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ASSIST, AMERICA'S ARMY COMMUNITY - RELIVE THE GLORY DAYS OF AMERICA'S ARMY 2.5

Author Topic: Canyon  (Read 2782 times)

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Offline ELiZ

Canyon
« on: Thursday, January 10, 2013, 03:14:35 AM »
Basic Convert is done.

Objs look ok
Playerstarts looks ok
Terrain looks ok






Offline [SWISS]Merlin

Re: Canyon
« Reply #1 on: Thursday, January 10, 2013, 05:01:34 AM »
i started to love you ELiZ :D
no, seriously. very very nice, thank you!

Offline soupcakes

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Re: Canyon
« Reply #2 on: Thursday, January 10, 2013, 05:21:20 AM »
damn, nj... glad your here helping aa assist... ty for all the map converts... hope they get played alot.
You gotta have a nuclear soul
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And you gotta have a mercury soul
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Offline -hf.R3n[A]ulT.

Re: Canyon
« Reply #3 on: Thursday, January 10, 2013, 06:04:56 AM »
:)
cooooool

Offline ELiZ

Re: Canyon
« Reply #4 on: Saturday, January 12, 2013, 01:27:21 AM »
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





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:
Code: [Select]
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?

Offline Spanky

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Re: Canyon
« Reply #5 on: Saturday, January 12, 2013, 01:33:47 AM »
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.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: Canyon
« Reply #6 on: Saturday, January 12, 2013, 01:43:19 AM »
I gave it this shape, and it works:

 

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