UFO:Alien Invasion
Development => Mapping => Topic started by: Tantalus on July 12, 2007, 09:36:05 am
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Hi all,
after working through Wanderer's "Mapping for Dummies" (great work, btw.) I've started work on my first map, and as you can imagine, I've some stupid questions. :wink:
1. What is the maximum brush count a map should have? Currently my map has about 330 brushes, and until it's finished I think ther will be more than 1000 brushes. Is this still Ok?
2. Is it possible to set a "starting level", so when the map is loaded in the game, the player's view is set to level 2 instead of level 1 (background: the "ground level" where the dropship will be is level 2, while level 1 is the basement)?
3. Is it possible to "intersect" (i think it was the phrase in UnrealEd) brushes, what means to cut off one brush exactly at the edge of an other brush, no matter of the shape of the two brushes?
4. How can I play the map for testing? (very stupid question, i know. Sorry)
I've decided to make a map of a power plant (a conventional one, no nuclear as suggested in the wiki), maybe it is also helpful for your plot (attacking the infrastructure is a realistic strategy when attacking a planet, and what would we do without electricity?). As soon as the map is in a playable state, I'll set a download-link here, so maybe one of you "mapping geeks" :wink: can test it.
Thanks in advance for your help.
Tantalus
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i can answer q4. to have a quick look at your map. load game. go straight to console:
devmap <mapname>
eg devmap transport06d
to play vs aliens. start a new campaign, build your first base, go to geoscape, then console:
map <mapname>
q2. slight guess here, but i think you always start looking at your own troops, possibly number 1. so this is determined by spawn point setting.
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Hi blondandy,
thanks for your answers. I tried "map [mapname]" in console, but didn't know that I've to start a campaign first. I'll try it this evening, time permitting. Then I'll also see if your guess is correct about q2. I'll give a feedback any case.
Regards
Tantalus
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1. What is the maximum brush count a map should have? Currently my map has about 330 brushes, and until it's finished I think ther will be more than 1000 brushes. Is this still Ok?
yes - 1000 and even 2000 is still fine - there are maps with much higher brush count - type "r_speeds 1" to game console to see the brushcount
2. Is it possible to set a "starting level", so when the map is loaded in the game, the player's view is set to level 2 instead of level 1 (background: the "ground level" where the dropship will be is level 2, while level 1 is the basement)?
as blondandy guessed ;-)
3. Is it possible to "intersect" (i think it was the phrase in UnrealEd) brushes, what means to cut off one brush exactly at the edge of an other brush, no matter of the shape of the two brushes?
maybe you mean the csg substract (shift + u) and csg merge (ctrl + u) features?
4. How can I play the map for testing? (very stupid question, i know. Sorry)
if you start with devmap you can test the pathfinding, because there won't be any aliens in the map then
I've decided to make a map of a power plant (a conventional one, no nuclear as suggested in the wiki), maybe it is also helpful for your plot (attacking the infrastructure is a realistic strategy when attacking a planet, and what would we do without electricity?). As soon as the map is in a playable state, I'll set a download-link here, so maybe one of you "mapping geeks" :wink: can test it.
yes, why not - if you have some screenshots to show us... show them, then we can decide.
best regards
martin
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Hi Martin,
thanks a lot for that info. I've used the csg substract already, will try the merge this evening. I think that will do what I meant. Maybe I can then post some first screenshots already.
Oh, by the way, can you tell me what a suitable value for lights is? There's a wide hall on my map. and currently there are 2 light sources with a value of 80 each. But as I didn't test the map in-game until now, I don't know if that is enough or even too much.
Regards
Tantalus
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Hi Martin,
thanks a lot for that info. I've used the csg substract already, will try the merge this evening. I think that will do what I meant. Maybe I can then post some first screenshots already.
Oh, by the way, can you tell me what a suitable value for lights is? There's a wide hall on my map. and currently there are 2 light sources with a value of 80 each. But as I didn't test the map in-game until now, I don't know if that is enough or even too much.
Regards
Tantalus
80 is going to be around 'make out lighting' levels... very low. Quite spooky. Around 110-150 would be normal indoor lighting.
