Jump to content

AlexSledge

Members
  • Posts

    57
  • Joined

  • Last visited

Everything posted by AlexSledge

  1. Eagerly await the new editing tools I do. Good stuff fellas!
  2. It appears he hit a limitation on the mini map generator, if you notice the jagged edge along the bottom, it aligns with the static tiles he used. A version with some trees, etc removed got further along, but again ended in a jagged line where the memory limit of the tool used to generate the minimap was hit. The reason I think it's that tool (or somewhere in that process) is that the file seems to cap at 1 Meg in size.
  3. Please note, this is not directed at you Rabbi, your post just made me think of an appropriate quote... " --Maybe I don't want to spend my life sittin' around and explaining ###### to people. --You know how ######in' easy this is to me? This is a joke! And I'm sorry you can't do this. I really am. 'Cause if you could, I wouldn't be forced to watch you fumble around and ###### it up. "
  4. 1. Yes - A) PgUp & PgDn, thumb button to relocate the prop. or B) Turn off planar move. 2. No.
  5. 7th August 2006 AlexSledge's Golden Ale 6-Pack This pack replaces all previous versions of the maps. PLEASE DELETE THEM. DOWNLOAD THE HANDY INSTALLER http://www.openwar.com/maps/releases/Golde...le%206-Pack.exe REQUIREMENTS : GR:AW 1.21 Includes: Cerveza Muerta GOLD DOM Cerveza Muerta II: The Return of Donde Esta GOLD DOM Dresden GOLD DOM Killing Fields GOLD HAM Morte Sanguine GOLD DOM Tarantino GOLD DOM
  6. <snipped out the dupe of Jace's awesome post> FWIW, the historical set does include bridge bottoms that might solve that issue without sticking in an arch. Lighting issues simply seem like poor quality control
  7. Real simple, all the little children their parents haven't spanked enough spawn camp. What's more to discuss? Leave them to their successful future at McDonald's. "Want fries with that?"
  8. Honestly if they implemented an ALT-Middle click and CTRL-Middle click to change the Yaw & Pitch of an object the way a regular Middle click changes the roll, I'd be willing to forget the whole thing...especially if they're as cute as that Guinnea Pig I don't really use the Highway Stairs Deformed anyway
  9. Willie, without a doubt yourself, Desmond, and a few others whose names I don't remember off hand go above and beyond in your interaction with us. I probably should have said "Ubi" since the majority of issues the serious modders are running into could be easily rectified with a section on extensibility related items in the readme file, which probably isn't your call. Editor changes, objects that have been removed, changed, or that don't work. We received this with the inital editor release, the lack one one in these later patches just stands out in stark contrast. My intention wasn't to offend, my apologies if I have done so... it was 2 or 3AM when I was attempting to finish this post up, and I simply wanted the information out there so others would be aware and could take measures to prevent their hard work from causing others problems due to crashing, etc. No excuse, but there you have it. If you have any doubts on my support of your work take a visit to my modding wiki or examine the quality of my maps. I'm probably one of the few who purchased a second copy of the game @$50 so I can have a second machine in the other room exporting maps while I continue to work/play on my primary machine. Also, the question concerning unusable objects was a somewhat rhetorical one, obviously your artists aren't sitting around thinking "Hey, what object can we make for modders today?". An example however, if you'll permit the segue, the lighthouse could have been used as it had in Com Station just as well if the object was completed on the bottom and squared off as a modular object - while allowing it's use in many other maps. Again, just an example. Colin et. al.: After re-reading it I fully stand by the text of my original post. It was respectful and to the point. Apparently the only thing that has everyone stirred up is my subtitle to the original post (which honestly I recognized as inflamatory and simply forgot to remove since it was super late).
  10. Ok, this may come off a little ranty, and maybe it is, but I believe the points are valid regardless. BUG: The 1.21 version of the editor no longer handles Props Brushes "properly". Specific issues are - no longer saves props brushes changes when you click "Save", no longer saves them if you export the map. This basically negates the ability to add or remove any brushed props. Deleting the massunit.bin no longer causes a new one to be created, but instead crashes the editor on export of the map due to the missing file. Work Around: Revert to 1.20 PROCESS BUG: Objects were removed from the editor. Missing objects causes upgraded servers and clients to crash when using existing maps that contain removed objects. Discovered so far: Industrial Highway Stairs (Deformed). PROCESS BUG: Inclusion of objects in the editor that are for all intents and purposes unusable. Off the top of my head... Lighthouse, Industrial Bridge, Ghetto Bunkers 1-4. It's late but I'm fairly certain there there were others. Hint: Editor is modular, these components are not. Yes I know we can make our own, but why give us a non-modular component we can't use? Just to taunt us? PROCESS BUG: No documentation on any changes on the editor. I Know Ubi's on your rear to get these out the door, and I know what working late nights to meet a ship deadline and to make the market happy are, but anything you can do to avoid these types of things in the future would be much appreciated.
  11. Next time you have to draw the line... draw it with "You have Captured the zone!" and "You have lost the zone!"... see no letters... smooth line. Works from 1 to a bazillion! And honestly, I have no problem with thirteen zones... but it would have been nice if you told us we were limited to thirteen zones.
  12. GRiN a request, buy that dude some beers and get November through Zed into one of these upcoming patches, thanks!
  13. Bunkers were used in Hard Point, however, Hard Point reuses the giant static mesh from mission 4 that the bunkers were specifically designed to fit into, there no real other place they'll work without a lot of messing around, and you'll still end up with something that looks like hell.
