UFO:Alien Invasion

Development => Mapping => Topic started by: Latino210 on January 16, 2012, 12:23:26 am

Title: Map finished!
Post by: Latino210 on January 16, 2012, 12:23:26 am

I just finished my first map. Any comment and testing help would be appreciated. It's a small map appropriate for any Eastern or Western urban/suburban area, with a lot of brutal close quarter fighting. Any alien with short ranged or hand to hand weapon would be very appropriate here.

I added some textures made by me (the signs) and some metal textures taken from the free site www.texturemate.com (http://www.texturemate.com). Must I upload the textures, too?

The compiled .bsp is here. http://www.freefilehosting.net/mastermap2  (http://www.freefilehosting.net/mastermap2)
Title: Re: Map finished!
Post by: H-Hour on January 16, 2012, 07:37:18 am
Cool! Yes, we will need the textures as well to see them in-game.

Just took a quick look. I think you want your info_player_start entities to be info_human_start. The info_player_start are only used for multiplayer so you need two sets with different teams. The info_human_start is where there player will start when playing in campaign/skirmish mode.
Title: Re: Map finished!
Post by: Mattn on January 16, 2012, 07:47:57 am
post some screenshots please.
Title: Re: Map finished!
Post by: ShipIt on January 16, 2012, 08:25:42 am
^^ you guys are too fast for me.

Nice to see somebody else is challenging Radiant, too. Welcome back.

You are on a good way with your map. As people love pics in threads i made one of your your map.  Hopefully this is ok for you.

(http://www9.pic-upload.de/16.01.12/ng2b6m1d1q3y.png) (http://www.pic-upload.de/view-12645770/ufo24.png.html)

Two things you might want to take a close look at :

a) As far as I know having walkable terrain below zero may cause errors in pathfinding. You can change this easily this way :
   by setting the grid to 64 (<7>) - hit <shift>+<h> - selecting the whole map - shifting it up one level. After this using -> 'Tools' -> 'one level up' will change the levelflags accordingly.

b) All starting positions should fit into grid 32 (<6>). If they do not, the game will refuse to place the actors. Also, to make it playable in scirmish-mode you will have to use 'info_human_start' instead of info_player_start. Those are used for multiplayer.

If you post an updated map, I will further investigate and come up with some suggestions how you can improve it.
Title: Re: Map finished!
Post by: Mattn on January 16, 2012, 08:52:44 am
@ShipIt: thanks for the screenshot.

@Latino210: you got the dimensions right (which if often the hardest part) - keep on going, we really need new maps.
Title: Re: Map finished!
Post by: Latino210 on January 16, 2012, 11:39:59 am
Thanks for the screenshot and for the advice. I will post the textures later.

Quote
a) As far as I know having walkable terrain below zero may cause errors in pathfinding. You can change this easily this way :
   by setting the grid to 64 (<7>) - hit <shift>+<h> - selecting the whole map - shifting it up one level. After this using -> 'Tools' -> 'one level up' will change the levelflags accordingly.
OK, I will do that.

Quote
b) All starting positions should fit into grid 32 (<6>). If they do not, the game will refuse to place the actors. Also, to make it playable in scirmish-mode you will have to use 'info_human_start' instead of info_player_start. Those are used for multiplayer.
Stupid mistake on my part. Correcting now. I will post the updated map later.
Title: Re: Map finished!
Post by: Latino210 on January 17, 2012, 12:51:24 am
Here are the signs. I found them to be useful and pretty. I made them myself in five minutes.
Title: Re: Map finished!
Post by: Latino210 on January 17, 2012, 12:53:45 am
I have taken these textures from texturemate.com. I think I should add a disclaimer, but I do not know how.

I have corrected the map. Do you think it can be included in the next upgrade? I do not want to spend much more time on it, I already have a bigger project in my mind! I l have learned a lot of useful skills with this simple map, now I am ready for something bigger.
Title: Re: Map finished!
Post by: Kildor on January 17, 2012, 05:49:46 am
We try to no use textures with readable texts — because it is impossible to translate they.
Title: Re: Map finished!
Post by: ShipIt on January 17, 2012, 07:36:13 am
I do not want to spend much more time on it, ...

