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Re: [Map] Operation Bright Star (4km) [WIP]

Posted: 2011-09-03 22:52
by sylent/shooter

Code: Select all

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "TALIBAN"
gameLogic.setTeamName 2 "USA"

gameLogic.setTeamLanguage 1 "MEC"
gameLogic.setTeamLanguage 2 "English"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_taliban"
gameLogic.setTeamFlag 2 "flag_us"

gameLogic.setKit 1 0 "taliban_officer" "pr_taliban_soldier1"
gameLogic.setKit 2 0 "usa_officer_para" "pr_usa_soldier6"

gameLogic.setKit 1 1 "taliban_officer_alt" "pr_taliban_soldier2"
gameLogic.setKit 2 1 "usa_officer_alt_para" "pr_usa_soldier1"

gameLogic.setKit 1 2 "taliban_rifleman" "pr_taliban_soldier1"
gameLogic.setKit 2 2 "usa_rifleman_para" "pr_usa_soldier5"

gameLogic.setKit 1 3 "taliban_rifleman_alt" "pr_taliban_soldier2"
gameLogic.setKit 2 3 "usa_rifleman_alt_para" "pr_usa_soldier4"

gameLogic.setKit 1 4 "taliban_specialist" "pr_taliban_soldier4"
gameLogic.setKit 2 4 "usa_specialist_para" "pr_usa_soldier2"

gameLogic.setKit 1 5 "taliban_medic" "pr_taliban_soldier5"
gameLogic.setKit 2 5 "usa_medic_para" "pr_usa_soldier2"

gameLogic.setKit 1 6 "taliban_support" "pr_taliban_soldier3"
gameLogic.setKit 2 6 "usa_support_para" "pr_usa_soldier3"
your init.con is wrong. you shouldn't need to type out all those things so that is probably your problem. It should be...

Code: Select all

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

run ../../Factions/faction_init.con 1 "taliban"
run ../../Factions/faction_init.con 2 "usa_para"

rem -----------------------------------------------------------------------------

before you do anything in the editor. Go into your map folder and make your init.con "read only" before you edit things in the editor. That way you can save it and it won't over write the init.con. Just change the factions to the code posted above before you change it to "read only". :P

Because you have it set this way, the game probably can't find the correct mesh files for the specific kit because you haven't defined the right faction.

Re: [Map] Operation Bright Star (4km) [WIP]

Posted: 2011-09-03 23:53
by Rabbit
sylent/shooter wrote:

Code: Select all

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "TALIBAN"
gameLogic.setTeamName 2 "USA"

gameLogic.setTeamLanguage 1 "MEC"
gameLogic.setTeamLanguage 2 "English"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_taliban"
gameLogic.setTeamFlag 2 "flag_us"

gameLogic.setKit 1 0 "taliban_officer" "pr_taliban_soldier1"
gameLogic.setKit 2 0 "usa_officer_para" "pr_usa_soldier6"

gameLogic.setKit 1 1 "taliban_officer_alt" "pr_taliban_soldier2"
gameLogic.setKit 2 1 "usa_officer_alt_para" "pr_usa_soldier1"

gameLogic.setKit 1 2 "taliban_rifleman" "pr_taliban_soldier1"
gameLogic.setKit 2 2 "usa_rifleman_para" "pr_usa_soldier5"

gameLogic.setKit 1 3 "taliban_rifleman_alt" "pr_taliban_soldier2"
gameLogic.setKit 2 3 "usa_rifleman_alt_para" "pr_usa_soldier4"

gameLogic.setKit 1 4 "taliban_specialist" "pr_taliban_soldier4"
gameLogic.setKit 2 4 "usa_specialist_para" "pr_usa_soldier2"

gameLogic.setKit 1 5 "taliban_medic" "pr_taliban_soldier5"
gameLogic.setKit 2 5 "usa_medic_para" "pr_usa_soldier2"

gameLogic.setKit 1 6 "taliban_support" "pr_taliban_soldier3"
gameLogic.setKit 2 6 "usa_support_para" "pr_usa_soldier3"
your init.con is wrong. you shouldn't need to type out all those things so that is probably your problem. It should be...

