Actually you could. once you have the rough outline of your map and its scale you could draw over the screenshot with whatever you like and save it as the dds and it should work fine.
That would be cool, if you could create two different ones depending on what team you're playing as. Terrorists would have some sort of hand-drawn sketch to rely on, and the CT's would have detailed schematics.
@@theGoldenmotion True, but most CS maps are tilted either way, lol. Plus the "schematics" may not be as easy to read as you might imagine (with plumbing, HVAC, etc cluttering the view).
because of those wonderful tutorials! His voice and tutorials made my 12 years old motivation for level design burn back then! now im 20 and Im to lazy to do stuff...
Best Hammer tutorials on the web! I've quit mapping with hammer, but I'm still watching these tutorials. Keep up the good work 3klikphilip, your a mapping legend!
The classic screamer is this one: Just create a "trigger_once" targeting a "func_wall_toggle" with the creepy/scary texture you want to use. Then when a player goes through the "trigger_once" area, it makes the "func_wall_toggle" to show. Oh, and be sure to add an "ambient_generic" with the sound (scream I guess) and set it to "Silent", with same name as the "func_wall_toggle", so the trigger activates both: Touch the trigger -> Screamer appears -> Shit brix. Thats it. Hope it helps. :)
You should also mention in an annotation or something if you have to use a resolution like 1280 x 768 that after you make the image file 768x768 you have to scale the whole thing to a power of 2 like 1024 or a similar number. I had a headache for almost 2 months trying to figure this out
I just figured out that it actually is the fraction of (1024/"vertical resolution used"). I took a picture with my screen at a 1080 px vertical resolution, the command line gave me a scale of 1.65 for my map. the final scale that had to be put in the text file was: 1.65 * 1024/1080 = 1.564. With the same offset in x and y direction it fit perfectly
Thanks again for being awesome and contributing so much to the steam community. Who knows how many maps you have been the inspiration and motivation for.
Just used this tutorial, and followed all of the steps but the final result came out being slightly off. Changing the scale from 4.00 (what I got from the command output) to 4.5 fixed it perfectly. Not sure if this was because my screen resolution was off (1600x900px) even though I changed the command to: "cl_leveloverviewmarker 900". Nevertheless, thank you for this tutorial! Any tips on doing a minimap for multi-level maps like nuke?
Okay. Okay. How in the anal is it possible to have this much intellect regarding the Source engine? Your entire channel is filled with such helpful video's that I have used countless times as an assistant.
he did one. You use a func_monitor brush entity, and a point_camera point entity. Type dev/dev_combinemonitor or dev/dev_tvmonitor in the texture search bar, and use one of those textures for the side you want the player to see. (Each one has different effects). Afterward, using the "edit face sheet"...thing click on the screen, then click "Fit". This aligns your monitor. If you still have any troubles, reply to me.
If you have water in your map and the texture doesnt show up, to fix it just make the skybox taller. If your player is inside of the skybox, the texture will show up.
Thank you for the excellent tutorial. Of course it didn't work the first 20 times I tried it but after ACTUALLY following your fine description it came off without a hitch. Really excellent work.
For those, whose monitors cannot display 1280*1024. It is not a necessity to change resolution to 1280*1024, the most important thing is that dimensions of picture were 1:1. I, for example, used 1366*768 and command line cl_leveloverviewmaker 768 and later on cut off unnecessary parts with GIMP, also I resized the image to 1024*1024. For that, ofcourse, quality was lowered, but the radar works perfectly.
I've made it changing the animation of some trees on my map directly in the model browser window, where the model properties are. "prop_static" entities cannot be affected by the physics engine unless they are "prop_physics" or "func_physbox", and maybe others. You can use "env_wind" if you want to create phone poles with the ropes for example, so they moves with the wind. Hope it helps. :)
Source 2 really needs a streamlined radar image feature for beta-testing. Like how cube-maps are done right when you get into your level for the first time. Or just add one to source.
