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PeTjA
01-01-2006, 12:39 PM
I was asked for PainEditoring tips and so i started this Thread. If anyone have tips or questions, please post here

1.Lesson: How to start the PainEditor

Go to Ur Painkiller directory /Bin/Editor/ and run the PainEditor.exe
Now U can load and modify maps.
http://img482.imageshack.us/img482/5505/pe0ep.jpg (http://imageshack.us)

SYS
01-01-2006, 12:49 PM
...a voice from the darkness.....

Now the next question is: "how U can load and modify maps?" - LOL! :p :D *j/k* Seriously, keep up posting into this thread, PeTjA. It could come in handy! Maybe I'm lazy to edit/modify maps, but also another barrier was that I was lazy to try out things in the PainEd. I started it just once or twice (just because I was curious) but it seemed to be a complicated thing and I wasn't enough patient to start solving how things work in it... :) Now this thread may help many of us, at least if it won't sink down but it will be "supported" and well filled with wise posts - I'm hoping that. So, thanks in advance! * thumbs up *

PeTjA
01-01-2006, 01:14 PM
2.Lession: Moving in a loaded Map

Klicking on the map and pressing "f" allows U to move in the map.
Press "f" again, leftmouse allows to fly throu the map (and walls). Rightmousklick rotates Ur View.
F10 toggles between Fullscreen and PainEditor.

Remember: Jumppads, teleporters and triggers dont work in PainEd.

violator
01-02-2006, 01:16 PM
Here's a question :
i can pick items and place them but , when i place them they still 'float' to much above the ground ; how do i put them close (on) the ground?


Thnx :)

PeTjA
01-02-2006, 01:51 PM
Lesson3: Moving the ItemsPress

Ctrl + left mouse and klick the end of the green arrow. U can move the Items up and down.
Or Ctrl + left mous and klick the end of the blue arrow or green for backward and forward, left and right.
Or right mouse to rotate them.
http://img334.imageshack.us/img334/1136/paiedctrl0gn.jpg (http://imageshack.us/)

Some items cant be klicked by Ctrl, go to Ur /GameObjects to select them. The factory HP is placed to deep (-5.74?). -5 looks good im fixing?. Doubleklick the name of the Item.
http://img334.imageshack.us/img334/3993/untitled13fw.jpg (http://imageshack.us/)

Moving the Item can also be done by changing the X;y;Z coordinates. If U do so, press enter and then the refreshbutton (looks like a white paper).

Remember: Most SP Items cant be seen in MP, i recommend to test the maps online.

violator
01-02-2006, 07:16 PM
:) Now i know it ,its pretty easy to place items in a map and adjust them.
The only thing was (ctrl+leftmouse) didnt worked for me, i had to do it with (shift+leftmouse).

But now for a new question :
How do i create player respawn points? :confused:

I'll bet you will know it :) ,anyway i hope that a lot of people are going to ask questions.
more people, more questions ; more questions, more awnsers.

Cu later, and thnx ones again.

Violator

violator
01-02-2006, 09:14 PM
Hi there again ,

I just started to make multiplayer maps out of the levels: Pentagon (small)
and **** (big) by using PainEd.

It works well i think , i'll let Petja check them and then put them up for download

:) if you don't try you'll never know if its good :)

(story levels made 'ready' for multiplayer)

PeTjA
01-03-2006, 11:22 AM
Placing Playerrespawns

First of all, this is difficult to do. Because U never see them, they have no arrows for moving and some just tnot there where U placed them. But lets try it step by step.

Load Ur map. Walk (dont fly) in the map to the position, where u like to have Ur Prespawn and look in the direction he should look after spawned. Create one.

To do this, go to /Templates/GamePlay/PlayerRespawn.CArea.
http://img331.imageshack.us/img331/2043/respawns3mv.jpg (http://imageshack.us/)

Now the PlayerRespawn should be near where U stand but not at the same position. Test it offline or online.
I would recommend to place a Item (Ammo) to the positon where he should exactly be, then copy the ammoitemcoordinates to the playerrespawncoordinates. Test it offline or online.

If he isnt looking in the direction he should, close the PainEd and go to Ur /Data/Levels/DM_Name/PlayerRespawn_001.CArea and open it with a Texteditor (Notepad). U will see something like this:

o.Points[1] = VectorA:New(-67.237266540527,-60.112560272217,-80,0)
o.BaseObj = "PlayerRespawn.CArea"
o.Pos = Vector:New(-67.237266540527,-60.112560272217,-80)

Important is the 0 at the end of the upper line. Im not sure what it is, maybe Pie, im verry sure its not degree because if i change the 0 to 6 i made a nearly perfect 360* turn. Its a prozess of try and error, thats what it makes so difficult. The 0-6 also goes against clockrotation, means if U change the 0 to 1, the direction of the playerrespawn will be more left. U can use 1.35 or any number U like. But remember more then 6 will be the same like 0.
:eek:

violator
01-05-2006, 05:47 PM
Hi Petja,

I have a question: How do i place teleporters in a map;
and how do they warp?

I assume that it will be difficult to do :confused: but,
i know u have the awnser.

I'll hear from u .....

:) :) Thnx for all the help :) :)

Violator

PeTjA
01-06-2006, 01:10 PM
Placing Teleporters and Destinations

Go to /Templates/GamePlay/Teleport.CBox and create one. U can resize it, rotate it or move it. At +DestinationPoint/AName select the Destination.
http://img329.imageshack.us/img329/9707/telep13dx.jpg (http://imageshack.us)
I dont find where the Destinations are, so what would i do? I would resave DM_Unseen to DM_Unseen1, would go to the Explorer and copy the /Destination_001.CArea from /CArea to the /CArea of the map im working on. U can move, rotate and resize them by changing the A;X;Y;Z coordinates
http://img329.imageshack.us/img329/813/telep27sr.jpg (http://imageshack.us)

How to place Weapons for MP maps (Lesson 6.1)
@Ozzy: Go to /Templates/Weapons/PickableItems there U find all weapons from the game (CItem)

PeTjA
01-07-2006, 02:11 PM
Sorry for my bad first description. I do my best.

Lets say U have created a playerrespawn here:
http://img230.imageshack.us/img230/8452/respawnfix3mp.jpg (http://imageshack.us/)

But when U look at the playerrespawn he isnt there, he might be here::eek:
http://img230.imageshack.us/img230/1366/respawnfix16jj.jpg (http://imageshack.us/)

Go to Ur playerrespawn /Properties and put the first number in the line to X, the second (hight) number to Y, and the third number to Z. A is the direction.
http://img230.imageshack.us/img230/9298/respawnfix29ff.jpg (http://imageshack.us/)

If U refresh this action and look again at the playerrespawn he should be there, where U have place him.
If U set A = 0 the direction is straight,
if 1.57 then 90* leftturn
if 3.14 then 180* turn
if 4.71 then 90* rightturn
6.28 is the same like 0
http://img230.imageshack.us/img230/2222/respawnfix33ky.jpg (http://imageshack.us/)
Wrong it looks like this:

o.Points[1] = VectorA:New(51.196701049805,4.3561201095581,17.099 39956665,0)
o.BaseObj = "PlayerRespawn.CArea"
o.Pos = Vector:New(324.90322875977,14.121496200562,403.376 12915039)

Fixed like this:

o.Points[1] = VectorA:New(324.90322875977,14.121496200562,403.37 612915039,0)
o.BaseObj = "PlayerRespawn.CArea"
o.Pos = Vector:New(324.90322875977,14.121496200562,403.376 12915039)

Jaspos
01-09-2006, 06:03 AM
http://www.planetunreal.com/jaspos/painkiller/spawndir.jpg (Not linked)

You can see the spawnpoints when created ( and selected ) using EditAreas and rotate the spawnpoint by changing the 'A' value in the spawn properties. Enter the value and check the red line direction for spawn direction ( try 1, 1.5,2,2.5...you'll get the idea).
I've found problems if you try and copy/clone a spawnpoint so it might be best to create new points as needed.

PeTjA
01-09-2006, 08:01 PM
@Jaspos: I missed the Playerrespawns arrows. Big help for the "Editors" and myself. THX - Jaspos!

