UFO:Alien Invasion

Development => Mapping => Topic started by: blondandy on July 18, 2007, 10:24:42 am

Title: mapping noob q. info_human_start
Post by: blondandy on July 18, 2007, 10:24:42 am
This map (tile) is far from finished. I wanted to start looking at the pathfinding and stepons. when i use devmap or map to start it, there are no soldiers to walk around. what have i missed?

edit: (map in zip) http://homepages.nildram.co.uk/~science/vil_church.zip

http://homepages.nildram.co.uk/~science/vil_church.bsp

(http://homepages.nildram.co.uk/~science/vil_church_preview.jpg)
Title: mapping noob q. info_human_start
Post by: Mattn on July 18, 2007, 11:34:10 am
make sure you've set up a base in singleplayer campaign - you also have to set enough spawnpoints (at least 8)
Title: mapping noob q. info_human_start
Post by: BTAxis on July 18, 2007, 11:42:59 am
It's a... castlette? Or maybe a fortified chapel?

It's funny though, because just the other day I was thinking it would be nice to have a medieval castle type map.
Title: mapping noob q. info_human_start
Post by: blondandy on July 18, 2007, 12:16:30 pm
map tile for assembly really.

its supposed to be a vaguely Norman style chapel.

(http://www.learningcurve.gov.uk/focuson/domesday/images/norman-church.gif)

(http://www.mberger.ch/Expo-uk/049chorley_church_200.JPG)

i think i need 8 spawn points...
Title: mapping noob q. info_human_start
Post by: blondandy on July 18, 2007, 12:51:29 pm
help!

now i have 10 info_human_start, 8 info_player_start, 8 info_alien_start.
the spawn points are all resting on brushes, i think they are all positioned OK with respect to the 32X32 grid in X and Y.

still, no little guys running around.  :(

zip has bsp and map.
http://homepages.nildram.co.uk/~science/vil_church.zip

what is up?
Title: mapping noob q. info_human_start
Post by: BTAxis on July 18, 2007, 01:01:26 pm
Unrelated, once you have it all sorted out, you should also consider making a snow version of this tile. I think it could work well with the frozen tileset.
Title: mapping noob q. info_human_start
Post by: Wanderer on July 18, 2007, 08:47:23 pm
What is the tilesize (Overall map land usage?).  I'm thinking your map may be too small for usage.  It looks like 1x2 tiles.  Also, once you're done testing, no info_human_starts on it, you want those on the 'dropship' tiles.

As a test, drop a tile or two worth of plan grass at ground level around the tile for simple testing purposes, see if that cures your pain.

Btw, that building looks awesome.

Quote from: "blondandy"
10 info_human_start, 8 info_player_start, 8 info_alien_start.


Next part/problem: If you're running devmap, you need info_civilian_start to see the aliens.  The aliens are invis to you, even in devmap, if there's no civilian to see them.  Include a few info_civ's to make sure devmap works, and then we can narrow down if you're having a human_start problem, or a map level problem.
Title: mapping noob q. info_human_start
Post by: zark on July 18, 2007, 11:42:56 pm
Hi,

Not very helpful I'm afraid but
- when I try to run UFO with the zipped BSP it crashes with a "bad s_blocklights size". Maybe a transfer problem ????

- when I compile your .map with GTKradiant 1.5, I can play it without any problem and I do have soldiers on my command.

Are you sure that you started a single player campaign AND created a base (with soldiers ) like mattn said, before calling the console and map command ???

It took me quite some time to figure that out. Maybe a good point for a new MFD page on "map testing" ;)
Title: mapping noob q. info_human_start
Post by: blondandy on July 19, 2007, 03:43:53 pm
I have worked it out now. I created a base, went to geoscape, then console, and tried devmap and map. for some reason, my installation of the current trunk version is defaulting to no soldiers hired. So i just had to hire and equip them. It seems that this "default to non-hired" thing is only affecting me, so its probably something i have done.

anyhow, now i have worked it out, so I am busy adding stairs, gravestones, pews, an altar and associated ecclesiastical bling.

the "bad s_blocklights size" thing: maybe different versions? i am using the current trunk revision. I would say "head", but that is open to innuendo...

It was 3 by 2 tiles (i am at work now, so cant check). mattn said make it bigger - so i have. i think it is 4 by 3 now. more room for graves! ooh, maybe a nice lych gate.

about the frozen tileset. it is all a bit industrial at the moment. my chapel might look a bit odd sandwiched by factories. perhaps is possible to set up an ump, with fewer factories. perhaps start a new village frozen tileset. i will look into it - assuming i can get this tile finished.

