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More map errors?


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TDM07 Com station

There is something wrong with the lighting on this level when in TDM MP mode. It is fine in HH gameplay, it looks lit properly then, but in TDM all the props are very bright. The lighmap for static objects is correct, but props are over lit. For example, the litter on wall lamps in the central tower glow in the dark, as do player sprites, when shadows should provide concealment - shadows are not being cast on props and players I think. Easily noticible if you shoot out the lights. Other props like grass appear black when light is on them??

Having fiddled with the xmls I couldn't fix it. I tried redrawing the lightmap but that too didn't help fix it. In the end I copied 2 files from the original hh01 folder, the dxe and the diesel and renamed them to tdm07 and that seems to have fixed it now.

Avenues

They still havent fixed seeing through the underpass to the upper level in Avenues either, and instead of fixing it, they rehash the map and replicate the error three times for other game modes. I HAVE fixed it by using the editor and then redrawing the lightmap (3 passes - medium took 18 hours!!!). So if GRIN wants these fixes to include in the next patch, they are welcome to them (PM me) - these are the only changes I have made to the maps - bug fixes and errors nothing else. They are fixed for all game modes too.

Jace

Edited by Jace12
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TDM07 Com station

There is something wrong with the lighting on this level when in TDM MP mode. It is fine in HH gameplay, it looks lit properly then, but in TDM all the props are very bright. The lighmap for static objects is correct, but props are over lit. For example, the litter on wall lamps in the central tower glow in the dark, as do player sprites, when shadows should provide concealment - shadows are not being cast on props and players I think. Easily noticible if you shoot out the lights. Other props like grass appear black when light is on them??

Having fiddled with the xmls I couldn't fix it. I tried redrawing the lightmap but that too didn't help fix it. In the end I copied 2 files from the original hh01 folder, the dxe and the diesel and renamed them to tdm07 and that seems to have fixed it now.

Avenues

They still havent fixed seeing through the underpass to the upper level in Avenues either, and instead of fixing it, they rehash the map and replicate the error three times for other game modes. I HAVE fixed it by using the editor and then redrawing the lightmap (3 passes - medium took 18 hours!!!). So if GRIN wants these fixes to include in the next patch, they are welcome to them (PM me) - these are the only changes I have made to the maps - bug fixes and errors nothing else. They are fixed for all game modes too.

Jace

Commstation... Trees look black when your on the opposite side of the sun. Increase post effects setting improves this. You will note the sun is in a different place in HH vs TDM.

Grass sits 5 inches above the ground on some hills

Hollow... Map does not match where you are in TDM (about 20 feet off) Also shadow bug when standing above rock... shadow floats in air above the rocks shadow. This doesn't happen in HH version of same map.

Avenues... what he said ;)

All dominination TDM maps vs New ones ... Overview death cam. On all domination maps, you cannot see players.. just explosions and tracers. On new maps (commstation and Hollow) you can. This makes Overview useless on older DOM type maps.

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Com Station HH and TDM shouldn't have differnent sun positions as the use the same sky (hh01).

I think the rehashing of maps has been fudged for a couple of them. The cross use of lightmaps may be causing problems. Anyway, they just seem rushed and unpolished.

Edited by Jace12
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Com Station HH and TDM shouldn't have differnent sun positions as the use the same sky (hh01).

You can move the skyline (sun) 360 degrees. Having the same sky doesn't mean anything.

I think the rehashing of maps has been fudged for a couple of them. The cross use of lightmaps may be causing problems. Anyway, they just seem rushed and unpolished.

What exaclty is cross use of lightmaps mean?

Edited by [99]-Athenian
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Avenues

They still havent fixed seeing through the underpass to the upper level in Avenues either, and instead of fixing it, they rehash the map and replicate the error three times for other game modes. I HAVE fixed it by using the editor and then redrawing the lightmap (3 passes - medium took 18 hours!!!). So if GRIN wants these fixes to include in the next patch, they are welcome to them (PM me) - these are the only changes I have made to the maps - bug fixes and errors nothing else. They are fixed for all game modes too.

Jace

You need to post a FRAPS picture [screen shot] cos what your saying does not sound right

regarding "Avenues", you said you fixed it ?? fixed what ?? the transparent section when in the under walk looking up ?

This is not a bug but a tile property, all static’s are transparent when viewed from below and there is no inverted tile to fill that place, that’s why you can see up there.... If anything this is a design issue and the map would have to be redesigned to clear it....

