Dugite Posted April 18, 2005 Share Posted April 18, 2005 This is reminding me RS. Cool looking map, pesevere with the portals, mate may be too heavy to run as one room. And keep it backed up till finished hey. Quote Link to comment Share on other sites More sharing options...
OSO Posted April 18, 2005 Share Posted April 18, 2005 Are you using export first models on your trees/foliage? Make sure you delete polygons that will never be in view (i.e., if you make a crate get rid of the bottom face). That should cut down on the size of the file and help it run smoother. Also what you might want to try doing is lighting it a little bit at a time. Whenever I built a map I always had to export it at least 50 times to see how things were looking during production. Each time I exported the map I loaded it into the lighting tool and added some lights. On a map like this I would have added about 10-15 lights each export and tweaked them until I got the mood I liked. It takes a bit longer to go through the export process this way but I found it was actually nicer to see what it would look like in game as a final composite rather than tackling the project all at once. The lighting tool is rather unstable so save your solution often. I also hope you have a lot of RAM. The more you have the better the lighting tool runs. I wouldn't even recommend lighting a map with less than 1 GB. Don't use a <~dm> material on a completely flat surface. It will crash the tool all the time. Quote Link to comment Share on other sites More sharing options...
silent_op Posted May 2, 2005 Share Posted May 2, 2005 liteluvr, This is looking like a very cool map. How has the progress come along since early April? Will your map be co-op multiplayer for multiple platoons? I'm really looking forward to seeing this map in game as well. Great job so far. As soon as you have new screen shots, please post them. silent_op Quote Link to comment Share on other sites More sharing options...
Suicide Commando Posted May 3, 2005 Share Posted May 3, 2005 Yep, news would be cool. Hope there's been some progress as this map has a ton of potential. Quote Link to comment Share on other sites More sharing options...
liteluvr Posted May 4, 2005 Author Share Posted May 4, 2005 Hey all.... no progress on the map, as I got tied up scripting a couple of missions for a clan tournament... but that's over now... so I need to get back on it... Seriously, if anyone wants to join in in completing this beast, I'll gladly work with you to knock this bad boy out. I don't have as much time as I'd like to work on it... and would welcome the help. The overall file size needs to be pared down.. I'm going to redo some geometry to take care of some of that... (8 sided cyls to 6 sided and such, where it doesn't affect gameplay) And the lighting.... I just haven't had time to get into it, and this is a big one to cut my teeth on.... Sooooo anyone wanting to join forces, I'd more than welcome the help! Quote Link to comment Share on other sites More sharing options...
liteluvr Posted July 14, 2005 Author Share Posted July 14, 2005 Hey all..... finally got some time to get back on this map... other than what is found during beta testing, and adding lighting (if I EVER get if figured out...), it's finished. Plays fast, it's about 60% of the original size, and it's a sweet CQB map... with all the geometries inside the compound, it's just wicked. Hopefully this will be out soon... I'm going to script a mission for a clan tournament, and once that's done, it'll be available to the public. Thanks for the patience and support!... Quote Link to comment Share on other sites More sharing options...
XE_Joker Posted July 14, 2005 Share Posted July 14, 2005 this looks really kool, i can't wait to play on it. Quote Link to comment Share on other sites More sharing options...
liteluvr Posted July 14, 2005 Author Share Posted July 14, 2005 Here's a perspective shot from one corner.... After thinking about it, I added a lot of elements to facilitate multi player gaming... rocks to hide behind, terrain elevation changes to foil long range sniping, more ground cover, etc. With a spawn in each corner, and a central base for 'king of the mountain', this could get fun... there's 3 points of ingress into the base, only 2 of which are obvious. The third is pretty well hidden, and once in side, it's pretty protected as well... Now if I can just get the darn thing lit..... Quote Link to comment Share on other sites More sharing options...
deleyt Posted July 14, 2005 Share Posted July 14, 2005 other than what is found during beta testing, and adding lighting (if I EVER get if figured out...), it's finished. ← Ehm...where are the shadows at? Are you sure you lighted it properly? Quote Link to comment Share on other sites More sharing options...
liteluvr Posted July 14, 2005 Author Share Posted July 14, 2005 DeLeyt, NO shadows yet... that's the part that's killing me. I can't get the lighting tool to work like I see in the posts. I added some stuff to the pinned post to help explain the problem I'm having. Quote Link to comment Share on other sites More sharing options...
liteluvr Posted August 2, 2005 Author Share Posted August 2, 2005 Yet another update.... looks like the finish line is just around the corner... at least for the modeling. Oso has ever-so-graciously volunteered to look into maybe lighting the thing... once it's final.... Here's some ingame and 3DS shots of the last round of revisions... Barracks with the tarps over the door. You can walk right through em... and shoot right through em too... thought about animating em, but figured I'm killing the fps enough as it is. Actually, another clan mate and I did a walk through the other nite (sans AI), and performance was good for me, and he said he got better FPS than on some of the stock GR maps.... so I'm optimistic... An unused barracks... bunks askew, and some of the others are missing mattresses. In one barrack, I took the mattresses off and threw them on the floor. The breached West wall.. (notice the rebar pieces sticking out.... ) Same breach from out in the field... Down the main E/W street (dubbed Broadway). Power lines visible. Half building in one corner, for those close in MP games. Used the same building in all 4 corners, so no one can complain... A view from the catwalk in one of the garages. As it turned out, the other garage has tin plates over the window, so the catwalk is only good for inside... yet another difference... Looking down from same catwalk... Need to remember to randomize the textures on those steps... View South along Mainstreet, just inside the gate... Officer's quarters in one of the barracks.... More power lines... And the extra doors in the North Side... Also, I did a new texture that has signs for each building in Cyrillic letters, ie Motor Pool No 1, Administration Building No 2, etc. with the Soviet Coat of arms, and some substantial weathering and bullet holes... Yeah, I know... the spelling is english with Cyrillic lettering.... but I don't speak Russian, and I'm too lazy to figure out the ISO translation set. That way, some of the waypoints, etc. in missions can be done away with and players forced to find the right building via signage... should make it more interesting.... (this is a 3DS rendering, not a game screen)... Hopefully, this thing will wrap up soon, and Oso willing, we'll have a lit version.... Quote Link to comment Share on other sites More sharing options...
