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uZeal

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  1. That max file is on the desert siege cd so its not hard to just open it in max and render it. The textures are also included with the file the problem is that they are in rsb. Luckily there is an rsb plugin for photoshop, I have all the textures in tga now but the problem is getting the correct ones on the right object in max. Luckily the uvw maps are already on there so the trick is just getting the correct textures. Unfortunetly this is more of an undertaking than I originaly thought but I hope to have at least the the castle part done by later today and then I could work on the houses and terrain and all that. Other than that pretty much anyone can do this, the real problem being the trees and the shrubs they look pretty bad in max and im not sure if its the way the gr1 engine handled things but I think these are very low poly lod versions that the engine would scale up in game so it didnt look so horrible. Of course I could be completely wrong.
  2. I also had this happen with a taxi_fugit and cafe_chair luckily i was able to catch the taxi before it fell out of site but the chair wasnt so fortunet. I never could find which chair it was in the world file so I dont know if it was deleted or just still there. Another wierd things Ive had happen is have two tables switch place. One was rotated to lean against the wall and another was upright and the next time I loaded the map they tables were in place of the other one. Very wierd, might be a problem with reading the world.xml file?
  3. Outside (added) War (added) Downtown (TDM added) (DM added) Most of these have been hosted by quite a few servers.
  4. Thx bro, can you answer few other of my questions that got no answers in the forums? When making a new map, there is a cube option, with a list of missions, what is this. My guess is that it is the size of the playable map. Last question, When in multiplayer layer you see the white square with the two spheres on the opposit cornors, this is the playable part of the map, is there any way to move this, or make it bigger? Even if you cant help with my other questions thanks for the first answer. The white square with two spheres can can be changed in zones.xml Im not for sure on this but I think this tells the editor what to make into the tac map that it auto generates although ive had mixed results in it actually working. Also if you make it a rectangle It gets streched to make it a square in the picture.
  5. I like it, It actually looks pretty professional in my opinion. I like the ground static so much better than others. Is this historical set? I should have used that one.
  6. Actually along with editing the zone file I recommend keeping the zone a perfect square because then the the image file is generated it will be strectched to be a perfect square. Also the editor only generates the zone map at the end of calculating light maps which kinda sucks. You need to be in windowed mode when exporting a map the editor recommends you do so and the reason is that otherwise the map generation tends to not work right.
  7. Well the layout of the map is similar and I tried to use the best building appropriate for the ones in the old map. Im not sure why you dont notice similarities at least in the middle area but oh well Im glad you liked it anyway.
  8. I had suspected that the other files werent really necessary. Im not sure what you gain by including the other files.. perhaps nothing im not sure but I do think its possible to even add to this if the lightmaps are found for the level they could be added to the work folder to make it so you dont have to recalculate the lightmaps if for some reason you wanted to play the map after you edited something.
  9. Actually its not a crash. The editor recommends you not being in fullscreen when you export the map. It drops you to desktop because it runs the bundler.exe file in order to export your map. It doesnt effect anything and its actually just a sign that its finished just reopen the editor. Also right before it bundles it I think it auto creates the top view tac map. However If its already created I dont think it recreates it but im not completely sure of this so I would deleted after changes and reexporting it should be in your work folder or work_temp folder and be called "yourmapname.tga". I have had mixed dealings with this as the tac map doesnt work correctly in my map but I think thats due to me not deleting it the last time I exported it. Also It may only generate when you calculate the lightmaps so be aware of this possiblity also.
  10. Thanks so much for host the map guys, it was fun to actually play it and I was happy that people seemed to like it. By the way the map is listed at either "Downtown_DM" or "Downtown_TDM" on the server list guys.
