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America's Army => mAAp Project => Topic started by: Spanky on Monday, January 02, 2012, 23:37:28 PM

Title: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Monday, January 02, 2012, 23:37:28 PM
Since I'm working on Pipeline off and on now, I thought I would share it with those that are interested. Until the map gets to a point where it's releasable, this post will be the only way to get it. I'll work with Jonny after he's done with the Authorization to get this map integrated into a mAAp update of sorts. Before you download, you must know that having extra or modified files, especially maps and texture packages, can get you kicked or banned from servers via PunkBuster. You must know how to manage files in order to test this map. Brief instructions will be included below. These files are hosted on my Dropbox account and I also work from this directory so the files will automatically update every time I save. I will post a reply to this thread when I've made significant changes. Feel free to reply with any bugs or changes you feel necessary.

Download:
If you're interested in download the maps and have dropbox, make a post in this thread and you will be added to the shared group.

Instructions:
.aao files go in your Maps folder.
T-mAAp_Pack_6.utx goes in your Textures folder.
M-mAAp_pack_6.usx goes in your StaticMeshes folder.
Be sure to remove these files after testing and before joining a multiplayer server, even if it's a mAAp server.

Bug List:
Ability to walk through most stairway/catwalk railings in both pump rooms
Windows disappear/move after shooting them



Original Post About Lighting:
Since today was a slow day, I decided I would setup the editor again and poke around Pipeline. Koden also mentioned that there were a couple glitches on Pipeline that got me curious as well. Turns out, there are MANY changes to the current Pipeline I have on my computer. Today, I worked on a couple features.

One thing that always bugged me was the orange haze blobs I added a while back. Seen here:
http://dl.dropbox.com/u/464376/mAApPackFiles/mp6_comparison/ArmyOps%202009-07-11%2015-06-22-64.png

They look cool except for a few angles and with so many of them added, they just never looked right to me. So, I spent many hours today pouring over files and old website documents as well as playing with (and crashing) the editor's options. I came up with a pretty good solution; volumetric lighting:
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00001.jpg
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00002.jpg

I'm not done tweaking yet but I think it looks pretty good, at least better than the old blobs.

*EDIT*
Here's a couple more in-progress shots:
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00003.jpg
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00004.jpg


Screenshots of current lighting:
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00006.jpg
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00007.jpg
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00008.jpg
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00010.jpg
Title: Re: mAAp Pipeline
Post by: mamerize on Tuesday, January 03, 2012, 02:00:55 AM
good job... i love this map.

btw... as i remember on this map. it's suddenly kill players. i just out of defend cage (15 sec ). walk few step, then died.
it's happen few time when i play.

i will post if something wrong on mAAp pack when i found it weird.
Title: Re: mAAp Pipeline
Post by: Spanky on Tuesday, January 03, 2012, 02:05:24 AM
btw... as i remember on this map. it's suddenly kill players. i just out of defend cage (15 sec ). walk few step, then died.
it's happen few time when i play.

Hopefully that's just because of the time limit at the beginning of the round that no longer exists.
Title: Re: mAAp Pipeline
Post by: Jonnym on Tuesday, January 03, 2012, 02:19:40 AM
Was playing mAAp pipeline the other night with like 16 players in and it highlighted a new propblem with assault spawn, Maybe cos there are so many people inside that trailer and i kept getting stuck in there. Could not walk out or anything. Then randomly at some point I would fall through the floor of it.
Title: Re: mAAp Pipeline
Post by: Spanky on Tuesday, January 03, 2012, 02:46:03 AM
Was playing mAAp pipeline the other night with like 16 players in and it highlighted a new propblem with assault spawn, Maybe cos there are so many people inside that trailer and i kept getting stuck in there. Could not walk out or anything. Then randomly at some point I would fall through the floor of it.

Yea, the moving truck and timer door for the spawns is removed. I might have you hotfix it to the new version I have, if for nothing else, to fix the spawns. It was a cool idea to have a moving truck bring in the assault soldiers but my implementation wasn't great.
Title: Re: mAAp Pipeline
Post by: Koden on Tuesday, January 03, 2012, 02:51:27 AM
Really nice, good job  ;D

i was also wondering if anyone is using this little interesting lappie  ::)  ;D

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F3CEd2.jpg&hash=93f0d465de5d30d15b7a2391abec95f8)

Title: Re: mAAp Pipeline
Post by: mamerize on Tuesday, January 03, 2012, 03:42:27 AM
did u play around the the distance u coulld activate the valves from, like primary valve where u could stay very far back and still be able to capture?

just play & kill enemy. not doing obj.. ;D. i will try it next time

what jonnym say about moving truck.. it happen. Fall off from the moving truck... funny
Title: Re: mAAp Pipeline
Post by: Spanky on Tuesday, January 03, 2012, 04:54:25 AM
just play & kill enemy. not doing obj.. ;D. i will try it next time

I didn't modify the objective distance. Skrewy is just being... Skrewy.

