Author Topic: Guide: General BSP stuff I  (Read 113962 times)

Pajama-Sam

  • Stingray
  • Posts: 52
Re: BSP Editing Tips, aka "How to make a map."
« Reply #100 on: July 09, 2009, 09:18:52 AM »
func_model

"model" "path to the model, for example models/plants/bigleaf2.md2"

but, i looked for models in the bsp file and couldnt find any, do i take em from the paintball files?

_burnt

  • Autococker
  • Posts: 698
Re: BSP Editing Tips, aka "How to make a map."
« Reply #101 on: July 09, 2009, 10:18:50 AM »
but, i looked for models in the bsp file and couldnt find any, do i take em from the paintball files?

Little research and you'll know it.







It's in pball folder.

pheeks

  • 68 Carbine
  • Posts: 259
Re: BSP Editing Tips, aka "How to make a map."
« Reply #102 on: July 24, 2009, 08:34:46 AM »
This is 100% offtopic but if you want to add in any textures to your bsp directory, (they need to be .wal files) you find the textures and copy them to C:\bsp\pball2\quake2\pball\textures\pball and overwrite the textures if you want to.

Pajama-Sam

  • Stingray
  • Posts: 52
Re: BSP Editing Tips, aka "How to make a map."
« Reply #103 on: July 24, 2009, 11:56:44 AM »
i got amodel maker thing, i forgot what it was called, but i got it from the pball website, can i use a model i made on that? for, like my flag?

pheeks

  • 68 Carbine
  • Posts: 259
Re: BSP Editing Tips, aka "How to make a map."
« Reply #104 on: July 24, 2009, 12:06:10 PM »
What's the model maker called?

_burnt

  • Autococker
  • Posts: 698
Re: BSP Editing Tips, aka "How to make a map."
« Reply #105 on: July 25, 2009, 07:38:43 AM »
You can add your own models to the map.

musickid999

  • 68 Carbine
  • Posts: 498
Re: BSP Editing Tips, aka "How to make a map."
« Reply #106 on: August 07, 2009, 05:51:03 AM »
I don't know if anyone posted this site (I think someone did), but it's really helpful if you're just starting out.
http://www.bspquakeeditor.com/tutorials.php

Infy*

  • PGP
  • Posts: 13
Re: BSP Editing Tips, aka "How to make a map."
« Reply #107 on: January 12, 2010, 12:12:19 PM »
i have one question: how i can make a siege map?

magalhaes

  • Autococker
  • Posts: 1256
Re: BSP Editing Tips, aka "How to make a map."
« Reply #108 on: January 12, 2010, 02:56:05 PM »
You have a full tutorial here: link removed

User banned for this post.
« Last Edit: January 12, 2010, 04:58:02 PM by jitspoe »

Guich

  • PGP
  • Posts: 4
Re: BSP Editing Tips, aka "How to make a map."
« Reply #109 on: March 12, 2010, 10:06:14 AM »
Where can i read a list of eneties??
thx for answers

XtremeBain

  • Developer
  • Autococker
  • Posts: 1470
Re: BSP Editing Tips, aka "How to make a map."
« Reply #110 on: March 12, 2010, 11:01:05 AM »
http://dp.tetsunosuke.co.cc/mapmaking/entitiesreference (not complete, but covers some of the PB2 specific ones)
http://www.gamedesign.net/index.php/Quake_II_Entity_Properties (most of these Q2 ents are available in PB2)

Guich

  • PGP
  • Posts: 4
Re: BSP Editing Tips, aka "How to make a map."
« Reply #111 on: March 14, 2010, 08:47:17 AM »
have anyone a complete list of entities
the old one (http://digitalpaint.planetquake.gamespy.com/v2/docs/ents.html) don't work

P!nk

  • Autococker
  • Posts: 948
Re: BSP Editing Tips, aka "How to make a map."
« Reply #112 on: March 15, 2010, 10:47:05 AM »
Post removed
« Last Edit: July 26, 2010, 01:42:57 AM by P!nk »

T3RR0R15T

  • Map Committee
  • Autococker
  • Posts: 2593

Narga

  • 68 Carbine
  • Posts: 401
Re: BSP Editing Tips, aka "How to make a map."
« Reply #114 on: December 31, 2010, 12:57:14 PM »
Is it OK to post on the mapping forums that you're comming out with a new map that is under construction?

cusoman

  • Autococker
  • Posts: 524
Re: BSP Editing Tips, aka "How to make a map."
« Reply #115 on: December 31, 2010, 03:49:03 PM »
If you name your topics properly, there shouldn't be any problem. 

For your "under construction" map, start the thread with "[WIP] MapName".

When you release your map (including beta releases) name the thread "New Map: MapName".

Depending on the size of the WIP thread and how popular it becomes, it may or may not be appropriate to start a new thread upon release, otherwise just rename the thread.

- Cusoman

Narga

  • 68 Carbine
  • Posts: 401
Re: BSP Editing Tips, aka "How to make a map."
« Reply #116 on: January 01, 2011, 10:21:21 PM »
I want to test the way to escape from the jail in my map. In order to do that I need to be eliminated. The only way for me to be eliminated is if I can add bots to the game and get out of warm up mode. I can increase max clients. But it says I need to wait for next level. In order for me to get to the next level, I need to get eliminated. Is there a server command to go to next round?

razan44

  • PGP
  • Posts: 25
Re: BSP Editing Tips, aka "How to make a map."
« Reply #117 on: January 24, 2011, 06:56:21 AM »
wow...you are legendary! How does one know so much?!?!

Thanks though! It will help me a lot :)

thebend

  • PGP
  • Posts: 15
Re: BSP Editing Tips, aka "How to make a map."
« Reply #118 on: February 20, 2011, 09:13:20 PM »
how do i test my map? i do the export but it tells me its not found.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: BSP Editing Tips, aka "How to make a map."
« Reply #119 on: March 09, 2011, 02:49:00 PM »
how do i test my map? i do the export but it tells me its not found.
I believe there is a bug where you need to create the "inprogress" directory in you paintball2/pball/maps directory.