"
"_color" "0.5 0.5 .62 1"
"ambient" ".25"
"sundiffusecolor" "0.75 0.82 0.85"
"diffusefraction" ".2"
"classname" "worldspawn"
"sundirection" "-32 92 0"
"suncolor" "0.9 0.95 1"
"sunlight" "1.3"

mp_asylum
"sunradiosity" "2"
"_color" "0.3568 0.3333 0.3725"
"sundiffusecolor" "0.717647 0.776471 1.0"
"diffusefraction" "0.1"
"skyboxmodel" "skybox_ber1"
"sundirection" "209 126 0"
"suncolor" "0.784 0.784 0.721"
"ambient" "0.2"
"sunlight" "1.4"
"classname" "worldspawn"
"origin" "0 0 0"

mp_castle
"radius" "140"
"skyboxmodel" "skybox_mp_knee"
"_color" "0.945098 0.956863 0.960784"
"ambient" ".2"
"sundiffusecolor" "0.65098 0.745098 0.776471"
"diffusefraction" ".2"
"classname" "worldspawn"
"sundirection" "-40 60 0"
"suncolor" "1 1 0.88"
"sunlight" "1.2"

mp_courtyard
"radius" "140"
"height" "100"
"skyboxmodel" "skybox_mp_court"
"_color" "0.65098 0.745098 0.776471"
"ambient" "0.05"
"sundiffusecolor" "0.65098 0.745098 0.776471"
"diffusefraction" ".2"
"classname" "worldspawn"
"sundirection" "210 276 0"
"suncolor" "0.9176 0.8235 0.6352"
"sunlight" "1"

mp_dome
"contrastgain" "0.4"
"sunlight" "1.4"
"sundiffusecolor" "0.168627 0.333333 0.501961"
"suncolor" "0.913725 0.921569 0.87451"
"diffusefraction" "0.2"
"ambient" "0.2"
"_color" "0.835294 0.917647 1"
"sundirection" "242 136 0"
"sunradiosity" "1"
"classname" "worldspawn"
"skyboxmodel" "skybox_ber3b"

mp_downfall
"sunradiosity" "1.5"
"bouncefraction" "2"
"contrastgain" ".35"
"sunlight" "1.2"
"skyboxmodel" "skybox_ber3"
"_color" ".89 .89 1"
"ambient" "0"
"sundiffusecolor" ".89 .91 1"
"diffusefraction" ".15"
"sundirection" "-45 50 0"
"suncolor" ".89 .97 1"
"radiosityscale" "1"
"classname" "worldspawn"

mp_hangar
"spawnflags" "1"
"radiosityscale" "1"
"sunradiosity" "1.2"
"skyboxmodel" "skybox_pel2"
"_color" "0.623529 0.639216 0.776471"
"ambient" "0.2"
"sundiffusecolor" "0.580392 0.596078 0.721569"
"diffusefraction" "0.15"
"classname" "worldspawn"
"sundirection" "-40 -318 0"
"suncolor" "1 1 0.9294"
"sunlight" "1.5"

mp_makin
"reflection_color_correction" "makin"
"skyboxmodel" "skybox_mak1"
"sunisprimarylight" "1"
"bouncefraction" "0.3"
"contrastgain" "0.35"
"_color" "0.5 0.5 0.7"
"ambient" "0.1"
"sundiffusecolor" "0.25 0.55 0.8"
"diffusefraction" "0.15"
"classname" "worldspawn"
"sundirection" "-150 -50 0"
"suncolor" "0.64 0.85 1"
"sunlight" "0.75"

mp_outskirts
"sunradiosity" "2"
"_color" ".717647 .776471 .9"
"sundiffusecolor" ".717647 .776471 1.0"
"diffusefraction" "0.1"
"skyboxmodel" "skybox_ber1"
"sundirection" "209 110 0"
"spawnflags" "512"
"suncolor" "0.988235 0.905882 0.654902"
"ambient" "0.35"
"sunlight" "1.7"
"classname" "worldspawn"

mp_roundhouse
"contrastgain" ".7"
"skyboxmodel" "skybox_ber3"
"ambient" ".2"
"suncolor" ".84 .81 .58"
"sundiffusecolor" ".8 .88 .94"
"sundirection" "-44 220 0"
"sunlight" "1.3"
"_color" ".46 .64 .61"
"diffusefraction" "0.25"
"radiosityscale" "1.7"
"classname" "worldspawn"

mp_seelow
"spawnflags" "0"
"contrastgain" ".7"
"radiosityscale" "1.5"
"sunradiosity" "2"
"skyboxmodel" "skybox_see1"
"sunlight" "1.2"
"sundirection" "-22 -55.39 0"
"sundiffusecolor" ".71 .77 1"
"suncolor" "1 0.8862 0.5921"
"diffusefraction" "0.25"
"ambient" ".3"
"_color" "0.588235 0.521569 0.513726"
"classname" "worldspawn"

mp_shrine
"contrastgain" "0.052"
"northyaw" "90"
"skyboxmodel" "skybox_oki2"
"radiosityscale" ".75"
"sunradiosity" "1.1"
"_color" "0.580392 0.592157 0.52549"
"ambient" "0.1"
"sundiffusecolor" "0.513726 0.513726 0.513726"
"diffusefraction" ".3"
"classname" "worldspawn"
"sundirection" "210 -63 0"
"suncolor" "0.709804 0.654902 0.521569"
"sunlight" "1.4"

mp_suburban
"skyboxmodel" "skybox_ber1"
"_color" ".717647 .776471 .9"
"ambient" "0.2"
"sundiffusecolor" ".717647 .776471 1.0"
"diffusefraction" "0.1"
"classname" "worldspawn"
"sundirection" "-150 104.357 0"
"suncolor" "1 1 0.8"
"sunlight" "1.4"
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Author
Dupont
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PostPosted: Wed Nov 26, 2008 8:46 pm    Post subject: Reply with quote

Making a simple test map...