I've always wondered how that is done. Thanks If only I had the impetus to get past the planning stage of a map, I might actually put this into use sometime! :)
Just found the wiki on this. "Bind the "screenshot" command to a key, etc. "bind p screenshot" using the console. This is important, as using the default screenshot key (F5) will take a compressed JPEG rather than a raw TGA." So you need to bind screenshot, instead of use a TGA converter
You can also use DX Texture Tool which is able to just import BMP or PNGs and save them as DDS just like VTFEdit saves them as VTF, the two tools are very similar. To get DX Texture Tool you need the DirectX 9 SDK for windows.
niscooln Okay sv_cheats 1 nav_edit 1 nav_toggle_place_mode nav_use_place (name of place) nav_toggle_place_painting Now every place you look at will change to that callout! PS. Its nice to bind something like n to nav_toggle place painting PSS. Only certain place names work, you can use things like overpass, and bridge, but things like cliff and any other fancy callouts dont work.Valve has a set list
So I did this the first time with no problem, I used the 1366x768 4:3 ratio, no problem, and got the first radar done. I go to do the second radar, however, and I don't have a 1366x768 option anymore at 4:3, but now I have the 1280x1024 option. However, when I make the overview marker for 1024, or for any subsequent dimensions with the correct overview marker, I can't see the bottom marker.... I'm not quite sure what's changed since the last one, but I'm real confused.
After making 5 radars and not figuring out why it wasnt working i realized i had used pakrat on the bsp already so it packed the old radar file with it, recompiling for a new bsp and then using it fixed it. After watching this video 5 times ive learned how to make radars overnight LOL
Hey 3kliksphilip, im the exact same thing that you did, i directly copied and past the example text that you put in the discription, and yet the minimap wont work. The loading screen picture works perfectly fine.
I have one question. When I do this the cl_leveloverview only shows stuff on level (my A site is a little higher than everything else) and it doesnt show its black. How can I fix this thanks? Also I can link you the map if you'd like to see this for yourself. thanks
Hey man, I would appreciate a video on how to attach a cable/rope to a prop? I'm trying to make a hanging picture frame. I'm googling it but it's confusing and I learn from your tutorials the best! Thanks in advance!
Yeah my maps lighting went all black and messed up so I restarted the whole thing. After 3 days of non stop planning and building I remembered that I could copy the brushes and props with copying the bugs and now there's only 2 days left to add detail and fix everything :(
I have different questions : - Why do you need a 4:3 aspect ratio? - Why is my map not alligned? i 've redone the radar over 10 times now and every time the bombsites are always in the bottom right of their real position? - Why Paint m8?
@3kliksphilip: I don't understand zooming thing. I added line between "scale" "1.75" and "}": "zoom" "20"; but it just ain't zooming. Please, 3kliksphilip, I know you know everything, so I guess you won't mind to help me? Thanks, and great tut, btw! :)
I've followed the sample text exactly, but it still doesn't show up in game. Trust me, I don't have _radar anywhere in the .txt file. How else should I write the directories?
i have a problem i made my map and it worked fine then i changed the location of my map to line up my skybox and now its wrong, and ive already edited my mini map to look good and when i try to find the new coordinates i cant because the map turns black and shadowy when i fly above it and try to line it up....
I've run into a snag. The highest setting I'm able to go to is 1920x1080, and I am unable to set it to 1280x1024. Attempting to set cl_leveloverviewmarker to 1024 will result in the lower red line going around halfway up the screen, but setting it to something such as 1080 will result in the line going below my monitor. What should I do about that?
Hey there i have been trying to set a radar for my map for half a year now and it wont work whatever i do. I need help couse i really like to push the development of my map forward but i think the minimap is one of the thinks i need to add now.
So, the first time I did this it worked, second time, it didn't. Rather then having a radar, the stuff in the notepad appeared as a map description (to the side of the loading screen), and the radar doesn't appear in-game or on the loading screen, anyone have a fix?
I got problem with this one, it took me ages to get the map appear when loading map. Now i got new issue with the radar not showing exactly where im standing on the map, totally messed up and i tryed this way as explained, different resolutions but there is huge redline just going on right, no actual box to fit the map in. However my map is very large, could that have something to do with the radar ingame?
