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Spacemap - some errors
Posted: Tue Apr 28, 2015 9:13 am
by sharp
Hey, I'm working on several maps and one of them plays in space. It's a really huge fight with lots of capital ships and turrets, so far it's great.
Now I've got some problems:
1. There are 5 Cps for the republic. Two of them are working fine, but the others not. They're shown on the minimap, but when I try to spawn there i get killed. From my point of view I have to change some things in the world extensions, but what ?
2. Most of the turrets are placed on the frigates, but when they get destroyed the turrets keep staying there. How do I fix this issue?
3. I'm using a Venator Model which doesn't have side hangars but one at the bottom. Only problem is here, that the KI can't find the way out of this "hangar". Do I need to place a kid of path or something like this, so that they can fly out of it ?
Thanks for help,
Sharp
Re: Spacemap - some errors
Posted: Tue Apr 28, 2015 12:36 pm
by thelegend
Re: Spacemap - some errors
Posted: Wed Apr 29, 2015 10:48 am
by sharp
Thanks a lot!
Yes, I know, I was looking for them but i found some other solutions that did not work the way I want it, so I thought I should better ask someone else
EDIT
I tried to fix the issue with the spawning-death. Therefore I first expanded my existing terrain and then I created a new one. In the Zeroeditor itself I have more space to place ships etc. but it does not fix my problem. Any ideas ?
Re: Spacemap - some errors
Posted: Wed Apr 29, 2015 12:14 pm
by AnthonyBF2
I've never fixed the space distance autokill either but I did cobble together a little plan to help me see when I'm building things too far past them.
Die a bunch of times, and keep going back to the zero editor, placed little marker objects each spot I died on, (I used Hoth crates), each time I moved my spawn point closer in, repeated process until I didn't die.At some point I had a parameter of crates around the map to help me know where the death spots are, then I built my map in peace without accidentally building ships/things/places outside of the death place.
And yes you can guide bots to go under the venetor cruiser hangar. It's documented on this site and probably in the docs in the mod tools.
Re: Spacemap - some errors
Posted: Wed Apr 29, 2015 12:52 pm
by sharp
First of all, thank you.
I tried that and it works, but, for me, it's just not enough. I want to create a really huge battle and enhance it as much as I can (Later I want to implement the sky to ground feature as good as possible and create a kind of total conversion for the game --> the reason for my questions about changing the menuscreen etc.).
So, of course, your way is a really good possibility and I often used it, but now there's a point I can't deal with it much longer

Re: Spacemap - some errors
Posted: Wed Apr 29, 2015 3:37 pm
by jedimoose32
You said you "expanded [your] existing terrain and then ... created a new one".
If it's a space map you should not have any terrain at all. If it's a sky-to-ground then you shouldn't have more than one terrain.
Re: Spacemap - some errors
Posted: Thu Apr 30, 2015 10:03 am
by sharp
Okay, good to know, but if even this thing does not fix the space error what do I have to do to get it working ? I mean the landingRegions are working and I don't get killed by flying around, only the spawning / leaving the ship is a problem...
So, if I want to create a Space to ground map, I create a new terrain which is my actually ground map ? So how do I set up the sky changes etc?
I'm really sorry for all my stupid questions and understanding problems, but it's years ago that I've worked with it and it feels like I'm doing it for the first time
Re: Spacemap - some errors
Posted: Thu Apr 30, 2015 2:09 pm
by jedimoose32
If you want to make a space-to-ground map it's probably easier to make a ground map and just add the capital ships in. Changing the sky for a ground map is pretty easy. In fact (shameless self-promotion) I made a video tutorial on it yesterday:
https://www.youtube.com/watch?v=lJ_ZocGcdpo
Re: Spacemap - some errors
Posted: Thu Apr 30, 2015 4:25 pm
by sharp
Well, great tutorial

changing the sky of a ground map isn't so hard, that's true, but what I want is not only having the capital ships over the battlefield, i want them "really in space", just like in Battle of Naboo, Kamino Orbital, Utapau Orbital, Bespin Orbital etc. . I start fromt the ground and fly up and after a few seconds I'm in space with the spacesky and below my ships is the sky of the planet (you can't see the actual battlefield, only the sky. Do you know hot to set this up?
Thanks a lot!
Re: Spacemap - some errors
Posted: Thu Apr 30, 2015 4:46 pm
by jedimoose32
Start
here. If you run into any problems along the way feel free to ask. You'll need to change the function in ScriptPostLoad so that it doesn't just randomly generate the sky based on math.random but instead changes it when the player enters a certain region. Even then, that might be buggy. I think I saw a space-to-ground Death Star map a very long time ago that used a big spherical model for the ground sky, that you could fly through to get into space. So the actual sky was a space sky and the ground sky was just a model with no collision geometry. You'll have to figure out what will work best for you.
Re: Spacemap - some errors
Posted: Thu Apr 30, 2015 5:23 pm
by sharp
Okay, looks great, thank you so far !

Re: Spacemap - some errors
Posted: Fri May 01, 2015 4:03 am
by thelegend
I also made some space to ground maps. They are difficult but possible. I got two edited sky domes by AceMastermind. If you can export objects in xsi or any other modeling software then you need to make two huge domes. An inner dome where you put a sky on it. And then an outer dome with a planet texture on it. They always worked for me.
But don't forget this: There are unfortunately more limits than expected. The one big nasty limit is the height limit. You can fly so height as possible but Ai and players die at a heigh about 1100 meters.
And your terrain must have a size of 1024*1024. So there would be enough space for the sky domes.
After you are done you can easily change the sky the default space sky.
The same method works also for Space Maps. It might be even better because there are already barriers and plannings inside the spaceships.
Re: Spacemap - some errors
Posted: Sat May 09, 2015 5:02 pm
by jedimoose32
Just thought I'd add that I
believe you can change the limits of your space map by adding this code into your map's .lua before the beginning of function ScriptInit():
Code: Select all
function ScriptPreInit()
SetWorldExtents(#)
end
Change # to whatever you want. The default value is 2500, so if your map is going to be twice as wide as the stock ones you'll want to adjust it to 5000.

Again, I'm not totally sure if that's how it works, but I thought I'd mention it. Let us know what you find.
Re: Spacemap - some errors
Posted: Thu May 14, 2015 8:15 am
by sharp
I tried several things but it did not worked the way I want it. Is there a tutorial on how to do space to ground maps the right way or is there anybody out there who can make one ? I don't get it working - maybe I'm not focused enough and forget things and so I can't get it run...
@jedimoose32: These lines already exist. I tried to enhance the # and I've also deleted it. But nothing has changed.
--Edit--
Offtopic: Can anybody help me with the Ships Assets from Forcemaster? I can't get autodesk running on my computer so I can't even open them to convert them to .msh ... Is there anybody who can do this for me and send them to me ? It would be very great...