BTW (turning into an essay this). On IRC a few days back mattn and I where thinking it would be cool if the random assembly maps had spawn points for multiplayer. This is something else I plan to look at, but there seem to be plenty of other mappers - so have a look, if you are interested.
Title: mapping noob q. info_human_start
Post by: Wanderer on July 19, 2007, 06:21:03 pm
Quote from: "blondandy"
BTW (turning into an essay this). On IRC a few days back mattn and I where thinking it would be cool if the random assembly maps had spawn points for multiplayer. This is something else I plan to look at, but there seem to be plenty of other mappers - so have a look, if you are interested.


Definately cool for multiplayer, info_player_start.  Not so cool for campaign, info_human_start. :)
Title: mapping noob q. info_human_start
Post by: blondandy on July 20, 2007, 07:12:53 pm
bsp and map in
http://homepages.nildram.co.uk/~science/maps.zip

I have added some stairs. Can anyone tell me why they do not work? Are they too steep?

There is also some weird surface in the church hall. it appears in the game (from some directions), but is not visible in gtkradiant.  it has the same shape as part of the door.

most of the hall cannot be walked around for some reason.

help!
Title: mapping noob q. info_human_start
Post by: Mattn on July 20, 2007, 08:55:16 pm
it might be the clipping brush - it's not aligned - move the lower side to z = 0

if you have problems entering the curch, move the door a little  - the doors might prevent the actors from entering the church
Title: mapping noob q. info_human_start
Post by: blondandy on July 20, 2007, 09:34:20 pm
enlarging the understair actorclip to z=0 did not fix it.

the actors can enter the church, but then cannot cross an apparently empty bit of floor.

there is also a very odd shadow on the grass outside.

edit: http://homepages.nildram.co.uk/~science/maps.zip

map slightly changed
Title: mapping noob q. info_human_start
Post by: Mattn on July 20, 2007, 10:04:34 pm
then you carved an error.. the only workaround that i know of... select all brush tiles manually and copy them to a new map (don't use mass selected, because this will also copy the microbrushes or broken brushes) - one after another. You can just run two instances of gtkradiant to copy & paste
Title: mapping noob q. info_human_start
Post by: blondandy on July 20, 2007, 10:07:56 pm
"carved an error"?

so i can avoid doing this again, how might i have done it? is CSG subtract hazardous?

i will try the copying thing.
Title: mapping noob q. info_human_start
Post by: Mattn on July 20, 2007, 10:13:29 pm
csg substract can produce errors - can... it might produce microbrushes and some other neat little things that tends to break maps. In bigger maps i'm always copying parts of the map to a new map and try to mail it down to a few brushes which i then replace or copy one by one to another map
Title: mapping noob q. info_human_start
Post by: Wanderer on July 21, 2007, 12:07:36 am
Andy, Unfortunately I haven't downloaded your map yet, but some things to note.

- The stepon needs to be tall enough to encompass the entire model on the next floor up on the final stair.
- If the stairway is in an 'odd' start point, make sure you have an actorclip running under the stairway that acts like a 'false floor'.  For some reason, I found this fixed a lot of my stairways that didn't have an identifiable floor in range, even if it was solid brushes they were walking up.
- There *is* a limit to how much a step can go up, however, it's doubtful you'd hit it without trying really hard to do it.  Put a stepon brush across a wall, for example, and try to step on the roof. No love.  One stair at waist height won't get you there, either.
- Is the stairway wide enough for the character?

Hope that helps a little.  As to the rest, Matt can run circles around me so I'm not going to comment unless you can't fix it with his recommendation. :)
Title: mapping noob q. info_human_start
Post by: blondandy on July 23, 2007, 10:28:28 pm
I tried all suggestions (thanks all). the main problem did seem to be the steepness.

I have tried a few things. I think my map is the "broken toy" referred to in wanderer's wiki article.

i have broken brushes, as mattn suspected, so i have started copying to a new map. (for other new mappers out there: this is less onerous than it might sound, because when you paste into the new gtkradiant instance the brushes appear in the same place they where in the old instance.)

one more question, it seems that actors cannot step between the brushes that make up the first floor, unless the surface they stand on is on the z=128 plane. is this true?
Title: mapping noob q. info_human_start
Post by: Mattn on July 23, 2007, 10:34:09 pm
Quote
one more question, it seems that actors cannot step between the brushes that make up the first floor, unless the surface they stand on is on the z=128 plane. is this true?


Not sure i got you right, but the different floors should be aligned to 0, 64, 128 and so on - but of course you can vary a little here - you can even use stepon brushes to let them work with bigger difference