Yea after I watched the whole video, I noticed the viewmodel disappeared after you entered the command cl_leveloverview, so yea technically cl_drawhud doesn't disable the viewmodel, little correction there :P
You have a mistake in the video which confused me for a very long time. You have an annotation which says that the resolution doesn`t have to be 1280x1024, so I always used my screen resolution which is 1080p and used leveloverviewmarker 1080, but if you do that the position of the players on the map is a bit off. Like 10 pixels or so on the X and Y axis. It HAS to be a 4:3 resolution.
I followed the tutorial exactly and the minimap was not lined up. I then re-watched the tutorial, made a new minimap and I had the same issue. I have no idea why it doesn't line up. Both times I took the last "Overview:" line of text, I then print screened my monitor, put it into paint.NET and made it a .dds. The text file has the correct "Overview" line of text and the values in the correct spots. I have created this radar perfectly yet it doesn't line up.
Thanx for the tutorial!! works 100% first time. one question tho, if a server is running the custom map, will players automatically download the files, or must i pack them with packrat?
Sorry for bad English. I will use de_dust2 for example. When I walk on some part of the map, name of that map PART is displayed under radar. ( Long , short , CT spawn ... ). How to make that in my map ?
Need help!the zoom isn't working! Did i wrote it wrong? "opera" { "material" "overviews/opera" "pos_x" "-1100" "pos_y" "1200" "scale" "4.50" "zoom" "200" }
i know this video is extremely old but i keep coming back to it for every map. anyways, i got a weird problem now. my colors are off on the radar. everything that should be shown yellow is blue on the minimap. including the player. this only happens on this map so i have no idea why it happens. hope someone can help me
Can you help me with the Source SDK? Well I clicked the gird menu 2 times and it popped out then I closed it. Now it's gone. Can you tell me how to get it back?!?!?! Please!!
ok I know u won't bother reading this but oh well what am I gonna lose if I try:would I get VAC banned if I use the custom radar with the callouts written on it
I set CS To the correct resolution etc. I made an autoexec with the commands. I set the commands up so it looks like your screen, however when I start positioning some parts of my map start dissapearing. I did a minimap but it failed with the lining up so I went to retake everything carefully and stuff just doesn't render when i am on that top down view
my radar is super small in game, i have done what you told me, but yet it only takes like 1,5 seconds to walk past the entire radar ingame. its defenetly not lining up
Do you have a tutorial for converting/making a map for the game mode Zombie Survival for Gmod? If you don't, could you make one or suggest one that you know of?
Help! I Have made my map bugging by using nav_walkmesh, every time, if i want join teams or spectate, it reloads the map, idk what to do, please help me.
I appreciate you going back to this old video and adding the chapters to the time bar
OR you could just draw the map on a piece of paper with a crayon and call it a day.
That's creative for real. You could also make sketched one and that has paper instead of black background.
Actually you could. once you have the rough outline of your map and its scale you could draw over the screenshot with whatever you like and save it as the dds and it should work fine.
That would be cool, if you could create two different ones depending on what team you're playing as. Terrorists would have some sort of hand-drawn sketch to rely on, and the CT's would have detailed schematics.
@@luckyduckydrivingschool3615 that would be really cool, but also unfitting to CS as it would be very unfair. Also, u replied to a 4 yr old comment XD
@@theGoldenmotion True, but most CS maps are tilted either way, lol. Plus the "schematics" may not be as easy to read as you might imagine (with plumbing, HVAC, etc cluttering the view).
I don't know why i've decided to make maps
because of those wonderful tutorials! His voice and tutorials made my 12 years old motivation for level design burn back then! now im 20 and Im to lazy to do stuff...
@@0Blueaura I'm 12... can't wait to be 20.
@@DudeNamedRon it's overrated
@@chadkndr I meant to be sarcastic in that.
