[Map] Emirate Isle [scrapped]

Maps created by PR community members.
duckhunt
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Joined: 2005-08-28 18:20

Post by duckhunt »

Whats the problem you have with lightmaps geze? Can it even start? If it crashes alot, there is a 'resume previous' option that you can click when doing lightmaps after crashing, it will check for ones already finished and carry on from where it left off... (you dont save after lightmaps)

I had a problem with lightmaps but I found about the resume option it saved me. (cheers whino) How many objects do you have?


Regarding AASv2, all maps will have it.
GeZe
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Post by GeZe »

Basically, my lightmaps would take 3+ days to render. (I run PR all low settings :( ) The computer is not mine, it is my moms, and she wants to use it too. So I can't take up that time. Also, I am at my moms only for 2 days (the weekends), so I simply don't have enough time.

I'm going to repost my earlier post, or else no one will see it
=============================================
Hfett wrote:GeZe, Emirate is a prety decend map for infantary on smaller servers(i usualy play on a server with 10x10)
Will not get into it being realistic or not because i realy enjoyed the small corners, i forsee great firefights, you just need to make some small changes

First i think it will work better with AAS v2 since you will be able to pick wich flag to attack first, maybe it would be nice to make the city flags being able to be captured at any order and the main base being the last flag(taht you can only cap after geting all the flags

I liked also the abillity to go on the roof of almost every building
Maybe having the graplin hook on the SF kit would make things better

I was able to find the secret passage:
***EDIT REMOVED SECRET INFORMATION***

Also there is this bug
http://img204.imageshack.us/img204/995/emirate2wu4.jpg
Raise the tiquet ratio 50 is to little

I liked the 64 version of the map, lots of places to battle and might be good even with 40 people (with AAS v2)

And also make it British against Insurgents
But dont put the Policeman class it will mess the map with the teargas


you could also do a 64 version with Breaktrough gametype, where insurgents start with the whole island and they have hunters


I would like to see your map on 0.5 hope that someone does the lightmaps for you :mrgreen:
What do you guys think of Hfetts suggestions? I think I will change it so in AAS v2, you can the middle flags in any order.

Should I add the grappling hook? I could see no harm from it.

Oh, and coming out of the secret passage is supposed to be hard, though once you get it, it becomes easy (just mash the spacebar)

What about the insurgents? I think it makes more sense to keep it MEC, for the story and with the fact that in .5 we will already have 2 maps with insurgent vs. uk, al basarah and street (and probebly more) And also, I think that insurgents having no limit on the SVDs could be a problem.

And yeah, I also think this map would work with 40 people. I think I'll do the 16 players version as the current, AAS v1 type (ei, cap one flag at a time), then do the 32+64 player as with the AAS v2, cap the middle flags out of order type.

EDIT: Oh yeah, I'll raise the ticket ratio. I just forgot to do it earlier
duckhunt
Retired PR Developer
Posts: 3314
Joined: 2005-08-28 18:20

Post by duckhunt »

Ok, I see your point. But It is possible to do your lightmaps, just in short 'bursts' if you like.

1- Start lightmaps. select

trace terrain
trace objects
primary
secondary
final

Leave this on overnight. When you need to stop (your going home or something) Ctrl-Alt-Delete out or just turn comp off.

Next time, start editor

now select


trace terrain*
trace objects
primary*
secondary*
final
resume previous

*-only select these if the terrain lightmaps did not finish

It is possible, thats the way I had to do it. unless someone else can help you do it.



btw

read geze's post above mine!!1
GeZe
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Post by GeZe »

Okay, how do I get light shadows? I always get really dark ones. I've experimented a lot, but I don't see how. Please help. Once I get this sorted out, I will be able to do lightmaps.
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Turn up your GILight count and your GILight intensity. Also check "UseGITopLight".
duckhunt
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Post by duckhunt »

or, make a new map, or one you havent changed the shadows settings.

goto newmap/editor/

copy terrainlight.con and objectlight.con into emirateisle/editor

then you have totally default light settings and cant really go wrong...
GeZe
Retired PR Developer
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Joined: 2006-02-09 22:09

Post by GeZe »

Having some problems:

Image

I had lost my editor files, but then recreated them. But I still have some problems...
Griffon2-6
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Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Ok, well that's a step in the right direction. Looks like you're missing some colormap files.
GeZe
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Post by GeZe »

How do I fix?? :(
duckhunt
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Post by duckhunt »

Looks like Detailmaps maybe.

I assume you have some old backups of the map, if so, replace them in emirate_isle/editor/colourmaps+detailmaps+lowdetailmaps and
emirate_isle/colourmaps+detailmaps+lowdetailmaps

Worst case scenario is you would have to paint it again but I think it would be worth it for the final project. SO you think the way I told you you can do lightmaps?