Also, a fast way to scan around your map without loading campaigns is devmap <mapname> at the title screen's console. You can't move around your own guys, but you can see how the map builds out.
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Hi again,
I've a problem with info_player_start, they don't work. When I want to test my map by entering "map [mapname]" or "devmap [mapname]" in console, there are no soldiers on the map. Info_alien_start and info_civilian_start work fine. Any idea? I've set team=1 in the entity properties of each spawnpoint, but without success. Console doesn't show anything wrong.
Tantalus
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info_player_start is for multiplayer - use info_human_start for singleplayer
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Hi mattn and wanderer,
sorry for the late answer, RL was consuming much more time the last days than expected. :x
I''ve tried your suggestions and i can test my map now. Thanks for your great help.
I'm still a bit curious about the csg merge function, always I want to use it (with two brushes selected), console reports "result would not be convex" (or something similar). Currently I'm using csg substract an leave the active brush in place, so that's a workaround for me.
Maybe I can give you some screenshots by tomorrow afternoon (european time).
Tantalus
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Merge only works on a brush you could have built anyway. So if you have two straight brushes next to each other, you can make them into one brush. It's merely used to help reduce brushcount for when a split breaks up an existing brush oddly.
The subtract is not used, probably, the way you're thinking. It's a great way to include windows, or corner off an area. What it does is chops off any piece of any brush in the area your brush is in. So, if you create a 'window' sized brush, and subtract it from the wall, you get a window sized hole. You can then move your window template brush to a new position and make another window.
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Hi Wanderer,
I used the substract tool to create complex structures, and it works quite ok. I know that this is not the way it is meant to be used, but I couldn't find any other way to create what I wanted.
Tantalus
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Back again, and here are some screenshots, too:
(http://www.tantalus11.de/misc/ufoai/ufo07.jpg)
An overwiew of the entire map
(http://www.tantalus11.de/misc/ufoai/ufo08.jpg)
a closer look into the main building with what caused me the most headache: the control room :?
(http://www.tantalus11.de/misc/ufoai/ufo09.jpg)
another close look into the main building, here the ground level.
If you want to, you can test the map yourself. Any comments and criticisms are welcome. There are still a lot of details missing, but I'm working on that.
http://www.tantalus11.de/misc/ufoai/power01test_1.bsp
Tantalus
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nice, really nice - add some lightning to the inner buildings and this might become a very nice map - good work. please also share the map file not only the bsp - are we allowed to release this map with the game, too (e.g. gpled?)
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I've uploaded the .map-file, you can get it here: http://www.tantalus11.de/misc/ufoai/power01test_1.map
Thre's also an updated version of the .bsp-file, added some more light and a few details.
And of corse you are allowed to use and release this map for the game (that's what I made it for :wink: ).
Have a nice evening
Tantalus
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you should try to add some more details via misc_model - e.g. open prefabs_*.map and insert some trees and so on.
also don't forget to add the actorclip and stepon brushes
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Hi,
back again, sorry for the long time being offline.
I've addad some more details to the map and made some minor improvements (at least I think they are improvements :wink: )
The new versions of the map can be downloaded from here:
http://www.tantalus11.de/misc/ufoai/power01test_1.map
http://www.tantalus11.de/misc/ufoai/power01test_1.bsp
If anyone has suggestions or criticisms, they are all welcome.
Tantalus
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hi, i've already commited your map to our svn - powerplant01d. But i'm not sure about the license - do you release the map under the GPL like all the other maps?
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i will fix some things and commit a new version to our svn - please use that version for further improvement
some notes: the aliignment of the actorclip brushes is often wrong - it should be aligned to an actor square (hit 6 to see the size of an actor grid)
edit
May i ask what your changes were? because i already fixed a lot of bugs in the current svn version - it's easier to integrate the new features in the already existing version as fixing them all again
you can download the already fixed verrsion here:
http://ufoai.svn.sourceforge.net/viewvc/*checkout*/ufoai/ufoai/trunk/base/maps/powerplant01d.map
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Hi,
the map is under GPL, of course. Is there anything I have to do to avoid license problems?
Sorry because of the wrong actorclips, didn't know that they have to be aligned to the 32-unit-grid. I'll keep this in mind for the future.