This is not the way you should think about it, imho.

You had a problem with testing your map ingame. Could you solve this or do you need further help ?

Also please make sure you attached the right map.
Title: Re: Map finished!
Post by: Mattn on January 17, 2012, 07:54:31 am
before we can include it, the remaining glitches must be fixed and we have to know the licenses of your own textures. we either need "gpl 2 or later" or "cc-by 3" to include them in the game.

i also don't think that texturemate is using a compatible license and i think we will have to replace the textures you used from them.
Title: Re: Map finished!
Post by: Mattn on January 17, 2012, 07:58:03 am
i just saw that we linked texturemate.com in our art section. sorry for this - i've removed the link there.
Title: Re: Map finished!
Post by: Latino210 on January 17, 2012, 11:18:23 pm
So, is this your final word? Texturemate is a no-no? Where can I find some good textures, then? Those included with the radiant are a bit... limited...
Title: Re: Map finished!
Post by: Kildor on January 18, 2012, 04:20:40 am
Creative Commons License, CC BY 3.0 is no good for us?
Title: Re: Map finished!
Post by: Mattn on January 18, 2012, 09:07:55 am
So, is this your final word? Texturemate is a no-no? Where can I find some good textures, then? Those included with the radiant are a bit... limited...

yes - we can't use them. check e.g. out http://opengameart.org

http://www.photos-public-domain.com/
http://www.burningwell.org/gallery2/v/textures/
Title: Re: Map finished!
Post by: Mattn on January 18, 2012, 09:08:43 am
Creative Commons License, CC BY 3.0 is no good for us?

yes of course - i modified my post above.
Title: Re: Map finished!
Post by: geever on January 18, 2012, 10:51:29 am
Creative Commons License, CC BY 3.0 is no good for us?

Legal statement from texturemate:
Quote
Every resource provided on texturemate falls under a Creative Commons License, except credit is not required. The stock textures, texture packs, brush packs, and any other resources available for download on this site are completely free and may be used in commercial or non-commercial applications. Credit to texturemate for use of available textures or brushes is appreciated, but not required.

This is good, but it continues like:

Quote
These textures may be used in 3D modeling software packages where their appearance is altered, such as Blender, 3DS Max, Solidworks, CAD, or Second Life. They may also be used in scrapbooking applications. The only exception is that they cannot be redistributed commercially in their unedited form. These textures cannot be re-packaged and resold without significant modifications to their appearance. Brush packs may be used to create unique images in Gimp or Adobe Photoshop, but they cannot be redistributed without being significantly edited. Any resource on texturemate may be linked to when sharing information or resources to others.

There are some restrictions in it that aren't compatible with GPL, maybe they're in conflict wit the original CCBY 3.0, but I don't know...

-geever
Title: Re: Map finished!
Post by: MCR on January 18, 2012, 01:25:01 pm
Please do not use non-power-of-2 textures.

Also you should update to the latest development version as you seem to use old textures on your map. A lot of those have already been upgraded in latest master.

power-of-2 textures have x,y resolutions of 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, ... pixel. Ofc. our engine can deal with other resolutions as well, but those get upscaled to the next power-of-2 res first and cause unnecessary scaling artifacts then...

Other than that: Nice work 4 a first try. :)
Title: Re: Map finished!
Post by: Latino210 on January 18, 2012, 02:36:30 pm
I use the 1.6.0, what do you mean with "old textures"? Where can I find the new one?
Title: Re: Map finished!
Post by: MCR on January 18, 2012, 02:42:55 pm
Which system are you using: win/linux ?
Title: Re: Map finished!
Post by: Latino210 on January 18, 2012, 03:05:27 pm
Win
Title: Re: Map finished!
Post by: MCR on January 18, 2012, 03:11:10 pm
http://ufoai.ninex.info/snapshots/ufoai-latest-win32.exe

^^ this version will have all the new textures included in 0textures.pk3. Simply decompress it (it is a zip) to have all of them in the base/textures folder. Then change the ufoai base dir in uforadiant to use the folder of the new version (v2.4dev nightly build).

