UFO:Alien Invasion

Development => Mapping => Topic started by: mameister on January 07, 2011, 11:38:50 pm

Title: New RMA: Harbour map
Post by: mameister on January 07, 2011, 11:38:50 pm
Hi people,

I discovered your game via my computer magazine in Germany (CT, if anyone has heard of). First of all I want to say that, although I never was involved in XCom, this is simply amazing and a very cool game. Congratulations to all contributors for this great piece of work&art. I am impressed by the consistency which speaks of great team lead and spirit. Cheers!

The map idea:
As I grasp the main theme, aliens strike where polulation is dense, or there is population at all. Ok, got that. Since there is a fantastic winter industrial theme and another industrial one (that I play often in my single player campaign), I thought that a harbour map could be needed.

The "story" idea spawnpoint-wise is:
- either a ufo has landed and the guys kill the workers as usual
- the aliens assault a captured ufo as it is shipped or about to be shipped
- the aliens start on a ship
- the PHALANX guys start on the ship (or dhingy type infiltration, assault)


Greetings to all and don't by shy to pull me apart ;)

Martin


PS: thinks that are lacking that I now of already:
- height levels not implemented
- textures sometimes not very appropriate
- problems with containers
- not very impressive ship parts ;)
- inconsistent height levels
- few/little indoor areas

Title: Re: New RMA: Harbour map
Post by: mameister on January 07, 2011, 11:39:53 pm
- another pic
Title: Re: New RMA: Harbour map
Post by: mameister on January 07, 2011, 11:44:51 pm
- some more RMA tiles
Title: Re: New RMA: Harbour map
Post by: Kildor on January 08, 2011, 06:16:34 am
Very big thanks for your work. Really, we always need more maps and mappers. Ask if you need any questions, and please, can you share your current work?
Title: Re: New RMA: Harbour map
Post by: Mattn on January 08, 2011, 08:45:50 am
welcome.

great. besides your already noted statements about what is still missing, i have nothing to add. add details, fix/improve textures, lighting and so on, and we are going to include it if you want this. i think the theme might be quite cool - you know that we already have a harbour map i suppose? also did you see the prefabs sections in uforadiant? there are ships and some other harbour related items. of course it would be cool if you would add new and unique brushworks to your maps, but feel free to use them as direct map drop ins, or as inspiration for new things.

as kildor said, please make sure to share your map files - we could also add them to our data_source repository so you can take this as a backup and other can give you hint about mapping techniques. feel free to join our irc channel if you have any questions.
Title: Re: New RMA: Harbour map
Post by: mameister on January 08, 2011, 08:51:45 am
Quote
you know that we already have a harbour map i suppose?

No, I didn't, bummer. Just checked it out: it is a static map right? Uff, it seems my work is not yet completely bogus ;) I in my harbour map strive for some more realistic proportions, more interesting mission, generally more flexible map layout, bigger ships, fightable ships. Of course, I can't help my map also being somewhat to small scalewise (compared o the sheer vastness of real container freighter, especially in 2084)


Quote
can you share your current work?

Me being naive again: what is the best way of how to do so? Svn check-in? Attach it here?
Title: Re: New RMA: Harbour map
Post by: Kildor on January 08, 2011, 09:59:09 am
Attach archive with *.map, *.ump and maps.ufo files.
Title: Re: New RMA: Harbour map
Post by: mameister on January 08, 2011, 11:53:56 am
Quote
Attach archive with *.map, *.ump and maps.ufo files.

Ok. I will fix a lot though before. So it will take a while (at least this weekend) and then I will post something in a zip/rar that I am comfortable with. Thank you for the comments, I will work on improvements.

My TODO list for now:

Fixes:
- textures, dimensions, levels
- more interiors (but not all, not necessary in my view)
- more variety of crate/container area (similar to be arranged in tilesets, to be used with "1 1"
- work out ships hulls, especially prow

New tiles:
- some cranes overarching the ships and part of container harbour
- Street with truck trailers with containers on
- Boat launch ramp into container/crate area
- more dropships/ufos supported

And i have yet to understand, what the maps.ufo is for :(

cheers,
Martin
Title: Re: New RMA: Harbour map
Post by: H-Hour on January 08, 2011, 12:19:34 pm
Wow, what a nice surprise! We really need new maps and it looks like you're well on your way. I'm perfectly happy to have two harbour maps. I like the vertical scale in your map and the construction trim around the edge. This kind of trim is really nice. And anyway, not every harbour should look the same so it will be good to have some variety for players.