  11. Ive figured out a way to edit existing maps in the game the actual process isnt that hard. So far I've successfully loaded dm02 and mission06 inside the editor. The funny thing is the crosscom popped up while in the editor and they guy was giving some sort of mission directive. mission06 loaded but it was pretty choppy due to how big it was. But anyway here is how you can do the same thing. 1. First thing is open up quick.bundle or patch.bundle depending on if you want original maps or the new dm maps. Go to the levels folder find the folder for the map you want and extract it. 2. In your custom_levels folder Make a work folder if there isnt one already, if you have made a map there should be one. 3. make a folder with anyname you want, I reccommend the same name as the folder you extracted, and in this folder make a folder named "xml". 4. In the folder you extracted find the xml folder and then find "ambient_cubes.bin" and "massunit.bin" and copy these over to the xml folder you just created. 5. Copy the "world.xml" file over to the "mission06" folder, Im just using this as an example since it was one I did. After ward rename the file to "world_0.xml" this is important. 6. Now you just need 2 more files and these just be premade for you if you have already made a map. "zones.xml" and "description.xml" copy and paste these into the "mission06" folder of your map. Afterward go inside the description.xml file and change the name to "mission06" or whatever you prefer I recommend keeping it the same as your folder names. You can make the mode deathmatch or domination i dont think it matters. If you havn't made a map before goto 7. 7. Make a new text file in your "mission06" folder and inside place this : <zones> <borders tl="-10000 10000 5000" br="10000 -10000 5000"/> </zones> then save the folder as "zones.xml" without the parenthesis. Then make another text file in the same location and inside paste this: <?xml version="1.0" encoding="UTF-8"?> <description> <menu name="mission06" mode="Deathmatch" /> <level> <set value="city"/> <set_graffiti value="0"/> <backdrop_cube value="atlas_mission_spec_editor/backdrop_cube_d"/> <cube value="atlas_mission_specific/mission01_specific/cube"/> </level> <export> <export_name value="mission06"/> <gametype value="Deathmatch"/> <lightmaps value="false"/> <lightmap_resolution value="medium"/> <lightmap_num_passes value="3"/> </export> </description> save the file as "description.xml" again without the parenthesis. Oh yeah and change the "mission06" that you see twice in the file to whatever map your doing" That its your done, it takes all of a couple of minutes and you can edit any existing map in the game. I havnt really tested any map but I dont see why it shouldnt work. edit: here are some shots oh yeah and I forgot to mention that it takes a good couple of minutes to load the map in the editor at least the missions.
  12. Ive figured out a way to edit existing maps in the game the actual process isnt that hard. So far I've successfully loaded dm02 and mission06 inside the editor. The funny thing is the crosscom popped up while in the editor and they guy was giving some sort of mission directive. mission06 loaded but it was pretty choppy due to how big it was. But anyway here is how you can do the same thing. 1. First thing is open up quick.bundle or patch.bundle depending on if you want original maps or the new dm maps. Go to the levels folder find the folder for the map you want and extract it. 2. In your custom_levels folder Make a work folder if there isnt one already, if you have made a map there should be one. 3. make a folder with anyname you want, I reccommend the same name as the folder you extracted, and in this folder make a folder named "xml". 4. In the folder you extracted find the xml folder and then find "ambient_cubes.bin" and "massunit.bin" and copy these over to the xml folder you just created. 5. Copy the "world.xml" file over to the "mission06" folder, Im just using this as an example since it was one I did. After ward rename the file to "world_0.xml" this is important. 6. Now you just need 2 more files and these should be premade for you if you have already made a map. The would be in your previous maps folder. "zones.xml" and "description.xml" copy and paste these into the "mission06" folder of your map. Afterward go inside the description.xml file and change the name to "mission06" or whatever you prefer I recommend keeping it the same as your folder names. You can make the mode deathmatch or domination i dont think it matters. If you havn't made a map before goto 7. If you have skip it and load the map in your editor! 7. Make a new text file in your "mission06" folder and inside place this : <zones> <borders tl="-10000 10000 5000" br="10000 -10000 5000"/> </zones> then save the folder as "zones.xml" without the parenthesis. Then make another text file in the same location and inside paste this: <?xml version="1.0" encoding="UTF-8"?> <description> <menu name="mission06" mode="Deathmatch" /> <level> <set value="city"/> <set_graffiti value="0"/> <backdrop_cube value="atlas_mission_spec_editor/backdrop_cube_d"/> <cube value="atlas_mission_specific/mission01_specific/cube"/> </level> <export> <export_name value="mission06"/> <gametype value="Deathmatch"/> <lightmaps value="false"/> <lightmap_resolution value="medium"/> <lightmap_num_passes value="3"/> </export> </description> save the file as "description.xml" again without the parenthesis. Oh yeah and change the "mission06" that you see twice in the file to whatever map your doing" That its your done, it takes all of a couple of minutes and you can edit any existing map in the game. I havnt really tested any map but I dont see why it shouldnt work. Caution: I would caution all who use this to only use it as a learning tool. I dont think its a good idea to edit exisiting maps or add on to them and then release them to the community. Use this how you like but I dont think its right to release these maps and claim credit for them . edit: here are some shots oh yeah and I forgot to mention that it takes a good couple of minutes to load the map in the editor at least the missions.
  13. It seems sometimes to hang at the end of the game and not end correctly anyone know why this could be happening?
  14. Ouch at 50% and still 6 hours left, what are you using high resolution? My map at medium and 4 passes only took 1.5 hours... but when I put it at high res it jumped to 15 hours, I guess there is a reason they recommend medium for most maps
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