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Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Have some questions about TTT map making, having some issues
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Author Topic: Have some questions about TTT map making, having some issues  (Read 7396 times)
Stryth
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Posts: 13


« on: July 19, 2010, 01:52:26 AM »

this is my first time making a map.  I saw the tutorials from http://www.3kliksphilip.co.uk/tutorials_sdk_full.html which is an incredible tutorial but I'm having a few issues that are really frustrating but I'm hoping they're just noobie mistakes...

1) Built the map in CS:S hammer to have the models I can't seem to find when I use the TTT hammer.
2) Load up the map with CS:S and half the physic model entities I added dissapeared
3) Load up the map in TTT hammer and I have some of the models showing as Error.  I load up the map in TTT and the models show up fine though but having a hard time loading into the info_player_start entity.  Also was having a problem with Graph Node error or something of the sort.

Any help?
Silverstream
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Posts: 174


Project Suburb Developer


« Reply #1 on: July 19, 2010, 02:15:51 AM »

You will most likely need to use the "Source Engine 2009" version of Source SDK and choose "Garry's Mod".

Before running "Source SDK", navigate to your:

"C:\Program Files\Steam\steamapps\youraccountname\sourcesdk\bin\orangebox" folder.

(I am assuming you installed Steam using default installation settings which tends to be C:/. If Not, go to your other installation but follow the same folder path ways.)

After navigating to the orangebox folder, locate a file called "GameConfig.txt".

Save this file in an alternate location you are able to locate in the future.

Download this new "GameConfig.txt" from here - http://jump.fm/GPQLQ

Paste this new config into the orangebox directory and overwrite your original GameConfig.txt

Open up Source SDK, select engine version "Source Engine 2009", and then select "Garry's Mod" under the game selection.

Open up Valve Hammer, and go into the options menu. Simply replace any .fgd directory locations and also the compiling tools (ex. VBSP, VVIS, VRAD) as well if you need to.

Use the following entities for player placement.

- info_player_start.

For Props, Make sure the models you are using are in fact compatible with the entity you choose, ex: prop_static, prop_physics, prop_dynamic.

You can easily check if the model you select in the model viewer is compatible by opening up the "Info" Tab on the model.



In this case, the chair model can be used as a prop_static or prop_physics. Generally, you may still encounter errors if you choose to make it into a prop_static.

Go with prop_physics and have the model "sleep" and "frozen" which you can alter in the parameters of the entity.

Finally, if you want to have CS:S models, make sure in the options menu of Valve Hammer, you include the counter-strike source .fgd file in addition to ttt.fgd, base.fgd, etc.


I hope this helps! :D

If you encounter further problems along the way, post here again and not only I but the rest of the community will be happy to assist you.
Stryth
Poster

Posts: 13


« Reply #2 on: July 19, 2010, 03:44:38 AM »

I appreciate the awesome reply.  It took me some time but I configured the gameconfig file appropriately (it wasn't picking up my game through xxxx being the name of course). 

Anyway Im getting a weird "Node Graph out of date" when I boot the game up in Gmod.  Any suggestions?

Also, still not getting the models I want.  for example those awesome models from CS_Office of the computers.  Can't seem to pick them up, even with the new config.
CrazyChicken
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Posts: 604


Beep Beep Boop


« Reply #3 on: July 19, 2010, 03:52:34 AM »

I appreciate the awesome reply.  It took me some time but I configured the gameconfig file appropriately (it wasn't picking up my game through xxxx being the name of course).  

Anyway Im getting a weird "Node Graph out of date" when I boot the game up in Gmod.  Any suggestions?

Also, still not getting the models I want.  for example those awesome models from CS_Office of the computers.  Can't seem to pick them up, even with the new config.


I don't think the "node graph out of date" is a big problem, I haven't seen it screw anything up. To get Counter-Strike Source models into garry's mod, you have to copy the models and materials over to garry's mod folder using GCFScape. Well that's the way I get CSS models into Hammer for me, I'm not sure if theres any other way to see them.

Most Neutral Poster
Release: ZM_BlackMesa1, TTT_Bank, TTT_Backalley
All my maps start with "B" hmm...
Stryth
Poster

Posts: 13


« Reply #4 on: July 19, 2010, 04:22:19 AM »

I don't think the "node graph out of date" is a big problem, I haven't seen it screw anything up. To get Counter-Strike Source models into garry's mod, you have to copy the models and materials over to garry's mod folder using GCFScape. Well that's the way I get CSS models into Hammer for me, I'm not sure if theres any other way to see them.