Don't worry about the maps.ufo for now. It is a big text file where we have all the maps configured (ie - what gametypes are compatible, which areas of the map, what ufos are supported, etc.). More info here (http://ufoai.ninex.info/wiki/index.php/UFO-Scripts/maps.ufo).

I'll just say again, feel free to join IRC and ask questions, or ask them here.
Title: Re: New RMA: Harbour map
Post by: mameister on January 08, 2011, 02:34:42 pm
Hi, thanks for the warm welcome :) I hope that I can contribute.

Sorry for being such a pedant:
Did some research about containers (checked out the prefabs). I have no idea how "cartoony" the game is supposed to be designwise, but the containers in the prefabs is somewhat small. Considering that the players bbox is 32x32x64, with 64 equalling his/her height: since the "level" concept works in 64 increments, it could be safe to say this equals about 2-3m in realspace (again, how cartoony should it be).


Wiki says about ISO containers:
12,192 m / 2,438 m / 2,890 m (40 foot high cube)

My containers are:
256 x 128 x 128 which would equal 8m / 4m / 4m.

I am quite happy with them since the textures fit nicely (although with scale 0.5[edit] -> blurry but good=convincing). The prefab container is much smaller. Should I change them all?

cheers,
Martin
Title: Re: New RMA: Harbour map
Post by: H-Hour on January 08, 2011, 02:52:59 pm
Don't change the prefabs, but feel free to scale as you see fit.
Title: Re: New RMA: Harbour map
Post by: mameister on January 08, 2011, 02:53:28 pm
Ah, I think I figured out that I will make my containers:
96 x 192 x 96
(making them 3m x 6m x 3m)
Title: Re: New RMA: Harbour map
Post by: tilli on January 08, 2011, 07:53:03 pm
just having a look at your pictures, very good start, can't wait to try playing on that map.

don't worry that there is already another harbour map, two are better then one, and they are different anyway.

Quote
- more variety of crate/container area (similar to be arranged in tilesets, to be used with "1 1"
Uh oh, RMA map tiles. That is a long and tricky road to go, as I discovered myself.
1x1 tiles are nice, but I can only ask you to go for bigger tiles (3x3, 4x4) too. Makes life much more easier (as I had to discover the hard way). Very important is to put some unique id marker on every map tile, it makes finding that tile and troubleshooting much easier.

If I can make a suggestion for the arrangement of the containers: put them right next to each other, nobody would waste space that way in a harbour. And by cleverly arranging them on the different tiles you can create quite a labyrinth that way.

another thought: add some sort of canteen or restroom for the workers
Title: Re: New RMA: Harbour map
Post by: mameister on January 08, 2011, 09:02:48 pm
Quote
Uh oh, RMA map tiles. That is a long and tricky road to go, as I discovered myself.
1x1 tiles are nice, but I can only ask you to go for bigger tiles (3x3, 4x4) too. Makes life much more easier (as I had to discover the hard way). Very important is to put some unique id marker on every map tile, it makes finding that tile and troubleshooting much easier.

What you are seeing in the pictures are a lot of 1x1 tiles, all mole type tiles are 2x1, crane is 2x1, ship tiles are 2x1, the dropships/ufos of course bigger. But yes, my first RMA project (a Monorail scenesy) has spectacularly failed, I had IDs from a..u (not kidding).


The labyrinth is exactly what I was going for, but due to lighting, there needs to be some room between the containers. Nevertheless, I have decreased the container size (as I posted before) and that enables me to have more containers in one 1x1 (or n x m) tile thuis making it more "realistic"

cheers!

[edited because of bad spelling]
Title: Re: New RMA: Harbour map
Post by: mameister on January 08, 2011, 09:08:30 pm
Short preview of reduced container size
Title: Re: New RMA: Harbour map
Post by: tilli on January 08, 2011, 09:44:52 pm
Quote
but due to lighting, there needs to be some room between the containers.

hm, why don't you put lights between them? But don't forget the day marker.
Title: Re: New RMA: Harbour map
Post by: mameister on January 08, 2011, 11:54:52 pm
Quote
hm, why don't you put lights between them? But don't forget the day marker.
Sorry, I was not very clear: when having drop shadow of the sun and tiling 256^2, there needs to be some room for the shadow to properly "smooth out"