Same
All the commands for you to copy 'n' paste:
sv_cheats 1;
noclip;
cl_leveloverview 2;
cl_leveloverviewmarker 1024;
cl_drawhud 0;
r_skybox 0;
fog_override 1;
fog_enable 0;
r_drawstaticprops 0;
mat_postprocess_enable 0;
NP
i its in the description...as 1 big command just copy n paste that
I still use this every time I make a radar, for the command list and mistakes fixes in the description
You can use paint.net without any plugins to save the image as a .dds
Thanks for the tutorial!
not working dont believe I was trying the same thing...
sorry it is working :/
Best Hammer tutorials on the web! I've quit mapping with hammer, but I'm still watching these tutorials.
Keep up the good work 3klikphilip, your a mapping legend!
The classic screamer is this one: Just create a "trigger_once" targeting a "func_wall_toggle" with the creepy/scary texture you want to use. Then when a player goes through the "trigger_once" area, it makes the "func_wall_toggle" to show. Oh, and be sure to add an "ambient_generic" with the sound (scream I guess) and set it to "Silent", with same name as the "func_wall_toggle", so the trigger activates both: Touch the trigger -> Screamer appears -> Shit brix.
Thats it. Hope it helps. :)
You should also mention in an annotation or something if you have to use a resolution like 1280 x 768 that after you make the image file 768x768 you have to scale the whole thing to a power of 2 like 1024 or a similar number. I had a headache for almost 2 months trying to figure this out
I just figured out that it actually is the fraction of (1024/"vertical resolution used"). I took a picture with my screen at a 1080 px vertical resolution, the command line gave me a scale of 1.65 for my map. the final scale that had to be put in the text file was: 1.65 * 1024/1080 = 1.564. With the same offset in x and y direction it fit perfectly
Thanks again for being awesome and contributing so much to the steam community. Who knows how many maps you have been the inspiration and motivation for.
Just used this tutorial, and followed all of the steps but the final result came out being slightly off.
Changing the scale from 4.00 (what I got from the command output) to 4.5 fixed it perfectly.
Not sure if this was because my screen resolution was off (1600x900px) even though I changed the command to: "cl_leveloverviewmarker 900".
Nevertheless, thank you for this tutorial! Any tips on doing a minimap for multi-level maps like nuke?
Okay. Okay. How in the anal is it possible to have this much intellect regarding the Source engine? Your entire channel is filled with such helpful video's that I have used countless times as an assistant.
he did one.
You use a func_monitor brush entity, and a point_camera point entity.
Type dev/dev_combinemonitor or dev/dev_tvmonitor in the texture search bar, and use one of those textures for the side you want the player to see. (Each one has different effects). Afterward, using the "edit face sheet"...thing click on the screen, then click "Fit". This aligns your monitor. If you still have any troubles, reply to me.
If you have water in your map and the texture doesnt show up, to fix it just make the skybox taller. If your player is inside of the skybox, the texture will show up.
Where can I get those pretty CT and T logos to place on my map's splash screen/radar?
Thank you for the excellent tutorial. Of course it didn't work the first 20 times I tried it but after ACTUALLY following your fine description it came off without a hitch. Really excellent work.
I can agree with this, I'd be fairly lost without your videos.
Thank you very much! Everything was easy to follow, as if I was learning from an actual valve designer.
The radar wont get centered, no matter what I do?!
For those, whose monitors cannot display 1280*1024. It is not a necessity to change resolution to 1280*1024, the most important thing is that dimensions of picture were 1:1. I, for example, used 1366*768 and command line cl_leveloverviewmaker 768 and later on cut off unnecessary parts with GIMP, also I resized the image to 1024*1024. For that, ofcourse, quality was lowered, but the radar works perfectly.
I've made it changing the animation of some trees on my map directly in the model browser window, where the model properties are. "prop_static" entities cannot be affected by the physics engine unless they are "prop_physics" or "func_physbox", and maybe others. You can use "env_wind" if you want to create phone poles with the ropes for example, so they moves with the wind. Hope it helps. :)
Source 2 really needs a streamlined radar image feature for beta-testing. Like how cube-maps are done right when you get into your level for the first time. Or just add one to source.
They really are some lovely shadows.
