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#8 (permalink) |
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Member
Hostage
Join Date: Feb 2007
Posts: 3
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Hammer works fine in Condition Zero. Wally for textures and Goldwave for sounds.
Go to fpsbanana.com and look for the tutorials there. Step by step they will learn how to make your first map. |
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#9 (permalink) |
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Member
Terrorist
Join Date: Aug 2008
Posts: 76
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Yes, and as a thumb rule, for making the perfect CZ or Source map, I've always used the policy of creating a skybox of 4096Wx4096Dx1024H, and having the actual play area be 2048Wx2048Dx512H. I've been mapping that way for a looong time, and it's always been a tradition of mine to use those measurements as my "canvas" to work in. It's always worked, and has never failed me, except for maybe the first map or two that I've written, but I've gotten used to how it should work.
I've mapped that way since 1998 or so, since I've done stuff for Quake and Quake 2, and believe me, the Half-Life/Counter-Strike engine is not that different, and neither is the new Source technology. Just so long as you know how to build with brushes and entities, you're good to go. Just plan your skybox FIRST, then build the insides after the fact. Any veteran mapper will tell you that, it's always been that way, just a limitation that Hammer is known for. There are game engines where you have to build from the inside out, but Source/Hammer actually encourages you to build from the outside in. Just like the Unreal technology, even though UE3 is far different, since you have to "carve" your level into a block, it's still built from the outside in, and building with brushes in Hammer is about the same thing in a way. In short, this method should allow you a good amount of room that you will have a play area that's acceptable for both teams, as well as having the average 16 spawn points (8 CT, 8 Terrorist), and having room to move around, yet make a map challenging enough within that space that you give yourself. Believe me, I've mapped this way, and it's not as restrictive as you think. Just use your imagination as far as what goes into that playable area of your map. I've given you your skybox, but then I've also given you the play area in which to build the actual map around. Use your imagination from there. Last edited by 8IronBob; 09-28-2008 at 12:05 PM. |
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#11 (permalink) |
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Member
Terrorist
Join Date: Aug 2008
Posts: 76
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Yes, as stated, Hammer did not change THAT much from Condition Zero to Source, I still write maps the exact same way, so that's a good sign. The engine changes from the original HL1 tech to the new Source seem to be mainly in-game, as opposed to the mapping end of things.
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#12 (permalink) |
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Member
Hostage
Join Date: Oct 2008
Posts: 4
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I also recently decided to try to make some Condition Zero (CZ) maps and I'm having a slight problem. I downloaded CS;Source and Source SDK and the version of hammer I am running is 4.1 Build 4037. I created a few maps that have worked fine in Source, but I'm a bit at a loss as to how to load them into CZ.
I copied two files (firstmap9.bsp and firstmap9.nac) from the MAPS subfolder in my SOURCE folder to the MAPS subfolder in my CZ folder. When I try to start a new multiplayer game in CZ, I select "firstmap9" and hit START, but then CZ crashes with the following "Fatal Error Message": "Mod_LoadBrushModel: maps/firstmap9.bsp has wrong version number (1347633750 should be 30)." Does anyone know what I am doing wrong? The maps output by the compliation proicess should work in CZ, correct? The only thing that irks me is when I load up SOURCE SDK I get the usual window showing me my applications. The only game I can select in the CURERENT GAME dropdownlist is "Source". I shouldn't be seeing an additional dropdown value for "CZ", should I? Thanks for any help or direction, ->Brian |
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#13 (permalink) |
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Moderator
Da Bomb Defuser
Join Date: Jun 2008
Location: USA
Posts: 1,725
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The maps are two different .bsp formats, you'll have to make the map for CZ as well. They don't cross over. Sorry.
__________________
^^^Topic area: ^^^ Signature: CS:S server: 207.210.236.122:27015 -]ToC[- | *NEW* GunGame 5! Votemap | 100 Tick. CS:S server: 207.210.236.106:27015 -]ToC[- Tac-Ops | Skyworld | NoBlock | KnifeSap Website: www.tocclan.net Forums: www.tocclan.net/forums Do you make maps? Make sure you have Packrat and VTFedit. Bluehost! The best web host and ready for CS's FAST DL!! Mr. Bob's short hacker ban list! Important to all server ops! |
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#14 (permalink) |
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Member
Hostage
Join Date: Oct 2008
Posts: 4
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Thanks for the quick reply. I did my own bit of research after I posted this and this is basically what I ended up doing:
I REALLY wanted to do a CZ map... I find that CZ probably just reaches a wider audience due to the less resources needed. I found out that CZ works on the HL1 engine. I kept having trouble finding wad files and fgd files for HL1 , I just downloaded and installed Half Life 1. I had two diff versions of Hammer...one being the newest (4.1 I think?) and 3.4 . For BOTH I pointed both to use the hjalflife.wad file. After I did this, the textures were finally using old CZ/Hl1 textures. I tought... woohoo.. I final;l;y got it.. .. but I had no luck. I kept getting the same error. FOr the life of me, I couldn't figure out hjow to easily just work with textures/entities that were compatible only for CZ1.. ... so I gave up. I figured.. screw it... I can make CS:Source maps just fine and they work just fine. So instead of spening the next month trying to figure out how to get something to work with CZ>. I just gave up. WHy spend so much time working on an engine that isn't up to date anyways. For those of you who are trying to make CZ maps.. I tell you.. don't waste your time when Source has just as many people online and has way better graphics. I feel a bit of shame as I couldn't figure out how to get a simple map editor to work for the Half Life 1 engine.. but at the same time.. I figure.. I'm saving myself bigtime grief by not learning an antiquated technology ->B |
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