@Ozzy: pc like a pk++ server give me this message:
"old waypoint format dont work with the savegame"
It opens and start but i cannot connect, it says:
"different map"
lol had this happen to you before ?

- Answer (PeTjA): SP waypoints will not work with PK++ waypoints (try: delete the waypoints U made in PK++)

Ok, the map i am doing is DM_Leningrad. I read the forums but can i add a CItem Slab_001 and make it a teleport? And put for destination:
"teletargetS-lab_001" and like a second teleport with another Slab, like "teletarget_Slab_002"?

- Answer (PeTjA): No! Because Slab is a /CItem and Destinations are /CArea. Again Slab isnt a CArea, its a CItem.

Artas1984
01-13-2006, 06:44 AM
What bugs me: if a paste a slab in the map, and save the map, it does not show up in the game - what the fuk?

Second: why can not i remove health items from the maps those are pasted not by me? I can move my, but not those were "standing" original?
And i can remove other CItems those are from PCF aslo as my ones too, but health can not be "grabed" - why?

Artas1984
01-13-2006, 07:06 AM
Wait a minute: if a remove an item that was originaly pasted in the game and then saev the map, nothing will happend?

So you can not remove a thing that is in the map originaly?

PeTjA
01-13-2006, 01:44 PM
Some items cant be klicked by Ctrl, go to Ur /GameObjects to select them. Remember: Most SP Items cant be seen in MP, i recommend to test the maps online.
Taken from "Hi Violator" Lesson 3 http://dreamcatcherinteractive.com/forums/showthread.php?t=26614&page=1&pp=10
And yes: SLabs online not visable, so its needed to place a Jumppad behind it. Then the SLab is the collision and the Jumppad is the texture. Look at my CTF_Bridge or shadows DM_Opera.
I explain the exact combo later.

PeTjA
01-18-2006, 11:37 AM
When U follow this link http://www.painkillergame.com/pc_site/index2.php for downloading the PainEditor U will see the following words:

User must have 1.35 installed to use these tools.
(Who say that? It´s wrong.)
Easy to use tools and documentation to get people started.
(Thats wrong too.)

1.)
The editor himslef is 1.3 not less and not more.
If U install the PainEditor into Ur 1.00 installationfolder it say version 1.34 and U can load all 1.00 maps.
http://img469.imageshack.us/img469/7584/pain1edit6jg.jpg (http://imageshack.us/)

2.)
If U go to /Help/Help Topic in the editior a window ill popup telling U:

Cannot find file C:/.../Bin/Editor/PainEditor.HLP file. Do you want to try to find this file yourself?

(If U say "NO"): A new window will popup telling U now:

Check to see that the file exists on your disk. If it doesnt, you need to reinstall it.

Finally i searched my CD´s; DVD & HDD to find the PainEditor.HLP file.
It does not exist.
I was just looking for some shortcuts for the keyboard and the PainEd Tutorial.pdf is more a Maya Tutorial then a PainEd. If anyone have this file or now where i might have it: its important for me and called PainEditor.HLP !

PeTjA
01-24-2006, 04:12 PM
hei! i intalled the pain editor, althou i dont know how to use it, but i wanted to see it. it never opened, and i had a message from windows that i was bugged. i unistalled, and then.... merde!!!!!
the game is not there anymore!!!!!
there could be a club of "i had to reainstall the game" anonimous.

Have U "Extract Game Data"?
What Errormessage do U get from Windows, what is "i was bugged"?
U uninstalled the PainEd or U uninstalled the whole game?

DemonSlayer
01-24-2006, 04:48 PM
Hi, Im new here, I mod for bw2 and map\script for UT2004, I am known as jackmix69 on the bw2 forums and have 20+ files on bw2files.com....now we got formalities in the way....

How do we create monster spawn points? U know, a place that spawns like a evil monk or maybe a zombie?

PeTjA
01-24-2006, 05:26 PM
Feel free to ask me again, i might fail, im new to this. Also U can PM "Varus" or "Jaspos" they can help U too.

U like to spawn enemies? Spawning them from the ground?

Load C1L4_Cemetey and go
to /GameObjects/CSpawnPoint/MonstersSpawnPoint_001
doubleklick and go to /Properties/SpawnFX select Ur spawn.:)
http://img217.imageshack.us/img217/193/mospa9ce.jpg (http://imageshack.us)

DemonSlayer
01-24-2006, 06:36 PM
I already know how to do that, I mean to make an entirly new monster spawn point, I am going to remove thor from the Ruins level and make a swarm of enemies, so I need to know how to create a whole new one

PeTjA
01-24-2006, 07:21 PM
I dont know how to do this.
It remindes me of the "Destinationaddingproblem" and the "Skychangingproblem". I thought about a 6.Lession but didnt managed it yet.
Please follow this thread. Next 6.Lesson will be "Fog-Farclip-Water-Sky changes". I bet there is a way to let Thor get respawned from the ground. Remember Thor and his hammer are 2 different objects.
:cool:

DemonSlayer
01-24-2006, 11:10 PM
Gotta reinstall my game, messed with the scripts, hangs frequently, but I will try to copy and paste some....

PeTjA
01-25-2006, 10:21 AM
Before U start to read my tutorials, U should read the original tutorials first, located here c:\...\Docs\Editor Docs\Pain Engine - Sky Tutorial.pdf

6.1) Sky

Ok lets do it my way and we change the Sky from Unseen and replace it with
the sky used in Cemetery (with the big yellow moon).:)

Open both maps and save them (like DM_Unseen1 and C1L4_Cemetery1).
Go to Ur Explorer and open the DM_Unseen1.CLevel and C1L4_Cemetery1.CLevel (c:\...\Data\Levels\...) and open them with notepad or any texteditor U like. U should see something like this:
http://img7.imageshack.us/img7/8540/clevel3rv.jpg (http://imageshack.us/)

Take the lines beginning from o.SkyDome.Map to o.SkyDome.Layer2.Tex2 from C1L4_Cemetery1.CLevel and replace them in Ur DM_Unseen1.CLevel
beginning from o.SkyDome.Map to o.SkyDome.Layer2.Tex2.

Also take the o.Ambient = Color:New(26,27,38,0) and the o.Fog.Color = Color:New(18,19,24,0) from C1L4_Cemetery1.CLevel and copy it over the o.Ambient = Color:New and o.Fog.Color = Color: in Ur DM_Unseen1.CLevel. DM_Unseen1.CLevel should now look like this:
http://img7.imageshack.us/img7/5862/clevel18fo.jpg (http://imageshack.us/)

Save the canges in DM_Unseen1.CLevel.;)
If U test the map now or load the map in PainEd it should look like this:
http://img7.imageshack.us/img7/528/shot00304dz.jpg (http://imageshack.us/)

6.2) Fog and FarClipDist

Ozzy made a map based on Asylum and used the original Fog (90) and Farclipdistance (91). Uhhhhhhhh. :rolleyes:
http://img7.imageshack.us/img7/2163/shot00313wr.jpg (http://imageshack.us/)

After i increase the Fog and Farclipdistance to 175 (Properties), we see much more from the map. Ahhhhhhhh.:eek:
http://img7.imageshack.us/img7/4426/shot00321wg.jpg (http://imageshack.us/)

In rooms i allways recommend to set the Fog Mode to No Fog (for MP):cool:
http://img7.imageshack.us/img7/4516/fogmode3yr.jpg (http://imageshack.us/)

6.3) Water

What should i say about water? Its wet!:p
All i have to say right now is: please change the color of Ur water if U changed the skycolor. Blue sky, blue water and so on.
(And dont pee into the water!!!):D
http://img7.imageshack.us/img7/3905/water9wf.jpg (http://imageshack.us/)

DemonSlayer
01-27-2006, 10:59 PM
COME ON! THE PARTY SIGN SAID PLEASE PEE IN THE WATER! Now you tell us....just kidding. Im gonna reinstall my game finally, and I like how you are helping out people and doing this. I do that too....but Painkiller isn't exactly the easiest game to mod, the only thing I can do is reskin things.... if you want to see some skins I made in game, check here for them

http://www.kayssplace.com/gallery2/thumbnails.php?album=82

(click on image for bigger size)

