Mysterious Stranger Posted September 12, 2012 Share Posted September 12, 2012 I've followed Sgt Pepper's tutorial of adding a custom map renamed as a default .bsp to another base map but it screws up for me. I can still see Academy1 or at least an illusion of it, as well as the custom map's entities such as fires, water etc. Anyone can help out? Sorry if I ain't clear about my problem but I don't really know how to word it. Link to comment
MUG Posted September 12, 2012 Share Posted September 12, 2012 What tutorial were you following? And what exactly are you trying to do? Link to comment
Mysterious Stranger Posted September 12, 2012 Author Share Posted September 12, 2012 this (copied from that thread) The last thing that comes to mind is client-side map plugins, a very fun and handy trick. Normally when you load up a map on a server all the clients who connect have to have it. There's a way around this. You can rename your custom map .bsp to that of a base map and put it in the folder that the assets use for the map in your own pk3. An example would be your could take JSA Trials and toss it into the /maps/ folder of a pk3 with the name academy1.bsp Then if you use a misc_bsp to connect it to your map along with a teleporter to get there you'll be able to have fun in a custom map while those who don't have it can still connect. One thing to take note of though is if your custom map in question uses bmodels (doors and so on) in a quantity exceeding that of the base map you overwrote, those who enter into the map but do not have your client pk3 will crash to the main menu. This is because while the engine can load up a bmodel even if it isn't the one being used, it can not load a bmodel that never existed in the base version. ________________ Link to comment
MUG Posted September 12, 2012 Share Posted September 12, 2012 Ah. well, in that case you succeeded. All this does is let people who don't have your map connect. They will still see the original map, and will be blindly bumping around the custom one. The other thing he suggests is inserting your map into the base map as a bsp model, allowing players with out it to sit in the original map without being disconnected and have your custom one accessible via a teleport to those who have it. Link to comment
Mysterious Stranger Posted September 12, 2012 Author Share Posted September 12, 2012 But I see the map in the server as though I don't have the custom map at all. :$ yet I have the custom map in my base. Link to comment
MUG Posted September 12, 2012 Share Posted September 12, 2012 But I see the map in the server as though I don't have the custom map at all. :$ yet I have the custom map in my base.did you add a bsp model to the original map? or did you rename the custom maps bsp in your base folder too? Link to comment
Mysterious Stranger Posted September 12, 2012 Author Share Posted September 12, 2012 {"classname" "misc_bsp""origin" "-68859 30483 -4380""bspmodel" "academy1"} Nope I did not rename the custom map's bsp in my base folder. Do I have to? Link to comment
MUG Posted September 12, 2012 Share Posted September 12, 2012 aye, if you want to see it. Link to comment
Mysterious Stranger Posted September 12, 2012 Author Share Posted September 12, 2012 oo I didn't know that. Awesome, it works now, thank you very much. *gives cookie* Only bugger is if people wanna join in the custom map they have to rename theirs too or download the modded map. Oh well. (can close this thread if mods want to) Link to comment
Mysterious Stranger Posted September 12, 2012 Author Share Posted September 12, 2012 I'm using ffa3 as my base map and the space is huge. Only problems I met were too many func's (doors etc) but aside from that it's all good. That and the fps can drop pretty bad. You're right that it's not too good if it only works for some people, but I intend it to be say, a clan-only area or a different place to AFK ingame. Link to comment
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