If you plan to be part of the team in the future, you should probably follow these instructions: http://ufoai.ninex.info/wiki/index.php/Getting_the_source
Title: Re: Map finished!
Post by: Latino210 on January 18, 2012, 03:15:54 pm
Thanks. Quite a big file, innit? However, I don't think I will ever need the source since I cannot tell a line of code from a wheelbarrow!
Title: Re: Map finished!
Post by: MCR on January 18, 2012, 03:25:21 pm
You obviously do not need the sourcecode to contribute map files.

But you should install the latest development version to have up-to-date textures available and you will also get the latest version of the game to play with by doing that as well.

To be able to easily follow ongoing development and to be able to update steadily I suggest you maybe start with that tool: http://ufoai.ninex.info/forum/index.php/topic,3843.msg47029.html#msg47029

It is specially designed for non-coders.
Title: Re: Map finished!
Post by: Latino210 on May 07, 2012, 05:23:26 pm
Hello! Forgive me for the long absence, a lot of RL problems. However, I am ready to finish working on my map, especially after seeing the new version. So, to get the new textures and the new functions for the UFORadiant I must download the http://ufoai.ninex.info/snapshots/ufoai-latest-win32.exe (http://ufoai.ninex.info/snapshots/ufoai-latest-win32.exe) file, right? However, I think that the map looks fine enough this way. Can somebody help me testing the map ongame? I just cannot understand how to do that myself. Any help would be appreciated.
Title: Re: Map finished!
Post by: H-Hour on May 07, 2012, 05:30:39 pm
Welcome back Latino210. Check our UFORadiant tutorial here  (http://ufoai.org/wiki/index.php/Mapping_for_Dummies/Lesson1#Build_and_play.21)for links to compiling the map and testing it in-game.
Title: Re: Map finished!
Post by: Latino210 on May 07, 2012, 05:42:26 pm
That tutorial reads like it was written by a starving Ethiopian boy that was just beaten half to death with an Amharic-English dictionary...
Title: Re: Map finished!
Post by: H-Hour on May 07, 2012, 05:58:52 pm
No one can help you unless you tell us what part of the process is not working for you.
Title: Re: Map finished!
Post by: Latino210 on May 07, 2012, 06:25:29 pm
Right, right, just joking. BTW, I downloaded the 2.5dev version, unpacked the textures (they ended up in a "base/textures" directory), ran the uforadiant and tried to load my map. May textures disappearead, I guess it's because I used the old textures and in the 2.5 dev version there are only the new textures. Am I right?

I am starting to apply the new textures now. Then I will compile the map with the ufo2map, then I will add rename my maps.ufo file and make a new one with the map definition and try to load it as a "skirmish". I will keep you posted.
Title: Re: Map finished!
Post by: Kildor on May 08, 2012, 10:50:07 am
You can attach the map, so we will be able to help you with textures and so on.
Title: Re: Map finished!
Post by: ShipIt on May 08, 2012, 12:36:30 pm
That tutorial reads like it was written by a starving Ethiopian boy that was just beaten half to death with an Amharic-English dictionary...

 :-[
Title: Re: Map finished!
Post by: Latino210 on May 08, 2012, 10:20:20 pm
You can attach the map, so we will be able to help you with textures and so on.

Ok, thanks. I think I will have to replace all textures by hand.
Title: Re: Map finished!
Post by: ShipIt on May 08, 2012, 10:53:11 pm
Ok, thanks. I think I will have to replace all textures by hand.

Check the 'texture overview' tool for this.
Title: Re: Map finished!
Post by: Latino210 on May 10, 2012, 01:59:54 am
Ok, done. I have the compiled .bsp and made a maps.ufo file. Can somebody tell me how to test the map ingame? I try to load the "suburb" skirmish but the screen just becomes black.

http://www.freefilehosting.net/mastermap3
http://www.freefilehosting.net/maps
Title: Re: Map finished!
Post by: Kildor on May 10, 2012, 04:39:18 am
press ` to get in-game console, and write /map day name_of_map_without_extension. (or, to be correct — path to the map from base/maps
Title: Re: Map finished!
Post by: ShipIt on May 10, 2012, 09:16:01 am
Ok, done. I have the compiled .bsp and made a maps.ufo file. Can somebody tell me how to test the map ingame? I try to load the "suburb" skirmish but the screen just becomes black.

http://www.freefilehosting.net/mastermap3
http://www.freefilehosting.net/maps

The first link did not work for me. Please give the .map file rather than the .bsp as a simple (compressed) attachement to the post.