I've always wondered how that is done. Thanks
If only I had the impetus to get past the planning stage of a map, I might actually put this into use sometime! :)
Just found the wiki on this. "Bind the "screenshot" command to a key, etc. "bind p screenshot" using the console.
This is important, as using the default screenshot key (F5) will take a compressed JPEG rather than a raw TGA." So you need to bind screenshot, instead of use a TGA converter
why not press the print screen button?
You can also use DX Texture Tool which is able to just import BMP or PNGs and save them as DDS just like VTFEdit saves them as VTF, the two tools are very similar. To get DX Texture Tool you need the DirectX 9 SDK for windows.
I always love your endings.
Oh, and the rest of the video is okay, too, I guess.
Help! For some reason I can't play cs in 1280x1024! The highest setting on 4:3 is 1024x768. Idk why. Any fixes?
omg if i had annotations on IOS i wouldnt have spent so much time trying to figure it out
ok its still not lining up
3kliksphilip Yeah ik this is the point blank guy you talked to the other day. I guess ill try again
niscooln navmesh.. really complicated stuff :I
niscooln Okay
sv_cheats 1
nav_edit 1
nav_toggle_place_mode
nav_use_place (name of place)
nav_toggle_place_painting
Now every place you look at will change to that callout!
PS. Its nice to bind something like n to nav_toggle place painting
PSS. Only certain place names work, you can use things like overpass, and bridge, but things like cliff and any other fancy callouts dont work.Valve has a set list
Since the Gimp plug-in no longer appears to work. Paint.net supports dds, so use it.
So I did this the first time with no problem, I used the 1366x768 4:3 ratio, no problem, and got the first radar done. I go to do the second radar, however, and I don't have a 1366x768 option anymore at 4:3, but now I have the 1280x1024 option. However, when I make the overview marker for 1024, or for any subsequent dimensions with the correct overview marker, I can't see the bottom marker.... I'm not quite sure what's changed since the last one, but I'm real confused.
Great tutorial, I always wondered how you were meant to do this.
After making 5 radars and not figuring out why it wasnt working i realized i had used pakrat on the bsp already so it packed the old radar file with it, recompiling for a new bsp and then using it fixed it. After watching this video 5 times ive learned how to make radars overnight LOL
Hey 3kliksphilip, im the exact same thing that you did, i directly copied and past the example text that you put in the discription, and yet the minimap wont work. The loading screen picture works perfectly fine.
Wake Arisato yeah I'm having the same problem and I'm not sure how to fix it.
I had the same problem. After few restarts and 24h waiting it works :D
I have one question. When I do this the cl_leveloverview only shows stuff on level (my A site is a little higher than everything else) and it doesnt show its black. How can I fix this thanks?
Also I can link you the map if you'd like to see this for yourself. thanks
I have a fix, make sure your character is not in the ground or in a floor.
Little tip: You can adjust the map's overview perfectly by messing around with sv_noclipspeed!
how do i use a custom image for the little image in the loading screen? i mean a regular photo just thats not a radar??
You can choose the loading screen picture when you're uploading the map into the workshop!
Or, if you could suggest a better way of keeping the picture frame on the wall and have it fall when triggered?
I am so glad paint.net lets you save things as .dds
just in case i just confused anyone, that wasnt supposed to be a link, its just a program called paint.net
aditional note: after doing all of that, you can edit the image for looking better (more clear, some drawings, etc.)
when ever i zoom out with noclip it turns the whole screen black. please tell me why
I honestly watched this video for 500+ times today cuz I forgot the loop lol
Hey man, I would appreciate a video on how to attach a cable/rope to a prop? I'm trying to make a hanging picture frame. I'm googling it but it's confusing and I learn from your tutorials the best! Thanks in advance!
This guy knows everything
Light_spot worked but i want the light to actually move and Light_spot doesn't have a "parent" option.
How do I make the bombsites and spawn locations appear on the radar on the loading screen?
you forgot r_drawviewmodel 0 to remove the weapon model, cl_drawhud 0 doesn't hide it
So you're entering the cevo contest?
