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Posted (edited)

I've post this on the newworld forums a while ago and never had a answer. I hope someone can pleaaaasseee help me out!

 

Hey guys,

I made the map in dev textures and I had no problems at all.
Then I did a litle bit of texturing, compiled the map and tested it ingame and all textures appears to be black.
Only props catch a litle bit of light. 
Here is a screenshot: http://images.akamai.steamusercontent.co...571DB876E/

Anyone knows what's the problem here? 
I use the following compile settings: FULL compile HDR Only
Screenshot of the warnings: http://i.imgur.com/KyHRgRF.jpg
 

What I tried already:

- I got rid of the blend materials, compiled the map without any warning or error.
And still I have black textures. 
- Tried to adjust the light settings, no difference.
- I have alligned some brushes on the grid since they were massy.
- Removed a lost spawn which wasn't placed in the air.
- Got rid of a overlap in 2 brushes.
-  I have set all textures to 0.25 x 0.25 so there aint no strechted weird sized textures, didn't work.

Edited by Roald
Posted

I have a few questions regarding settings things up.

The latest update made it possible to set a max viewing distance for bots, but I'm not sure how exactly to configure it.

Quote
  • Added AI mapscript entry “max_vision_range” for overriding bot vision distance to fine-tune their vision behavior in maps that use fog.

Do we add this line in the mapname.txt file in /maps?

 

I'm adding the Offensive gamemode to my map and so far everything is functional except for the last objective, the radio. It shows up ingame, but I'm not able to destroy it.

Here is how the offensive gamemode is configured in the .txt file. I copied the part about the radio objective from an official map that has Allies as the attacking team as well. 

I'm guessing it's related to the "teamnumber" parameter, but I'm unsure about the possible values for it.

Quote

    "offensive"
    {
        "TeamOne"           "americans"
            "TeamTwo"           "axis"
        
        "AttackingTeam"        "TEAM_ONE"
        "controlpoint"        "cp_liberation_a"
        "controlpoint"        "cp_liberation_b"
        "controlpoint"        "cp_liberation_c"
        "controlpoint"        "radiopoint_axis_final"
        
        "spawnzones"
        {
            "disablespawns" "1"
            "0"  "spawnzone_offensive_a"
            "1"  "spawnzone_offensive_b"
            "2"  "spawnzone_offensive_c"
        } 

        "entities"
        {
            // Radio point
            "obj_destructible"
            {
                "origin"    "256 4224 40"
                "angles"    "0 90 0"
                "targetname"    "radio_axis_final"
                "teamnumber"    "3"
                "ControlPoint"    "radiopoint_axis_final"
            }
            "point_controlpoint"
            {
                "origin"    "256 4224 64"
                "angles"    "0 90 0"
                "targetname"    "radiopoint_final"
                "printname"    "#CP_AxisRadio"
            }        
        }    
    }

}

Thanks in advance!

Posted (edited)

@Squad does the game end after capturing the last base?

I was setting up the gameplay logic yesterday and noticed that my game ended after capturing the last base since there weren't any enemies left. Make sure that you still have hostile bots against you after capturing the last base. Then you should be able to destroy the radio. Oh, and in case you are not aware of it: The radio can only be destroyed after all bases are captured!

Edited by poLemin
Posted
1 hour ago, poLemin said:

@Squad does the game end after capturing the last base?

I was setting up the gameplay logic yesterday and noticed that my game ended after capturing the last base since there weren't any enemies left. Make sure that you still have hostile bots against you after capturing the last base. Then you should be able to destroy the radio. Oh, and in case you are not aware of it: The radio can only be destroyed after all bases are captured!

The game ends when all remaining ennemies are eliminated after capturing the 3rd objective.

I'm aware all objectives need to be captured to be able to destroy the radio :)

Posted
40 minutes ago, zastels said:

In regards to the contest and how maps are going to be judged and tested, are we expected to have all 3 game modes fully functional? Can the map maker request which game mode the map is judged on or will all 3 be tested? 

When judging the map, do the following features matter in terms of judgement?

Bot pathing, are you testing the maps with bots?

Minimap quality, can it just be functional for the time being? Pouring time into a minimap can prove to be fruitless once the maps are community tested and layout changes are made. So the question really is, would you rather have map makers putting their time somewhere else until after the contest?

Optimization, current official maps need work and we only have 3 months, so can we aim for a passing grade instead of a flawless experience? 

Maybe I'm just over thinking things, but I was trying to compile a list of things I needed to do so I could manage my time and make deadline goals. If say bot pathing is not important, I'm going to take advantage of that and save that feature until after the contest. 