Smmall update: freighter bridge (all walkable)
Title: Re: New RMA: Harbour map
Post by: mameister on January 08, 2011, 11:56:33 pm
small update: "watered" harvester :)
Title: Re: New RMA: Harbour map
Post by: mameister on January 09, 2011, 12:24:18 am
I have a problem with a brush, I checked the face flags and it seems ok: it is translucent where it should not be:
-> you can see the alien through it (lower part under the windows of the bridge)


SOLVED (added another brush, fine grain brushwork here)
Title: Re: New RMA: Harbour map
Post by: Mattn on January 09, 2011, 08:03:40 am
you should activate the texture lock when you rotate the harvester - all the textures on the harvester are "broken"

your stairs should be a lot smaller imo - they don't fit the rest of the dimensions.

there may be problems with brushes when you use the csg tools too much. always make sure to make backups (that's also the reason why we offered you to put your work already to data_source)

please also keep in mind to run ./ufo2map -check maps/harbour/xyz.map to see potential errors.
Title: Re: New RMA: Harbour map
Post by: mameister on January 09, 2011, 09:39:46 am
Quote
you should activate the texture lock when you rotate the harveste

Yes, I noticed that, sorry for that. It was just an idea so was mainly up for discussion. Would a "floating" harvester fit?

Quote
your stairs should be a lot smaller imo - they don't fit the rest of the dimensions.

Then it seems I dod not fully understand the stairs yet. I made them to be 32x32 so that they easily work with pathfinding and actor placement etc

Quote
there may be problems with brushes when you use the csg tools too much. always make sure to make backups (that's also the reason why we offered you to put your work already to data_source)

I regularly backup the tiles myself and wanted to achieve some "playbility" before it being added. Also, I do not use the csg tools at all (something I learned during my Quake* times).



I have not yet understood or time for:
- how to add multiplayer starts/ make multiplayer maps/ assemblies
- support all crafts/drops/ufos (I work along the "industrial" RMA)
I have yet to fix:
- random placement of aliens (not only drops)
- consistency with entities (remove the test player starts to check tiles)
- consistency with textures and sizes
Title: Re: New RMA: Harbour map
Post by: H-Hour on January 09, 2011, 11:30:37 am
Then it seems I dod not fully understand the stairs yet. I made them to be 32x32 so that they easily work with pathfinding and actor placement etc

I generally make stairs 4 units high and 8 units wide if they're supposed to be fairly steep. You could try 4x4 if you need a 45 degree descent. I wouldn't worry about pathfinding unless you have a problem.

I have not yet understood or time for:
- how to add multiplayer starts/ make multiplayer maps/ assemblies

info_player_start entity, then add a property saying team 1 or 2

- support all crafts/drops/ufos (I work along the "industrial" RMA)

One thing to keep in mind, is that all of your dropships should fit on the same tile. This is because your RMA assembly will swap out each of the dropships depending on which the player is using. The Raptor is the largest dropship, so you'll want to make sure all of your dropships are on a tile that fits this dropship.

The same is true for UFOs, but because they vary a lot in size it is sometimes good to create more than one assembly. Generally, you can use a "small" assembly for scout/fighter/resupply, a "medium" assembly for harvester, and a "large" assembly for corrupter/bomber. You could get rid of the medium assembly by putting the harvester on the "large" assembly.

Looks like it's coming along nicely. I like the control deck. I'm not sure how the storyline/realistic consistency people feel about a floating harvester. I think it looks a bit wierd, but have no major issue with it.

Oh, and the Texture Lock button is the bottom icon on the far left if you're having trouble finding it. Useful for moving/rotating prefabs or other objects that have already had textures aligned.
Title: Re: New RMA: Harbour map
Post by: mameister on January 09, 2011, 02:51:28 pm
Very helpful, thank you all for the comments!
Title: Re: New RMA: Harbour map
Post by: mameister on January 09, 2011, 11:42:51 pm
OK, I cannot make my deadline :)

WIP shot
Title: Re: New RMA: Harbour map
Post by: H-Hour on January 10, 2011, 10:24:37 am
OK, I cannot make my deadline :)

Who ever does! :)
Title: Re: New RMA: Harbour map
Post by: mameister on January 10, 2011, 11:28:30 pm
 ;D two WIP shots of progress:
- all crate type tiles (20, most 1x1)
- all mole type tiles (8, 5 1x1)
Need to add more detail on the mole tiles and think of a lighting concept for night
Title: Re: New RMA: Harbour map
Post by: H-Hour on January 11, 2011, 09:48:08 am
Looks nice! I really like the water-line. I assume the plan is to merge the two eventually? A couple suggestions:

1. Choose a ground texture that is more even across the surface. The current one looks very repetitive. If you can't find a good flat 512x512 texture I can always make one for you.