  14. The lighting switches haven't been perfectly consitent, however, in general this is what we've determined... Depending on the day/night selection when first creating a map, this little chart seems to be how things operate.... Light On Force Light Expected Result Day Off Off Off Day On Off Off Day On On On Night Off Off Off Night On Off On Night On On On Some statics don't behave (historical gas station for example), and there's the odd other occasional quirk. but in general that's how I noticed them behaving.
  15. Tom, great work just like your first map, I can't wait to play it on a nice full server! I'd like to point out two things though... In bravo there are a few "floating" trees. And more of an FYI... shipping containers (and dumpsters, and many other objects) have alternate version textures. You access these by using a dropdown in the menu in the object box (down in lower left) when a prop is selected. I really like the exit signs in the sewers, and the layout of the map, lots of maneuver room and plenty of cover. Good stuff. Can't wait to see your next one.
  16. 1) Try deleting the <mapname>.tga in the folder, it doesn't re-create the minimap if it already exists. 2) Ensure the white square that you see when you fly up in the editor while in the multiplayer layer is larger than your map. If you need to make it bigger several other posts cover the details of this. 3) Do this before your final render/export, you'll get a much nicer mini-map that way.
  17. I believe you need to choose a static object (as in your case - sewer) then hold the shift key down and use the arrows to raise or lower the section that you are adding. You do this before you right click and add it. You don't need to use the shift key. Also, if you hit F12 first to open the console, it will report the level you move to as you use the up/down arrow keys to adjust static altitude placement. Sewers generally live at -750 if you're building your map on the default 0 plane. The sewer cross large, sewer entrance, and sewer stairs (piece with building on top) live at 0 instead of -750 since parts of them exist "up top"... be careful about placing statics over these pieces.
  18. Acrophobia (the map with the floating container) isn't your standard map, it's done in the style of M.C Esher and American McGee's Alice - an artistic creation by Maj3stic. The problem with the Church map was the overlook from Bravo into the US Spawn (Alpha) that promoted spawn raping. = As with GR:AW itself, quirks will arise. One or two of the maps have shown unexpected quirks when full of players, so we'll be issuing v1.1 updates to the packs (they overwrite earlier versions of the maps with the same names) to correct this issue. However in the meantime most of them still work solid, so enjoy.
  19. Yessir that's right! We've got TWO full 6-Packs of maps for your gaming pleasure, containing some of the finest brews - ALL created by members of the Beer Drinking Assassins! BDA Micro-Brew 6-Pack: Cerveza Muerta, Dresden, Hard Point, Acrophobia, 3 Kings, Tarantino. http://openwar.com/maps/releases/BDA%20Mic...ew%206-Pack.exe BDA Premium Lager 6-Pack: Oaklands, Morte Sanguine, Close Quarters, Hypoxia, Broken Arrow, Church FIXED! http://openwar.com/maps/releases/BDA%20Pre...er%206-Pack.exe
  20. I've already released a version of the map as a Domination map.... I figure according to the license UBI owns everything created with the editor anyway, how is reusing those resources any different. If you haven't read the license agreement for the editor and want to complain about it, start another thread (i.e. don't hijack this one).
  21. Well so far I don't think anyone has gotten custom content into the game yet (though it's just a matter of time, I've seen a few "beta" props, etc..)... but I can answer your question about tags. BUILDINGTEXT BUILDINGTEXT_MILITARY ROADSIGN_TEXT (? not sure on this, Viiiper will correct me if I'm wrong) The first two are the spray paint looking text which you can simply change in the editor (click in the box in lower right corner, type what you want it to say - adjust size & color sliders to your hearts content). The buildingtext tags are limited to ALLCAPS, though *some* characters convert to special symbols in game (one of the square brackets converts to the helipad landing symbol, etc...). On the Roadsigns, they take upper & lower case, but don't have a color adjustment if I remember correctly. There might be more, I definitely don't know every object in the editor in and out, so poke at it until you get what you need.
  22. Honesty is the best policy. I think I like GRAW even more now. Hmm maybe someone will find a picture of you mooning everybody in one of the maps because of reason 'c' again. That explains sh_wall_dirt quite well.
  23. Start -> Programs -> Ubisoft -> Ghost Recon Advanced Warfighter -> Ghost Recon Advanced Warfighter Map Editor
  24. Additionally, I'd like all the information possible on the creation of the various .bin files within the bundle. How they're created, internal organization, etc. I've already found that it's quite easy to alter the contents within a bundle without having to deal with another multi-hour export (depending on the objects involved), so it would be nice to have any and all information you have on the specifics within the bundles. Some particulars: It appears all dynamics, vehicles and electrical items are dynamically lit, so adding, deleting, moving these items in a pre-existing map only requires some simple .xml editing. massunit.bin appears to containt he decals/props(brush) items, so if you have some goofs, load the map back in the editor, touch up the decals/brush items, do a quick draft export, and replace the massunit.bin inside your full detail exported bundle file. Deleting props from world.xml is a-ok (though some space may be wasted in the atlas .dds files from lightmaps no longer needed). And plenty of other things that can be played around with in there w/o requiring a complete re-export of a map. SO.... GRiN folks.... please share anything you can!
  25. I anticipate the final releases of four (maybe five) maps within a day. If you wish to include them, all you have to do is ask.
×
×
  • Create New...