I will add more soon....but continue, young grasshopper :-)

PeTjA
01-28-2006, 10:16 AM
I remember fleabay and Ripin2U made custom textures and/or changed textures before. I also changed Unseentextures with Sacredtextures long time ago and tryed to let Unseen look like Sacred.:rolleyes:

DemonSlayer
01-28-2006, 09:56 PM
Heh, I am good at skinning, I will only do enemies, if you want a request done for you or want to download one that you saw from my shots, PM me here and I will send it to you via PM

PS: Reinstalled my game *hooray*
Works great now

Just wanted to say that. Now lets all take heed to Petja's infinite knowledge of the editor :-)

Continue, please, and if you find out how to create a raw new monsterspawnpoint, do let me know

PeTjA
01-28-2006, 09:59 PM
Continue, please, and if you find out how to create a raw new monsterspawnpoint, do let me know
I will let ALL know.:)

DemonSlayer
01-28-2006, 10:03 PM
Cool, continue

PeTjA
01-29-2006, 02:15 PM
What dont work for U? Alastor didnt spawned from the ground?:confused:
Remember he is verry big.;)

DemonSlayer
01-29-2006, 06:48 PM
What r u talking about?

fleabay
01-29-2006, 11:17 PM
Reading this thread makes me sad.

AHHH, what could have been. The delays and the lack of model creation tools and documentation. The deletion of all the editing info when the board got hacked.

I wasted a lot of time posting info here because of some stupid IT person didn't know how to backup a database. All questions here were answered already. Some in great detail with pics.

DreamCatcher doesn't care about this board. PCF doesn't care about modders.

Unreal 2004 - Doom3/Quake4 - HalfLife2 among many many others have much better mod support than PK. Run.

PeTjA
01-30-2006, 09:24 AM
Reading this thread makes me sad.
Hi fleabay,
reading Ur post makes me sad. I thought U posted something about PainEditing. Dont tell me what U think about PCF,DC,Painkiller we lost all something. The odd news Thread is located here::(
http://dreamcatcherinteractive.com/forums/showthread.php?t=25194&page=1

Hi DemonSlayer

How do we create monster spawn points? U know, a place that spawns like a evil monk or maybe a zombie?

I mean to make an entirly new monster spawn point, I am going to remove thor from the Ruins level and make a swarm of enemies, so I need to know how to create a whole new one

Continue, please, and if you find out how to create a raw new monsterspawnpoint, do let me know
I tryed to aks/answer this here:

Feel free to ask me again, i might fail, im new to this. U like to spawn enemies? Spawning them from the ground?
Load C1L4_Cemetey and go
to /GameObjects/CSpawnPoint/MonstersSpawnPoint_001
doubleklick and go to /Properties/SpawnFX select Ur spawn.

What dont work for U? Alastor didnt spawned from the ground? Remember he is verry big.

What r u talking about?
U forgott Ur question?:confused:
Just create a AmbushforPlayer and a MonsterSpawnPoint (short discription).

Luigibuddy
01-30-2006, 10:06 AM
Reading this thread makes me sad.

AHHH, what could have been. The delays and the lack of model creation tools and documentation. The deletion of all the editing info when the board got hacked.

I wasted a lot of time posting info here because of some stupid IT person didn't know how to backup a database. All questions here were answered already. Some in great detail with pics.

DreamCatcher doesn't care about this board. PCF doesn't care about modders.

Unreal 2004 - Doom3/Quake4 - HalfLife2 among many many others have much better mod support than PK. Run.

So true, I miss the old board skin which didn't make my eyes burn and the good old community which was like one big family.
Oh well.

PeTjA
01-30-2006, 11:02 AM
This is the PainEd thread, folks. And i (?) will answer the MonsterSpawnPoint question soon. Please dont spam this thread. Spam the forum.

PeTjA
01-30-2006, 01:23 PM
Searched the forum
http://dreamcatcherinteractive.com/forums/showthread.php?t=24605

Varus77
02-03-2006, 01:23 PM
Some steps for getting monsters...

after loading a map
Step01 - select New Object Ctrl+O
http://img405.imageshack.us/img405/912/step015pp.jpg (http://imageshack.us)
Step02 - select CSpawnPoint
http://img417.imageshack.us/img417/6296/step029ho.jpg (http://imageshack.us)
Step03 - give the thing a name :)
http://img405.imageshack.us/img405/2254/step035ez.jpg (http://imageshack.us)
Step04 - double click the name in properties
http://img132.imageshack.us/img132/4637/step041kl.jpg (http://imageshack.us)
Step05 - choose your favorite monster
http://img132.imageshack.us/img132/6804/step053fc.jpg (http://imageshack.us)
Step06 - and his spawning action
http://img405.imageshack.us/img405/2186/step065zp.jpg (http://imageshack.us)
Step07 - should it be a group? If not then change it to 1. Or for more than 1 group (GroupSize) set the time between the groups (GroupDelay) (the time between members of the group you can change with EachDelay above)
http://img417.imageshack.us/img417/5599/step074xp.jpg (http://imageshack.us)
Step08 - if you want to have a SpawnAngle then turn on "Edit Areas". Now you can see what you'll change in properties under SpawnAngle/Value (don't forget to change Enabled > True ! if it should work in game)
http://img405.imageshack.us/img405/9185/step086ls.jpg (http://imageshack.us)

DemonSlayer
02-03-2006, 01:49 PM
Thanks for that! But dont we need a trigger to activate it or does it have a default property for a range check? I'll try it out. Gonna make Ruins a war.

EDIT: Just tried it. Nothing happened? Dunno why, I did everything you said....

PeTjA
02-03-2006, 03:10 PM
First THX to Varus for this helpfull nice tutorial.:)
Do U remember the Bat (U thought) was never used? I found a monster that wasnt never ever used!!!:cool:
http://dreamcatcherinteractive.com/forums/showthread.php?p=196816#post196816
BTW: Something (nothing) new about the missing PainEditor.HLP file (that just dont exist).:(
http://dreamcatcherinteractive.com/forums/showthread.php?p=196808#post196808

Now to U DemonSlayer. U dont read carefull!

Just create a AmbushforPlayer and a MonsterSpawnPoint (short discription).
Now the not so short discription (read it and ask if U dont understand):

Lesson 7: AmbushForPlayer.CBox and MonstersSpawnPoint.CSpawnPoint.

Go to the /Templates and create under /GamePlay a /AmbushForPlayer.CBox and a /MonstersSpawnPoint.CSpawnPoint.
Go tho the /Properties of the AmbushForPlayer.CBox and klick on +ToLaunch, klick then "new" and then (on the right side) the little downarrow.
There U can chose Ur MonstersSpawnPoint.CSpawnPoint_001 or whatever.
That was the trigger U missed.:cool:

DemonSlayer
02-03-2006, 08:47 PM
Alright, I knew it needed a trigger, I map for UT2004, but anyway thanks to you both, will re-try again later.

DemonSlayer
02-04-2006, 05:11 PM
Yep, works like a 4-leaf clover on St.Patricks day :D

Great advice, you two. Keep it coming :D

SOULTAKER
02-06-2006, 01:48 AM
Hi guys, hello Varus ;)

Thank you so much for this thread PeTjA, you’re a deadset champion mate! :cool: I only wish it would have been around when I first got motivated to try the PainEditor. Not to worry however, better late than never, as I’m really feeling the motivation now, hehe. I’m workin’ on an SP level using the Cursed MP map as the playground. Gonna’ be a BLOODBATH, BloodBuster :D I’ve already had to reduce the number of enemies because it’s impossible to survive (the first room!). I named the mission, “Holocaust”, because it is one. Please excuse the sensitive title but remember this is a game about killing, and I mean no offence to anybody. :)

RE: Missing monsters, how about 2 missing maps!