That laptop took a lot of work. I'm thinking of removing it though. Kinda makes camping easy and the monitors in main entrance show more cameras but there's high risk there.

*EDIT*
Nevermind, the laptop and hummer are gone in the latest version.
Title: Re: mAAp Pipeline
Post by: Koden on Tuesday, January 03, 2012, 09:47:17 AM
I didn't modify the objective distance. Skrewy is just being... Skrewy.

That laptop took a lot of work. I'm thinking of removing it though. Kinda makes camping easy and the monitors in main entrance show more cameras but there's high risk there.

*EDIT*
Nevermind, the laptop and hummer are gone in the latest version.

Shooting at the cameras destroys them and therefore blinds the monitors - hey this was a nice touch of realism :D :D

The laptop is really nice indeed. Any chance of making it mobile? (ok ok im kidding xD)
Title: Re: mAAp Pipeline
Post by: Spanky on Tuesday, January 03, 2012, 16:32:25 PM
Added little floaty dust bits to the light volumes. They replaced the huge brown dust particle emitters that littered the whole pump room. I think it's better to have the particles in the light beam, not in the whole room.

Updated the first post with new screenshots :)
Title: Re: mAAp Pipeline
Post by: Alex on Tuesday, January 03, 2012, 17:19:54 PM
Looks great.
Title: Re: mAAp Pipeline
Post by: Spanky on Tuesday, January 03, 2012, 19:31:08 PM
I was just reading on Scripted Textures (which is what makes up the security camera console's images) and something mentioned that they're broken on OpenGL rendering which means on Linux and Mac, the texture will be white instead of the proper image. Can someone on Linux or Mac take screenshots of the security console in both single player and multiplayer? I may get rid of them altogether since they really drop FPS (you're pretty much rendering the whole map).

*EDIT*
I totally fixed FPS issues on Pipeline. In the MP6 release, FPS would dip down to 38 running the matinee and would never really go above 100. In the version I'm working on FPS goes down to 47 outside at the edge of the map and goes up to 250+ inside in some areas. It also looks better IMO.
Title: Re: mAAp Pipeline
Post by: Spanky on Wednesday, January 04, 2012, 02:52:08 AM
Spanky I hate to break it to you but most monitors wont go past 60 fps

I know. That's why I had tearing too. VSync is back on. I just wanted to show that FPS is doubled in some areas which means SOMETHING was improved.
Title: Re: mAAp Pipeline
Post by: BlueBlaster on Wednesday, January 04, 2012, 02:58:18 AM
Lighting looks great. It always surprises me how good one can get this old software to look.
Title: Re: mAAp Pipeline
Post by: Spanky on Wednesday, January 04, 2012, 03:23:07 AM
Just finished uploading a video:
http://youtu.be/cMVM4cK_7EE?hd=1

You can see it's a lot less choppy than the old:
http://youtu.be/Kc5vbRss7Vw?hd=1&t=31s
Title: Re: mAAp Pipeline
Post by: -GrAz on Wednesday, January 04, 2012, 04:45:40 AM
Looks awesome, Only feedback are related to the dust particles, if its possible to increase their velocity so they appear more 'lifelike.'


Should really be a development sub-forum in here  :P just another suggestion :P
Title: Re: mAAp Pipeline
Post by: Spanky on Wednesday, January 04, 2012, 13:49:13 PM
Looks awesome, Only feedback are related to the dust particles, if its possible to increase their velocity so they appear more 'lifelike.'


Should really be a development sub-forum in here  :P just another suggestion :P

I thought they were a little too fast... Maybe faster and smaller? I'll get a sub forum going if things get developing more.
Title: Re: mAAp Pipeline
Post by: -GrAz on Wednesday, January 04, 2012, 14:30:49 PM
Probably yeah! I just thought based on the environment (large industrial room, multiple sources of wind) that dust wouldnt settle with people running through if that makes sense, but its a seriously good job!

