AAO25.com
America's Army => mAAp Project => Topic started by: ELiZ on Thursday, January 10, 2013, 03:14:35 AM
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Basic Convert is done.
Objs look ok
Playerstarts looks ok
Terrain looks ok
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi48.tinypic.com%2F2gtne44.png&hash=c148d16108d5decb9d86c9e079ab2cbe)
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi47.tinypic.com%2F2aa0p6u.png&hash=bc5d9e948db9bc28598ba7ece18cd9ba)
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi46.tinypic.com%2F2iufa8h.png&hash=ea8f1f8b99577c405fe2b1449d1dfb60)
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i started to love you ELiZ :D
no, seriously. very very nice, thank you!
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damn, nj... glad your here helping aa assist... ty for all the map converts... hope they get played alot.
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:)
cooooool
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I've found a issue that Im unable to fix
When using the map online, I can't cross the lines marked without I start to warp and stutter.
It works fine offline play, so I'm guessing that the server and client are arguing if I can be here or not
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi47.tinypic.com%2F34hfjtj.png&hash=63e57b0d3641aa35617135eba435d648)
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi49.tinypic.com%2F259btzk.png&hash=54d8daef637473926208bb6e8343dc4f)
I've verified that it's the playerblocker covering the rocks that are the problem, by deleting it.
Is the problem that the shape Is concave?
Here is the Object:
Begin Map
Begin Actor Class=PlayerBlockingVolume Name=PlayerBlockingVolume44
MainScale=(SheerAxis=SHEER_ZX)
PostScale=(SheerAxis=SHEER_ZX)
bLightChanged=True
Level=LevelInfo'myLevel.LevelInfo0'
Region=(Zone=ZoneInfo'myLevel.ZoneInfo2',iLeaf=257,ZoneNumber=1)
Tag="PlayerBlockingVolume"
Group="None,E0710,BlockingVolumes,E0721blocking,"
PhysicsVolume=DefaultPhysicsVolume'myLevel.DefaultPhysicsVolume16'
Location=(X=-4048.000000,Y=2464.000000,Z=1488.000000)
Begin Brush Name=Model139
Begin PolyList
Begin Polygon Link=0
Origin -00035.218155,-00244.482681,-00264.000000
Normal -00001.000000,+00000.000000,+00000.000000
TextureU +00000.000000,+00000.999999,+00000.000000
TextureV +00000.000000,+00000.000000,-00001.000000
Vertex +00016.383301,-00400.578613,-00251.505615
Vertex +00016.383301,-00400.578613,+00276.494385
Vertex +00016.383301,+00153.421387,+00260.494385
Vertex +00016.383301,+00153.421387,-00267.505615
End Polygon
Begin Polygon Link=1
Origin -00035.218105,+00255.516785,-00264.000000
Normal +00000.119797,+00000.992798,+00000.000000
TextureU +00000.999999,+00000.000000,+00000.000000
TextureV +00000.000000,+00000.000000,-00001.000000
Vertex +00016.383301,+00153.421387,-00267.505615
Vertex +00016.383301,+00153.421387,+00260.494385
Vertex +00737.383301,+00066.421387,+00260.494385
Vertex +00737.383301,+00066.421387,-00267.505615
End Polygon
Begin Polygon Link=2
Origin +00028.781837,+00255.516754,-00264.000000
Normal +00000.463528,-00000.886082,+00000.000000
TextureU +00000.000000,-00000.999999,+00000.000000
TextureV +00000.000000,+00000.000000,-00001.000000
Vertex +00737.383301,+00066.421387,-00267.505615
Vertex +00737.383301,+00066.421387,+00260.494385
Vertex +00391.383301,-00114.578613,+00260.494385
Vertex +00391.383301,-00114.578613,-00267.505615
End Polygon
Begin Polygon Link=4
Origin +00028.781784,-00244.482773,-00264.000000
Normal +00000.606426,-00000.795140,+00000.000000
TextureU -00000.999999,+00000.000000,+00000.000000
TextureV +00000.000000,+00000.000000,-00001.000000
Vertex +00391.383301,-00114.578613,-00267.505615
Vertex +00391.383301,-00114.578613,+00260.494385
Vertex +00016.383301,-00400.578613,+00276.494385
Vertex +00016.383301,-00400.578613,-00251.505615
End Polygon
Begin Polygon Link=4
Origin -00035.218105,+00255.516785,+00264.000000
Normal +00000.011639,+00000.016285,+00000.999800
TextureU +00000.999999,+00000.000000,+00000.000000
TextureV +00000.000000,+00000.999999,+00000.000000
Vertex +00016.383301,+00153.421387,+00260.494385
Vertex +00016.383301,-00400.578613,+00276.494385
Vertex +00391.383301,-00114.578613,+00260.494385
Vertex +00737.383301,+00066.421387,+00260.494385
End Polygon
Begin Polygon Link=5
Origin -00035.218155,-00244.482681,-00264.000000
Normal -00000.011639,-00000.016285,-00000.999800
TextureU +00000.999999,+00000.000000,+00000.000000
TextureV +00000.000000,-00000.999999,+00000.000000
Vertex +00016.383301,-00400.578613,-00251.505615
Vertex +00016.383301,+00153.421387,-00267.505615
Vertex +00737.383301,+00066.421387,-00267.505615
Vertex +00391.383301,-00114.578613,-00267.505615
End Polygon
End PolyList
End Brush
Brush=Model'myLevel.Model139'
PrePivot=(X=389.383301,Y=-116.578735,Z=253.494385)
ColLocation=(X=-4048.000000,Y=2464.000000,Z=1488.000000)
bSelected=True
End Actor
Begin Surface
End Surface
End Map
Any Ideas?
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Looks like a lot of non-square (that's a bad term... maybe grid-aligned...) brushes on that map. The engine/editor gets real picky with that. Proper practice is to make things in measurements of multiples of 2 (2,4,8,16,32,64, etc).
Seems to me that a long rectangular box along the concave edge of that triangle would do the same thing and shouldn't be prone to bugs.
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I gave it this shape, and it works:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi50.tinypic.com%2F5179g0.png&hash=2f3def52f6f27f50163e020800e55106)