Have you tried to load C6L7_IceWallow and C6L8_Galleon maps? They don’t exist! Yet they’ve been named and appear in the maps list. What’s up with that? I don’t play MP (at all) so if it’s an MP thing I apologise for my confusion, but if it’s got zip to do with MP then we’re two maps short of a proper adventure!

Just wanted to extend my gratitude for the tutorials PeTjA, they’ve been MOST helpful to me, and I’ll share what I come up with when I’m done. And just so this isn’t referred to as a Spam post, I have a question...

“Launch GameMode” lets you see what you’ve done, lets you see what the monsters do etc. but you still have to move through it by holding down shift etc. and “Start Level” lets you play the mission... So say I’m editing and I wanna’ test what I’ve done (choose Start Level and play) is there a way to stop playing and return back to the PainEditor again? I’ve tried quitting but that doesn’t work, and when I try to start PainEditor again it says it’s already running and gives me an error message. But I can get around the “PainEditor’s already running and the error message” if I give Painkiller some time to shutdown properly. However then PainEditor is also shutdown, sorry I can’t explain it better. The question is, is there a way to return from playing PK to the PainEditor?

PeTjA
02-06-2006, 11:53 AM
Im happy about everyone who have fun with editing!:)
U talked about a SP version of Cursed (thats a big map). But i cant await to see it.
If U have a problem with to many mosterspawns, U should keep in mind that a clever mix of different monsters can be more fun with less FPS drop!:rolleyes:

Lesson 8: Combining different monsters

Try to combine a Banshee_CemeteryBoss.CActor (or a simple Bunshee) with a DevilMonk_Slowdown.CActor and some Executioner_V3.CActor. U will be in big trouble. Because the Banshee makes U blind, the DevilMonk makes U slow and the Executioner will ... execute U.:D
Finally: Try to remember Ur favorite monsters and make a combination of them. U will see things U have never seen before!:eek:
About the 2 missing maps C6L7_IceWallow and C6L8_Galleon: Varus and i allready knowed this. Also there a 2 working maps C6L8_Mines and C6L9_Mine wich are the same. I never managed it to load the *.mpk of the 2 missed maps. Only god will know where they are (near the PainEditor.HLP file)?:confused:

About the switching between the PainEd and the Game. I dont sure(dont knoW) if or how this works.
All i can say is that F10 toggles between PainEdScreen and fullscreen. But Ur still in the PainEd!:(

Varus77
02-06-2006, 01:01 PM
Hello SOULTAKER...
F10 toggles between max/min screen...like PeTjA said before.
Then use the Pause Level button to stop and/or reload all...
Often is good enough to reload with L (load Level). But after 4...5 times you'll get some textures failures at water surfaces. Isn't a problem at all, all work well, but if you won't have this then it's time to use LSM.

BTW...have in mind that using many different monsters, like Hills, increasing the file size and loading times much... :(

PeTjA
02-06-2006, 01:36 PM
Yes if U dont like everytime to save the map:
- then LSM (Reload Level Ojects, All Scripts and Map)
- or LS (Reload Level Ojects and all Scripts)
- or L (Reload Level Ojects) will help.
U will find the buttons right from Pause Level.:eek:

@Varus: I disagree with the Hills-example.
Hills is verry big and there a lot of monsters (more then 300), i doesnt mean to me that the mixing of different monsters causes FPS drop or big files.;)

Maiden_Canada
02-07-2006, 12:38 PM
The basic Way to Add Particle effects to the level.

1.Load up level, chose the "Templates" Tab, then "ParticleFX" position yourself so the target is in the middle of your editor screen, in this pic , I chose a truck (featured in HellCamp) and my effect of choice is (CTFBluelight.CParticleFX), double click chosen effect.(see pic 2)
http://img140.imageshack.us/img140/3326/petutor12mf.jpg

2. The Result.
http://img288.imageshack.us/img288/5510/petutor25tr.jpg

you can also position it to your liking by holding down the shift key and using your mouse (left button) and the (right button) while holding down shift turns it.

PeTjA
02-07-2006, 01:20 PM
THX Maiden Canada for this tutorial.:)

Just one more thing i have to say: If U create any /ParticleFX and U go to his /Properties then U can klick on his /Effect U will be able to use over 100 awsome effects from the game that are not listed in the /PaticleFX (just some are).:eek: Feel free to mix them.
http://img55.imageshack.us/img55/5018/effect4se.jpg (http://imageshack.us/)

DemonSlayer
02-07-2006, 05:08 PM
That's pretty cool. Gonna use those :D

DemonSlayer
02-07-2006, 08:59 PM
Hey, I have a question. For monster spawn points can we change the default properties for the enemy we spawn on it? Like change the scale of the enemy or health or is it impossible?

PeTjA
02-07-2006, 09:37 PM
The left monster with original /Scale, the right one is::rolleyes:

/Properties/Scale: 3
/Properties/Health: 666

U can also change the:

/Properties/RunSpeed
/Properties/WalkSpeed
/Properties/RotateSpeed

Or whatever U like. U will find this all under /Properties (just O_O) :eek:

http://img142.imageshack.us/img142/746/untitled5hb.jpg (http://imageshack.us/)

DemonSlayer
02-07-2006, 09:48 PM
I know about that I meant when you create a monster spawn point, can you reset some properties? Like spawn Zombie soldiers with Health=600.

PS: I have made scaled up monsters, but there ragdoll seems to get very stiff...anyway to fix it?

Varus77
02-07-2006, 09:52 PM
@Varus: I disagree with the Hills-example.
Hills is verry big and there a lot of monsters (more then 300), i doesnt mean to me that the mixing of different monsters causes FPS drop or big files

That's wrong...
Different monsters (and tweaked AI-scripts too like in Hills always) means that all the scripts the loading process have to read.
But you can setup the map with 1000 (same) monsters and the loading time of Hills would be 20sec. Believe me..it's logical.

All monsters in Hills have tweaked AI and/or scripted ways...that's the reason...during this mapping process the loading time have increased more and more...

Remember of Leningrad with 289 monsters...

Varus77
02-07-2006, 09:54 PM
I know about that I meant when you create a monster spawn point, can you reset some properties? Like spawn Zombie soldiers with Health=600.

PS: I have made scaled up monsters, but there ragdoll seems to get very stiff...anyway to fix it?

Like my reply above mentioned...you can change the whole AI.
For the scaling...it's only usefull in careful changes (at least by the texturing)

BTW...editing the AI means not at least that you have to do some scripting outside of PE...

DemonSlayer
02-07-2006, 09:59 PM
But what about those stiff giants? I like killing big monsters but I need a good ragdoll!

Varus77
02-07-2006, 10:02 PM
I'd say...as much bigger one guy is so much clumsy he'll die... :D or remember King Kong - he was not falling down from Empire State building like a butterfly ;)

DemonSlayer
02-07-2006, 10:05 PM
Please just answer my question, I dont want to spam this thread with the same question....fix giant enemies ragdolls! Can we?

Varus77
02-07-2006, 10:10 PM
NO WAY...we haven't any chance of/on modeling
(the ragdoll-effect is caused by the geometry of the model and then the result under the Havok-engine)

DemonSlayer
02-07-2006, 10:18 PM
****...oh well. Got another question....

Can we put bosses on a normal level without a crash? i.e. Thor on city on water? I would imagine it would due to scripts but....im too much of a lazy person to find out for myself. I want Thor on city on water! Can someone check it out for me? I know we cant put normal alastor in without a t-pose because he flies from the start, and I know swamp wont work. Would Thor work is my new question?

Yes, I know him and his hammer are 2 different things....

PeTjA
02-07-2006, 10:27 PM
@Varus:
http://dreamcatcherinteractive.com/forums/showthread.php?p=197289#post197289

Thor yes, I know him and his hammer are 2 different things....
@DemonSlayer: U do?

DemonSlayer
02-07-2006, 10:29 PM
His hammer and himself are 2 different things yes i do know that....

So, would it crash to put him on a level like city on water? Just answer the question, I dont like spamming your awesome thread with the same question.