Let us know how you get on.
Griffon2-6
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Post by Griffon2-6 »

That works too.
GeZe
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Post by GeZe »

How do I add teams so they have grappling hooks?
duckhunt
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Post by duckhunt »

did you fix the black squares problem?

What teams do you want? Tell me like who vs who and who has grapple hooks and I will try and get you the code.
Griffon2-6
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Joined: 2006-05-26 04:21

Post by Griffon2-6 »

You need to use the mountain variants of the kits, e.g. US_EngineerMountain.
GeZe
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Post by GeZe »

'[R-DEV wrote:duckhunt']did you fix the black squares problem?

What teams do you want? Tell me like who vs who and who has grapple hooks and I will try and get you the code.
Its UK vs. MEC
duckhunt
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Post by duckhunt »

I beleive this is what you want for GB vs Insurgents with both teams having grapple hooks. Note the MNTN after specops and engineer. Those insurgent kits already have Grapple hooks.

Goes in init.con


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

gameLogic.setTeamName 1 "MEInsurgent"
gameLogic.setTeamName 2 "GB"

gameLogic.setTeamLanguage 1 "MEC"
gameLogic.setTeamLanguage 2 "GBEnglish"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_in"
gameLogic.setTeamFlag 2 "flag_gb"

gameLogic.setKit 1 0 "MECSF_Specops_insembedded" "mecsf_heavy_soldier"
gameLogic.setKit 2 0 "gb_SpecopsMNTN" "gb_light_soldier"

gameLogic.setKit 1 1 "MEInsurgent_Sniper" "meinsurgent_soldier"
gameLogic.setKit 2 1 "gb_Rifleman" "gb_heavy_soldier"

gameLogic.setKit 1 2 "MEInsurgent_Assault" "meinsurgent_heavy_soldier"
gameLogic.setKit 2 2 "gb_Assault" "gb_heavy_soldier"

gameLogic.setKit 1 3 "MEInsurgent_Support" "meinsurgent_heavy_soldier"
gameLogic.setKit 2 3 "gb_RiflemanAP" "gb_heavy_soldier"

gameLogic.setKit 1 4 "MEInsurgent_Engineer" "meinsurgent_heavy_soldier"
gameLogic.setKit 2 4 "gb_EngineerMNTN" "gb_light_soldier"

gameLogic.setKit 1 5 "MEInsurgent_Medic" "meinsurgent_soldier"
gameLogic.setKit 2 5 "gb_Medic" "gb_light_soldier"

gameLogic.setKit 1 6 "MEC_WarVeteran" "mec_heavy_soldier"
gameLogic.setKit 2 6 "gb_RiflemanAT" "gb_heavy_soldier"

rem -----------------------------------------------------------------------------
GeZe
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Post by GeZe »

no no, I want MEC, not insurgent
duckhunt
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Post by duckhunt »

well shit, im so sorry. Let me try again for you.



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

gameLogic.setTeamName 1 "MEC"
gameLogic.setTeamName 2 "GB"

gameLogic.setTeamLanguage 1 "MEC"
gameLogic.setTeamLanguage 2 "GBEnglish"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_mec"
gameLogic.setTeamFlag 2 "flag_gb"

gameLogic.setKit 1 0 "mec_SpecopsMNTN" "mec_light_soldier"
gameLogic.setKit 2 0 "gb_SpecopsMNTN" "gb_light_soldier"

gameLogic.setKit 1 1 "mec_Rifleman" "mec_heavy_soldier"
gameLogic.setKit 2 1 "gb_Rifleman" "gb_heavy_soldier"

gameLogic.setKit 1 2 "mec_Assault" "mec_heavy_soldier"
gameLogic.setKit 2 2 "gb_Assault" "gb_heavy_soldier"

gameLogic.setKit 1 3 "mec_RiflemanAP" "mec_heavy_soldier"
gameLogic.setKit 2 3 "gb_RiflemanAP" "gb_heavy_soldier"

gameLogic.setKit 1 4 "mec_EngineerMNTN" "mec_light_soldier"
gameLogic.setKit 2 4 "gb_EngineerMNTN" "gb_light_soldier"

gameLogic.setKit 1 5 "mec_Medic" "mec_light_soldier"
gameLogic.setKit 2 5 "gb_Medic" "gb_light_soldier"

gameLogic.setKit 1 6 "mec_RiflemanAT" "mec_heavy_soldier"
gameLogic.setKit 2 6 "gb_RiflemanAT" "gb_heavy_soldier"

rem -----------------------------------------------------------------------------
GeZe
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Posts: 3450
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Post by GeZe »

Ah, thank you.
GeZe
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Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

Okay, status report:
- I did ENVmaps, so now water looks better, and no more green
- Grapple hook works great, it opens up some fresh new interesting ways to attack the TV station
- I fixed the tickets, 150 - 16p, 200 - 32p, 250 - 64p
- Texture weirdness is only in editor, in game it is fine, I deleted all old lightmaps
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