Open the "Launcher" program.DO NOT JUST OPEN RADIANT....
Your map will not compile correctly and will have tons of errors.
Click the "Create Map" button.
Choose multiplayer,then name your map (mp_yourmapname)
Now click the "Radiant button" in the launcher.
Click the "file" button,choose "open" then select the map you just named.

It will open up,you will see a bunch of objects in the 2D window(left)
and the 3D window(right).Dont panic.... Left click on the 2D window(left) anywhere,
hit your"I"key,then "backspace"key.It will delete everything on both 2D and 3D windows.
Dont worry bout the "sky" you see,its not really there...

Now your ready to start making your new map.
Go to "textures"(in the tool bar at the top),Choose usage,tools, and choose"caulk"
Make a small brush for the ground.Texture if you want...
Build a wall around it.(not needed,just saying)
Make a few houses if you want,or nothing at all.Dont matter...!
Texture everything,as leaving a brush in "caulk" will appear as a
black space when you compile and run the map.

Right click the 2D window,
Go down to "mp" and choose dm_spawn,place it on the ground,but not through it.
Repeat this and place a mp_tdm_spawn,allies_start,axis_start spawns.
Now add the "global_intermission",go back to"mp"and choose it.
For the global_intermission,I allways put it above the ground in the air
up high.What this does is when your first starting the map,you can see the map as it loads,
Kinda like a camera.
Remember,when placing the spawns and the global_intermission,you can change their direction
by hitting the "free rotation" button in the tool bar.

Now make your skybox.....
Save your map.
Dont forget to save often.......... Wink

Once you make a simple map,We need to make a few simple .gsc files.

Go to: c:\Program Files\Activision\Call of Duty-World at War\raw\maps\mp.
Copy and paste to your desktop a .gsc file.Dont matter which one,we need to
rename them anyway. p.s. ("yourmapname" means whatever you first named your map)
Rename the one you chose to mp_yourmapname and save it.copy another and do the
same thing but rename it mp_yourmapname_fx,copy one more and rename it mp_yourmapname_amb.

Now open each one and DELETE everything in them.
We're going to add some basic scripts to make it work when you compile(key word:BASIC)

Open the mp_yourmapname.gsc and copy and paste this into it:









main()
{

maps\mp\_load::main();

// If the team nationalites change in this file,
// you must update the team nationality in the level's csc file as well!
game["allies"] = "marines";
game["axis"] = "japanese";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "pacific";
game["axis_soldiertype"] = "pacific";

// enable new spawning system
maps\mp\gametypes\_spawning::level_use_unified_spawning(true);

}







Open the mp_yourmapname_fx.gsc and copy and paste this into it:










#include maps\mp\_utility;

main()
{
precacheFX();
spawnFX();
}

precacheFX()


}

spawnFX()
{
maps\mp\createfx\mp_yourmapname_fx::main();
}










Open the mp_yourmapname_amb.gsc and copy and paste this into it:







//
// file: mp_nachtfeuer_amb.gsc
// description: level ambience script for subway
//

#include maps\mp\_utility;
#include maps\mp\_ambientpackage;

main()
{



//************************************************************************************************
// ACTIVATE DEFAULT AMBIENT SETTINGS
//************************************************************************************************

activateAmbientPackage( "none", 0 );
activateAmbientRoom( "none", 0 );

//*************************************************************************************************
// START SCRIPTS
//*************************************************************************************************
}












Remember to change the mp_yourmapname_fx.gsc's file to your maps real name:
ie:

spawnFX()
{
maps\mp\createfx\mp_yourmapname_fx::main();
}











Now "drag and drop" all 3 .gsc files into:c:\Program Files\Activision\Call of Duty-World at War\raw\maps\mp.



Now we need to re-open the launcher and compile the new map.

Choose your new map(compile level) and select compile options:

Compile BSP
Compile lights
Connect paths
compile reflections
Build fastfiles



During compile,it will ask you if you want to create a .csv file,click YES...


After it compiles,shut it down.

Go to:C:\Program Files\Activision\Call of Duty - World at War\zone_source... and
find mp_yourmapname.csv
Add your skybox model texture and save it.

i.e.

// NOTE: If you add a comment, put a space after the double forward slash or you will get issues
col_map_mp,maps/mp/mp_yourmapname.d3dbsp
rawfile,maps/mp/mp_yourmapname.gsc
impactfx,mp_yourmapname
sound,common,mp_yourmapname,!all_mp
sound,generic,mp_yourmapname,!all_mp
sound,voiceovers,mp_yourmapname,!all_mp
sound,multiplayer,mp_yourmapname,!all_mp
character,char_usa_raider_player_rifle
character,char_usa_raider_player_cqb
character,char_usa_raider_player_assault
character,char_usa_raider_player_lmg
character,char_usa_raider_player_smg
character,char_jap_impinf_player_smg
character,char_jap_impinf_player_rifle
character,char_jap_impinf_player_lmg
character,char_jap_impinf_player_cqb
character,char_jap_impinf_player_assault
xmodel,skybox_ber1 <-------------------(this line) Its which skybox model you chose and save it.

Now re-compile with these options:


Compile BSP
Compile lights
Connect paths
compile reflections
Build fastfiles
Run Map after Compile......

Enjoy
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