Sereja's Otoh Gunga map conversion to SWBF2

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby AceMastermind » Fri Aug 07, 2015 8:44 pm

Deviss wrote:i will import/export every .msh files with rescale :)

How far have you gotten? I rescaled all of them but am not happy with a few, I may re-export some again and break a couple up into smaller pieces, but this is what I have so far:
*link removed*
the latest data_020 build can be found further into the topic

These msh files wouldn't import with ZE Tools:
oto_big_orb_bottom_a.msh
oto_big_orb_bottom_b.msh
oto_big_orb_bottom_c.msh
oto_big_orb_bottom_d.msh
oto_big_orb_holders_mid_a.msh
oto_big_orb_holders_mid_b.msh
oto_big_orb_holders_mid_c.msh
oto_big_orb_holders_mid_d.msh

I imported those the old fashioned way (msh>Unwrap3d>obj>Mod Tool 7.5>msh) and added back all of the flags from the originals where it mattered.
ZE Tools wouldn't keep all material flags applied when importing some msh files, so some might be missing flags where it isn't noticable, in this case you probably don't need or will miss them anyway.

I added a temp texture to the sea floor, got tired of looking at checkerboard. :)

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby Deviss » Mon Aug 10, 2015 7:30 am

wow now the map rememberme to Aquilaris map :D, look great! sorry i surrendered reexporting the first 5 files, and i began to make Weequay models...

Many thanks for share it Ace :)

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Re: Converting Otoh Gunga (BF1 map) to BF2 troubles

Postby thelegend » Mon Aug 10, 2015 8:56 am

Has anybody already got the animated doors working? Maybe I am going to check these out for you.

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Re: Converting Otoh Gunga (BF1 map) to BF2 troubles

Postby Deviss » Mon Aug 10, 2015 11:02 am

thelegend wrote:Has anybody already got the animated doors working? Maybe I am going to check these out for you.

i tried using kamino, deathstar and mustafar animation and dont work :S i did think it was the same for every doors.

all help is useful and welcome :D

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Re: Converting Otoh Gunga (BF1 map) to BF2 troubles

Postby AceMastermind » Mon Aug 10, 2015 6:01 pm

This map doesn't like (any) animated doors for some reason. My guess is it has something to do with memory.

The prop doors still need to be added in ZE to the tunnel-less openings in the orbs.


Also, I fixed a couple of msh files that had some problems.
*link removed*
fixed objects can be found in the latest data_020 build

I removed some unneeded geometry from oto_orb1_interior_c.msh that was being rendered in-game.
Fixed bad collision geometry on oto_tunnel_ungle.msh that would randomly kill you or the AI that tried to walk on it.

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Re: Converting Otoh Gunga (BF1 map) to BF2 troubles

Postby xap4o » Mon Aug 10, 2015 6:39 pm

Great work! But why textures on the floors and bridges are white?

This is how it looks with original files:
Hidden/Spoiler:
Image

This is how it looks with yours files:
Hidden/Spoiler:
Image

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Re: Converting Otoh Gunga (BF1 map) to BF2 troubles

Postby AceMastermind » Mon Aug 10, 2015 6:45 pm

Could be your video settings, I have everything set to high.
Hidden/Spoiler:
Image

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Re: Converting Otoh Gunga (BF1 map) to BF2 troubles

Postby Deviss » Mon Aug 10, 2015 9:50 pm

xap4o wrote:Great work! But why textures on the floors and bridges are white?

This is how it looks with original files:
Hidden/Spoiler:
Image

This is how it looks with yours files:
Hidden/Spoiler:
Image

for me work perfect :) glow on some parts, not everyones (my graphics card is medium maybe is that)

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Re: Converting Otoh Gunga (BF1 map) to BF2 troubles

Postby AceMastermind » Mon Aug 10, 2015 11:30 pm

Got a couple more replacement files here.
*link removed*
fixed objects can be found in the latest data_020 build

The original effect_arrow.msh was being rendered in-game, so I just replaced it with geo_prop_splash.msh only using the first hp in it and replaced the original effect_arrow_mist.odf and effect_arrow_steampipe.odf with renamed geo_prop_splash.odfs calling for the original effects.
thicksmoke2.tga called by prop_steampipe.fx was missing from the original files, so I zipped it up as well.

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Re: Converting Otoh Gunga (BF1 map) to BF2 troubles

Postby xap4o » Tue Aug 11, 2015 3:48 am

Sorry, my fault. Made a clean before compiling and everything works fine. Thank you!

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Re: Converting Otoh Gunga (BF1 map) to BF2 troubles

Postby Deviss » Wed Aug 12, 2015 8:07 am

there is an updated version from Sereja:
http://www.swbfgamers.com/index.php?topic=9617.0

sereja2 wrote:This assets of Naboo: Otoh Gunga, have more high level, then released map. "Shadow high mode" bug was removed, Kaadu spawn in GCW, and the imperial troopers have new holster.
This assets is for unreleased "Naboo: Otoh Gunga v2".

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Re: Converting Otoh Gunga (BF1 map) to BF2 troubles

Postby AceMastermind » Fri Aug 14, 2015 4:59 am

The layout looks the same as the first one to me. It has all of the same scale problems the first set of files has too. I'm not gonna mess with it.
I think we can do great things with the first version.

Here is an updated data_020 project with the dome models scaled and added, made the 2d fish into a 3d model.
Raised the ceiling in the map so you can jump normally when on the highest CP locations.
Fixed the collision on the blue floor lamps because AI were getting tangled on it.
Removed some unneeded objects in ZE.
Fixed collision on oto_big_orb_mid.msh
Removed some unused stuff from the sky file and adjusted near/far scene values so distant orbs wouldn't flash white in and out.
Lowered and smoothed the terrain a little more.