Is that a erm 'private' editor your using for that?
Title: Re: mAAp Pipeline
Post by: BlueBlaster on Wednesday, January 04, 2012, 14:36:50 PM
"Private" and retarded. The editor has more bugs than the game itself.

But don't mind me, I'm bored and lurking right now.
Title: Re: mAAp Pipeline
Post by: -GrAz on Wednesday, January 04, 2012, 14:39:50 PM
Of course its bugged its associated with AA,
Title: Re: mAAp Pipeline
Post by: BlueBlaster on Wednesday, January 04, 2012, 14:42:30 PM
There's more to it than that, but I guess that's a pretty accurate statement.
Title: Re: mAAp Pipeline
Post by: Jonnym on Wednesday, January 04, 2012, 14:46:34 PM
not as bugged as my software, LOL
Title: Re: mAAp Pipeline
Post by: Spanky on Wednesday, January 04, 2012, 14:52:03 PM
Probably yeah! I just thought based on the environment (large industrial room, multiple sources of wind) that dust wouldnt settle with people running through if that makes sense, but its a seriously good job!
I was honestly thinking of that, especially in break room with the ceiling fan. I think I'll have different rates for different ones. Truth be told, the white dots are just the modified flies from the outside MOUT McKenna lights :)

Is that a erm 'private' editor your using for that?
Yea but if things take off with Jonny's work, it would be cool to have it public and allow people to make custom maps as long as we retain full control of what ones are allowed in Assist.
Title: Re: mAAp Pipeline
Post by: Spanky on Wednesday, January 04, 2012, 16:18:16 PM
at my old work in the morning every area the sun shined through u could see the dust particles (even after a night of no work the are was still thick with dust)
they where floating with very low velocity, of course if it was a windy day they would be getting blown around, inside ventilation doesnt work very well, sure it would move the dust around the vent but ground level it wouldnt have any real effect, unless ur in a wind tunnel.

break room wouldnt have any particles cos its sealed off from the work stations, and its a very small room with aircon instead of a large room with a 2-3 story ceiling.

Good point. Since the break room should be cleaner and the window is shaded by the tree, I'll remove the particles and light haze. However, I think the stairs from main entrance to break room should have the haze and particles since that's kind of a deadzone for air being so tall.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Saturday, January 07, 2012, 00:51:08 AM
Updated the original post with download links and info. Enjoy!
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: BlueBlaster on Saturday, January 07, 2012, 01:37:33 AM
Some things.
In the bedroom in the break room, there's no light fixtures. Light comes from no where.
I feel like the light dust particles are too big sometimes. Also they need to fade out when they die. They jsut die abruptly.
There's a random guy in jesus pose in the maintenance tunnels in that one room you added.


I like the details in the map. You actually made that crappy grass texture work well :D
Also this is first time I noticed that guy with the leg by assault spawn.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Saturday, January 07, 2012, 02:01:45 AM
lol, random guy in jesus pose. He should be huddled like the nurses on Hospital but I didn't get a chance to look at it. Bedroom in break room needs a LOT of help, that room was just made as a spawn point when I had the locked door going on but I still feel like it's a fair and natural place for people to spawn. Light particles do need some love, I'll work on them.

Thanks about the grass, I've tweaked the crap out of it. I'm trying to go for realism and activity with the NPC's.

By the way, I was just looking around in the code, apparently yet another unfinished item on the dev's wishlist: environmental impacts on bullets and weapons. AGP_WorldInfo actor was meant to provide humidity and temperature data to alter misfire rates on weapons. They also had a wind actor which altered bullet direction. Cool stuff. I also came across the xProcMesh and googled... guess what I found:
http://battletracker.com/forum/america-s-army-2-x-forums/america-s-army-editor/america-s-army-editor-tutorials/170038-tutorial-xprocmesh/
How fitting :)
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: BlueBlaster on Saturday, January 07, 2012, 02:10:45 AM
Environmental impacts? That's fucking amazing.

Also nice find on that tutorial I made a long time ago. Probably the best tutorial on aaotracker and only 1 comment. Although I remember making tutorials and helping people a loooooot back then.