PeTjA
02-07-2006, 10:45 PM
@Varus:
http://dreamcatcherinteractive.com/forums/showthread.php?p=197289#post197289
@DemonSlayer: U do?
A scaling of Thor works from original 18 to 10 but he will be still big. And ragdoll is programming or ragdoll.:rolleyes:
Thats a question!:) The molot (hammer) is somewhere in the templates.
It can be scaled to anysize (2) imo.:cool:

Varus77
02-08-2006, 12:19 AM
Ragdoll is a physical effect of the Havok engine, based on the geometry of a model with some more or less degrees of freedom, at least a real time calculation for the collision.

For Thor...
You can put some monsters in the ruins to him...or you can try to copy the parts of the script in CoW. With some luck it could be possible without that because it seems that he is a "normal" monster others than Alastor. The Pentagon Spider is possible > like Hills.

Tip:
Try to load Ruins and then change to the mpk of CoW...for the first step.

PeTjA
02-08-2006, 01:20 PM
If Ur in the Play Level mode U can morph into a Deamon by pressing 9 or into a painkilleronly mode by pressing 10.:)

If U press H onetime U see some infos about the FPS and so on.
If U press H twice U see the loadingtimes for most everything that is in the level.:cool:
http://img153.imageshack.us/img153/641/shot00000ev.jpg (http://imageshack.us/)

Varus77
02-08-2006, 07:44 PM
...of course...that was the way I've controlled Hills to look out for zoning problems and so on...
BTW...with powermad installed you will get some overlays because the help from PM is the same...you have to click more times the "H" to get it right

DemonSlayer
02-08-2006, 08:49 PM
Could we put someone else such as Alastor King in there? He doesn't look harmful....and I know he would b immortal unless u put his health in the negatives and shot him....and you say the pentagon spider works? Cool. Would Necrogiant work? Sorry, im a safety person and would like it if someone tried it for me. How about the swamp thing. I doubt the swamp thing but.... ;)

SOULTAKER
02-09-2006, 01:10 AM
WOW! This thread just keeps getting better and better PeTjA. Thanks again gentlemen for the previous info. ;)

RE: Lesson 8, ah PeTjA you evil genius :D exacerbate the pain, so sadistic, I love it! Hehe. Thanks for the tips and info. guys.

PeTjA have you ever thought of collating all this information and making a .pdf manual out of it? Just in case this thread ever gets "accidentally" deleted :D

PS. Thanks DemonSlayer, you ask all the right questions :)

PeTjA
02-09-2006, 12:55 PM
PeTjA have you ever thought of collating all this information and making a .pdf manual out of it? Just in case this thread ever gets "accidentally" deleted.
Yes i did.;)
But if this forum will be hacked again (maybe not all of the) informations will get lost.:p

Thanks DemonSlayer, you ask all the right questions.
Yes he does.:)
Sadly most of my answers are "No" or "I dont know".:( And dont forget the guru Varus.:eek: :cool:

Varus77
02-09-2006, 01:33 PM
the guru Varus
:D You're right...because you refering to my ageing ;)

Maiden_Canada
02-12-2006, 11:52 PM
OK, I need help, I know how to create an ambush and monster spawn, but I don't know how to trigger say a meteor shower (remember Oriental Palace, or even a couple of boss fights)

PeTjA
02-13-2006, 03:10 PM
First the bad news:

I forgott the "BossSpawnQuestion" (and will reply about it later). I think its impossible to spawn Bosses. But on the other hand i remember the spiderboss from Pentagon was spawned. So maybe there is a way.;)

To trigger the vulcano (C4L1_fontain.CItem) from the original C4L1_Oriental_Castle with a AmbushForPlayer.CBox is impossible.:mad: Because it have to be a CSpawnPoint for the CBox and the fontain is just a CItem.:( Maybe it can be done by modding/programming but im not a programmer. Sad but true.

Now the good news:

If U load the C4L1_Oriental_Castle and open the CItems U will find a CItem called C4L1_fontain_001.CItem. If U look into the /Properties U will find some things like :eek:

- fireBallAngle
- fireBallSpawnMaxDist
- fireBallSpawnMinDist
- spawnFreq

The only way to "trigger" the fontain is by increasing the range of the fireBallSpawnMaxDist. I tested it and it works well.;)

What makes me wonder are 2 things
1.) the fontain is aiming :eek:
2.) i can´t change the damage of the comets (-5 damage is not much):cool:
Maybe i have to add some lines like o.DamagePerSecond = 100 into the C4L1_fontain.CItem but im not a programmer and didn´t tested id. But i will try it later.:)

This is how the fontain looks after i increased the fireBallSpawnMaxDist from 40 to 80 and lowered the spawnFreq from 3 to 1 (0.25 must look funny too)
http://img345.imageshack.us/img345/9058/shot00037qi.jpg (http://imageshack.us/)
http://img104.imageshack.us/img104/6408/shot00047qt.jpg (http://imageshack.us/)

DemonSlayer
02-15-2006, 10:10 PM
First the bad news:

I forgott the "BossSpawnQuestion" (and will reply about it later). I think its impossible to spawn Bosses. But on the other hand i remember the spiderboss from Pentagon was spawned. So maybe there is a way.;)

So was King Alastor from BOOH, and when I looked at it it was just a typical spawn point, the way you would spawn a monster....try that

Giant-Necrogiant, btw

PeTjA
02-16-2006, 06:39 PM
All monsters need a animation for getting spawned from the ground.
Not one of the Bosses have this animation (maybe Alastor have).
U can get Thor simply spawned. And Necrogigant - Giant will fall throu the map.

DemonSlayer
02-16-2006, 10:33 PM
Oh. Got another question

You know the BOOH level Stonepit? U know how they have, for example, giant rocks on ropes? How would we go about making one of those in a level. Or destructive elements, like the giant pillars from Ruins. How do we put those in a level

Varus77
02-17-2006, 12:23 AM
The pillars are elements of the level geometry with physical properties. Therefore you haven't any access on it except you'd build a new map in a 3d-programm. (e.g. in Hills you can fire up the cannons if you load them before)

For the giant rocks on ropes you'd have - if you'll find the model in the PE...but I guess they'll be without textures ...and again you wouldn't have any access.

Maiden_Canada
02-17-2006, 10:25 PM
I might have asked this before, but that was back when the forums got hacked.

How to make the water in Orphanage NOT hurt you?

Varus77
02-17-2006, 10:45 PM
Therefor is a great player hurd box in the map...get very close at the outer limits of the whole map (it's very small in his hight!) but you'll find it if you select the water surface

BTW: please correct the placement of your http://miniprofile.xfire.com/bg/co/type/2/fuckyou200.png
from behind to below your very nice signum resizeofegyptmc5ol.jpg

Maiden_Canada
02-18-2006, 03:10 PM
BTW: please correct the placement of your http://miniprofile.xfire.com/bg/co/type/2/fuckyou200.png
from behind to below your very nice signum resizeofegyptmc5ol.jpg

it is, what rez are you running at? I'm 1280 X 1024.

PeTjA
02-18-2006, 06:58 PM
Oh. Got another question. You know the BOOH level Stonepit? U know how they have, for example, giant rocks on ropes? How would we go about making one of those in a level. Or destructive elements, like the giant pillars from Ruins. How do we put those in a level
It´s in the geometrie of the maps. I guess.

How to make the water in Orphanage NOT hurt you?
There should be a PlayerHurtBox

Please correct the placement of your http://miniprofile.xfire.com/bg/co/type/2/fuckyou200.png
from behind to below your very nice signum resizeofegyptmc5ol.jpg

it is, what rez are you running at? I'm 1280 X 1024.
@Varus: THX to answer the previous questions first.
But Maiden Canada´s xfire Profile is BTW (offtopic) and it works for me well. Maybe Maiden fixed it in the last 24h. All i know is: the Darkscorner xfire-Sig´s buged.
Search the forum for the xfire thread please here
http://dreamcatcherinteractive.com/forums/showthread.php?t=12148&highlight=xfire

Varus77
02-18-2006, 07:18 PM
Hmmm...on 1024x768 and 1280x1024 the same for me like this screen:
http://img101.imageshack.us/img101/7058/signummc2rv.jpg (http://imageshack.us)
You haven't so?