Sixpence Posted August 2, 2005 Share Posted August 2, 2005 (edited) Heeee ! This looking great, cant wait to script a Mission for it ! BTW: is a Jungle version in the Line ? Only another Ground Texture (Grass from IT) and some more Palms, a dark, rainy Day and it would be perfect. But if you dont have the Time, i can change it myself in IGOR. Edited August 2, 2005 by Sixpence Quote Link to comment Share on other sites More sharing options...
ingeloop Posted August 2, 2005 Share Posted August 2, 2005 wow! this map looks great, a good effort indeed to make a beauty like this. i reall envy you guys that can create things like this, but i also like to wish you all the best. /ingeloop Quote Link to comment Share on other sites More sharing options...
ceptico Posted August 2, 2005 Share Posted August 2, 2005 Looks very good. Cant wait to try it. I just love new maps!! Quote Link to comment Share on other sites More sharing options...
deleyt Posted August 2, 2005 Share Posted August 2, 2005 Looks great, Liteluvr. Lighting it will make a huge difference, so kuddos to Oso for stepping in and helping out Keep up the good work. Quote Link to comment Share on other sites More sharing options...
BornToKill Posted August 4, 2005 Share Posted August 4, 2005 Looking good mate.But close this gap on the floor where it meets the top of the steps, will cause issues in game where people could fall through or get stuck on a 'sticky edge'. Quote Link to comment Share on other sites More sharing options...
liteluvr Posted August 5, 2005 Author Share Posted August 5, 2005 BTK, thanks for the heads up. I'd noticed that in testing and fixed it already. Now... here's a problem I have periodically when compiling maps in Igor, and it's driving me nuts.... Sometimes this happens, and sometimes it doesn't, and when I do get it fixed, I can't figure out how I did it... This map is taking about 45 minutes to import into Igor, so trial and error is getting realllllly old... Any other map makers come up against this? Quote Link to comment Share on other sites More sharing options...
bitshot Posted August 5, 2005 Share Posted August 5, 2005 I have run into that problem, or what seems to be the same problem. It was a corrupt plugin in 3DSMax that was the problem. It was one of the six. Either a "mapeditor" or "ikemapexport" plugin that did it. I just replaced all of them. It exibited the same sort of problems including a long boot in IGOR. Good Luck! Quote Link to comment Share on other sites More sharing options...
liteluvr Posted August 5, 2005 Author Share Posted August 5, 2005 Thanks for the reply, Bit. I went and reinstalled the plugins, and no luck. Reimported the map with the same results. I suspect this has something to do with how certain objects are grouped in 3DS. Any more ideas? Quote Link to comment Share on other sites More sharing options...
Zeko Posted August 5, 2005 Share Posted August 5, 2005 Do u have weld vertices checked? Quote Link to comment Share on other sites More sharing options...
liteluvr Posted August 5, 2005 Author Share Posted August 5, 2005 Yeah... have everything set like Mike Schell shows in the basic tutorial... Double checked those. Quote Link to comment Share on other sites More sharing options...
bitshot Posted August 5, 2005 Share Posted August 5, 2005 I'd be willing to take a pass at it. Export it and see what happens here. Sometimes you look at something so long you dont see it anymore. Quote Link to comment Share on other sites More sharing options...
deleyt Posted August 6, 2005 Share Posted August 6, 2005 Any other map makers come up against this? ← I had this issue about 2 years ago. I believe it happened after setting up a scene in the metrical unit-system (centimeters), saving it, reopening the file and continuing in the imperial unit-system (inches), to be converted back to the metrical system later again. When exported, the object had an extreme scaling in one or two axis'. Do you change unitsystem often? Or maybe set up your scene in inches/feet, to convert it to centimeters later? Quote Link to comment Share on other sites More sharing options...
liteluvr Posted August 7, 2005 Author Share Posted August 7, 2005 I wish it were that simple. I set it up according to Schell's tut, and leave it alone. For reference, I import one of the DS 3DS figures and create objects around that. I extracted various elements of the overall model to separate files, and tried to reconstruct it. All went well until I got to the buildings. Today I'm going to remove the buildings, and try importing them in a couple at a time until it breaks. In theory, I should then know what bldg is causing my problem, and work on that one, instead of chasing my tail. In theory... At least it sounds good on paper... Quote Link to comment Share on other sites More sharing options...
X69RZX Posted August 10, 2005 Share Posted August 10, 2005 Good luck!! I wanna see this map. Quote Link to comment Share on other sites More sharing options...
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