The way you did the map definition, it should give you the option to select 'mastermap' in the skirmish menu. This will start the '/base/maps/suburb.bsp'.
You can find some more information about the maps.ufo here (http://ufoai.org/wiki/index.php/UFO-Scripts/maps.ufo#Parameters).
Title: Re: Map finished!
Post by: Mattn on May 10, 2012, 12:01:36 pm
rather use shift+esc to open the console as ` isn't portable
Title: Re: Map finished!
Post by: Latino210 on May 10, 2012, 01:35:14 pm
Ok, here's the zipped .map. The map appears in "skirmish" mode, but as soon as I try to load it the game either crashes or gives me a blank screen. Please, stop giving me link to that tutorial, it's horribly useless.
Title: Re: Map finished!
Post by: Mattn on May 10, 2012, 01:59:28 pm
Quote
Warning: func_door has no brushes assigned (entnum: 25)
Warning: func_door has no brushes assigned (entnum: 72)
Warning: func_door has no brushes assigned (entnum: 75)
Couldn't load textures/tex_buildings/streetbricks14
Couldn't load textures/tex_buildings/cementwall_btmmtl
Couldn't load textures/tex_buildings/concrete016
Couldn't load textures/tex_ctp1/tiles_r_2
Couldn't load textures/tex_material/metall022
Couldn't load textures/tex_mattn/wall082
Couldn't load textures/tex_buildings/wallpaper004
Couldn't load textures/tex_buildings/wall038
Couldn't load textures/tex_mattn/wood028
Couldn't load textures/tex_pics/sign-privateblack
Couldn't load textures/tex_nature/stone001
Couldn't load textures/tex_pics/sign-forsaleblack
Couldn't load textures/tex_ctp1/concrete_g_6
Couldn't load textures/tex_ctp1/door_w_1
Couldn't load textures/tex_ctp1/door_w_2

these are the warnings ufo2map prints to me

Quote
********************
ERROR: Game Error: No spawnpoints for team 1
********************

this is the error that appears on the game console after loading the map (the shift+esc thing i said in my previous post)

so just add some spawnpoints for your soldiers and you are ready to go.
Title: Re: Map finished!
Post by: Kildor on May 10, 2012, 02:05:42 pm
"Couldn't load textures/tex_mattn/wall082"
There are this texture in master.
Title: Re: Map finished!
Post by: ShipIt on May 10, 2012, 02:18:09 pm
Just put in some info_human_start and it will work.
Title: Re: Map finished!
Post by: Mattn on May 10, 2012, 02:28:11 pm
"Couldn't load textures/tex_mattn/wall082"
There are this texture in master.

oh - sorry - i was on 2.4
Title: Re: Map finished!
Post by: Latino210 on May 10, 2012, 02:58:40 pm
My fault, I have added some handmade textures for the signs (the sign-forsaleblack and sign-privateblack). Ufo2map gave me no error signals, and I have put eight player_start entities. Screenshot included.
Title: Re: Map finished!
Post by: Mattn on May 10, 2012, 03:07:56 pm
info_player_start (http://ufoai.org/wiki/index.php/Mapping/Entities/info_player_start) is for multiplayer - place info_human_start (http://ufoai.org/wiki/index.php/Mapping/Entities/info_human_start) as ShipIt said

you can get an overview about the available entities here (http://ufoai.org/wiki/index.php/Mapping/Entities)
Title: Re: Map finished!
Post by: Latino210 on May 10, 2012, 03:09:19 pm
Right, I added some human_start and it works... bad! There are some strange graphic glitches! However, the map works fine, the aliens are popping out of the buildings giving some nasty ambushes. Now, I will "lower" everything one level and try to fix the glitches. Thanks for your help and support, see you later.
Title: Re: Map finished!
Post by: Latino210 on May 10, 2012, 05:33:42 pm
Ok, I have updated the map, fixed the glitches and the levelflags. Now I have a door that just won't open (the first on the right, just behind the truck) and a door opening the wrong way (the first one on the left)
Title: Re: Map finished!
Post by: ShipIt on May 11, 2012, 12:14:48 pm
I am short on time atm, but I will take a look over the weekend for sure.

