[WIP] Myrkr: Outpost

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Re: [WIP] Myrkr: Outpost

Postby Loopy53 » Mon Mar 11, 2013 9:54 pm

[diet rootbeer with added sugar and an ice cube on top] That looks like a cake! I love it! its ugh...probably not practical ingame but it looks great nevertheless! lol! :funny2: :lol: :funny2:

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Re: [WIP] Myrkr: Outpost

Postby Cleb » Tue Mar 12, 2013 9:55 pm

Maybe, just maybe, it might look better if you made it a bit darker, got rid of the stripes in between the tiers and added some cracks or just some sort of wear and tear. Just my opinion. :wink:

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Re: [WIP] Myrkr: Outpost

Postby AvalancheMaster » Tue Mar 12, 2013 10:03 pm

Maybe you're right, but, honestly, I don't see that happening for now. It's just that the shape and material don't blend, and I think there is stuff to be done way more important than that. Also, the stripes don't matter that much, as they glow in-game and are actually quite invisible.

I missed my lectures today, but that doesn't mean I've been very productive. Fixed the tunnel entrance issue (god, those droidekas equal mayhem!), but found several wall glitches. Addded a hell lot of forest, but for now it just looks random and spammed.

Hopefully I'll get more stuff done after my next essay hand-in date. Bad thing is that exams are coming, and I'll have to leave the map for a month and a half from April til mid-May. Not that I won't work on it, I just won't have that much time, so I'm trying to get stuff done now.

Also, the vehicles are not showing up, I'll try cleaning the PC folder to see if it'll check it.

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Re: [WIP] Myrkr: Outpost

Postby Marth8880 » Wed Mar 13, 2013 1:06 am

AvalancheMaster wrote:Also, the vehicles are not showing up, I'll try cleaning the PC folder to see if it'll check it.

You have to have the appropriate memory pools allocated for in your mission LUA when adding vehicles. For instance, if you want four hover vehicles to be on a map at the same time, you'd put this in your LUA:

Code: Select all
SetMemoryPoolSize("EntityHover", 4)

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Re: [WIP] Myrkr: Outpost

Postby AvalancheMaster » Wed Mar 13, 2013 7:02 pm

Something strange is going on.

I deleted both PC folders in Worlds/MAP and Common, but the problem with the vehicles wasn't fixed. What's more, now the Endor trees have NO leaves, just pitch black planes. I tried restoring the Worlds/MAP/PC folder - didn't work. I tried a solution that I saw in a thread on those boards - didn't work.

Furthermore the walkers are not working as well. I changed the hero unit to make sure that the problem isn't with the file - it worked. But walkers didn't show up.

I'm posting my *.LUA here. Hope you guys can help me. :/

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Code: Select all
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

   --  Empire Attacking (attacker is always #1)
    local ALL = 2
    local IMP = 1
    --  These variables do not change
    local ATT = 1
    local DEF = 2
   
function ScriptPostLoad()      
   
   
    --This defines the CPs.  These need to happen first
    cp1 = CommandPost:New{name = "cp1"}
    cp2 = CommandPost:New{name = "cp2"}
    cp3 = CommandPost:New{name = "cp3"}
    cp4 = CommandPost:New{name = "cp4"}
   
   
   
    --This sets up the actual objective.  This needs to happen after cp's are defined
    conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
                                     textATT = "game.modes.con",
                                     textDEF = "game.modes.con2",
                                     multiplayerRules = true}
   
    --This adds the CPs to the objective.  This needs to happen after the objective is set up
    conquest:AddCommandPost(cp1)
    conquest:AddCommandPost(cp2)
    conquest:AddCommandPost(cp3)
    conquest:AddCommandPost(cp4)   
   
    conquest:Start()

    EnableSPHeroRules()
   
 end


---------------------------------------------------------------------------
-- FUNCTION:    ScriptInit
-- PURPOSE:     This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES:       The name, 'ScriptInit' is a chosen convention, and each
--              mission script must contain a version of this function, as
--              it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()
   
    ReadDataFile("ingame.lvl")



    SetMaxFlyHeight(40)
   SetMaxPlayerFlyHeight(15)


   SetMemoryPoolSize ("ClothData",20)
    SetMemoryPoolSize ("Combo",50)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",650)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",650)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",550)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",6000)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",100)     -- should be ~1x #combo 
   
