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America's Army => mAAp Project => Topic started by: Spanky on Friday, January 13, 2012, 23:16:51 PM

Title: 2.8 Rummage
Post by: Spanky on Friday, January 13, 2012, 23:16:51 PM
Does anyone have any thoughts on Rummage? Me & Skrewy are almost done with the conversion and I was wondering if anyone had any changes/improvements they would like to see on the map prior to it's release.
Title: Re: 2.8 Rummage
Post by: Koden on Saturday, January 14, 2012, 05:04:17 AM
If anything i think a little more light wouldn't hurt, spaces are tight and it's not a terribly bright map.
Title: Re: 2.8 Rummage
Post by: Koden on Saturday, January 14, 2012, 07:31:12 AM
overall map brightness? or some placed barrel fires/lights that nate would love to use for some extra light in those dark corners?

Hmm some of both, some more map brightness and a couple of timed explosive barrels placed right under team's spawns ;D
Title: Re: 2.8 Rummage
Post by: Jason on Saturday, January 14, 2012, 09:25:05 AM
i was just thinking about this map the other day hahah good choice.  The only thing i can remember was the lighting being pretty poor in some parts of the map
Title: Re: 2.8 Rummage
Post by: Spanky on Saturday, January 14, 2012, 13:55:17 PM
I'll raise the ambient brightness a bit for you guys. I think I have to re-do the zone_info's anyway since I think they crash the game.
Title: Re: 2.8 Rummage
Post by: Koden on Saturday, January 14, 2012, 17:03:17 PM
I'll raise the ambient brightness a bit for you guys. I think I have to re-do the zone_info's anyway since I think they crash the game.

ouch :/ is that because of the reasons explained here? http://wiki.beyondunreal.com/Legacy:ZoneInfo

I find it wierd that a geometry has to be rebuilt after changing lighting parameteres...but since it is Unreal i guess it is ok, lol.
Title: Re: 2.8 Rummage
Post by: Spanky on Saturday, January 14, 2012, 17:47:15 PM
Building geometry in Unreal means BSP. They got rid of BSP in UE3 I think, or at least eliminated it mostly. It's an old method of building walls. Most of Weapons Cache is built with it.

As far as crashing with ZoneInfo, the AA devs built their own called AGP_ZoneInfo. Not sure what's different about it but Rummage kept crashing and mentioning AGP_ZoneInfo. I replaced the outdoor one and the crashing stopped but there's still 5 or so indoor ones that I'll replace just to be sure.
Title: Re: 2.8 Rummage
Post by: Spanky on Monday, January 16, 2012, 15:15:05 PM
Got some screenshots of the map as it stands now:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F464376%2Faac_maap%2Fscreenshots%2FArmyOps%25202012-01-16%252012-12-00-77.png&hash=4a00d68ec3e181e0ad8d2c148087023b)
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F464376%2Faac_maap%2Fscreenshots%2FArmyOps%25202012-01-16%252012-12-23-42.png&hash=3d009b46c0f965f7f996f0b69d831013)
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F464376%2Faac_maap%2Fscreenshots%2FArmyOps%25202012-01-16%252012-12-36-01.png&hash=27deb500f2b5e19825e1795083df3e7b)
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F464376%2Faac_maap%2Fscreenshots%2FArmyOps%25202012-01-16%252012-12-43-10.png&hash=2c2d07b3d5ab7e23f8d58e6d3858e685)

I've raised the brightness a bit (was at 0, even on 2.8.x) and changed the hue to a browish color instead of pure white. Also, I've added great shadows in various places.

*EDIT*
Skrewy, when you get on and read this, I'm going to need you to grab the light models for the tents. They're missing.
Title: Re: 2.8 Rummage
Post by: Gekkou on Monday, January 16, 2012, 16:34:43 PM
I remember the map was heav on the computer and that was one of the main reasons it wasn't that much played.
Title: Re: 2.8 Rummage
Post by: Koden on Monday, January 16, 2012, 16:36:45 PM
I remember the map was heav on the computer and that was one of the main reasons it wasn't that much played.

Really? Seemed lightweight to me, maybe its the number of objects placed all around.

Snakeplain or ES2border were really heavy maps.
Title: Re: 2.8 Rummage
Post by: Spanky on Monday, January 16, 2012, 16:37:44 PM
I didn't have any issues on it playing singleplayer. People will test it before mAAp v7 and if there's problems, I can try to fix them. There are a lot of meshes but most have a culling distance. I can add AntiPortals (basically nothing on the other side of the volume gets rendered) to various spots if you guys think it's necessary.
Title: Re: 2.8 Rummage
Post by: BlueBlaster on Monday, January 16, 2012, 17:07:32 PM
The blending between the skybox and map end are good. Those buildings blend well with the actual maps buildings. Nice work on that, it's pretty hard stuff to do.

Complaint: 2nd screenshot, the ladder is too tall. It's weird to see that last rung stick out above the roof so much.
Title: Re: 2.8 Rummage
Post by: Spanky on Monday, January 16, 2012, 17:13:37 PM
Fixed.
Title: Re: 2.8 Rummage
Post by: Jared on Monday, January 16, 2012, 17:48:30 PM
this is looking really good! i can't wait to have this on a server
Title: Re: 2.8 Rummage
Post by: Spanky on Monday, January 16, 2012, 17:56:19 PM
Go try it out from Dropbox and let me know if there's anything that should be fixed.