 

In the rules it says "13. Entries must clearly state which game mode the level is designed for." - so I don't expect we would have to implement all game modes.

Bot pathing would be very interesting. It's a field I have little to none experience in, so this might take up a lot of time if necessary.

Concerning the minimap: If you look at the current minimap implementations, I don't think it's a big deal if the layout changes. Most of the minimaps only give a VERY rough overview of what the area might look like. For playtest I think a sketch is already sufficient. Just plan some more time towards the end of the contest for a final minimap.

Posted (edited)
On 4-10-2016 at 0:44 PM, Squad said:

I have a few questions regarding settings things up.

The latest update made it possible to set a max viewing distance for bots, but I'm not sure how exactly to configure it.

Do we add this line in the mapname.txt file in /maps?

 

I'm adding the Offensive gamemode to my map and so far everything is functional except for the last objective, the radio. It shows up ingame, but I'm not able to destroy it.

Here is how the offensive gamemode is configured in the .txt file. I copied the part about the radio objective from an official map that has Allies as the attacking team as well. 

I'm guessing it's related to the "teamnumber" parameter, but I'm unsure about the possible values for it.

Thanks in advance!

 
 
 
 
4

Teams:

1 = commonwealth
2 = americans
3 = axis

The targetname for your radio point_controlpoint should be: "radiopoint_axis_final". Same name as the "Controlpoint" in your obj_destructible.

I will ask our AI programmer about the bot view distance parameter, not sure myself. Probably post the answer tomorrow.
 

Bot view distance needs to be added in the ai block. It's for Co-op only 
"ai"
        {
            "allied_count_minimum_players_base"    "5"
            "enemy_count_minimum_players_base"    "10"

            "max_vision_range"                    "200" (default 5000)
        }

 

Edited by Xanthi
Posted
4 hours ago, zastels said:

In regards to the contest and how maps are going to be judged and tested, are we expected to have all 3 game modes fully functional? Can the map maker request which game mode the map is judged on or will all 3 be tested? 

When judging the map, do the following features matter in terms of judgement?

Bot pathing, are you testing the maps with bots?

Minimap quality, can it just be functional for the time being? Pouring time into a minimap can prove to be fruitless once the maps are community tested and layout changes are made. So the question really is, would you rather have map makers putting their time somewhere else until after the contest?

Optimization, current official maps need work and we only have 3 months, so can we aim for a passing grade instead of a flawless experience? 

Maybe I'm just over thinking things, but I was trying to compile a list of things I needed to do so I could manage my time and make deadline goals. If say bot pathing is not important, I'm going to take advantage of that and save that feature until after the contest. 

 

 

Game modes: Maps will be tested with the game modes that are included in the map script. We won't be too harsh with judging though if one of the modes falls a bit behind compared to one of the others. It's not a requirement to support all game modes but it would be nice to have a few options :)

Bot pathing: Only Co-op maps will be tested with bots.

Minimap: Functional is fine.

Optimization: Try the best you can, it's part of the judging criteria but it has less impact than gameplay and visuals. We won't crucify a map for a few fps drops here and there, but it shouldn't be running worse than our official DOI maps.

Posted (edited)

Edit: Perhaps the radios are completely controlled by the script file? If I run a map with the sdk_frontline script without doing anything more than adding spawns, and a flat brush, it creates radios at a default x/y. Regardless, I feel like there is supposed to be some kind of visual representation of them in Hammer, and the errors I get below in the Spoiler seem out of place as not everyone has them as I found out.

Alright, this is a technical question on the mapping end and has to do with the radio as the last objective to "capture." Whenever I've attempted to open a map with the radio included, Hammer appears to consider it an invalid brush and completely removes it, making it impossible for me to figure out how it works and how I can implement in a map.

f7bffb4d6a.png

You can see below when I make my way to table, it's not there and I can't edit anything associated with the radio (it somehow still appears in game when compiled though....)

24bb525ba9.jpg

 

Testing for consistency with the issue, I decompiled dog_red and ran into the same issue with a bit more:

7e4343d453.jpg

(Some context on location, this is inside the farthest back bunker with the small table the end Radio objective should be spawning on)

The spawn point mdl fails to properly render. Although this hasn't happened with smaller maps like the example ones given to demonstrate the different gamemodes. 

Forgive me for the screenshot method but I don't know how to get the text copied from the Hammer messages window :( :

Spoiler

a38c5641c0.png 367cd4f025.png 4af639cf44.png

 

Edited by ExplosiveDeer

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