2. I like the smaller boxes. Maybe place a few more so that the player can position soldiers behind cover but still able to fire.
Title: Re: New RMA: Harbour map
Post by: mameister on January 13, 2011, 11:07:38 pm
Sorry for not updating, I am busy with real-life getting in the way (buying a house right now, uff)

Quote
I assume the plan is to merge the two eventually?
Well, they are already merged as you can see in the earlier pictures.

Quote
Choose a ground texture that is more even across the surface. The current one looks very repetitive
That's right. Since the tiles are 1x1 mostly, I think there is no way around it one way or the other. But point taken, will investigate

Quote
If you can't find a good flat 512x512 texture I can always make one for you
That's cool! There's awesome texture artwork in the qradiant for UFO by you guys so I should find something

Quote
Maybe place a few more so that the player can position soldiers behind cover but still able to fire.
Ok, will think about more RMA tiles with smaller boxes. right now, consistency is killing me because of the number of the tiles
Title: Re: New RMA: Harbour map
Post by: mameister on January 13, 2011, 11:32:08 pm
The tiles working together (still repetetive ;)

Last pictures shows sniper spots in between all the labyrinth of container
Title: Re: New RMA: Harbour map
Post by: mameister on January 13, 2011, 11:43:00 pm
Oh, forgot the ship tiles, here some more RMA goodness (I just love randon number generators)
Title: Re: New RMA: Harbour map
Post by: H-Hour on January 13, 2011, 11:44:31 pm
This has come along very well. If you don't mind, when you're done I might make a warehouse or two to add some different elements into the mix. I can always make it a different assembly.

Sorry for not updating, I am busy with real-life getting in the way (buying a house right now, uff)

No need to apologize. This is a spare-time hobby for all of us.

That's right. Since the tiles are 1x1 mostly, I think there is no way around it one way or the other. But point taken, will investigate

This was about a less-repetitive ground texture. If you set a common x,y scale and make sure it is aligned 0,0 on the x,y axis, then you can be guaranteed that the texture will tile, even across entirely different RMA tiles.
Title: Re: New RMA: Harbour map
Post by: bayo on January 14, 2011, 01:02:21 am
it looks very nice to play
Title: Re: New RMA: Harbour map
Post by: Mattn on January 14, 2011, 09:03:21 am
i agree - looks cool already. it would also be cool if you could upload the map files already, we could give you more hints and tips when you can fly through the maps already. if you need space or something to upload, just let me know.
Title: Re: New RMA: Harbour map
Post by: Kildor on January 14, 2011, 09:42:28 am
+1, please, share your maps.
Title: Re: New RMA: Harbour map
Post by: mameister on January 14, 2011, 12:56:34 pm
Hi guys,

ok, I can share it. Here is the "but":
- I am having difficulty with QRadiant and the team flags: so no multiplayer tiles, but I have ideas
- no spaceship tiles
- no finished ship

Basically, it would just be ".ump" and several ".maps", probably no very cleanly done. I have checked the brushcount and performance though, and to me, it seems perfectly ok. But I am not sure how it will perform if some advanced shader stuff is calculated on the brushes.

I will definitely check it in here (only .ump, map-directory and makeSkript) after the weekend, so bear with me for another three days or so (so at least I have the chance to fix what bothers me most),

cheers,
Martin
Title: Re: New RMA: Harbour map
Post by: mameister on January 14, 2011, 01:00:30 pm
Quote
If you set a common x,y scale and make sure it is aligned 0,0 on the x,y axis, then you can be guaranteed that the texture will tile, even across entirely different RMA tiles.

Fantastic! Will try and keep you posted
Title: Re: New RMA: Harbour map
Post by: Kildor on January 14, 2011, 01:14:06 pm
What is QRadiant?
Do you look to the UFORadiant, bundled with the game?