   
    ReadDataFile("sound\\tat.lvl;tat2gcw")
    ReadDataFile("SIDE\\all.lvl",
                    "all_inf_rifleman",
                    "all_inf_rocketeer",
                    "all_inf_sniper",
                    "all_inf_engineer",
                    "all_inf_officer",
                    "all_inf_wookiee",
                    "all_hero_hansolo_tat")

    ReadDataFile("SIDE\\imp.lvl",
                             "imp_inf_rifleman",
                             "imp_inf_rocketeer",
                             "imp_inf_sniper",
                             "imp_inf_dark_trooper",
                             "imp_inf_engineer",
                             "imp_inf_officer",
                             "imp_hero_darthvader",
                             "imp_walk_atat",
                             "imp_walk_atst")

    ReadDataFile("SIDE\\wok.lvl",
                    "wok_hover_catamaran" )

   ReadDataFile("SIDE\\tur.lvl",
                  "tur_bldg_tat_barge",   
                  "tur_bldg_laser")   
 
   SetupTeams{
      all = {
         team = ALL,
         units = 40,
         reinforcements = 250,
         soldier   = { "all_inf_rifleman",9, 25},
         assault   = { "all_inf_rocketeer",1,4},
         engineer = { "all_inf_engineer",1,4},
         sniper   = { "all_inf_sniper",1,4},
         officer   = { "all_inf_officer",1,4},
         special   = { "all_inf_wookiee",1,4},

      },
      imp = {
         team = IMP,
         units = 40,
         reinforcements = 250,
         soldier   = { "imp_inf_rifleman",9, 25},
         assault   = { "imp_inf_rocketeer",1,4},
         engineer = { "imp_inf_engineer",1,4},
         sniper   = { "imp_inf_sniper",1,4},
         officer   = { "imp_inf_officer",1,4},
         special   = { "imp_inf_dark_trooper",1,4},
      },
   }
   
    SetHeroClass(ALL, "all_hero_hansolo_tat")
    SetHeroClass(IMP, "imp_hero_darthvader")

    --  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0) -- special -> droidekas
    AddWalkerType(1, 5) -- 2 atsts with 1 leg pairs each
    AddWalkerType(2, 2) -- 2 atats with 2 leg pairs each
   
    local weaponCnt = 1024
    SetMemoryPoolSize("Aimer", 75)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
    SetMemoryPoolSize("CommandWalker", 1)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
   SetMemoryPoolSize("EntityCloth", 32)
   SetMemoryPoolSize("EntityFlyer", 32)
    SetMemoryPoolSize("EntityHover", 32)
    SetMemoryPoolSize("EntityLight", 200)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("EntitySoundStatic", 32)
    SetMemoryPoolSize("MountedTurret", 32)
   SetMemoryPoolSize("Navigator", 128)
    SetMemoryPoolSize("Obstacle", 1024)
   SetMemoryPoolSize("PathNode", 1024)
    SetMemoryPoolSize("SoundSpaceRegion", 64)
    SetMemoryPoolSize("TreeGridStack", 1024)
   SetMemoryPoolSize("UnitAgent", 128)
   SetMemoryPoolSize("UnitController", 128)
   SetMemoryPoolSize("Weapon", weaponCnt)

    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:MYR\\MYR.lvl", "MYR_conquest")
    SetDenseEnvironment("false")


    --  Sound Stats
   
    voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
   
    voiceQuick = OpenAudioStream("sound\\global.lvl",  "all_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl",  "imp_unit_vo_quick", voiceQuick)   
   
    OpenAudioStream("sound\\global.lvl",  "gcw_music")
    OpenAudioStream("sound\\tat.lvl",  "tat2")
    OpenAudioStream("sound\\tat.lvl",  "tat2")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")

    SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

    SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

    SetOutOfBoundsVoiceOver(2, "Allleaving")
    SetOutOfBoundsVoiceOver(1, "Impleaving")

    SetAmbientMusic(ALL, 1.0, "all_tat_amb_start",  0,1)
    SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
    SetAmbientMusic(ALL, 0.2, "all_tat_amb_end",    2,1)
    SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start",  0,1)
    SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
    SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end",    2,1)

    SetVictoryMusic(ALL, "all_tat_amb_victory")
    SetDefeatMusic (ALL, "all_tat_amb_defeat")
    SetVictoryMusic(IMP, "imp_tat_amb_victory")
    SetDefeatMusic (IMP, "imp_tat_amb_defeat")

    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
    --SetSoundEffect("WeaponUnableSelect",  "com_weap_inf_weaponchange_null")
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null")
    SetSoundEffect("SpawnDisplayUnitChange",       "shell_select_unit")
    SetSoundEffect("SpawnDisplayUnitAccept",       "shell_menu_enter")
    SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
    SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
    SetSoundEffect("SpawnDisplayBack",             "shell_menu_exit")

    --  Camera Stats
    --Tat2 Mos Eisley
   AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
   AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
   AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
   AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
   AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end

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Re: [WIP] Myrkr: Outpost

Postby Nedarb7 » Wed Mar 13, 2013 8:36 pm

Uhh, why did you delete the PC folder (that probably contained the endor tree .tga files)?