PeTjA
02-18-2006, 07:41 PM
@Varus: THX to answer the previous questions first.
But Maiden Canada´s xfire Profile is BTW (offtopic) and it works for me well. Maybe Maiden fixed it in the last 24h. All i know is: the Darkscorner xfire-Sig´s buged.
Search the forum for the xfire thread please here
http://dreamcatcherinteractive.com/forums/showthread.php?t=12148&highlight=xfire
It´s a jetlag don´t reply here

DemonSlayer
02-24-2006, 09:07 PM
Dunno if this was asked before, but how do we add water to a level?

PeTjA
02-24-2006, 09:18 PM
Adding water is modelling not painediting.

SlatheDoomer
03-15-2006, 03:19 PM
What scale should I use when I make a map in Maya 6.0?

I made a small map and when I placed it in the editor and then a player spawn, the player was a giant in the map.

Any ideas?

Thanks,
SlatheDoomer

PeTjA
03-19-2006, 08:38 PM
http://dreamcatcherinteractive.com/forums/showthread.php?t=27440
(Old) Thread about basic painediting
http://www.pkeuro.com/forum/viewtopic.php?t=93

Jd1680a
04-12-2006, 05:30 AM
ive read though almost all nine pages in this thread. none of it includes in simply getting a map up.

so how do i simply get a map?

Varus77
04-12-2006, 11:35 AM
Really...? ;)
At the first thread PeTjA have cleared this point:
> extract all game data
> load level...
ready

Jd1680a
04-13-2006, 05:31 AM
Really...? ;)
At the first thread PeTjA have cleared this point:
> extract all game data
> load level...
ready

problem with me, that each time i do that. the whole program freezes on my computer.

PeTjA
04-13-2006, 10:17 AM
It can take up to 10-15 min or longer to exctract gamedata.
At the end U will get a message somthing like: that the extraction is complete.

U dont need to extract if U just want to load a map.

But its needed if U like to view or change textures, sounds ....

Jd1680a
04-13-2006, 06:24 PM
It can take up to 10-15 min or longer

U dont need to extract if U just want to load a map.



how do you load a map?

Varus77
04-14-2006, 10:46 AM
First:
http://img519.imageshack.us/img519/1230/loadlevel014gi.jpg (http://imageshack.us)
Second:
http://img143.imageshack.us/img143/9269/loadlevel026ng.jpg (http://imageshack.us)
:)

PeTjA
04-15-2006, 10:05 AM
how do you load a map?
U wanna load a Map (*.mpk) and not the complete Level (*.pkm)?

Then look again on the right side of the PainEd and see the Map menue under Properties (screenshot from the first page of this thread shows it):

As far as i remember this didnt worked to load a *.mpk Map-file from the original game. Or i just didnt found the map. (Not sure)
I tryed: "look at" and other things. Result: No Geometrie, no map, no texture, nothing.

But i remember that i managed !!!! to load custom (*.mpk) maps in the PainEd.
I just created a new folder in /Painkiller/Data and called it /Maps and placed the *.mpk files into it. And some (custome texures for the custom map *.dds) into /Painkiller/Data/Textures.

Remember:
A *.mpk mapfile will allways be smaler then a level *.pkm file.

If U like to edit a original map, then load it like Varus mentioned and save it with a new name. After this U have to remove various things.
I will explain it later (if thats U point).

Wizzy
04-24-2006, 08:24 PM
Can anyone tell me why the Mental Ray Baking Options dialog as it appears in the PainEd tutorial does not seem to exist in either Maya 5 or 6 ?
( On page 30 of 33 )

I have consistently failed to overcome the obstacles of properly baking the lightmaps so that they are as the tutorial illustrates they need to be, for the simple reason that I have experienced nothing but utter failure in my search for the existence of the shown dialog box while actually using Maya.
I have combed through the Maya Docs in search of every occurrence of the convert command / function and it simply makes no reference to such a command or function having any relevance to baking lightmaps, nor as a component of Mental Ray at all.

Enigma
04-25-2006, 01:01 PM
Is the pain editor only for editing painkiller levels? You can't create levels from scratch? Is that right? :confused:

PeTjA
04-25-2006, 03:58 PM
Yes.
U can only edit existing levels (or custom level *.MPK files). Created by a modeller with modelling tools.

For doing so U need (more or less) professional modelling tools like Maya or 3dsmax (verry expensive and hard to learn!!!).

Can anyone tell me why the Mental Ray Baking Options dialog as it appears in the PainEd tutorial does not seem to exist in either Maya 5 or 6 ?
( On page 30 of 33 ).
Painkiller was made in 2001. Maya was 3.5, 4.0 or 4.5.
Maybe U have a newer version and the menue was moved (renamed or removed) or Ur using a demoversion of maya. No clue, sorry.

Varus77
04-25-2006, 05:10 PM
@Wizzy
Sorry but I can't help you (3dsMax only)
but Killua and Fleabay and some others worked witj Maya and haven't this problem. I've never heard about it. The only thing I remember is that it don't work with the Demo of Maya.

but from the PE-docs:
Appendix 1: creating lightmaps in Maya
This tutorial focuses on rendering (or baking) lightmaps using Mental Ray in
Maya 6.0, however Mental Ray can be used for rendering lightmaps in Maya 4.5
and later versions.
1. Basic steps
Load plug-in Mayatomr.mll in [menu|window|Settings/Preferences| Plug-in
Manager].
Open window [menu|window|Rendering Editors| Render View] and choose
Mental Ray renderer.

Wizzy
04-25-2006, 08:57 PM
Yeah, Ive used Maya 5 and Maya 6, no luck with either.

About to just say to **** with it, I guess.

Odd that there wasn't a 3DS Max tutorial, or I'd try that.

Varus77
04-25-2006, 09:16 PM
Killua from Germany used Maya5 and haven't had this problem. Have you installed those plugin above?

You don't need a tutorial for this in 3dsMax...rendering to textures...lightmaps...ready...(BTW Max renders 2-3x times faster this lightmaps)

Wizzy
04-25-2006, 10:07 PM
The plugins I have are only for exporting to PainEd, having no effect on the interface to Mental Ray within Maya.
Maybe I'm just cursed or something, lol

Varus77
04-25-2006, 10:38 PM
The plugin is a Maya plugin only and has nothing to do with the PE so far.

PeTjA
06-02-2006, 01:14 PM
U wanna load a Map (*.mpk) and not the complete Level (*.pkm)?

Then look again on the right side of the PainEd and see the Map menue under Properties (screenshot from the first page of this thread shows it):

I just created a new folder in /Painkiller/Data and called it /Maps and placed the *.mpk files into it. And some (custome texures for the custom map *.dds) into /Painkiller/Data/Textures.
http://img409.imageshack.us/img409/70/untitledpempk7wn.jpg (http://imageshack.us)

|_}UM{--}G{_|FeAR
06-11-2006, 02:22 AM
Hey, what's up!

I'n new to the PainEditor, so here are my Qs :
1) Are there any preliminary steps thatmust be taken before making a level?

1) How do you add geometry (boxes, sphere, etc.)?

2) How do you resize and move geometry?

3) Do you have to specify whether your map is MP or SP?

4) How do you move the camera?

Varus77
06-11-2006, 05:40 PM
There're at first to ways...
- Read this thread from the beginning
- and the Docs in your PE-Folder

(You can't create any geometry insides of the PE)

|_}UM{--}G{_|FeAR
06-22-2006, 01:45 AM
Really..? So if I can't create geometry inside PE, what do I build my level out of?

Varus77
06-22-2006, 10:01 AM
To create any geometry you have to use 3dsMax, Maya or similar 3D related software and at least you have to export your map via the tool inside your PE folder (e.g. Max export ASE > tool compiler ASE to mpk > PE import mpk).
But there is no access to create, compile any new models.

All other things, the whole stuff, you have to create/arrange in PE.

(PK isn't a game like Age of Empire...like a game with prefabricated moduls/elements)

PeTjA
09-22-2006, 01:54 PM
In DM_Psycho is the Dir(ection)LightColor "0,0,0" = black. I have no clue how this could happen. Now all Items in a "demorecord" are black and the players too.