Title: Re: New RMA: Harbour map
Post by: mameister on January 14, 2011, 02:26:47 pm
Sorry, meant UFORadiant of course. Each time I set team flags, everything gets garbled up. Had this more often when editiing properties of entities.
Title: Re: New RMA: Harbour map
Post by: Mattn on January 14, 2011, 02:33:51 pm
no problem if things are missing or incomplete. it should help us to help you - which is always good imo ;)

thanks a lot
Title: Re: New RMA: Harbour map
Post by: mameister on January 16, 2011, 08:59:13 pm
Hi Dudes,

I got no more work done and give you this infinished piece of work for your consideration.
Lame excuse but here is/was my roadmap:
- enlarge the textures of the mole
- make some tires, pollers, etc. to tie ships to
- ship: make the prow/stern midship section much better, railings, interiors, containers, car transports, ...
- make teamflags at multiplayer spawnpoints
- make the spaceship tiles etc.
- note that the spaceship tiles etc. are a copy of the "industrial" RMA (thanks!) that I wanted to rework
- clear up brushcount with nodraw flags etc


Sorry for not being able to do more. What I will certainly do is work in some ship sections in the future but right now, there is little time left and no need to keep you guys waiting.


Feedback would be very much appreciated,
cheers,
Martin

PS: the file is a "rar" but I renamed it to zip after the forum slapped me ;)
PPS: This can, if considered worthy, of course be included or reworked by any talented one out there. A mention of my name would be great
Title: Re: New RMA: Harbour map
Post by: bayo on January 16, 2011, 09:19:52 pm
Thanks a lot.
Can you please say which name u want to be credited (with a facultative mail address)
You also must release your work under "GPL2 or later" (like any other maps, and most of the game content), write you agree with it.
Title: Re: New RMA: Harbour map
Post by: H-Hour on January 16, 2011, 09:57:16 pm
Thanks mameister, I'll try to take a look in the next few days. As Bayo said, we need you to actually say you release it under GNU GPL 2 or later for our licensing. And if you give us a preferred name we can properly credit you. Otherwise we'll just use mameister.
Title: Re: New RMA: Harbour map
Post by: mameister on January 16, 2011, 10:56:56 pm
Ok:

"I, Martin Meister, release the mapping work on a container harbour ('mm_harbour') as 'GNU GPL 2 or later' for licensing with UFO ALIEN INVASION."


Always wanted to write something like that. I would be honoured to be credited (all the more since I know what is left to do and I cannot give a timeframe for finishing it).

Pros:
I do strongly believe that with the odd multiplayer spawn tile (model after the "a_" tiles), this set can already be played as multiplayer.
Cons:
Since the craft and ufo tiles are so big, I do not see how the flyers can be included without creating a whole lot of empty space but I am new to this.

I thought that maybe a small ufo hanging from a crane, as if being loaded onto a ship or something might be funny ("salvaged ufo"). Just an idea.



Regards,
Martin
Title: Re: New RMA: Harbour map
Post by: Kildor on January 17, 2011, 09:05:12 am
Some notes.
1. No need to actorclip water. You can just use negative Z-coordinate.
2. If you want to make spotted light (like it done at w_01.map), you should not use light entity. Just set «light» surfaceflag and write some value to «value» field of surface (http://ufoai.ninex.info/wiki/index.php/Mapping/Lights#Surface_lights).
3. Use nodraw texture and nodraw surfaceflag to invisible planes (a_01.map — vertical and bottom sides of main floor brush).
4. a_10 is very strange. The same with a_16, also last has misaligned door texture.
5. Also, question is, do we want allow to go down to the ships, or not?
6. don`t forget about levelflags.


I can do two thing:
Fix some of ^^^^^ problems and commit this to repo, if you have no objectives. Is it ok?
Title: Re: New RMA: Harbour map
Post by: mameister on January 17, 2011, 05:41:39 pm
Quote
1. No need to actorclip water. You can just use negative Z-coordinate.
2. If you want to make spotted light (like it done at w_01.map), you should not use light entity. Just set «light» surfaceflag and write some value to «value» field of surface (http://ufoai.ninex.info/wiki/index.php/Mapping/Lights#Surface_lights).
3. Use nodraw texture and nodraw surfaceflag to invisible planes (a_01.map — vertical and bottom sides of main floor brush).
4. a_10 is very strange. The same with a_16, also last has misaligned door texture.
5. Also, question is, do we want allow to go down to the ships, or not?
6. don`t forget about levelflags.
Fix some of ^^^^^ problems and commit this to repo, if you have no objectives. Is it ok?

1) good to know
2) I know about area lights. I was not after the area light effect
3) I was too lazy, too many tiles too fast :)
4) two of the tiles I forgot to delete, they are not in any of the assemblies (the one with opened doors, I think)
5) Anywhere where a ladder/stair fits is ok with me
6) Where would you put them? The container is 96 units high, that 1 1/2 levels. I thought it coule be ok like that

I am glad if you want to fix these issues, no problem. Thanks!
Martin
Title: Re: New RMA: Harbour map
Post by: Kildor on January 17, 2011, 05:47:41 pm
2. pardon? I don`t understand this sentence )
3. no problem, this is draft. Also there is ufo2map -check to check this cases.
4. may be.
5. No, I`ve meaned, will ships have holds or not?
6. In example, 3 containers as vertical triangle. Upper one should have levelflag+1.