Did you run
Code: [Select]
ufo2map -check maps/suburb already ? If this gives you any output, you will have to fix this.

Also, you need to make a statement about the licencing. Something like "I release this under the GNU General Public License 2.0 or later versions." and the author name you want to see in the credits for the map.
Title: Re: Map finished!
Post by: Latino210 on May 12, 2012, 12:10:01 am
OK, I fixed the map with the -fix. Just another stupid question, maybe I made an horrible mistake from the start: to make a stair climbable by actors I must make it BOTH at least 32 pixels wide and aligned to grid32? In this case, I must redo everything from scratch. F**K ME!
Title: Re: Map finished!
Post by: H-Hour on May 12, 2012, 12:22:06 am
Yes, every unit in the battlescape moves within the 32x32 grid tiles. In order for them to access a space on the tile they must be able to access the whole grid, minus a 4 unit edge. That means that stairs must take up at least an entire grid's width.
Title: Re: Map finished!
Post by: H-Hour on May 12, 2012, 12:28:07 am
I just had a look at your map and it does seem like a lot of it is not aligned to the 32x32 grid very well. You shouldn't need to rebuild everything from scratch, but you will probably want to make minor adjustments to the sizes of most of your buildings and anything that will obstruct the pathing.

A good way to think about this is to place actor_clip brushes over every grid tile you don't expect the player to be able to walk. I often do this just to help me visualize the grid and be sure I'm building within it.

You might also want to check out some other maps to see how they are constructed. The houses in /oriental/ are probably a good place to start. A more complex map that is well constructed is the /mansion/mansion_main.map.
Title: Re: Map finished!
Post by: Latino210 on May 12, 2012, 03:20:42 am
Right! I managed to fix everything, now the stairs are usable and the second floors are accessible. I tried the map several times with the console "MAP" command, no glitches until now. I am using the 2.6 version, much more interesting. The map has 13 alien spawn point, 8 human start points and start points for 2 teams of players. I think I am done with the map, this was just a warm up for a more ambitious project. Now, here's the disclaimer:

I, Davide "Deadman" Amato release this under the GNU General Public License 2.0 or later versions. I also include the textures named "sign-forsaleblack" and "sign-privateblack" in the tex_pics directory, both made by me.

I also need to make the maps.ufo entry. Do I just need to add the text to the maps.ufo? Will this be good?

Code: [Select]

mapdef suburb
{
map "suburb"
param small
description "A suburban street in a poor area of the city"
size "small"
teams 2
multiplayer true
maxaliens 13
hurtaliens false

aircraft
{
}

ufos
{
}

terrains
{
        tropical
        grass
        cold
}

cultures
{
western
        eastern     
        }

populations
{
urban
suburban
village
}
}

I am including the .map and the compressed .bsp. Thanks to everybody for your help and support. I would never have managed to finish the map without you! Do you think that this map is good enough to be included into the new release?
Title: Re: Map finished!
Post by: ShipIt on May 12, 2012, 08:14:28 am
8 human start points

As the Herakles dropship can take 12 soldiers into battle we need at least 12 info_human_start. Also 3 info_2x2_start for team 1, because there will be UGVs in the game.

If we add it, will you take responsibility for the map, e.g. make fixes if someone reports a bug?
Title: Re: Map finished!
Post by: Mattn on May 12, 2012, 10:15:17 am
there are missing textures - please also upload your new textures
Title: Re: Map finished!
Post by: Latino210 on May 12, 2012, 11:05:00 am
Right, here are the textures. They should be added to the tex_pics directory. I will add the start points today. I think I can take responsibility for the map and try to fix any reported bug. BTW, can somebody help with the maps.ufo entry? I just cannot make it work!
Title: Re: Map finished!
Post by: Latino210 on May 12, 2012, 11:56:16 am
HELP, how can I activate the entity inspector in UFOradiant? I have some errors with the ufo2map -check but I cannot find them!
Title: Re: Map finished!
Post by: H-Hour on May 12, 2012, 12:07:01 pm
As MCR mentioned in a previous post in this thread (http://ufoai.org/forum/index.php/topic,6428.msg50372.html#msg50372), all of your textures must be power of 2. That means their dimensions should be 32/64/128/256/512. Please resize your textures along these lines. You'll probably need to realign them in the editor as well (on the Surface Inspector tab, look for the Fit button).