*link removed*
the latest data_020 build can be found further into the topic

Obvious things To Do:
Add animated doors
Add fake doors to tunnel-less openings
Adjust materials on floor and walkways so they won't glow bright white. Reference images show a reddish tint.
Add more ammo/health droids
I think custom CP geometry would be cool here too.

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Re: Converting Otoh Gunga (BF1 map) to BF2 troubles

Postby Deviss » Fri Aug 14, 2015 7:19 am

your version is look better than the original one, i love the colors of floor!!.
i found a video of the map:
https://www.youtube.com/watch?v=FxpnLA4_Cag

its a bit... dark no? i prefer your version, also because you got bright blur effect into ambient :)

i checked new otoh gunga version and yeah, it only have more object unnecessary i thought he fixed bugs or improved effects

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Sereja's Otoh Gunga map conversion to SWBF2

Postby AceMastermind » Fri Aug 14, 2015 6:02 pm

Yeah it does look a bit dark and I kinda like the glow. :) I might play around with it anyway to see what it would look like with the red glowing tint though.

Remember this is a group project, feel free to grab the data_020 files and improve or add things too. There are a lot of members here far more creative than I could ever hope to be.

I'll go ahead and move this thread to the WIP forum and tweak the title since this is far enough along.

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Re: Sereja's Otoh Gunga map conversion to SWBF2

Postby Deviss » Fri Aug 14, 2015 6:30 pm

good idea sir :), i am trying and retrying make doors work, i am not expert on animation but i think i can solve it

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Re: Sereja's Otoh Gunga map conversion to SWBF2

Postby AceMastermind » Sun Aug 16, 2015 8:46 pm

I have a theory on why the animated doors won't work in this map. There is a lot of texture scrolling going on, with all the floors and walkways and tunnels. I believe this texture scrolling may be contributing to memory usage allotted for animation and exceeding the limit for maps. A possible solution is to eliminate the scrolling textures on the floors and walkways since it is hardly noticable anyway (after removing the bump mapping). I would gladly trade most of the texture scrolling for those cool doors. :) Thoughts?

EDIT
Yep, I imported 10 of the msh files that had scrolling textures and stripped them down to essential geometry and can now use an animated door (oto_orb_door_real.odf).

The list of msh files that no longer have animated floor textures:
oto_big_bridge_b.msh
oto_big_bridge.msh
oto_arc_bridge_sm.msh
oto_big_orb_floor_d.msh
oto_big_orb_floor_c.msh
oto_big_orb_floor_b.msh
oto_big_orb_floor.msh
oto_tunnel_ungle.msh
oto_tunnel.msh
oto_circle_pad_orb_j.msh

I think theres about 5 or 6 msh files remaining with animated floor textures.

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Re: Sereja's Otoh Gunga map conversion to SWBF2

Postby thelegend » Mon Aug 17, 2015 11:33 am

What I would do now to keep both in this map: Remove all scrolling textures from the models, add all animations. Then test some newer scrolling textures. Hoping if more than possible would work. That's what I would do if I want to get both working because those scrolling textures are a nice part of this map in my opinion.

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Re: Sereja's Otoh Gunga map conversion to SWBF2

Postby Deviss » Tue Aug 18, 2015 8:07 am

AceMastermind wrote:Yep, I imported 10 of the msh files that had scrolling textures and stripped them down to essential geometry and can now use an animated door (oto_orb_door_real.odf).

The list of msh files that no longer have animated floor textures:
oto_big_bridge_b.msh
oto_big_bridge.msh
oto_arc_bridge_sm.msh
oto_big_orb_floor_d.msh
oto_big_orb_floor_c.msh
oto_big_orb_floor_b.msh
oto_big_orb_floor.msh
oto_tunnel_ungle.msh
oto_tunnel.msh
oto_circle_pad_orb_j.msh

I think theres about 5 or 6 msh files remaining with animated floor textures.

do you mean i have resize texture lower or remove bump/extra textures from models?? :)

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Re: Sereja's Otoh Gunga map conversion to SWBF2

Postby AceMastermind » Tue Aug 18, 2015 6:30 pm

If you remove the bump maps the white glow disappears and you can see the scrolling reddish texture peeking through the transparency of the top layer of floor geometry. You can't really see this anyway unless you stop and focus your attention on it. You could just remove the scroll flag, but these models have layers upon layers of geometry that I also wanted to clean up. The only scrolling worth keeping is the water flowing over the glass tunnels.
I'll upload a new build so you'll be able to see how it looks, it looks more like what you see in that video you posted. I figure its easier to strip down the objects and add things back a little bit at a time as needed. I kinda think this map is too dark for bump mapping anyway, not really enough light to make the details pop.

Edit
I removed all texture scrolling except for where water is shown moving across glass etc and then placed 34 animated doors in the map (the original had 47!) and the map froze on the loading screen. I reduced the number of animated doors down to 29 and the map works again. So in the current state, the max number of doors we can have is somewhere between 29 and 33, they will have to be placed selectively.


EDIT
new link
http://www.mediafire.com/download/bmcox ... ata_020.7z


just some ideas:
a droid carrier (maybe a Trident?) docked on the CIS starting CP spawning Aqua droids representing the 5 stock classes, this CP could be made uncapturable.

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Re: Sereja's Otoh Gunga map conversion to SWBF2

Postby Deviss » Sat Aug 22, 2015 8:51 pm

wow wow wooow, works perfect, its much better working door than glow on floor, i found some great models into CWA , and i think its "legal" convert aqua droid, because there isnt one thing simil here :)

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