Ok, I`ll look to the tiles, and commit the theme.
Title: Re: New RMA: Harbour map
Post by: bayo on January 17, 2011, 07:33:03 pm
Remember to take some screenshots and put it to the data_source images/maps/loading and images/maps/thumb. You can use makefile from the root the generate final images (maybe the script need fix for Windows). Or ask somebody to generate it.
Title: Re: New RMA: Harbour map
Post by: mameister on January 17, 2011, 08:19:06 pm
2. pardon? I don`t understand this sentence )
3. no problem, this is draft. Also there is ufo2map -check to check this cases.
4. may be.
5. No, I`ve meaned, will ships have holds or not?
6. In example, 3 containers as vertical triangle. Upper one should have levelflag+1.
Ok, I`ll look to the tiles, and commit the theme.

HI, seems I made more mistakes than I thought :) Thanks for looking into it,
Martin
Title: Re: New RMA: Harbour map
Post by: mameister on January 17, 2011, 08:55:05 pm
By the way: while mapping this I made an audio music track to go with this. Since I am so terribly new and stupid, I could not try it out ingame.

Anyway: see the audio forums here http://ufoai.ninex.info/forum/index.php?topic=5719.0 (http://ufoai.ninex.info/forum/index.php?topic=5719.0). Let me know, what you think.
Title: Re: New RMA: Harbour map
Post by: p0ss on January 29, 2011, 12:18:07 pm
Hey, I just wanted to let you know that I did some new shipping container textures that might work well with this theme: http://ufoai.ninex.info/forum/index.php?topic=5301.45

 If there are any other textures that might help you out, let me know :)
Title: Re: New RMA: Harbour map
Post by: mameister on January 30, 2011, 03:40:33 pm
Hey, I just wanted to let you know that I did some new shipping container textures that might work well with this theme: http://ufoai.ninex.info/forum/index.php?topic=5301.45
 If there are any other textures that might help you out, let me know :)

Cheers! I hope to find more time to do more stuff to the tiles and will check the container textures (although, I am sorry to say, I am quite bored of containers right now but might come back to them later).


Question, also and foremost to Kildor: I am planning to do changes to the ship tiles (access points, new front part, concept for sides/rust and container area on ship). Am I free to do so or are they in your pipeline somewhere and I should wait and see your changes?

Which leaves me with the following question:
- have the tiles been checked in (svn?) and should I now start to work with an svn checkout?


Regards,
Martin
Title: Re: New RMA: Harbour map
Post by: Kildor on January 30, 2011, 04:07:19 pm
we don`t use SVN but GIT.
And no, we don`t add it to the git, I`ve not had time and radiant to fix some glitches before it could be committed.
And, yes, if you want to add some interior to the ships, I`ll try to finish work on next week and commit maps.
Title: Re: New RMA: Harbour map
Post by: Mattn on January 30, 2011, 09:44:14 pm
i've added your maps to our git repo already - but unmodified - so you can just continue to work on every tile.
Title: Re: New RMA: Harbour map
Post by: mameister on January 31, 2011, 12:12:08 am
Okidoki, thanks. First thing will be the stairs on the ship :)
Title: Re: New RMA: Harbour map
Post by: mameister on January 31, 2011, 11:14:30 pm
Ok, man, this is hard work, TILE EXPLOSION ;)

What do you think about this texture? Too repetitive again? I tried to set the scale "2 2" but it didn't allow it (max "1 1"). Also fixed the stairs, no idea for the front of the ships, more ideas for the middle sections, though.

