Page 1 of 1

Yavin 4: Mountains - help needed!

Posted: Fri Jun 09, 2006 7:02 am
by Wadi
I am currently making my first ever map, Yavin 4: Mountains. Now, as it is my first map, the creation of it is something of a learning curve for me, and as such I have made this thread for all my questions as I progress, rather than cluttering up the forum with loads of individual ones whenever I inevitably get stuck. Where possible, I will use search, but you can't always find what you need and I would greatly appreciate any help you can give me.


So, for the time being:

1) How do I get working Yavin Tower Turrets into my map? I've tried putting in the object from the Yavin 4 assets, and the object from the sides/tur folder. It shows up in zeroeditor, but ingame it is invisible or unusable.

2) Is it possible to place spawn paths anywhere other than at ground level (ie in buildings, 2nd storey etc)?

RE: Yavin 4: Mountains - help needed!

Posted: Fri Jun 09, 2006 7:24 am
by Kyross
Make sure you save the .wld file to overwrite it after placing them and munge whenever you make changes to your map/mod. :>

RE: Yavin 4: Mountains - help needed!

Posted: Fri Jun 09, 2006 7:31 am
by Penguin
1: you have to use the objects from the /side/tur/odf folder

and in your lua you add the line for the object in the needed spot

2: hold down shift and drag with the mouse to lift paths up/down

RE: Yavin 4: Mountains - help needed!

Posted: Fri Jun 09, 2006 8:40 am
by Wadi
OK thanks penguin...and I do munge my world, when I say it's my first ever map, I'm still not stupid! So in the LUA I add the line for the object in the needed spot...not sure where to put that in the LUA, but I'll have a looky...

RE: Yavin 4: Mountains - help needed!

Posted: Wed Jun 14, 2006 12:57 pm
by Wadi
Right, sorry for double post but need to bump as I have another question...my terrain for the most part is green, but where I have rocks, how do I make the rock texture appear as grey and not just - well, green rocks? It seems that painting them grey or white mrerly changes the shade of green.

Posted: Wed Jun 14, 2006 1:17 pm
by fat_walrus
Now, as it is my first map, the creation of it is something of a learning curve for me, and as such I have made this thread for all my questions as I progress, rather than cluttering up the forum with loads of individual ones whenever I inevitably get stuck.

Huh? what are you talking about? :wink:

For the LUA part, it should look something like this:

Code: Select all

    ReadDataFile("SIDE\\cis.lvl",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_hero_darthmaul",
                             "cis_hover_aat",
				     "cis_fly_droidfighter_sc",
				     "cis_fly_greviousfighter",
				     "cis_fly_tridroidfighter",
				     "cis_tread_snailtank",
				     "cis_hover_stap",
				     "cis_walk_spider",
				     "cis_tread_hailfire")
                             
                             
    ReadDataFile("SIDE\\tur.lvl", 
    			"tur_bldg_laser",
    			"tur_bldg_tower",
			"tur_bldg_tower")          
                             
	SetupTeams{
		rep = {
			team = REP,
(look at the tur.lvl) I think the tower you're using is that, correct? If not replace it with what you were looking for. You can add as many turrets as you want I tink :)

For the terrain, what terrain (for the rocks) are you using? Or is it an object?

Posted: Wed Jun 14, 2006 1:34 pm
by Wadi
The terrain textures that I want to show up as grey are the Yavin detail textures. Interestingly enough, after painting them they show up as grey in Zeroedit but not ingame.

Posted: Wed Jun 14, 2006 1:44 pm
by zane_walker2000
watch out dude this thing is buggy make sure u save a backup copy of your world file, and alot of it is trial and error.

the sound is completely messed up.

it crashes on world files after so long of editing. it will not open the file.

Posted: Wed Jun 14, 2006 1:50 pm
by Wadi
???

Posted: Wed Jun 14, 2006 4:55 pm
by Tuskenjedi
What the heck? are you talkling about the tower turret?

Posted: Wed Jun 14, 2006 4:59 pm
by fat_walrus
okay, now I'm really confused

Posted: Wed Jun 14, 2006 5:05 pm
by stealth#a$$a$in{bf2}
Were all confused (and mad!!!!!!!!)

Posted: Wed Jun 14, 2006 5:35 pm
by Wadi
No, the turrets are fine now, I'm talking about the textures!

Posted: Wed Jun 14, 2006 5:38 pm
by fat_walrus
Hmm, does your World file have that texture?

Posted: Wed Jun 14, 2006 6:08 pm
by Wadi
Yup. The texture shows up, just green. It's like it's semitransparent, as it is over the grass texture. Although I removed the grass textrue from beneath some areas of it in an experiment...nothing.


Also, I have one planning path which the imperial AI never go down. I've set the weight of the connection I want them to use at 70, but they still don't go down it. Any suggestions?

Posted: Thu Jun 15, 2006 12:10 am
by Tohron
Wadi wrote:Also, I have one planning path which the imperial AI never go down. I've set the weight of the connection I want them to use at 70, but they still don't go down it. Any suggestions?
AI only go down a planning path if they walk over one of the hubs. Therefore, make sure to have some path hubs located at AI spawn points, so that the AI immediately gets on a path and goes down it.

And a few notes on pathing:
-Only use Weights when absolutely necessary, too many weights will make AI pathing calculations slow down the map
-If you are re-naming paths, make sure there are no spaces in their names
-Make sure that pathing hubs and connections are set to include the unit types that you want to follow them

Good luck!

Posted: Thu Jun 15, 2006 2:02 pm
by Wadi
Awesome thanks, I'll try moving the first hub to directly over the spawn point.

Posted: Thu Jun 15, 2006 9:46 pm
by zane_walker2000
raise and lower textures. paint the textue you want painted.
its in sides/tur.
i think.
2 down!

Posted: Thu Jun 15, 2006 11:42 pm
by Epena
Dont forget to always always have a backup!!

My map had one the entire time except for about a week, and, well...

...Yeah. It was that week that it crashed.

Always have a backup, and update it frequently.

Posted: Fri Jun 16, 2006 1:03 pm
by Wadi
Thanks for tip Epena.

zane_walker, I've tried rasing and lowering in various orders, not much seems to happen. Should the texture I want to be visible on top be higher or lower numerically? The way they phrase it in zeroeditor is unclear.

The turret has been fine for ages, lol!

*EDIT*

Okay, finally fixed the textures, I basically removed them all completely and started from scratch! I must say, there is a really great mountain feel to this map. The hub thing doesn't work, but I have an idea that may give me the desired effect, I might move a CP. I'll be making a thread for this map in WIP soon.