Sven Co-op

Sven Co-op

 Dieses Thema wurde angeheftet; es ist wahrscheinlich wichtig
Nih  [Entwickler] 24. Jan. 2016 um 15:19
Creating a map for Sven Co-op
An introduction to the creation of maps for Sven Co-op (including the configuration of Hammer) can be found here:

http://forums.svencoop.com/showthread.php/42803-Creating-a-Sven-Co-op-map

Come to the Sven Co-op forums for your mapping needs. We have beer and hockey sticks.

Edit:
Since the forum is down, this seems to be a more relevant guide:
https://ad.gamersky.info/@steamcommunity.com/sharedfiles/filedetails/?id=833455569
Zuletzt bearbeitet von Nih; 29. Dez. 2022 um 11:08
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Beiträge 115 von 120
LucasRFA 24. Jan. 2016 um 16:20 
Nice!!!
Tobeh 25. Jan. 2016 um 7:12 
I am a noob at mapping for goldsource, but I recommend anyone who cannot compile their map to move the compilers from the Sven Co-op SDK/mapping/compilers folder to another directory which does not contain spaces.
hangar 25. Jan. 2016 um 7:27 
thanks you! look nice. ^_^
I will try to learn to use the entities.
Qwazzy 25. Jan. 2016 um 22:30 
Very helpful tutorial, I've been mapping off and on for Source-related games (HL2, Gmod) for some time and I'm definitely interested in trying this out.

One question though, which wads should be added for textures (mainly the default Half-Life and Sven ones)? The tutorial doesn't mention this and the section for texture wads starts empty. I could try guessing, but I'd rather not add more or less than needed and the Sven directory has quite a few wad files in it.
Zuletzt bearbeitet von Qwazzy; 25. Jan. 2016 um 22:38
Nih  [Entwickler] 26. Jan. 2016 um 10:08 
For your first map the default half-life wads should be enough. That is: halflife.wad, liquids.wad, xeno.wad and decals.wad. nw.wad (from the cancelled nightwatch mod) also has some nice high-res HL-inspired textures. If you install Wally you can check out the different .wads and see if there is anything you'd like. I might add this to the guide I guess.
Zuletzt bearbeitet von Nih; 26. Jan. 2016 um 10:09
Qwazzy 26. Jan. 2016 um 15:07 
Ursprünglich geschrieben von Nih:
For your first map the default half-life wads should be enough. That is: halflife.wad, liquids.wad, xeno.wad and decals.wad. nw.wad (from the cancelled nightwatch mod) also has some nice high-res HL-inspired textures. If you install Wally you can check out the different .wads and see if there is anything you'd like. I might add this to the guide I guess.

Thanks!

I do think this is important information to a new mapper for Sven, because the game comes with a fair few wads, some of which are not meant to have their contents/textures used in a map (according to the valve dev wiki, anyway). It's part of the setup process, and the program gives you a warning if you skip the texture wad step, so it would be ideal to have the tutorial process include it.
DickChap 27. Jan. 2016 um 12:42 
Im not sure if Im doing something wrong but when I place a light in the level I can't edit it and when I load up the level theres no lighting. I don't know why but does anyone have an idea
Qwazzy 27. Jan. 2016 um 16:22 
Ursprünglich geschrieben von Jim655:
Im not sure if Im doing something wrong but when I place a light in the level I can't edit it and when I load up the level theres no lighting. I don't know why but does anyone have an idea

My lighting entities work fine. I used the entity simply labeled "light", and when the entity is selected in the viewpane, going to Edit > Properties (or pressing Alt+Enter) opens the Properties Panel for that light.

The default values do produce a significant amount of light from the start, so if you placed some "light" entities and they don't produce any light, make sure they're not sunken into the geometry. When I first placed them they were half-into the ceiling and didn't work, so I had to lower them a bit.

Also make sure that when you compile the map, the RAD option is not set to "No." If it is, the compiling process won't compute lighting at all and the entire map will be fully lit.
Zuletzt bearbeitet von Qwazzy; 27. Jan. 2016 um 16:25
DickChap 27. Jan. 2016 um 17:48 
Okay the light in the level isn't hitting the void its inside the map, when I compile and load up the map theres no lighting at all and I know this because its all bright and no shadows. And yes RAD is on, I dont know why its still doing this. Any other ideas on how to fix?
akaelnk 27. Jan. 2016 um 17:55 
Thanks
Qwazzy 27. Jan. 2016 um 18:26 
Ursprünglich geschrieben von Jim655:
Okay the light in the level isn't hitting the void its inside the map, when I compile and load up the map theres no lighting at all and I know this because its all bright and no shadows. And yes RAD is on, I dont know why its still doing this. Any other ideas on how to fix?

The only possibility that comes to my mind (and I'm an amateur mapper at best, so I could be missing something) is you might have a leak in your map that would prevent the compiling process from completing properly. The tutorial I'm reading through has this tip to check for a leak:

"Another way to check for a LEAK is to bring up the console with the ~ key and type in pointfile. If there is a LEAK, the pointfile will be generated and it will tell you the number of points read. If it is 0 then congratulations: your map doesn't LEAK...yet." -Source[twhl.info]

If that doesn't help, compile the map and look over the finished log. Look for any mentions of errors or problems. If it's too convoluted for you to read through, maybe you can paste the full log onto pastebin and link it here for someone to look over.
Zuletzt bearbeitet von Qwazzy; 27. Jan. 2016 um 18:27
. 27. Jan. 2016 um 19:51 
nice :D
if you have 0 ideas for making a map, make a map with zombies respawning or if youre good at buttonmaking... make them respawn by pressing
kumquat 30. Jan. 2016 um 13:15 
Thanks for all the help :steamhappy:
Espero que me sirva esta info ( ͡ ͡° ͜ ʖ ͡ ͡°)
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