Yeah my maps lighting went all black and messed up so I restarted the whole thing. After 3 days of non stop planning and building I remembered that I could copy the brushes and props with copying the bugs and now there's only 2 days left to add detail and fix everything :(
Does this work in CSGO 2020 too?
I have different questions :
- Why do you need a 4:3 aspect ratio?
- Why is my map not alligned? i 've redone the radar over 10 times now and every time the bombsites are always in the bottom right of their real position?
- Why Paint m8?
create prop physics with the frame model, then just put a value of 1 into physics override motion or something like that in the bottom of your params.
my monitor small, cant 1024x1024. my monitor 1366x768, i use laptop. Any other option?
@3kliksphilip: I don't understand zooming thing. I added line between "scale" "1.75" and "}":
"zoom" "20"; but it just ain't zooming.
Please, 3kliksphilip, I know you know everything, so I guess you won't mind to help me? Thanks, and great tut, btw! :)
I just get a black screen when enabling level overview... or when noclipping out of the map's bounds in any way :/
my radar loads but its all that missing texture checker pattern. Im doing it in css
I've followed the sample text exactly, but it still doesn't show up in game. Trust me, I don't have _radar anywhere in the .txt file. How else should I write the directories?
i have a problem i made my map and it worked fine then i changed the location of my map to line up my skybox and now its wrong, and ive already edited my mini map to look good and when i try to find the new coordinates i cant because the map turns black and shadowy when i fly above it and try to line it up....
When i go high up to try and fit the whole map in the area, my view just goes black. Help?
I've run into a snag. The highest setting I'm able to go to is 1920x1080, and I am unable to set it to 1280x1024. Attempting to set cl_leveloverviewmarker to 1024 will result in the lower red line going around halfway up the screen, but setting it to something such as 1080 will result in the line going below my monitor. What should I do about that?
Did you change your aspect ratio to 4:3?
Hey there i have been trying to set a radar for my map for half a year now and it wont work whatever i do. I need help couse i really like to push the development of my map forward but i think the minimap is one of the thinks i need to add now.
Other people that download my map from me do NOT have the radar(I have NOT uploaded it on the workshop), how do I fix that?
So, the first time I did this it worked, second time, it didn't. Rather then having a radar, the stuff in the notepad appeared as a map description (to the side of the loading screen), and the radar doesn't appear in-game or on the loading screen, anyone have a fix?
wooo the old endings are back! :D
Worked first try! Great tutorial
Hey would you have any idea why my env_projectedtexture won't cast any shadows in CS:GO? It just casts a light at everything it's aimed at in the map.
I saw in your later video that there can be multiple radars for multiple floors. How do you do that @3kliksphilip ?
I got problem with this one, it took me ages to get the map appear when loading map. Now i got new issue with the radar not showing exactly where im standing on the map, totally messed up and i tryed this way as explained, different resolutions but there is huge redline just going on right, no actual box to fit the map in. However my map is very large, could that have something to do with the radar ingame?
how do i use a custom image for the little image in the loading screen? i mean a regular photo just thats not a radar??
I usually take the oveviews and remake then in gimp only that they're simplified
Yea after I watched the whole video, I noticed the viewmodel disappeared after you entered the command cl_leveloverview, so yea technically cl_drawhud doesn't disable the viewmodel, little correction there :P
You have a mistake in the video which confused me for a very long time. You have an annotation which says that the resolution doesn`t have to be 1280x1024, so I always used my screen resolution which is 1080p and used leveloverviewmarker 1080, but if you do that the position of the players on the map is a bit off. Like 10 pixels or so on the X and Y axis.
It HAS to be a 4:3 resolution.
well you used cl_leveloverviewmarker 1080. If you used cl_leveloverviewmarker 1024 like he said it would have worked.
oh I thought you have to choose the height of your resolution there, but if thats the problem, then fine. Thanks.
hey phillip i have problem with the minmap is small how can i fix it?
I came here for CSS.
My screen resolution is 1366x768, I can't make CSS go to resolution 1280x1024.