If you have fixed it without changing the map ie: adding an arched walkway under the section please post the screen shot [600x400 max], be nice to show us all & Grin.

Sun issues is not an issue like ROCO said, the sun in the sky is moveable so the shadows will move in relation to it. You move it with the Arrow keys <--- & --->

Viii

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Avenues

They still havent fixed seeing through the underpass to the upper level in Avenues either, and instead of fixing it, they rehash the map and replicate the error three times for other game modes. I HAVE fixed it by using the editor and then redrawing the lightmap (3 passes - medium took 18 hours!!!). So if GRIN wants these fixes to include in the next patch, they are welcome to them (PM me) - these are the only changes I have made to the maps - bug fixes and errors nothing else. They are fixed for all game modes too.

Jace

You need to post a FRAPS picture [screen shot] cos what your saying does not sound right

regarding "Avenues", you said you fixed it ?? fixed what ?? the transparent section when in the under walk looking up ?

This is not a bug but a tile property, all static’s are transparent when viewed from below and there is no inverted tile to fill that place, that’s why you can see up there.... If anything this is a design issue and the map would have to be redesigned to clear it....

If you have fixed it without changing the map ie: adding an arched walkway under the section please post the screen shot [600x400 max], be nice to show us all & Grin.

Sun issues is not an issue like ROCO said, the sun in the sky is moveable so the shadows will move in relation to it. You move it with the Arrow keys <--- & --->

Viii

Check hollow ;) shadows are not correct in TDM... are in HH. It is due to either the position of the sun or ... the way dynamic shadows are perceiving the sun.

To test this go to the South East side of the the little fort/shanty/whatever.. stand on the rocks to the east and look at the ground. Your shadow will be 3 feet above the rock shadow.

Now try this in hamburger hill. It's exactly where it should be. (your shadow's feet are on the rock) If the sun was moved higher overhead the shadows would connect to the rock if it controls dynamic shadows (not sure if it does or not) If not then the shadows are not angled corectly in relation to the suns position.

As for Comm station... i ment that the dark side of the tree's (not hit by the sun) are black in relation to the sun hitting it and a post like effecfs (like when you are in a very light area looking into a dark) Turning post effects to high helped this for me.

The avenue's bug is what viiper posted and we have seen screenshots of.

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Avenues Hole: See there or hadn't you noticed. Textures don't have bottoms?? Then they should be used as roof tiles should they: this section is ideal for an arch, they just didn't put it in...

avenuesholelt1.th.jpg

to...

Avenues with extra arch: an easy fix, does not give flickering textures as one static is removed and replaced with this arch, looks good on all sides. This fix required a new light map - 18 hours i couldnt use my pc as it did the calculations, another 45 minutes to pack the lightmap into an atlas.dds!!!!

avenuesarchfixcz8.th.jpg

TDM Downtown. example this van. The sun is from the upper right. Note the shadows on the buildings and the lack of refection on the van. Same for trees and other objects all across the map. Not lit properly, which means player models are not either -bad for gameplay!

downtownvankj5.th.jpg

to...

Fixed TDM Downtown. The van and all other props and dynamic objects are lit correctly by the addtion of two files to a folder in Local. Same van, just lit.

downtownvanlitzm4.th.jpg

TDM Com station. example: 1st floor interior. Note the wall prop (the light - which I have blown out with pistol) is brightly lit. Note my gun is brightly lit... Note no walls anywhere are lit at all.... there should be no light.

comtowerfm0.th.jpg

to...

Same fix as before: Lit correctly as seen in the HH map version.

comtowerlitcorrectlyob3.th.jpg

There are lots more examples. I haven't got all day to post them up for you though.

With regard to hollow, I see the minimap problem on TDM, it is well out of line. The Lighting is peculiar also. Some objects appear too bright for their location and they are in the same places on all modes. All versions of the map use the same lightmap (hh01) but I think there are slight changes in other lighting.

Edited by Jace12
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Great post Jace12,

I hope Grin appreciate it as much as I appreciate you posting it. You are right the arch looks good and there maybe a roof till to use too, but I don't think Grin are Frying these fish this coming patch. I know they are frying bigger fish in the August patch [month end one].

The light maps are like you said, and your 18Hr re render may get Grin to pull their finger out.... If an end user can !! With your attention to detail, you should take up map making, if you haven't allready done so or pop over to the BDA team speak, www.beerdrinkingassasins.com

Maybe Grins pot is running dry, re monies to chase map defects......

best regards

viii

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