Also whats up with the 'apeopleied'? Did homey set a 4chan word filter on apply? :)



Came back to say I remember I wrote that as a freshmen in highschool. We've been mapping for quite some time :)
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Saturday, January 07, 2012, 03:08:12 AM
Yea, I was mindblown when I saw the comments in those actors. Imagine... a game with environmental impacts for bullets and weapons, javelines, vehicles, ai and more in a game 7 years ago. If only the devs had a chance...
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Saturday, January 07, 2012, 03:38:47 AM
Updated with a fresh build. I went crazy and added the highest quality shadows on most all surfaces that have nice shadows. Bigger map size but I think it's worthwhile.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Jonnym on Saturday, January 07, 2012, 04:00:28 AM
To make my life easier, In future, Dont keep changing the filenames, like stay as mp60_ that way i don't have to keep re-writing everything for a release. There is a little file in there, maap-v6.0, thats the only one that need change with each release.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Saturday, January 07, 2012, 14:23:56 PM
After MP6, I realized it was pretty stupid to name them MP60 since I would have to rename them all for every version, including briefings and tours. So, I was just going to remove the 60 but I can't do that for the textures and meshes since I would have to replace all the meshes and textures in the maps.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: BlueBlaster on Saturday, January 07, 2012, 14:34:57 PM
Well since we're the only ones who see the textures and stuff, there's no real need to rename those :)
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Saturday, January 07, 2012, 14:45:06 PM
True that. I probably won't bother changing them at all, as per Jonny's request :)
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Saturday, January 07, 2012, 18:24:03 PM
Pipeline is updated with the things marked as fixed in Skrewy's post. I also modified the break room stairs light particles to be smaller and fading. Let me know if they look better.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Sunday, January 08, 2012, 02:53:16 AM
Updated with the 2 pine trees in the main area as xProcMeshes so they have some life. I also reskinned the clock to make it look better, I'll add a ticking sound and a moving second hand for fun.

Not sure if I like the new trees or not. Blue, maybe you can check them out and see if you can do better? :)
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: degroeneman on Monday, January 09, 2012, 03:50:22 AM
Good job Spanky and all the guys that are trying to get aao back up on it's feet.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: mamerize on Monday, January 09, 2012, 05:03:37 AM
lol.. i found this..

http://i42.servimg.com/u/f42/16/72/80/62/untitl20.jpg
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Koden on Monday, January 09, 2012, 05:15:26 AM
lol.. i found this..

http://i42.servimg.com/u/f42/16/72/80/62/untitl20.jpg

Ah yep it happens, Nate has fixed that already by removing the truck i think (so it won't be there in the next mAAp release).
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Monday, January 09, 2012, 13:53:26 PM
Ah yep it happens, Nate has fixed that already by removing the truck i think (so it won't be there in the next mAAp release).

Bingo. No longer a problem :)
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Tuesday, January 10, 2012, 20:32:53 PM
New video!
http://youtu.be/yc2EjjjCHxo?hd=1
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Wednesday, January 11, 2012, 01:35:59 AM
Blue and you others that have Dropbox access, check out Pipeline. I've spent quite a bit of time today refining the lighting in the bathroom and in Main CP. I think Main CP is finished for lighting, effects and windows.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Jared on Wednesday, January 11, 2012, 01:36:22 AM
looks great on youtube
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: BlueBlaster on Wednesday, January 11, 2012, 09:39:23 AM
As soon as I get some sleep, I'll marvel at the map.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Jason on Wednesday, January 11, 2012, 11:17:47 AM
i agree, pipe needs more pazazz behind the building.  It needs to be a place where people want to go and not just walk by it
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Wednesday, January 11, 2012, 13:27:57 PM
i agree, pipe needs more pazazz behind the building.  It needs to be a place where people want to go and not just walk by it

I added a few more things yesterday after the video. Maybe it's just how my mind works but I have a hard time adding clutter naturally :)
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: [Nifty]-mister on Wednesday, January 11, 2012, 15:11:44 PM
I added a few more things yesterday after the video. Maybe it's just how my mind works but I have a hard time adding clutter naturally :)
have you given any think about the music :p 8)
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Wednesday, January 11, 2012, 16:18:32 PM
Even though using the editor is a copyright infringement, I don't really want to add copyrighted music to the game. The in-game usage has to outweigh the download size IMO and custom music wouldn't.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: BlueBlaster on Wednesday, January 11, 2012, 21:42:52 PM
Just checked le map.

It's fucking amazing. The grass outside has improved, and I like the yellow door scheme you got going on. I'm enjoying the dirty windows on the doors and building as well.