Code: Select all

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

run ../../Factions/faction_init.con 1 "taliban"
run ../../Factions/faction_init.con 2 "usa_para"

rem -----------------------------------------------------------------------------

before you do anything in the editor. Go into your map folder and make your init.con "read only" before you edit things in the editor. That way you can save it and it won't over write the init.con. Just change the factions to the code posted above before you change it to "read only". :P

Because you have it set this way, the game probably can't find the correct mesh files for the specific kit because you haven't defined the right faction.
when I go to test I replace it back with the just 2 lines and not the full code like I have it shown.

Re: [Map] Operation Bright Star (4km) [WIP]

Posted: 2011-09-03 23:55
by sylent/shooter
try with a different army, eg try the brits :p

Re: [Map] Operation Bright Star (4km) [WIP]

Posted: 2011-09-04 03:42
by AFsoccer
Yeah, the init.con needs to be changed and then marked as read only.

For testing, pick a map's init.con that you know works and copy/paste their faction info, like:

run ../../Factions/faction_init.con 1 "gb"
run ../../Factions/faction_init.con 2 "ch"

If they don't work, then it might have something to do with your faction files. Maybe your pr_edit doesn't have all the files it needs, like "faction_inits.zip"?

Re: [Map] Operation Bright Star (4km) [WIP]

Posted: 2011-09-04 04:49
by Rabbit
[R-DEV]AFsoccer wrote:
run ../../Factions/faction_init.con 1 "gb"
run ../../Factions/faction_init.con 2 "ch"
When I go to test I do fill it in like that. What I don't understand is the weapons from the spawn screen are fine. Also if I go draw out let's say an at-4 kit the m4 is fine (because it is one exactly like one from the spawn screen) but when I pull out an at-4 (something not on the main spawn screen) its invisable.

Re: [Map] Operation Bright Star (4km) [WIP]

Posted: 2011-09-04 05:10
by AFsoccer
But are you always trying the usa_para kits, because if so there might be a problem with them. Try selecting a taliban kit that isn't on the main spawn menu or load another para faction and see if the problem persists.

Re: [Map] Operation Bright Star (4km) [WIP]

Posted: 2011-09-04 06:32
by Amok@ndy
the problem is that you are loading the USA team while using USA_Para Kits, that way you dont load the USA_Para kits

set up your init.con like this: https://www.realitymod.com/forum/f354-c ... ystem.html

and everything should work

Re: [Map] Operation Bright Star (4km) [WIP]

Posted: 2011-09-04 21:19
by Rabbit
I made a completely new GPO and that seems to have fixed it for some reason. Now all I need is to find someone with 3ds and photoshop to help with lightmaps and minimap, then an alpha should be ready.

Re: [Map] Operation Bright Star (4km) [WIP]

Posted: 2011-09-06 00:20
by AFsoccer
Can you post some new screenshots gx? And personally, I wouldn't worry about lightmapping unless you're creating this map for a clan to use or something and you need to have it playable. With official PR maps, lightmapping is done last.

Re: [Map] Operation Bright Star (4km) [WIP]

Posted: 2011-09-06 00:31
by Rabbit
'[R-DEV wrote:AFsoccer;1660440']Can you post some new screenshots gx? And personally, I wouldn't worry about lightmapping unless you're creating this map for a clan to use or something and you need to have it playable. With official PR maps, lightmapping is done last.
sure, I had to work all weekend so ill post some tomorrow. As for the lightmaps id like to get them done for the alpha. I tired medium and gave up after 3 days.

Re: [Map] Operation Bright Star (4km) [WIP]

Posted: 2011-09-06 01:53
by AFsoccer
gx wrote:id like to get them done for the alpha
I guess this is what confuses me. Are you making the map for a private event or by alpha you mean you're going to upload it and let anyone look around in local mode that wants to? If it's the second, then most people don't lightmap for that. As you alluded to, lightmapping is a huge time sink and a pain, so it's generally saved for last.