Concerning the changes: I've added 2 cars (models) in front of the main building, added some fire extinguishers in level 2 and 3, a small table, a plant pot and a laptop (model) in the office on level 3, a hedge in front of the administration building on level 2, the plants and trees on level 2 and some more info_civilian_starts. Is that the info you need?
By the way: May I ask what bugs you had to fix? Maybe I can avoid them in future maps (already have some ideas... :wink: )
Tantalus
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i've already added some of the cars and trees to the map in our svn repository - not sure whether i hit them all.
as i said, please use the map from our repo for further modifcations.
the bugs i fixed were mostly alignment bugs, of stepon and actorclip brushes.
also some levelflags for some misc_models were not set (afair)
other ideas.. great :-D share them with us - maybe we can help
btw. we need your full name for the license stuff
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Hi,
I've just downloaded the current map, will use this one for further work.
Do the stepons have to be aligned to the actor sqares, too? If yes, I'll place them correctlyin the future, I promise :oops:
Me full name is Stefan Gratz, btw. (never thougt that my name would ever appear in the list of developers of a computer game :D )
My other idea is spinning around a street crossing (again inspired by a real location). Maybe it could be used as map for a crash site?
Tantalus
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yes, stepon and actorclip brushes must be aligned.
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yes, stepon and actorclip brushes must be aligned.
Ok, I'll pay attention to this.
Btw: what happened to the dropship in the svn-version of the map? The actorclips and nodraws are there, but the model itself is missing.
[Edit:] inserted dropship again. [/Edit]
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you should use the latest beta installer for mapping - because some of the models have different names now - please don't change the model in the map
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Oh, ok. Will do that. Where cam I get the latest installer from?
[Edit:] I think I found it, just downloading ... [/Edit]
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http://mattn.ninex.info
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Ok, I've integrated my changes into the svn-version of the map, you can download it from here:
http://www.tantalus11.de/misc/ufoai/powerplant01d.map
http://www.tantalus11.de/misc/ufoai/powerplant01d.bsp
At the moment, I can unfortunately not test the map, as the 2.2-dev won't start on my computer.
Tantalus
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i've commited the new version with some minor corrections (some cliiping brushes weren't aligned and some textures weren't rotated)
so please use the latest svn version again for further modifications
i will publish new binaries for you today to use the latest beta version
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so please use the latest svn version again for further modifications
Ok, will do this.
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I have trouble with func_breakable, actually getting sound to play and particle to appear when a brush is destroyed.. I have searched the forum and wiki and tried those parameters without success. Could someone tell me parameters to get "glassbreak"-sound and particle to appear, please? Any help appreciated.
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set the particle parameter for func_breakable to e.g. fire or burning
and the material to 0 (which is already the default)
are you using trunk? or 2.2 branch?
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Umm.. trunk? I have 2.2 release. Also, in which folder those particles are stored? Thanks.
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they are stored in the ufos folder - those ufo script files that starts with a ptl_* (but be aware, that you can't use every particle as a static map particle - some are only for weapons) - the best would be to open an existing map and have a look at the particle definitions in the mapeditor for this map. Just to get a better feeling for them. They are normal entities so just select them and hit n to get the entity properties
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Ok, thanks. Is there a way to have a sound play when a brush is destroyed?
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this is done dependent on the material you assign - but i suppose the sound files are still missing ;)
switch (target->material) {
case MAT_GLASS:
gi.PositionedSound(PM_ALL, origin, target, "misc/breakglass", CHAN_AUTO, 1);
break;
case MAT_METAL:
gi.PositionedSound(PM_ALL, origin, target, "misc/breakmetal", CHAN_AUTO, 1);
break;
case MAT_ELECTRICAL:
gi.PositionedSound(PM_ALL, origin, target, "misc/breakelectric", CHAN_AUTO, 1);
break;
case MAT_WOOD:
gi.PositionedSound(PM_ALL, origin, target, "misc/breakwood", CHAN_AUTO, 1);
break;
case MAT_MAX:
break;
}
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I guess that code requires the new material system in trunk? I have no idea about compiling it, but thanks anyways. ;)