I changed the DirLightColor and now everything is shininGG. In other maps the Items and Players are also to dark. But not black!!!
http://img61.imageshack.us/img61/4629/psychodirlightcolorio8.jpg (http://imageshack.us)

PeTjA
09-22-2006, 03:00 PM
Screenshots taken during(!) demoplay with FRAPS. F12 wont work and Print doesnt work too!!!

First screenshot is original DM_Psycho, second is my fixed version. Btw I can do this with every map ... its so easy. Shame on PCF!
http://img69.imageshack.us/img69/64/psychoblackwk2.jpg (http://imageshack.us)
http://img118.imageshack.us/img118/1687/psychowhitepw8.jpg (http://imageshack.us)

PeTjA
03-13-2007, 11:35 PM
dumdidum ... bump

PeTjA
04-22-2007, 12:01 PM
What happend sofar:

How I can create new benchmark level?? With the all effect of the game (explosion, monster movement, cam movement, all...)

Did you have a look at the Benchmark.lua files...?

You'll find something like this:
function C5L1_Benchmark:OnPlay(first)
if first then
local o = FindObj("demo001")
Game._demoproc = AddObject(Templates["PBenchmarkControler.CProcess"]:New(o,0.0085))
end
end
and in the CArea folder you'll find this demo001.CArea
The easiest way to create this demo001.CArea is to copy it in your level, or to make a new one with a normal editor. All what you need is a row of points:
o.Points[1] = VectorA:New(47.286,4.88831,167.418,0)
o.Points[2] = VectorA:New(48.5537,4.72314,146.525,0)
...
This means: X - Y - Z - coordinates of your Cam-fly called demo0001.CArea.
The 4. number is for the looking angle but won't work for cam or flying objects like e.g. witches. (works only for the monster-placement)
All the other things are normal modding work with the PE.

The same for my Hills Benchmark have looked like:
function Hills_Benchmark:OnPlay(first)
if first then
local o = FindObj("demo")
Game._demoproc = AddObject(Templates["PBenchmarkControler.CProcess"]:New(o,0.008))
end
end
with this demo.CArea object in CArea folder

Thx varus, but with pain ed how i can create a waypoint.
1: Object/new objec/CArea/demo001 (or other name)
2: how I create the other points (2,3,4....)?? Now i have created it with new .carea object (copyed the x,y,x coordinates and written in demo001.carea, but when i have started it, the cam movement is very very slow, why? how i can move the cam fast?, and how i can create an explosion of barrel and spawnpoint?? Is written in paineditorGG???

Varus77
04-22-2007, 06:33 PM
Yes...here we go...

Object/new objec/CArea/demo001 (or other name)

What ever you want so far as you use this name in the lua...

how I create the other points (2,3,4....)??
As I said...copy the file...or copy one point after each other...changing the x-y coordinates (otherwise it'd be difficult to select the points in PE for right placement)

the cam movement is very very slow, why?
;) You remember this: v=s/t ... velocity=way/time...
therefore increasing the way (distance between points) means increasing the cam-velocity

how i can create an explosion of barrel and spawnpoint
...look what happens at the C5L2_Benchmark...
For spawnpoints...look an read this thread.

fatal ET
12-16-2007, 05:14 AM
HELLO ALL, i've got some questions !

Can i create some map with BLENDER(R) (one of the only 3d maker free)
and load my creation on overdose editor ? (does it read files .blend ?

Is it possible to create floor in paineditor ?

Have you any suggestion about great 3d maker free and not too hard ?

Where can i find free 3d models on the net to load it in pained ? (if it is possible)

Thank you :)

Varus77
12-16-2007, 08:38 AM
Welcome to the forum...

does it read files .blend
No...you have to use the ASE2MPK.EXE from 3DS MAX ase2mpk Exporter and you should read at first the Editor Docs (Docs-folder)

Is it possible to create floor in paineditor ?
No...you can only import mpk files.

Where can i find free 3d models on the net to load it in pained ? It isn't possible to import any models.

Have you any suggestion about great 3d maker free and not too hard ?
MilkShape 3D would be another one...
http://chumbalum.swissquake.ch/ms3d/index.html

fatal ET
12-16-2007, 10:45 AM
thanks varus77 :)

Varus77
12-16-2007, 03:49 PM
Call me Varus...that 77 was accident...:D
What's possible you could find on my page (signum below) under "pk-tools" > Hills...

Marvellous
01-02-2009, 06:36 PM
Hi all,

Please forgive my approximative english, i'm a littl' frenchy...

I've just started to edit in PainEd, and I learn in looking the official maps, but i can't understand why there is "Launch:MonsterSpawnPoint_XXX" in some Action|On Play checkpoint's scripts...

Has somebody got the solution ?
thanks for your answers (and for this really useful thread ;) )

Shaddy
01-20-2009, 05:59 AM
Bump.. P:

So is it actually possible to get geometry from Blender into Painkiller?

Marvellous
01-26-2009, 12:06 PM
yes you do. You have to export in *.ase format from blender and then use the ase2mpk converter which is given with painkiller.

another question folks: i'm making a map (singleplayer) for pk, and everything is ok (joke: lightmaps ^^) but i have a problem with the sunlight in the pained (the thing called DirLight), it looks like this :

http://img294.imageshack.us/img294/9131/pkedbuguy1.jpg

As you can see, the columns and the "things on the top of the doors and windows" (i don't know the english word for this) are a bit dark.
I've tried to modify the direction of the DirLight but the front of the columns is still dark.
Maybe Varus knows about that ;)

thanks
Thibault

Shaddy
02-06-2009, 11:40 PM
OK how the hell do you export to .ase from Blender? I checked, re-checked and triple-checked the list of formats that can be exported, searched for an external plugin to do the job too, and eventually came up with nothing. So how do i export to .ase?

Varus77
02-07-2009, 10:03 AM
@Marvellous:
At least you can't use the direkt light for lightning at all because, if I remember right, it won't work for the map's surface pretty good. It's more supposed to give a global lightning for the templates.
You have to use lightmaps for your map. But for this you've to place your global light in your 3D programm nearly at the same position as you use it later in your PE. Because you will have the correct shadows at the end - means shadows from your lightmaps have to face in the same direction as the shadows from direct light in PE for all e.g. items.

Meanwhile, for testing and building your map, you haven't to care about all. At the end you'll make your lightmaps and then the direct light will only work for objects without them. Then you'll get even more fps because the engine have not to calculate all shadows, e.g. only for items.

Marvellous
02-11-2009, 07:53 AM
thanks a lot Varus! so next step : learn how to make good lightmaps quickly ^^

@Shaddy : i didn't know , sorry. But if you have access to a program such as 3dsmax, you can export in .3ds from blender and then export in .ase from 3DS, but i guess it's a bit improbable... you can also dl the trial version but it's likely to end within 30 days...
Or if you want, you can send me your model and i'll convert (directly) in .mpk format.


Thibault

Varus77
02-11-2009, 11:32 AM
It's a good idea to do this nearly the end of your map-creating. Then you can render your lightning texture for a group of models/objects at once. After that you can ungroup this objects again. Each object will use then the same lightmap in the second UV-channel.
(Have a look at the PE documentation for further explanations)

This ungrouping is needed for a good zoning process. Objects bigger as a zone will be rendered by the game engine - always - so long as the player will be in one of those "broken" zones.

Hint: Largely unknown - seems that for PCF too - is, that zones don't have to be only rectangularly! (means cuboid)

Marvellous
02-11-2009, 01:04 PM
Then you can render your lightning texture for a group of models/objects at once.

Precisely, i read the PE manual, and i done it with a trial version of maya. However, i work with 3DSmax, and i can't find a way to group objects to bake them together... the only way i found is to "attach" them when they are poly-editable, is it the best way?

Varus77
02-12-2009, 10:37 AM
the only way i found is to "attach" them when they are poly-editable, is it the best way?
yes - that's the way


That's what I used (ages ago making "Hills") (3dsMax > rendering to texture)
http://hall-of-pain.de/Screens/2009-02-12_163650.jpg
and got this:
http://hall-of-pain.de/Screens/2009-02-12_163914.jpg
At least compiled from tga to dds to lower the file size.