Also, since you're leaving in a few days is it your hope that:
1. someone will take over the map for you
2. you'll work on it more when you get back in 20 months
3. you're doing it because you enjoy it and having it finished (or released) is secondary

Re: [Map] Operation Bright Star (4km) [WIP]

Posted: 2011-09-06 02:41
by Rabbit
[R-DEV]AFsoccer wrote:I guess this is what confuses me. Are you making the map for a private event or by alpha you mean you're going to upload it and let anyone look around in local mode that wants to? If it's the second, then most people don't lightmap for that. As you alluded to, lightmapping is a huge time sink and a pain, so it's generally saved for last.

Also, since you're leaving in a few days is it your hope that:
1. someone will take over the map for you
2. you'll work on it more when you get back in 20 months
3. you're doing it because you enjoy it and having it finished (or released) is secondary
I'm releasing the alpha for direct feedback, I know how long lightmapping takes, I tried medium and gave up after it made very little progress after 3 days. I'm just trying to set up a way I can with 3ds.

All 3 kind of apply to me, if someone wants to finish her up, by all means they can.

If no one finishes it I'll see how I feel after this deployment, it really wasn't my choice to go to 20 months, but I have a lot of needed skill sets, so for the greater good I extended it, so I may just want to spend my time with my family and going to school, who knows.

I do enjoy working on it, its a good outlet for me, Id like to see it get finished though, I don't like doing something halfway.

Re: [Map] Operation Bright Star (4km) [WIP]

Posted: 2011-09-06 03:13
by Rhino
As AF said, seriously don't both with LMing (Lightmapping) at this stage. Lightmapping is one of the final things I do for a map as for starters, it makes things so much simpler if your not dealing with loads of old lightmaps, which many might be for objects that have now been deleted or moved and as such, are obsolete and not used and some lightmaps which are not correct as you put a new tree beside a building, and the old lightmap doesn't have the shadow of the tree on the side of the building.

Its only worth lightmapping your map once you know that nothing on your map is likely to change for the first full release of your map and then you can do your lightmaps. If you do a small change after that its simpleish to correct but any big changes means very hard to correct, most likely requiring you to re-lightmap again from scratch.

Re: [Map] Operation Bright Star (4km) [WIP]

Posted: 2011-09-06 04:50
by Rabbit
Went for a drive... One Annoying problem with a night map is you put detail into the ground, and it all still looks damn flat as shown on 7.

1 http://screenshot.xfire.com/s/117335848-4.jpg
2 http://screenshot.xfire.com/s/117670291-4.jpg
3 http://screenshot.xfire.com/s/117670292-4.jpg
4 http://screenshot.xfire.com/s/117670293-4.jpg
5 http://screenshot.xfire.com/s/117670296-4.jpg
6 http://screenshot.xfire.com/s/117670297-4.jpg
7 http://screenshot.xfire.com/s/117670299-4.jpg
8 http://screenshot.xfire.com/s/117670303-4.jpg
9 http://screenshot.xfire.com/s/117670305-4.jpg
10 http://screenshot.xfire.com/s/117670308-4.jpg
11 http://screenshot.xfire.com/s/117670309-4.jpg
12 http://screenshot.xfire.com/s/117670312-4.jpg
13 http://screenshot.xfire.com/s/117670313-4.jpg
14 http://screenshot.xfire.com/s/117670315-4.jpg
15 http://screenshot.xfire.com/s/117670317-4.jpg
16 http://screenshot.xfire.com/s/117670319-4.jpg
17 http://screenshot.xfire.com/s/117670321-4.jpg
18 http://screenshot.xfire.com/s/117670323-4.jpg
19 http://screenshot.xfire.com/s/117670325-4.jpg
20 http://screenshot.xfire.com/s/117670326-4.jpg
21 http://screenshot.xfire.com/s/117670328-4.jpg
22 http://screenshot.xfire.com/s/117670330-4.jpg
23 http://screenshot.xfire.com/s/117670331-4.jpg
24 http://screenshot.xfire.com/s/117670334-4.jpg
25 http://screenshot.xfire.com/s/117670335-4.jpg
26 http://screenshot.xfire.com/s/117670337-4.jpg
27 http://screenshot.xfire.com/s/117670339-4.jpg
28 http://screenshot.xfire.com/s/117670343-4.jpg
29 http://screenshot.xfire.com/s/117670346-4.jpg
30 http://screenshot.xfire.com/s/117670349-4.jpg
31 http://screenshot.xfire.com/s/117670351-4.jpg
32 http://screenshot.xfire.com/s/117670353-4.jpg
33 http://screenshot.xfire.com/s/117670356-4.jpg
34 http://screenshot.xfire.com/s/117670358-4.jpg
35 http://screenshot.xfire.com/s/117670361-4.jpg
36 http://screenshot.xfire.com/s/117670362-4.jpg