Nighty night,
Martin
Title: Re: New RMA: Harbour map
Post by: Kildor on February 01, 2011, 04:39:39 am
mameister, I`ve started to fix your tiles. remove unneeded actorclips, set levelflags and nodraws, and so on.
Title: Re: New RMA: Harbour map
Post by: mameister on February 01, 2011, 08:53:47 am
Oh, I thought I had the go to change the tiles. Does GIT do diff/merges?
Title: Re: New RMA: Harbour map
Post by: Mattn on February 01, 2011, 09:16:42 am
Just attach them here and i will do the merge. No problem
Title: Re: New RMA: Harbour map
Post by: H-Hour on February 01, 2011, 01:53:14 pm
This looks really nice mameister. I've just got one gameplay recommendation explained in the attached image. Nice to see this getting put into the repository.
Title: Re: New RMA: Harbour map
Post by: mameister on February 01, 2011, 04:32:48 pm
Excellent suggestion!
Title: Re: New RMA: Harbour map
Post by: mameister on February 03, 2011, 08:54:15 am
I am thinking refuelling station, dry dock or warehouse (prefer the warehouse for simplicity) for the breakup of the kill lines
Title: Re: New RMA: Harbour map
Post by: H-Hour on February 03, 2011, 11:21:01 am
Nice, I was already thinking a warehouse would be a good addition.
Title: Re: New RMA: Harbour map
Post by: ShipIt on February 24, 2012, 07:26:00 am
In an attempt to bring this theme back to life we started to dig into the files.

(http://img820.imageshack.us/img820/4015/ufo13.png)

I made two assemblies wich can be accessed via console command map day +mm_harbour harbour or map day +mm_harbour area (equivalent night for the night version, type quit into the console to leave). Those assemblies work fine from my experience, but might not sometimes.

The theme was never finished, so there are a lot of issues. What is urgently needed here is testing and reporting. So if you have some spare time, you can play and report, thus having fun and contributing to the project at the same time. If something is reported, I will fix it right away.

edit Use "map day/night +mm_harbour test" instead.
Title: Re: New RMA: Harbour map
Post by: balasar on February 24, 2012, 03:30:24 pm
I tried to play this map, but it was smaller.
Title: Re: New RMA: Harbour map
Post by: ShipIt on February 24, 2012, 06:21:19 pm
Hi balasar,

the small "test" assembly is just to keep the buildbot (some internal test for map assemblies) happy . The bigger ones do not pass this test yet (there are too much very small tiles, our RMA-algo does not like that), so I had to hide them.

For the bigger maps, open the console (with <Shift> + <ESC> or <^> and type the commands I described above (below the pic).



 
Title: Re: New RMA: Harbour map
Post by: balasar on February 24, 2012, 07:09:05 pm
Hi, ShipIt.
Ok. I tried to enter "map day +mm_harbour harbour" and received the following message
Title: Re: New RMA: Harbour map
Post by: ShipIt on February 24, 2012, 09:47:29 pm
This looks like I failed to push the updated .ump file yesterday. Sorry. Will do this asap.

Thanks for reporting.
Title: Re: New RMA: Harbour map
Post by: ShipIt on February 25, 2012, 11:21:22 am
I introduced some changes with the last commit.

First, the default assembly (the one you get when choosing 'mm_harbour' from the single player scirmish menu) is "harbour" now. This only uses already reworked tiles and should work without problems.

From the console the "test" assembly can be loaded by typing map day/night +mm_harbour test. This one is just bigger and uses all available tiles.

If you are willing to help me with this, testing the following  and reporting your experiences would be very appreciated :

The map loading from the menu should be "clean".  It should :
a) load in a reasonable time
b) no error messages in console
c) contain no graphical glitches, no unusable stairs, full playability
d) create a unique look everytime
b) look good !?

The "test" map should start, but might not sometimes. Please note that in "test" map we do not care about graphical things.
a) If not loading, what error happened?
b) If loading, how long does it take to load, e.g fine, acceptable, long, very long, too long, unacceptable?
c) Map size fine? Too big, too small? This is important to determine the 'default' size.
d) I want it to create a unique look every time. Sometimes there should be a pier, sometimes not. Is this true?
Title: Re: New RMA: Harbour map
Post by: balasar on February 25, 2012, 04:14:54 pm
Now I have the opposite situation. In test mode - a small map, and the usual run - crash and window with the above mentioned error.

Updated

Ok. I rebuild and reinstall all. Crash is gone. Testing...

1. In test mode and with Standard HUD Options button wrong working. Only change music track.
2. Some blue containers have bad texture on top side (the transverse strips).
3. Under containers are different the floor textures.
4. One of the cranes tile has wrong levelflags (see screenshot (http://xmages.net/i/3386561))
5. Transparent wall near the stairs (see screenshot (http://xmages.net/i/3386573))
Title: Re: New RMA: Harbour map
Post by: ShipIt on February 25, 2012, 07:51:10 pm
I am not a git god for sure - I made the same mistake again. The commit was rejected and I again did not notice it. I am really sorry, as of course I do not want to waste your time.