I think you added some more sound effects? The ambience in the map is great, I like the tunnel wooshing, pipe noises, and the random outdoor wind.

Bathroom lighting is much better, nice work.

And the clocks are cool too.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Wednesday, January 11, 2012, 22:18:49 PM
:D

I added some AA3 sounds, the outside ambient wind and the tunnel echoes. I just need to hone in on the proper radius and volumes. I took notes of other maps' ambient sound settings and I'm going to try those.

I quite like the yellow doors too, the windows in the doors provide an extra layer of caution to the map, you can't just simply camp in main entrance anymore.

You guys should check out the moving garage door, I put some nice haze lights in there. Also the broken lamp in break room can be shot to turn off, that was Skrewy's idea.

Map is certainly coming along :)
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: BlueBlaster on Wednesday, January 11, 2012, 22:41:37 PM
The map is pretty dynamic. I think thats an important aspect of a good map.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Sunday, January 15, 2012, 05:05:25 AM
Got to try the latest version online just now. There's good news and bad news:

Good News:
- I compiled an Actor to enable cameras to replicate online. You no longer have to "use" a camera, you can stare at the console.
- FPS seems higher in online play. Seems to be above 50 everywhere except the guard tower which drops a bit. Solid 60 anywhere away from Assault spawn.

Bad News:
My fantastic lights look horrible online. I should have known better than to trust a light coded by AA devs -_- I hope to find a fix...
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: BlueBlaster on Sunday, January 15, 2012, 14:26:04 PM
Just curious, which lights? You mean in the bathroom?

Also nice work on the camera replication :D
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Sunday, January 15, 2012, 14:46:11 PM
All the haze lights... Volume lights =\
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: BlueBlaster on Sunday, January 15, 2012, 14:52:06 PM
What the hell man. I started adding those into maps because they look great. I'm not happy. And all it does is spawn a texture, how ridiculous.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Sunday, January 15, 2012, 14:57:22 PM
Yea, it's annoying. They look totally different, a lot more opaque. I think it's the texture I used though. I made a custom one in Photoshop. There's another faint one that seems to work better though. This is the one I'm using on Pipe currently: Texture'T-mAAp_Pack_6.misc.sunlight_alpha' This is the one that seems to work decently online: Texture'T2-FX.Corona.fx2_cor_01dim'
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: BlueBlaster on Sunday, January 15, 2012, 15:13:58 PM
I used to use that one also, but I swapped over to the one called whitespot_alpha in T2-FX because you can set it to STY_Alpha and you have a large range to use the Fade property. Currently I have it set to fade from 32 to 0 and size from 0.5 to 2.5. It's pretty nice looking for those industrial ceiling lights.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Sunday, January 15, 2012, 15:20:23 PM
Look at it online though :P I'm testing them right now. Texture'T2-FX.Corona.fx2_cor_01dim' with STY_Translucent seems to be strong but decent.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: BlueBlaster on Sunday, January 15, 2012, 15:37:06 PM
Holy seatbelts. They look ridiculous. But whyyyyyyyyyy??? =(
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Sunday, January 15, 2012, 15:40:45 PM
*shrug* I think they lag like crap too because they're dynamic...

Quote
    SpriteNum=6
    bSpriteDynamic=True
    SpriteScaleBegin=0.900000
    SpriteScaleEnd=1.100000
    SpriteFadeBegin=32
    SpriteTexture=Texture'T2-FX.Corona.fx2_cor_01dim'
    SpriteStyle=STY_Translucent

I'm going to set Dynamic to false and see what happens.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Sunday, January 15, 2012, 15:53:44 PM
To those that have no idea what we're talking about, this is what's frustrating about Unreal sometimes:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F464376%2Faac_maap%2Fscreenshots%2FArmyOps%25202012-01-15%252012-49-11-89.png&hash=b920eb3aa5aabfbb08cf077b151103e1)
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F464376%2Faac_maap%2Fscreenshots%2FArmyOps%25202012-01-15%252012-49-42-37.png&hash=422e71abcea772d012e09419c126d986)

Same exact location, same exact map, same exact settings, the only difference is that one is online and one is offline. Replication is a bitch sometimes.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Sunday, January 15, 2012, 16:06:47 PM
*shrug* I think they lag like crap too because they're dynamic...

I'm going to set Dynamic to false and see what happens.

I think this was a very good idea. After building the map, I get 55 FPS where I normally got 45 before. