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Re: One Map Mappack
Posted: Sun Nov 20, 2011 11:38 am
by THEWULFMAN
AQT wrote:Haha, that's great, Jaspo! I especially like the manufacturing plant.

I concur. :plokoon:
It all looks fantastic, nice job.
Re: One Map Mappack
Posted: Sun Nov 20, 2011 11:53 am
by Khicken
nice looks great

Re: One Map Mappack
Posted: Sun Nov 20, 2011 3:42 pm
by Cerfon Rournes
Great job! The maps look very well done.

Re: One Map Mappack
Posted: Mon Nov 21, 2011 1:59 am
by Jaspo
there arent any thadows though, or are you playing with lighting on low?
Very few of the custom assets seem to have shadow volumes; certainly none of mine do (made in Blender, and I don't think it's possible to include shadow volumes or lowrez geometry). I suppose I could make them have high res shadows with mesh option files, but that might be hard on the framerate.
However, the mushroom canyon seems to lack...mushrooms !!!
Fear not, there's plenty of mushrooms in the canyon, they just seem to have not made it onto the poster screenie, or at least not very noticeably anyway. Additionally, the name's a bit of a nod to the reskinned Nelvaan: Village props that I included in the map (one of which was apparently a giant mushroom in it's native environment and skin...I scaled it down a bit for use here though.) Note that Nelvaan: Village and its props are Squipple's creations.
AWESOME, do i see a new color for the CP on the last pic
Yes, you do indeed see a new color, and it is on a CP. However, it's part of a seemingly necessary bit of trickery; as you probably know, the game has a 16 CP per mission limit, and as you might've guessed, 8 maps require a good deal more than 16 CPs. To meet this need, in the later maps I simply teleported some of the existing CPs to new locations and assigned them new spawn paths and capture regions. One problem: the CP light effect doesn't come along with the CP model, because apparently it is entirely impossible to move lights with code in SWBF2, and besides that, I don't know of any way to know what the instance name of each CP light effect would be, so even if it were possible to move lights, I wouldn't know how to tell which one to go where. The workaround was to simply create a new light effect with the same dimensions of a CP light at the same path node that the CP was teleported to...of course it doesn't do the whole possession indication thing, but at least it lets you know that there's a CP there. And the HUD graphic still indicates capture status anyway. So, anyway, I chose the neon green color in keeping with the color scheme from the map selection room, and then topped off the effect by adding green omni lights (diameter: 8 to match CP specs once again) to the map to where the CPs are teleported (so if you stand by them, their color of light shines on you when lighting is on higher settings, just like real CPs do.)
Re: One Map Mappack
Posted: Mon Nov 21, 2011 2:05 am
by Webster27
good trick

Re: One Map Mappack
Posted: Mon Nov 21, 2011 2:14 am
by Jaspo
The concept and the maps are great, can't wait to test them .
wow awesome, seems like a awesome concept
can't wait to try it out
I expect I'll post an open beta on mediafire next week(end?) sometime.
Edit:(somewhat offtopic): I think with all this teleportation with CPs and stuff I now have sufficient knowhow to pull off that podrace mode I've been slowly working on at the Boonta Eve Circuit on Tatooine (using CPs as race checkpoints.) Yay! But why oh why didn't I start out on a shorter racecourse? One of life's great mysteries...
Re: One Map Mappack
Posted: Mon Nov 21, 2011 10:48 am
by Noobasaurus
Amazing work! Keep it up!

Re: One Map Mappack
Posted: Mon Nov 21, 2011 2:02 pm
by Lephenix
Thanks for explanation Jaspo

.
Re: One Map Mappack
Posted: Thu Nov 24, 2011 3:39 am
by Jaspo
Re: One Map Mappack
Posted: Thu Nov 24, 2011 9:00 am
by Webster27
cool

Re: One Map Mappack
Posted: Sun Dec 18, 2011 10:28 pm
by Jaspo
Update:
Things done since beta:
-added barriers that spawn in front of map teleports after one is entered (except for the one that was entered) so that in multiplayer even if more than one player spawn in the map selection room they will still all be able to enter only one map.
-fixed the window collision on the quonset sheds in the fuel depot map
-Added rain to the junkyard map (but haven't been able to get the rain sound working yet)
-fixed the issue in the building in the junkyard where the roof was too low in one spot.
-patched a collision problem in the floor near where the above issue was.
-enabled shadows
-different heroes for each map
Things left to do:
-get the rain sound working
-will use the ai hero script, seriously considering making it random heroes too.
-use highrezshadow on objects that have no shadow volumes.
-add missing lightsaber sounds
-considering adding lazertag, maybe also alternate conquest mode with terra strife sides?
Edit:
I should note, older machines will have trouble with all the shadows (will lag) so people with older computers will have to turn shadows to low or off (though I assume this will already be the case, since most maps, especially mod maps, lag on high settings on older computers and presumably this would annoy whoever is trying to play them on those settings) *takes 1st place in the wordiness category*
Re: One Map Mappack
Posted: Mon Dec 19, 2011 8:44 pm
by Cerfon Rournes
Jaspo wrote:
-considering adding lazertag, maybe also alternate conquest mode with terra strife sides?
Sounds like a plan.

Re: One Map Mappack
Posted: Fri Feb 03, 2012 5:51 pm
by Jaspo
Update:
Extra Modes:
I've decided to add lazer tag and terra strife conquest modes to this project, and now lazer tag is fully implemented and terra strife about half implemented; it still needs localization and the units need to be rearranged somewhat, and there's a problem with the HUD (weapons appear both in the weapon slots and in the center of the screen, even though at first glance it looks like Taivyx set up the HUD fix correctly, except that he forgot to copy over the invisible msh, which I have since done but it didn't fix anything...haven't tried a clean yet) I also got the sounds working by redownloading the beta version and using that lvl file (Taivyx apparently forgot to include sound assets in his sides release)...the only sound that wasn't included in the beta was the remington shotgun, so I just swapped in the default battlefront shotgun sound (close enough, it goes "boom" too).
Heroes:
I implemented the AI Hero Support mod and also randomized the heroes in single player. One exception is that heroes for the Rancor Research Enclosure are now rancors for both teams in both singleplayer and multiplayer. This is finished, and should be online compatible, though it hasn't been tested yet.
Map:
I used -donotmergecollision to make it possible to shoot through the quonset windows in the Fuel Depot map. I changed the lighting settings so shadows now work for objects with shadow volumes; I have yet to add hirez shadows to those that don't. I added rain to the junkyard map but have failed in numerous attempts to get the ambient rain sound working. In contrast, I got the missing hero (lightsaber) sounds working on the first attempt by simply reading the tat2 sound file in addition to the tat3 sound file (needed for rancor sounds).
Bugs remaining:
Sound still cuts out sometimes in CW...probably a bug in the stock tat3 sound file, because this also happens on occasion in the stock Jabba's Palace map, particularly during online play (though maybe that's just because that's where I usually play that map).
Lights flicker in the map selection room-because of the lighting limitations, but the lights illuminate the posters on the wall so they'll stay how they are.