View Full Version : Problems setting up EasyGen for ET
Prophesy
14th June 2003, 14:11
I did run into some problems trying to set up EasyGen for ET.
When setting up EasyGen, it asks to me to locate Import folders:
workmod:
wolfenstein - enemy terrority\etmain (no problem there)
bitmaps: ???
First of all, there is no maps folder in ET, but the Pakfile is located in etmain, so I used that one for export folders/bitmaps
however, after doing that, EasyGen told me that the folders...
wolfenstein - enemy territory/etmain/maps
wolfenstein - enemy territory/etmain/scripts
wolfenstein - enemy territory/etmain/textures
...does not exist, and it asks me if I want to create them.
If I create them, will things work as normal? Or is there another way I should do it?
I am not very used to terrain creation, but perhaps someone can help me here?
Prophesy
14th June 2003, 15:02
Please excuse a terrainn00b, but another question - about size this time - >> what would be considered a fairly large outdoor level in size?
Lets take fueldump for example, does anyone have any idea how large it is? Both width and height?
sock
14th June 2003, 15:12
Fueldump is a strange map because it was original one terrain and then became 2. The terrain sections are very big (256 map units) and were not very easy to twist into shape. Most of the terrains in ET where created from heightmaps and then manually tweaked in the editor because it was just easier with the new tools that were created.
Sock
:moo:
MuffinMan
14th June 2003, 16:03
bitmap folder can be whatever you want, it's just the place where your alpha map has to be and is only used for importing that file
create the necessary folders in main, scripts, maps and textures, extract the terrain textures u need in textures and export after creating the map your metashader to the scripts folder, map goes in maps of course
i guess creating terrain for et will be the same as in rtcw, so here's a step by step tutorial: www.wolfproject.net/tutorials.php
Prophesy
14th June 2003, 16:50
Thanks. Think I got it now.
Prophesy
14th June 2003, 16:55
Sock, sorry, just 1 more thing!
*feels stupid*
When you talk about 256 map units, does that mean you made 256x256 (or rather 257) pixel grayscale image?
sock
14th June 2003, 20:49
When you talk about 256 map units, does that mean you made 256x256 (or rather 257) pixel grayscale image?
I mean GTKRadiant editor map units. Each triangle for the Fueldump terrain was 256 map units.
Sock
:moo:
Prophesy
14th June 2003, 23:02
Thanks Sock.
Thats some very big triangles then!
I guess it is good for fps?
MuffinMan
14th June 2003, 23:05
yes it is, every triangle counts and just watch how many trees there are in fuel dump and other little things that add triangles, didn't check r_speeds yet but i guess they are quite high anyway, as it's a quite wide open map i'd wonder if they weren't...
sock
15th June 2003, 09:32
The terrain triangle segments are big because of frame rate issues. It is also why the map was seperated into two halves by a cave system. The trees are not too bad, being 100-300 triangles each. (Depending on which tree u look at) Big open maps require big brush strokes to give an overall impressions, you don't have the luxury of fine detail everywhere.
Sock
:moo:
Fiesling
15th June 2003, 09:33
I noticed the fueldump terrain is taken from the rtcw sp-map forrest and modified.
Why are the r_speeds so high?
Is it because of the metashader and the detail-textures and lightmapped terrain? Performacne is still good but with higher r_speeds.
So if i get higher r_speeds in E.T its not the same like the 10k for q3?
I notcied the same terrain+q3map2= higher r_speeds in my map since i use q3map2.
sock
15th June 2003, 09:41
I noticed the fueldump terrain is taken from the rtcw sp-map forrest and modified.
Why are the r_speeds so high?
Is it because of the metashader and the detail-textures? Performacne is still good but with higher r_speeds.
So if i get higher r_speeds in E.T its not the same like the 10k for q3?
The terrain for fueldump was originally taken from the RTCW SP map "forest" and modified. The map is the original "tech playground" which has the majority of ET features. The detail shader is something which can be turned off by cvars. This is just an additional shader pass on the terrain texture.
Sock
:moo:
Prophesy
15th June 2003, 10:17
Sock >> you dont - by any little chance - remember approx. how many 256 unit triangles that made up 1 of the 2 Fueldump sections?
:bump:
sock
15th June 2003, 10:47
how many 256 unit triangles that made up 1 of the 2 Fueldump sections?
The pcx file was 59x40 in size. I would not recommend starting with a map the size of fueldump. Always start with a small map to get an idea of what the engine can do initially. Large maps always have a habit of breaking things and hitting strange map/engine limits without warning.
Sock
:moo:
Prophesy
15th June 2003, 11:56
Thanks :o)
Well, I doubt my map will get that big. I will mix terrain, and some non-terrain architechture.
hummer
16th June 2003, 00:00
Hmmm...
So, are there certain map dimensions that ET maps *have* to be? Like to fit into the command map and such? I'm guessing they could be smaller, but what are the dimensions of the ET maps? Aren't they all the same size? They also seem square in shape... am I wrong about this?
sock
16th June 2003, 09:35
So, are there certain map dimensions that ET maps *have* to be? Like to fit into the command map and such? I'm guessing they could be smaller, but what are the dimensions of the ET maps? Aren't they all the same size? They also seem square in shape... am I wrong about this?
All the maps are different sizes. The co-ordinates for the command map have to be square in shape. Have a look at the worldspawn keys for each map.
Sock
:moo:
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