It should now work as intended.
Title: Re: New RMA: Harbour map
Post by: balasar on February 26, 2012, 09:38:12 pm
It's a screenshots of my skirmish on mm_harbour map.
Title: Re: New RMA: Harbour map
Post by: ShipIt on February 27, 2012, 07:02:33 am
The missing tile I am not sure about yet.

everything else - should be fixed now.

Thanks for reporting.
Title: Re: New RMA: Harbour map
Post by: Kildor on February 27, 2012, 08:03:46 am
Balasar, have you recompile the maps? It looks like you have incompatibility between .bsp files and they definitions in .ump.
Title: Re: New RMA: Harbour map
Post by: balasar on February 27, 2012, 08:56:29 am
Yes, I always recompile or download the maps and rebuild .pk3 files via Muton's script.
Ok, now I fully uninstall  the game and make new build. When making new build and install I try it again.
Title: Re: New RMA: Harbour map
Post by: Kildor on February 27, 2012, 12:31:00 pm
If this behaviour will continue, please provide ufoconsole.log — to be precise we need strings around
2012/02/27 14:54:46 Using RMA2 seed: 37 for
2012/02/27 14:54:46 tiles: …

2012/02/27 14:54:46 CM_LoadMap: …
Title: Re: New RMA: Harbour map
Post by: geever on February 27, 2012, 02:52:27 pm
Yes, I always recompile or download the maps and rebuild .pk3 files via Muton's script.
Ok, now I fully uninstall  the game and make new build. When making new build and install I try it again.

you could try removing pk3-s first..

-geever
Title: Re: New RMA: Harbour map
Post by: ShipIt on March 01, 2012, 07:22:21 am
(http://img525.imageshack.us/img525/4844/800pxufoai24devmmharbou.png)
Title: Re: New RMA: Harbour map
Post by: ShipIt on March 01, 2012, 08:15:12 am
Balasar mentioned the weird behavior of the levels, wich is quite different from the other maps. I am not very happy with this, too.

Unfortunatly the map was build without giving enough thought into this at first, thus the dimensions in the map are somewhat unfavorable. Changing this (= cutting the map to make it fit the level heights) would result in a lot of "dark", e.g. in first level and second level only the water and small parts of the ships would be visible. I took a shot at this in the beginning, but it did not make things better.

This is something I will do as soon as I have a nice idea how to do it. There are some other things left. Most important, the ships are not really a part of the map, as only very small parts can be used for now.
Title: Re: New RMA: Harbour map
Post by: ShipIt on March 01, 2012, 08:22:46 am
I have to mention that mattn renamed the map to "harbour2". So if you are looking to play it in scirmish mode, thats the name used to load it. Also the map will be used in campaign mode now.
Title: Re: New RMA: Harbour map
Post by: ShipIt on March 02, 2012, 07:36:11 am
I did some work on the ship tiles to make them more playable. The middle part has stairs now and the front part is walkable. Some minor glitches were fixed and multiplayer support was added, too. Also the map should now show the ship more often then before.

This is what it looks like, now :

(http://img341.imageshack.us/img341/6528/ufo00.png) (http://imageshack.us/photo/my-images/341/ufo00.png/)

As the work is mostly done, I removed the "test" assembly, making the console commands invalid (you can still use them to load either 'harbour' or 'pier'). Of course I am still interested in everything related to the map.

Special thanks to Balasar, who did most of the of the testing work, again.  :)
Title: Re: New RMA: Harbour map
Post by: balasar on March 02, 2012, 10:00:06 am
Thank you, I only played a little ... ::)
Title: Re: New RMA: Harbour map
Post by: iamaloner on March 11, 2012, 08:41:26 pm
The map style and how it can be done is awsome... I wish there would be like version with crashed UFOs or something...
Title: Re: New RMA: Harbour map
Post by: ShipIt on March 11, 2012, 08:55:32 pm
The map style and how it can be done is awsome... I wish there would be like version with crashed UFOs or something...

This is something I wish, too.  :D

If you have some spare time, just do it (it is not as hard as it might look at first glance, promised 8)). Such contributions are always welcome.
Title: Re: New RMA: Harbour map
Post by: iamaloner on March 11, 2012, 09:50:42 pm
This is something I wish, too.  :D

If you have some spare time, just do it (it is not as hard as it might look at first glance, promised 8)). Such contributions are always welcome.

Well IDK mapping, I will try but I dont have some patience... Maybe later when I find alot of time for mapping... And not like just 1 hour for mapping, maybe like 6 hours in one day....