need info on fixing various map bugs [message #97273] |
Fri, 25 June 2004 20:44 |
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Basicly, there are 3 possible map bugs that I am looking into fixing.
First one is base 2 base on islands, can someone help with information on exactly where to put the blockers to fix this?
Second one is something about the glass in the turnnels in islands, dont know exactly what the bug is or what needs to be fixed, anyone know?
And the third one is something to do with getting vechicles on the walls in walls & walls flying. What is this bug and what should be done to fix it? Would a vechicle blocker mesh work? Where should such a mesh go?
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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need info on fixing various map bugs [message #97274] |
Fri, 25 June 2004 20:47 |
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also, the bugs in question (base 2 base on islands, walljump vechicles on mesa, weapons factory interior etc) are being fixed with invisible projectile blocking meshes. Would these extra meshes require any changes to the maps themselves (e.g. re-do VIS, re-do dynamic culling system etc)?
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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need info on fixing various map bugs [message #97275] |
Fri, 25 June 2004 20:49 |
Slash0x
Messages: 455 Registered: January 2004 Location: California
Karma: 0
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Commander |
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1. I don't know how you'd block B2B on Islands without effects the snipers in play on that wall. It is going to take some good positioning for that...
2. Vehicle blockers...
3. Vehicle blockers...
Just import the w3d for positioning and make it a terrain object (invisible). Most can be done easily within minutes...
L3T'5 4LL THR0W 3GG5 4T D4 N00B!
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need info on fixing various map bugs [message #97290] |
Fri, 25 June 2004 23:49 |
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thanks for the info mate.
I do still need an answer to the question about whether adding extra meshes to the w3d file will require any changes to the map...
The walls/walls_fyling issue looks fixable.
As for the tunnels issue, I dont think that one is worth fixing.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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need info on fixing various map bugs [message #97294] |
Sat, 26 June 2004 00:46 |
PiMuRho
Messages: 494 Registered: February 2003
Karma: 0
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Commander |
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The walls-flying one isn't really an issue either. If you can get up there without falling off and losing your vehicle, you're horribly exposed anyway, and there's nowhere you can go for cover.
Dev Diary
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need info on fixing various map bugs [message #97297] |
Sat, 26 June 2004 01:09 |
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I still need to know if changing the w3d file requires changes to the map file (the .lvl file)
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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need info on fixing various map bugs [message #97327] |
Sat, 26 June 2004 07:57 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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SeaMan | Usually the vehicle blockers are added manually in LevelEdit, not in max (w3d).
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they can be added either way.
To answer your question.....
You will have to save a new .lvl file,thus it would have to be re-exported again and the .mix file wont match the existing one.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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need info on fixing various map bugs [message #97616] |
Sun, 27 June 2004 16:32 |
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gibberish
Messages: 366 Registered: May 2003
Karma: 0
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Commander |
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The first and third bugs you can stop with just a scripts.dll change.
1. When someone hits the hand detect if they have a vehicle and if its in the GDI base blow it up.
3. Just detect the position of the vehicle and if its on the wall blow it up.
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need info on fixing various map bugs [message #97637] |
Sun, 27 June 2004 18:41 |
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YSLMuffins
Messages: 1144 Registered: February 2003 Location: Moved a long time ago (it...
Karma: 0
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General (1 Star) Moderator - Mod Forum |
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Don't modify the main w3d at all. Just add vehicle/projectile blockers as necessary via additional w3ds. What I did on Volcano flying was import the terrain w3d in gmax, so that way I could align everything easly. Once finished, I'd hide the terrain w3d and export the invisible meshes.
Once in LevelEdit, I'd open up the .lvl and make the w3ds as a temp preset. Everything should be aligned correctly automatically. Just make sure to repartition the culling systems before saving, or people could get FPS issues (I know I do) when playing on the map.
I guess an invisible blocker would be the only way to fix islands, unless you want to redo VIS (NO NO NO!).
-YSLMuffins
The goddess of all (bread products)
See me online as yslcheeze
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need info on fixing various map bugs [message #97704] |
Sun, 27 June 2004 23:38 |
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gibberish
Messages: 366 Registered: May 2003
Karma: 0
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Commander |
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Slash0x | Won't work, aircrafts will run into the zones killing them for no reason.
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My apologies I forgot to account for Troutman's Fifth Law:
Troutman |
If the input editor has been designed to reject all bad input, an ingenious idiot will discover a method to get bad data past it.
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I should have stated that:
1. The rule should only be applied when the vehicle is not an aircraft.
2. The Z value should also be checked to make sure the the vehicle is not driving under the Wall.
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