Re: [Map] Operation Bright Star (4km) [WIP]

Posted: 2011-09-06 10:17
by Rhino
it might be worth backing up your night sky.con and making it day so we can see your map better as right now I can hardly see anything in thous SSs.....

Re: [Map] Operation Bright Star (4km) [WIP]

Posted: 2011-09-06 11:49
by Wakain
at first sight I think visibility might become an issue, perhaps you could consider a full moon setting? as in, shadows are still very dark but open places leave people exposed.

Re: [Map] Operation Bright Star (4km) [WIP]

Posted: 2011-09-06 15:24
by Rabbit
[quote=""'[R-DEV"]Rhino;1660695']it might be worth backing up your night sky.con and making it day so we can see your map better as right now I can hardly see anything in thous SSs.....[/quote]
Done
[quote="Wakain""]at first sight I think visibility might become an issue, perhaps you could consider a full moon setting? as in, shadows are still very dark but open places leave people exposed.[/quote]

View distance is already 380 for a night level, I think much more an it will be to far.

1 http://screenshot.xfire.com/s/117677174-4.jpg
2 http://screenshot.xfire.com/s/117677178-4.jpg
3 http://screenshot.xfire.com/s/117677184-4.jpg
4 http://screenshot.xfire.com/s/117677187-4.jpg
5 http://screenshot.xfire.com/s/117677191-4.jpg
6 http://screenshot.xfire.com/s/117677200-4.jpg
7 http://screenshot.xfire.com/s/117677209-4.jpg
8 http://screenshot.xfire.com/s/117677217-4.jpg
9 http://screenshot.xfire.com/s/117677229-4.jpg
10 http://screenshot.xfire.com/s/117677236-4.jpg
11 http://screenshot.xfire.com/s/117677240-4.jpg
12 http://screenshot.xfire.com/s/117677246-4.jpg
13 http://screenshot.xfire.com/s/117677251-4.jpg
14 http://screenshot.xfire.com/s/117677257-4.jpg
15 http://screenshot.xfire.com/s/117677265-4.jpg
16 http://screenshot.xfire.com/s/117677271-4.jpg
17 http://screenshot.xfire.com/s/117677279-4.jpg
18 http://screenshot.xfire.com/s/117677289-4.jpg
19 http://screenshot.xfire.com/s/117677297-4.jpg
20 http://screenshot.xfire.com/s/117677310-4.jpg
21 http://screenshot.xfire.com/s/117677315-4.jpg

Concept came from.

http://geoeyemediaportal.s3.amazonaws.c ... 232001.jpg

I added in more overgrowth as it seemed strangely sparse in some areas.

Re: [Map] Operation Bright Star (4km) [WIP]

Posted: 2011-09-06 19:55
by Amok@ndy
you should use PRBot for taking pictures, so the hud isnt taking half of the screenshot

Re: [Map] Operation Bright Star (4km) [WIP]

Posted: 2011-09-07 14:12
by Rabbit
7 days out, here is an alpha, yes I know it's missing ambient effects/ sounds and combat zones for skirmish levels. Feel free to post any and all feed back.

MEGAUPLOAD - The leading online storage and file delivery service

Re: [Map] Operation Bright Star (4km) [WIP]

Posted: 2011-09-07 15:20
by Vista
Will try to give as many feedback as I can later today.