Well the graph node is making it were everything is a blur.  it's really bad looking
I looked into GCFScape but I don't believe I was able to get it to work.  I can't locate the maps to extract them, and the pak files or wad files arn't showing up in any folder either.
CrazyChicken
Poster

Posts: 604


Beep Beep Boop


« Reply #5 on: July 19, 2010, 04:58:58 AM »

You extract the models from your CSS GCF. Which can be found in "C:/Program Files/Steam/Steamapps/" then open the CSS shared gcf, that has all the models and sounds. The client one has its coding I think. Sorry I didn't really make it clear what you're suppost to extract from I use it a lot and don't even think about it any more.

Most Neutral Poster
Release: ZM_BlackMesa1, TTT_Bank, TTT_Backalley
All my maps start with "B" hmm...
Stryth
Poster

Posts: 13


« Reply #6 on: July 19, 2010, 05:14:06 AM »

Hey thanks a ton guys.  I'm sure you guys answer the same questions like a 100+ times, but I really enjoy map making, I've done it for other games and wanna get started here as well.
Still not sure about the Graph Node thing though. 
Stryth
Poster

Posts: 13


« Reply #7 on: July 19, 2010, 05:56:27 AM »

alright so I started clean with a clean map.  and loaded the map from Gmod instead of loading it from the Hammer and it worked fine.  thanks a ton guys.
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #8 on: July 19, 2010, 03:08:24 PM »

Awesome :D. I'm glad everything worked out for you Stryth. Sorry about not mentioning in my previous post that you needed to replace the "xxxxxxx" parts in the GameConfig.txt with your account name.

As for this "Node Graph out of date" problem, I believe what may be happening is your map .ain files aren't saving properly.

What I would recommend you do is go to your garrysmod/maps folder and locate a folder called "graphs". Save a backup of this folder in a location you will be able to locate in the future.

Delete the folder called "graphs" in your garrysmod/maps folder.

Run Garry's Mod as you normally would. When you load a map, it will generate a .ain file for it and hopefully in the future when you load the same map again, you will not encounter this problem.

If this doesn't work, simply copy and paste the backup "graphs" folder you made back into the original garrysmod/maps directory.

Information Source: http://www.facepunch.com/showthread.php?t=498560
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #9 on: July 19, 2010, 04:51:04 PM »

One thing though:
Use the following entities for player placement.

- info_player_start.

Don't use info_player_start unless you really have a good reason. Certain Valve maps (like TF2 ones for example) use info_player_start for spectator spawns that are outside the map. Because TTT tries its best to be compatible with such maps, it does not spawn at info_player_start unless there are no other options.

It's best to use pretty much any other spawn entity. Most mappers use info_player_deathmatch (which I also recommend in the official mapping info). Other equally good options are info_player_terrorist, gmod_player_start, info_player_combine, etc.
Stryth
Poster

Posts: 13


« Reply #10 on: July 19, 2010, 05:21:59 PM »

I was wondering.  sometimes when I tab out of SDK and watch like a tutorial video on how to do something... and click back into SDK, my "Select" doesn't work... as in I click an object to select but it just makes me control the camera view.  same with the graph modes as well. 
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #11 on: July 19, 2010, 06:19:34 PM »

I've encountered that before. From my experience, I would generally just adjust the view ports, and click my "windows key" a bunch of times which can sometimes clear it up.
Stryth
Poster

Posts: 13


« Reply #12 on: July 19, 2010, 07:44:25 PM »

Ok so this is a lil off the map discussion but I'm trying to host a game and let a friend of mine test the map out with me.  he can't join though.  What ports do I need to open for him to join?  I couldn't seem to find it on google.
Charles445
Build Tester
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Posts: 2338


I LOVE THIS AVATAR


« Reply #13 on: July 23, 2010, 05:21:31 AM »

Ok so this is a lil off the map discussion but I'm trying to host a game and let a friend of mine test the map out with me.  he can't join though.  What ports do I need to open for him to join?  I couldn't seem to find it on google.

27015
Or use Hamachi or Tunngle

del>Ok, so Bad King, you are just going to wait for Garry to fix?
What an idiotic thing to ask. Dammit weed.

Bookcases, Bookcases Everywhere
NaPStone2
Poster

Posts: 165


I AM UNORGINAL SO I USE THIS GIF


« Reply #14 on: July 23, 2010, 08:46:19 PM »

Dear God, Silvers post plus Silvers windows key buttons answers quite a few questions I Figured were all my problem anyways.

I love you Silver.

maybe u shud w8
then stream got time 4 ur rqest later
and u downlad
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #15 on: July 23, 2010, 11:24:03 PM »

Your very welcome sir  :)
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