Also, do not edit the maps.ufo. We will do that when we integrate your map. To test, simply create a new file with the mapdef entry you posted. You can name it whatever you want and place it into the /ufos/ folder. Your map should then be playable in skirmish mode.
Title: Re: Map finished!
Post by: Latino210 on May 12, 2012, 12:33:36 pm
HELP, how can I activate the entity inspector in UFOradiant? I have some errors with the ufo2map -check but I cannot find them!

Disregard that, I am an idiot. I forgot the "find brush" tool.

As MCR mentioned in a previous post in this thread (http://ufoai.org/forum/index.php/topic,6428.msg50372.html#msg50372), all of your textures must be power of 2. That means their dimensions should be 32/64/128/256/512. Please resize your textures along these lines. You'll probably need to realign them in the editor as well (on the Surface Inspector tab, look for the Fit button).

Also, do not edit the maps.ufo. We will do that when we integrate your map. To test, simply create a new file with the mapdef entry you posted. You can name it whatever you want and place it into the /ufos/ folder. Your map should then be playable in skirmish mode.

Will be done. The mapentry def are wrong and I cannot make them right, until now I tested the map with the map console command.
Title: Re: Map finished!
Post by: H-Hour on May 12, 2012, 12:35:41 pm
Try this mapdef. I just used it for a test myself:

Code: [Select]
mapdef suburb
{
map "suburb"
description "suburb"
teams 2
multiplayer false
maxaliens 8
aircraft
{
}

ufos
{
}

terrains
{
//any
}

cultures
{
//any
}

populations
{
}
}
Title: Re: Map finished!
Post by: Latino210 on May 12, 2012, 02:25:45 pm
Here are the new textures, 512 x 256. I have some "brush overlap" error, but I do not think they will impair map functionality, I will leave them be. I am finishing to align the starting position for some civilians and I think there will be no more to do.
Title: Re: Map finished!
Post by: Kildor on May 12, 2012, 03:05:42 pm
Next problem — we try to no use textures with readable text, because of translation reason.

This is not mandatory, but desired.
Title: Re: Map finished!
Post by: kurja on May 12, 2012, 04:25:09 pm
Next problem — we try to no use textures with readable text, because of translation reason.

This is not mandatory, but desired.

Is it not possible to use a map only for missions in specific areas? There texts in a local language would seem logical. But of course that would limit a map's use if translations are preferred.
Title: Re: Map finished!
Post by: H-Hour on May 12, 2012, 05:13:03 pm
We have only rough approximations: western/easter/oriental/africa. At the moment we can't pin a map to a specific language area.
Title: Re: Map finished!
Post by: Latino210 on May 12, 2012, 06:29:05 pm
Next problem — we try to no use textures with readable text, because of translation reason.

Yes, indeed. Take a look at the pic. However, the signs are just a "flavor note" to make the map more pleasing to the eye. You can find similar signs in all the world.

I have finished debugging the various errors. The stairs have been remade, the second floor is accessible, the -check gives me only some overlapping brushes errors that I have nor the time nor the will to fix. I have developed a lot of respect for the game level editors, it's quite a long and difficult job. Now, what about the civilians? Should I put some more? They will end up slaughtered in no time, the map is small and crawling with aliens.  Now I will need some playtesting, I have tried several skirmishes against aliens and I could not find any glitches. Please keep me posted if anyone can find any.
Title: Re: Map finished!
Post by: Mattn on May 22, 2012, 12:59:57 pm
please also post the map sources.
Title: Re: Map finished!
Post by: Latino210 on May 22, 2012, 06:26:00 pm
Ok, here's the .map. Anything else?