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how do I make maps server side?


lexsis

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so what do I add or change in a current map to make it server sided (weather and map)

I actually downloaded soup's maps but there are several flaws that I should point out to him;

- day docks; crashes back to desktop

- night river; starts out with your squad surrounded by a dozen enemies or so who kill your whole team in like 5 seconds. I managed to just open up and kill a few but still they whipped out my whole team in a matter of seconds. I think the spawn location for my team needs to be corrected or something.

- there are 2 night vilnius maps, the first one crashes back to desktop, the second works fine.

I havent played them all yet, but the above mentioned have problems.

thnx.

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Here is the Tutorial that I did up on changing the weather for ghost maps.

PART 1 WEATHER

To edit the weather you have to open igor. This program is used to edit some stuff of ghost recon. In igor you can edit weather, guns, kits, hand held items, and a bunch of other stuff. But for now I'll cover just weather. So to find igor its located in your ghost recon folder. To start it just hit the red circle with a lighting bolt. Once it opens you need to click on the tools button up top. Then click the enviroment editor.

This is the editor for the weather.

For this I will turn the caves in to a clear map. Ok first thing you need to do is open up a map that you want to edit. Press the 3 dots to to side of the box.

Ok click the .env file for that map.

Ok let me explain what you see right now. The box with the sky next to it is the Sky Texture box. If you want to change what the sky looks like then just click the 3 dots next to it.

If you dont the model folder open then open it. Once you have it open click on which map's sky you would like to use. For this I will use the embassy sky. You should now see m05_embassy.pob where m01_caves was. On darker map you will need to use lighter skies and for lighter maps use darker skies. Next we will go over the fog option. You will want to make sure that the enable box is checked. This will turn the fog on. Next we will pick a color for for the fog. This is the hardest part of doing this. Ill just use the white color. Now you have the Near Range and Far Range boxes. What the near range does is sets how close the fog will be. The Far Range is where the fog will end. I will use 100 for Near Range and 500 for the Far Range. Next is the Layer Range and Layer Height. The layer height is just that how high the fog will go. The layer Range is where it will be the thickest.

Next well will cover Far Clipping Distance. The reason that this is here is for machines that are slower. What this is is that wall you see and cant shot pass. This wall is the end of the map for the most part. You cant see or shot pass it. For most maps its around 200. Since we are making a clear map we will push it way back. All of the orginal maps for ghost recon are only 400x400. So we will push back the Clipping to 600 just to be safe. Doing this will make the whole map visable. Next you will Max Spotting Distance. This is the farthest that the enemy will be able to see and the farthest that you will be able to see the enemy on your command map. I like to keep it kinda close. Depending on the map. For a foggy map I will bring it really close. For a clear map i will push it out to about 200. Any thing more then that and the enemy is killing you before you see them. For this I'll use 150. Now all you have to do is save it. Just hit the save button and a save as screen will come up. Make sure that you are in the right folder for that map. Then name it what you like. I will call this one Clear Caves. Then hit save. Now hit the load button. Then go to the caves folder. You should see Clear Caves. You now have new weather for your caves map. Now close the enviroment editor. Then go to file new. Dont choose a mission. Hit cancel.

Now next to Enviroment hit the select box. It should bring up a browse box. Select the folder where you saved you enviroment. Select that enviroment. Now name you map. Where is says Custom Map just change it to what you like. I will call this one Clear Caves. Check the box next to Available to custom game types. Next you will see weather. This is where you select if you want it to rain, or snow, or clear. If you select rain or snow you will need to set the intensity. Dont got over 3.0. It will lag out your machine. Next is the Fog option. This is just like the fog option in the ENV editor. Here you can not change the far clipping. If you check this it will override the ENV file that you made. I will not use it. I will use clear weather also. Then clcik ok. Now go to the bottom right. press the mission properties edit button. In the pop-up menu you will need to select all of the supported modes. This makes the map playable for single player or multiplayer. Then name your mission. DO NOT DO NOT check the requires unlocking. If you do you wont be able to play it.

Now you have a map with the enviroment that you have made. You can place forces on the map or leave it blank for a multiplayer map. Firefight maps are just random placements of enemy forces. If you have any question you can email me at soupsandwich@clds.net

This concludes weather editing for ghost recon

PART II ZONES

Well for the zones you need to know what the different zones are. There are different zones for different things. The first thing I do is figure out what kinda map its going to be (single player, multiplayer, or mission). When I do a map I start out doing just one at a time but I end up doing all the zones. First thing I will cover is bases. These are your intial start points for force on force maps. What I mean by Force on Force is MP last man standing. These are the spots that you will start out at. As you can see there are 0-3. then tr0a-tr0c, then tr1a-tr1c, tr2a-tr2c, tr3a-tr3c. The 0-3 is the primary start points for each team. Then the a-c is the alternate points. Then there is the points box. Each one of these is a respawn point. When you place a point you will see that there is a little line coming out of the box. You expaned each repawn point just like the orgin spawn points. Once you place the point just click and drag the box to the size you want it. The line is the way you face when you spawn. There is a total of 35 different respawn points and a total of 16 different spawn points. You also have your central base. To make a central base just make a zone then check the central area box. This is used for defend missions, hold the base, and hamburger hill. If you want to make a mission just make a zone then check the insert box. To make a extract point just make a zone then check the extract point box. If you make changes to the orginal maps and save it as the normal map and you host a game all players will have your spawn point. The same thing applies for any weather that you change. so you can make a sever side mod. Meaning that no one else needs the modded maps or spawn points. Thats about it when it comes to making spawn point, respawn points, and insert/extract points.

soup

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for a map to be server side it must be in a location that all are sure to have.

for example the origmiss folder, when u make a mod folder and put a map in it then the game checks whoever tries to join for that mod folder if they dont have it they cant join :angry: what i do(if it is a single map download or just several) is just copy and paste the files in the correct directory of my origmiss folder so most of my maps are server side, but then i keep the copy in the mod folder installed in case i am joining someone who has them activated.

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If you are talking about actual maps then that will crash anyone that tries to play with you. If you are talking about mission files (day/night conversions are mission files) then that would be ok. Just don't want people thinking that actual maps can be server sided.

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