Remember that you have to use any other UV-map-channel (first channel will be used for normal textures) - needed for texture rendering and used from ase ... mpk ... PK-engine

Marvellous
02-12-2009, 12:25 PM
Once again thanks a lot Varus. I've tried this successfully.

But I've another question (the last one I promise... maybe ;) ) : I've some difficulties with the ase2mpk exporter... it often fails miserably... either when I launch it with <<"C:\Program Files\DreamCatcher\Painkiller\Exporters\3DS MAX ase2mpk Exporter\ase2mpk.exe" -o test_lightmaps.ASE>>, it ends immediatly, or other times windows tells me "ase2mpk.exe stopped working blabla...".

I solved some errors by assigning materials to every object in the scene, but i've still got ones. The weird thing is that it works very well with my Petra map (which has much polys and objects) but it fails almost everytime with a new scene. Painful.

Thibault

Marvellous
02-12-2009, 12:48 PM
EDIT : i've made a scene with an export at every step. Everything works fine (even the gouping of the objects) until i bake the lightmap. At this point, i've "ase2mpk stopped working".
feew....

EDIT 2 : Solved : i removed the "Automatic Unwrap UVWs" modifier and it works!

EDIT 3 : Rhaa. When I bake the lightmap, the both textures and lightmap are not showed in the PainEd...

Varus77
02-12-2009, 02:40 PM
If the compiler stops then you'll almost find at the end of the ase-file your problem. You can read it like a text-file.
And remember this:
Remember to add texture to the 'color' attribute of the
material, other attributes are not exported to PainEd.
and important:
PainEd ignores texture path and texture extension, so there
is no problem if you assigned texture...as long as you have a
corresponding .dds or .tga .bmp texture in your folder
Means that you can use jpg in 3dsMax AND export it with ASE BUT at least you must have there one of the three supposed texture extensions.

Maybe your problem is caused by this little "things":
Lightmaps must be nodes of "file" type linked to "ambientColor"
of object material.
Lightmaps are placed on the geometry like any other textures,
but instead of the 1st UV channel they use texture coordinates
from 2nd UV channel. If an object doesn't have a 2nd UV set
defined, then lightmap can't be linked to it...

http://hall-of-pain.de/Screens/2009-02-12_205254.jpg

Then you'll get something like that:
http://hall-of-pain.de/Screens/2009-02-12_210701.jpg
and remember...
http://hall-of-pain.de/Screens/2009-02-12_211241.jpg

For the exporter you need:
http://hall-of-pain.de/Screens/ASEexportOption.jpg

Marvellous
02-12-2009, 03:28 PM
I don't understand. I did everything you said but...

If i affect a lightmap in the ambientcolor slot, (mapping channel 2), i am supposed to see, in a render, the light like it's supposed to be, i mean with the shadows etc. even if there is no light? when i remove the light from the scene, i don't see anymore the shadows...


:confused:

Varus77
02-13-2009, 07:15 AM
If i affect a lightmap in the ambientcolor slot, (mapping channel 2), i am supposed to see, in a render, the light like it's supposed to be, i mean with the shadows etc. even if there is no light?
Not in a rendering by Max.
It's the only way that is supposed to be used by the PK-engine. Only there you'll need and finally see the real looking of your light map.
But it won't work for Max. I've never rendered "Hills" in Max.

At the end of almost modeling I've set one direct light at the same direction which later used in PE and after some testing of the brightness I've made all needed light maps step by step.

Because of some underground locations, e.g. inside of the Pyramide - there are some fire places throwing lights, I've used some Omnilights at the same places. (And in PE at the same places dynamic lights - otherwise your weapon would look very dark)

But how it looks I saw always first inside of PK.(Means many ase>mpk compling). Light maps are only used by game engines. It'd be a worst manner for rendering in 3d-programms.


i mean with the shadows etc. even if there is no light?
Only in your game - yes!

Marvellous
02-13-2009, 11:12 AM
Okay that's reassuring.

But...here is the view in the PE :

http://img293.imageshack.us/img293/8615/bugpeiv8.jpg

like if the lightmaps were all white. (i put them in the data\textures\level\test_lightmap\ folder....)

here are the parameters of the scene :

http://img19.imageshack.us/img19/8976/parammateditorcp4.jpg
http://img293.imageshack.us/img293/4136/paramsrttex1.jpg

could you send me a scene with simple, working lightmaps? maybe i'll find what fails...

Varus77
02-13-2009, 02:30 PM
http://hall-of-pain.de/Screens/2009-02-13_204029.jpg
No, because of:
http://hall-of-pain.de/Screens/2009-02-13_204332.jpg
That's ok. With this option you should get something like this:
http://hall-of-pain.de/Screens/2009-02-13_204518.jpg
and that's why you have to get this:
http://hall-of-pain.de/Screens/2009-02-13_204554.jpg
and: Yes!

Your settings related to channel 2 are right (all)

But now we are coming to the reason for your worst results:
http://hall-of-pain.de/Screens/2009-02-13_205006.jpg
and see now the little big difference:
http://hall-of-pain.de/Screens/2009-02-13_205135.jpg
You have to use this format: xxxxx_L_0000
Rename your file, change it in Max slot for ambient too, export and all will be ok.
:)

(I hope...LOL)

(If you should fail again I'll try to make a short example)

Marvellous
02-13-2009, 04:32 PM
oh, i didn't know....

and IT WOOOORKS! :p
so many thanks Varus!! i hope i wasn't too annoying... ;)
bye!
thibault

Varus77
02-14-2009, 09:08 AM
:):):)

oh, i didn't know....

Yes and it's not your fault because it isn't documented in PE-docs.
At that time it tooks me awhile till I found the clue for.

Besides of this you should have a look at your ...\Painkiller\Docs\Editor Docs\Pain Engine - MPK Substrings.pdf. There are more very usefull hints for names related stuff like alpha and more.

:) Nice that's ok now. Looking forward... :)

Marvellous
02-21-2009, 01:19 PM
looking forward...

of course :D

i read the substrings pdf, so i discovered how to create water and other things... it works perfectly, but my water is black... the object's name is plane01_water, i assigned to the second uv channel, in the ambient slot, a texture called "XXXX_water_L_0000", and the same in the diffuse slot, in the first channel... i tried to affect nothing to the diffuse map too.
any idea?
thanks by advance.

thibault

violator
10-19-2009, 12:33 PM
Hi ,

I have an issue that my ase2mpk keeps crashing when i put in a .ase file from 3ds max,.... i m a beginner in 3ds max but i think it has to do with the materials (textures?) of the figures .. floor and so .

If i try to convert the 'map' existing only out of wireframe it says no material ref. ...if i do assign materials it crashes (converter).

I saw Lambert material is used in Maya for Painkiller, now my question is ,. can someone plz explain me why. i don't get my .ase files to .mpk .

This is an old thread, i hope someone replies..

Thnx in advance,..;)

Godzilla
10-22-2009, 05:09 AM
Hi Violator,

what do you use Maya or 3D Max?, i dont understand your question very well.

You write ASE from 3D Max and Lamberts from Maya!?

If you got problems with Maya i can help you, if you got questions with 3D Max send a PM to Varus (Varus is a real specialist for 3D Max and he had help me also some time)

Regards

Godzilla

Varus77
11-01-2009, 08:02 AM
Hi Violator,

sorry, I wasn't here for awhile.

Answers for your questions you'll find only some threads back - above number 122 and following...

Regards

Fearord
11-03-2009, 12:28 PM
Hi
Is there any way to add overdose monsters to the original Painkiller and place them in the Editor or place Painkiller maps in Overdose? Well, if I copy a Painkiller map to the Overdsoe folder, ad open it in the editor, there are nothing just the 'slabs'. I tried to copy the textures, models, shaders and sounds *.pak to Overdose folder, but didn't worked.
Regards
Fearord

Peppins
12-08-2009, 07:00 PM
Varus you are incredible :eek: