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America's Army => mAAp Project => Topic started by: Koden on Tuesday, January 24, 2012, 06:41:36 AM
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This post is mostly for Koden (who logged off while I was typing...) but I will sticky it in case anybody else wants to try to convert a 2.8 map to 2.5. Basically, the AA developers renamed texture/staticmesh/sound packages for 2.8. Why they did this... I have no idea, it serves absolutely no purpose and gave them more work. So, this is the main obstacle for converting maps.
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Thank you for posting the guide, i followed the same process you described...one thing i wonder, i might have messed with the line(s) that seems missing on Interdiction, as mistyping a piece of code i was replacing (163.354 lines of code). I'm going to look and correcting the mess.
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I would suggest starting from scratch. Removing all the NPC's yourself instead of relying on an Aussie to do it. Then go through and verify package names with UTPT. You'll get a feel for it.
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I would suggest starting from scratch. Removing all the NPC's yourself instead of relying on an Aussie to do it. Then go through and verify package names with UTPT. You'll get a feel for it.
I'm going to do that but it will take time and unfortunatly in the next days i have to sign for a new job and looking for a temporary place to live in.
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While cleaning the Interdiction file from NPC uses and links i came across a "few" tags and lines that i couldn't delete from the AA Editor, lines like
Tag="AssaultNPCS"
and:
ProgressSound=Sound'S_AA2_Talking.NPC_Interrogation.Interrogate_Whisper'
I guess i have to delete a block of code that follows (or precedes) that line. I'm more picky about these lines because i don't want to create "white holes" around the link line into the code.
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Btw, am i the only one that finds wierd to have this into Interdiction? I can't even remember about a civilian vehicle into this map.
M_AA2_Vehicles.GMC_Astro_Truck.veh3_GMC_Astro_Cab_full
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Uploaded a newer version of the converted Interdiction, i think i would really enjoy messing with the 2.5 editor that Nate told me about.
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Message me when you get on again Koden. I have a proposal.
ProgressSound=Sound'S_AA2_Talking.NPC_Interrogation.Interrogate_Whisper'
I guess i have to delete a block of code that follows (or precedes) that line. I'm more picky about these lines because i don't want to create "white holes" around the link line into the code.
It's in 2.5:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F464376%2Faac_maap%2Ftalking.PNG&hash=0a321ddee23e7db8e68a6de06d8341cf)
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Just a couple words to keep you updated: as far as now i'm trying to work on assigning 2.5 textures instead of the 2.8.5 ones, i might be using mAAp ones if i find some better fitting ones.
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Uploaded on Dropbox a version of the map for you guys to check out, feedback is appreciated :) i've used only 2.5 textures to replace those 2.8.5 missing, so i've tried to tie together the fitting ones available on 2.5. Missing textures are almost completely replaced, except for the elevator doors and some other things i probably forgot (i hope not tho). Next step will be finding the meshes needed to replace some pretty important elements (stairs, catwalks, rails, fermentors, etc).
As before, theres no playerstart yet, ghost as fast as you can.
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Koden, I really don't want to be mean since it's your first map but I really think you need to restart with a fresh copy from 2.8 and then use your carrot to make sure all the values are proper. You're still missing a lot of objects and it's going to be a pain in the butt to select them all from 2.8 and copy them over (they change position even if you "paste > to original location"). It's important to work with the txt until the map is done. Some of the textures you replaced just don't look right either. Like there's a barrel texture used for a ceiling and then generic low-res concrete used for trim.
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Koden, I really don't want to be mean since it's your first map but I really think you need to restart with a fresh copy from 2.8 and then use your carrot to make sure all the values are proper. You're still missing a lot of objects and it's going to be a pain in the butt to select them all from 2.8 and copy them over (they change position even if you "paste > to original location"). It's important to work with the txt until the map is done. Some of the textures you replaced just don't look right either. Like there's a barrel texture used for a ceiling and then generic low-res concrete used for trim.
Lol, i knew i was missing a lot of static meshes (architectural parts, objects and more), i wrote it in the post above. I don't get what you mean about the objects converting from 2.8 to 2.5 tho. Objects are missing as a whole set of assets. How could i fix them already from the .txt?
p.s. since when AA barrels have rivets? lol.
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Well, you can't do anything about the missing assets in 2.5 (aside from converting them to brushes, copying then pasting into 2.5 then converting back to meshes but you'll have to steal the textures too). I was more talking about all the missing light fixtures and several bare rooms and the missing rocks above the main room, doorframes, window frames, etc.
I'm just concerned that when you're "done", you will have tons of misaligned meshes and off-looking textures. Again, I'm not trying to be hard on you. This is why I said, it took me a week of everyday work to convert my first map and that was all before it looked "ok" in the 2.5 editor.
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Well, you can't do anything about the missing assets in 2.5 (aside from converting them to brushes, copying then pasting into 2.5 then converting back to meshes but you'll have to steal the textures too). I was more talking about all the missing light fixtures and several bare rooms and the missing rocks above the main room, doorframes, window frames, etc.
I'm just concerned that when you're "done", you will have tons of misaligned meshes and off-looking textures. Again, I'm not trying to be hard on you. This is why I said, it took me a week of everyday work to convert my first map and that was all before it looked "ok" in the 2.5 editor.
There are some assets from 2.8 that would really be useful to have because i don't even a replacement for them from both 2.5 or mAAp packages. I understand what you mean by misaligned meshes, i'm new to the UnrealEditor and i find some things not as straightforward as i thought.
Now, i'm more concerned about what to do if i were to use 2.8 textures and staticmeshes, if i am allowed to fit them into the mAAp packages.
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You can put stuff in the mAAp files. It just gets tricky because you have to load the whole package (3 pieces of paper) and then save it (which often makes the editor crash) and then copy it to Dropbox and tell us to update it.
I think you can kind of understand why we haven't made the editor public yet :) More headaches than what it's worth just so noobs can put a yeti inside a box and call it a fun map.
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or so people can stick a dildo inside urban assault and lol
hahahahahahahaahhahaha
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You can put stuff in the mAAp files. It just gets tricky because you have to load the whole package (3 pieces of paper) and then save it (which often makes the editor crash) and then copy it to Dropbox and tell us to update it.
I think you can kind of understand why we haven't made the editor public yet :) More headaches than what it's worth just so noobs can put a yeti inside a box and call it a fun map.
Yep i thought about it cause i see you updated some packages quite often during the last days and i'm worried about writing over new copies. Anyway i have to do a lot of practice over the editor before safely importing staticmeshes or textures into the maap packages.
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posting here instead of using the bug thread to keep that clean-
Hmm yes i was actually trying to set one different object to be achieved by every team, but even setting up two objectives might work. One is close to Assault spawn, and the other one is close to the Defense one. This is done to "hopefully" get the two teams to cover and fight for the object rather than for the pure kills. Very much like in Urban Assault, which in fact has 2 different objects which can be taken by both of the teams (bTakeTurns).
I was actually wondering if Hospital had the objectives layout i had in mind (1 for each time) but i kinda imagine that it has to be about killing the vip object (the vip) causing the round to close with one team (ambush) to win (BRequiredToWin with the only class that can trigger the obj being the vip one). It's a neat setup but i can't have the same in Interdiction for a very simple reason, the vip would hide all around (and there's plenty to hide in this map).
You then happen to apply a sound that it's called "Interrogation Whisper" onto a women characther, and then discover that it actually is a manly whisper. Lolz.
Nevermind, i've found the way, i just need to set each object to be used only by a certain class from the weapon class equipment. The sad thing is, this way i have to set up all of the team with that specific class otherwise last survivors might belong to a different class if i set more than 1 weapon class into 1 team (e.g. 7 m4 weapon slots and 1/2 ar slots). It doesnt look like i can tell him i want more classes to be able to use the obj, nor i know how to set an higher level class that would contain each whole Defense/Assault team (i actually don't know if it's possible to create custom classes that contain other classes).
I don't see a chance to use a tag either.
EDIT: ok great i didnt even need to modify anything, the spawn class change didn't seem to be relevant about the weapon loadout. Now how do i modify the weapon loadout -.-
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Select the PlayerStarts and use the settings in AGP_Playerstart, something like RemoveInventory and AddInventory. Gotta do each clip and nade by hand, it's tedious.
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I got up early this morning to go meet a client but it snowed like crazy overnight so I can't get out. I called them and was waiting for a call back to make sure they weren't waiting for me so I decided to hop on this lovely forums to answer a few queries.
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Ah, good to know I got a successful troll in and it's not even 9am :)
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Select the PlayerStarts and use the settings in AGP_Playerstart, something like RemoveInventory and AddInventory. Gotta do each clip and nade by hand, it's tedious.
I had a little issue that prevents me from using Spawn classes to determine which object belongs to which team: basically i choose the class but the change doesn't seems to be taken in effect. Any class i choose for both object and the playerstart it never let me use the object, and yet it doesn't even change the playerstart name! O.o
So, for now i'm using turns. It's not a bad thing though, teams should already have to check for both objects so it still makes sense.
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I have no idea what you're talking about Koden.
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I'm equally confused.
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Nah don't worry, fixed now.
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I kept working on Interdiction, still have an issue with a T_AAO_Metal package which shouldn't be anywhere in the map but still bothers. Objective replaced, more like urban assault, many of the bugs Spanky posted are fixed.
Jonny gave me another day or two so ill be completing the remaining things tomorrow (tuesday).
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I kept working on Interdiction, still have an issue with a T_AAO_Metal package which shouldn't be anywhere in the map but still bothers.
What do you mean?
Could you list the bugs you've fixed from the list? I'll remove them.
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Completed fixing up the reported bugs. The latest version is already on Dropbox.
[MAP]Interdiction - Feb 23th 2012 - Koden - Added 2 civilians with related objectives (triggertime25), partial objective set up, moved defense spawn points to the lower floor, and fixed uniform issue.
[MAP]Interdiction - Feb 24th 2012 - Koden8- Added Playerblock area to the North exit tunnel to avoid players falling down.
[MAP]Interdiction - Feb 24th 2012 - Koden - Fixed various light fixtures and rods that were missing (including elevator ones) and the Cafe door opening upwards.
[MAP]Interdiction - Feb 24th 2012 - Koden - Added movers, that however need a fix as they rotate too much ending up into the wall.Also added a door that has to be single shotted to be activated (2nd door on the right at the bottom of the upper main room)
[MAP]Interdiction - Feb 25th 2012 - Koden - Relinked all the ambient sounds for the 2.5 packages.
[MAP]Interdiction - Feb 25th 2012 - Koden - Completed setting up the objectives.
[MAP]Interdiction - Feb 28th 2012 - Koden - Fixing the last set of light fixtures, modifying the object sets, fixing uniforms.
[MAP]Interdiction - Feb 28th 2012 - Koden - Setting off collision for the loading line bumpers in the upper main room. Adding some more sounds in the hospital area at the lower floor, and patients static meshes.
[MAP]Interdiction - Feb 28th 2012 - Koden - Temporarily taking off NPCs for the 7.2 release (server log spam issue).
[MAP]Interdiction - Feb 28th 2012 - Koden - Adding 2 radios and 4 sounds phone ringing sound emitters in the upper and mid floor. Adding harmonica and prison ambience emitters in the prison area.
[MAP]Interdiction - Feb 29th 2012 - Koden - Fixing grate movers, adding HUD text for objectives and unlockable doors, fixing main room 2nd floor material, fixing assault double fireteam leaders, cleaning out garbage meshes.