How can I do this step?
Please help.
I've made everything correct but my radar is a littlebit off.. Like x is for 3-5 coardinates off the radar and if I try to change it nothing happens
The X axis of the level overview marker (red line) is not showing up for me. My resolution is at 1280x1024 - 4:3
Bottom of the screen is the red line.
Can you please tell how to put area names near radar?
I followed the tutorial exactly and the minimap was not lined up. I then re-watched the tutorial, made a new minimap and I had the same issue.
I have no idea why it doesn't line up.
Both times I took the last "Overview:" line of text, I then print screened my monitor, put it into paint.NET and made it a .dds.
The text file has the correct "Overview" line of text and the values in the correct spots.
I have created this radar perfectly yet it doesn't line up.
Thanx for the tutorial!! works 100% first time. one question tho, if a server is running the custom map, will players automatically download the files, or must i pack them with packrat?
3kliksphilip it's been so long since you uploaded this video. Does this still work?
Of course, if it didn't there would be a pinned comment directing us to a newer version, unless Phillip got lazy. That happens sometimes.
What do you do if your map has a roof covering most of it?
Sorry for bad English. I will use de_dust2 for example. When I walk on some part of the map, name of that map PART is displayed under radar. ( Long , short , CT spawn ... ).
How to make that in my map ?
so... How do I go back to normal?
Need help!the zoom isn't working!
Did i wrote it wrong?
"opera"
{
"material" "overviews/opera"
"pos_x" "-1100"
"pos_y" "1200"
"scale" "4.50"
"zoom" "200"
}
can you make a totorial on how to make a multiuple layer minimap like on nuke
the mini map ingame is way too small for some reason,it only shows up at about 1/4th of the map...any ideas why?
+xB33DV I think there's a setting you can alter; although you may have to enter a command for it. I'd just google it.
And if i upload it to the workshop.. than the radar will automatically uploaded too?
i know this video is extremely old but i keep coming back to it for every map. anyways, i got a weird problem now. my colors are off on the radar. everything that should be shown yellow is blue on the minimap. including the player. this only happens on this map so i have no idea why it happens. hope someone can help me
For the love of new and old gods, please make video about how to handle floors. How did they manage to do new nuke radar?
It's a bit confusing but it worked out :) i succeeded, just one question? How do i update the overview to the workshop?
Can these files then be successfully packed into the .bsp so anyone who plays it, will see a working radar?
Can you help me with the Source SDK? Well I clicked the gird menu 2 times and it popped out then I closed it. Now it's gone. Can you tell me how to get it back?!?!?! Please!!
what if the map we are making has a 2 level such as Tunnels?
What if your map has closed spaces?
ok I know u won't bother reading this but oh well what am I gonna lose if I try:would I get VAC banned if I use the custom radar with the callouts written on it
Nope.
My minimap is just a foot or two off, and its annoying. Any ideas?
I set CS To the correct resolution etc. I made an autoexec with the commands.
I set the commands up so it looks like your screen, however when I start positioning some parts of my map start dissapearing. I did a minimap but it failed with the lining up so I went to retake everything carefully and stuff just doesn't render when i am on that top down view
my radar is super small in game, i have done what you told me, but yet it only takes like 1,5 seconds to walk past the entire radar ingame. its defenetly not lining up
never mind, fixed :)
Do you have a tutorial for converting/making a map for the game mode Zombie Survival for Gmod? If you don't, could you make one or suggest one that you know of?
How about water in the map, because I have a kind of canal in my map (texture:dev_water_3). It's black on the radar. Is there some way to fix it?
+Kevin König draw it, or something
When i try to fit my map in the box the screen makes green and i can't see anything. Anyone can help?
Is there a way to render those dynamic shadows into the map's minimap? 'cause it fades out when on leveloverview mode.
I mean dynamic shadows of static objects and brushes
Ok I Realised I was doing something wrong The Sun Spread angle was too high on my map.
Help! I Have made my map bugging by using nav_walkmesh, every time, if i want join teams or spectate, it reloads the map, idk what to do, please help me.