Also how did you set up your vehicle spawner?

And what "solution" are you talking about?

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Re: [WIP] Myrkr: Outpost

Postby AvalancheMaster » Wed Mar 13, 2013 8:50 pm

I deleted the munged PC folders, talking about manual clean-up. Didn't solve the problem. There was a solution somewhere on these boards about the problem with the Endor trees leaves that called for editing the ODFs. Tried that, didn't work.

I'm setting up the spawners by following Fierfek's tutorial.

I'll upload some screenshots tomorrow.

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Re: [WIP] Myrkr: Outpost

Postby Cleb » Thu Mar 14, 2013 8:05 pm

Do you have an error log?

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Re: [WIP] Myrkr: Outpost

Postby willinator » Thu Mar 14, 2013 8:41 pm

I think I might know what the problem with your walkers is, and it's partly due to a lack of clarity in Fierfek's tutorial. For most vehicles, you can get by without setting up a control region correctly, or even at all. However, walkers need a correctly set up controlzone. That means that you have a default, square box region not touching the vehicle spawns, labelled something like "cp%_control", and in your cp properties, you put that name in the controlregion slot. Now, here's the tricky part, not written right in the tutorial: when you go to the vehicle spawn, under "Controlzone", write "cp%", NOT "cp%_control"! If you use the region name instead of the cp name, the walkers will not spawn.

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Re: [WIP] Myrkr: Outpost

Postby AvalancheMaster » Thu Mar 14, 2013 9:32 pm

Well, the solution to that problem was much simpler - I've just forgot to add a pair of quotation marks in the LUA, so it didn't load them. Thanks for the help, though! :)

However, as much as I try, I can't fix the problem with end_prop_leafpatch2.msh. The leaves appear black, and even when I just made this file a copy of end_prop_leafpatch.msh (which I've fixed), it didn't work. :/

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Re: [WIP] Myrkr: Outpost

Postby CressAlbane » Fri Mar 15, 2013 6:53 am

You're probably missing a texture. Open the file in question with the MSH Viewer, check out all the textures it's calling for, and then search for those files in the worlds/END/msh and worlds/END/msh/PC.

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Re: [WIP] Myrkr: Outpost

Postby AvalancheMaster » Fri Mar 15, 2013 8:46 am

Quite sure it's not a texture thing. end_prop_leafpatch is working fine, but when I make end_prop_leafpatch2 to be a copy of end_prop_leafpatch, it is still black.

That leads me to think that it doesn't load leafpatch2 for some reason.

Also, they are both using editor_grasspatch.msh, so there is no explanation why the textures load for the one, and are missing for the other.

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Re: [WIP] Myrkr: Outpost

Postby CressAlbane » Fri Mar 15, 2013 8:04 pm

Could the answer lie in a foliage (prp) or req file? Interesting. What ODF are you using?

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Re: [WIP] Myrkr: Outpost

Postby AvalancheMaster » Tue Dec 16, 2014 10:54 am

If you ask about the tree ODFs, pretty much all the endor trees - end_prop_tree and all the end_prop_leaftree.

EDIT
Just a quick update: map is on hold until 3rd May, when my exams finish. Possibly until 12th May, cause we have elections in my home country, and I might have to travel to the nearest council, which is several hours away.

I've fixed the leafpatch problem, though, and will post my solution when I have time. :)

EDIT2
Update: halt has been lifted, work has started again. Expect updates this Monday.

Also, I'm thinking on using custom music for the map (still, Star Wars music). Any thoughts?

EDIT3
Okay, this is a request for locking this thread, and a quick announcement at the same time.

This incarnation of the map has been dead for some time now. Life happened, I lost a lot of data, a lot of belongings, spent time hospitalised, and I planned (and actually did continue) to work further on this map but progress was slow and I stopped this January. Now I've started from scratch so stay tuned, once I get enough work done, I'll start a new thread.

Again, please lock this thread. :)

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