First ever map attempt, trouble with spawning. . .

Discussion in 'Mapping Questions & Discussion' started by anothermike, Apr 18, 2008.

  1. anothermike

    anothermike L1: Registered

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    Howdy folks, and firstly - thanks for the great resource!

    I've been itching to try mapping in TF2, but I've always been afraid of the hammer editor. Thanks to the many tutorials I've found, I decided to push ahead and give a go at it.

    So I've been making my first test map, really simple box (with skybox cieling) with two CPs and two team spawn entities (1 each set for red/blue teams and tied to the CPS which default to red and blue respectively). Also a crate, for good measure.

    Excitedly, I compiled it and jumped into TF server side to check it out.

    Problem is, when I spawn in I just get a black screen (with the waiting for other players timer ticking down). I threw in some lighting objects, but I don't think that's what I'm missing.

    As all the SDK tutorials I found were for other games, anyone have any idea what piece I'm missing?

    quick pic of the map:

    [​IMG]
     
    Last edited: Apr 18, 2008
  2. drp

    aa drp

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    try removing all of the lights in your map. that will give you full bright.
     
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  3. trainRiderJ

    trainRiderJ L5: Dapper Member

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    Make sure your spawn points are floating above the floor 16 or 32 units. If the spawns are "on" the floor, you will actually fall through the level.
     
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  4. anothermike

    anothermike L1: Registered

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    Thanks for the super-fast reply.

    Done and done, but still no luck.

    I still see this when starting TF2:

    [​IMG]
     
  5. drp

    aa drp

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    IIRC, try adding a env_light to your map.
    are you sure you dont have any leaks?

    post the vmf?
     
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  6. Paria

    Paria L5: Dapper Member

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  7. poopster101

    poopster101 L4: Comfortable Member

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    are you using info_playerstart
    or imfo_playerteamrespawn?
     
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  8. trainRiderJ

    trainRiderJ L5: Dapper Member

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  9. Pseudo

    Pseudo L6: Sharp Member

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    Enable the developer console and see if there are any errors.
     
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  10. anothermike

    anothermike L1: Registered

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  11. anothermike

    anothermike L1: Registered

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    wow, you all are awesome. I'll try all this and get back to you ASAP.

    Seriously though. Awesome community. Man did I stumble into the right place.
     
  12. trainRiderJ

    trainRiderJ L5: Dapper Member

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  13. Paria

    Paria L5: Dapper Member

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  14. anothermike

    anothermike L1: Registered

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    @ poopster: info_player_teamspawn

    @ trainrider: looks like a leak according to the website, but I've no idea where . . . it's just a box. . . still, I'll look closer

    @Pseudo: First time ever mapping, is the developers console just pressing ~ in game?
     
  15. anothermike

    anothermike L1: Registered

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    Wow. Learning so much so fast. Thanks for all the replies and patience.

    I've fixed the skybox now, I think, but I'm still showing the same issues. Possibly due to the leak?

    I've got the walls all touching other walls, I can't seem to find any leaks. New version of the vmf here: http://download.yousendit.com/C6E533C977591080

    and here's what I see in hammer:
    [​IMG]

    [EDIT: For better hammer picture]
     
    Last edited: Apr 18, 2008
  16. trainRiderJ

    trainRiderJ L5: Dapper Member

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  17. anothermike

    anothermike L1: Registered

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    no worries trainRider. I'm just happy for the help!
     
  18. Paria

    Paria L5: Dapper Member

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    if you had a leak then in game it would be fullbright anyway since only the bsp section would have worked, the problem actually looks like the positions of player spawns - raise them off the ground, 16/32 units whatever just make sure they arent touching the floor.

    And before you pick up any bad habits - see the red lines i've attached to your pic in the x/y view - the brushes only need to touch in the corner to stop leaks - there are a multitude of alternates but its good to get into the habit of not having overlapping brushes.
     
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  19. trainRiderJ

    trainRiderJ L5: Dapper Member

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    I told you to move those spawn points off the ground :)
     
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  20. anothermike

    anothermike L1: Registered

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    I had, I thought they were far enough up . . . The big blue boxes there are the CPs, the smaller purple boxes next to them (see the bottom right window) are the spawns. Is that still not high enough?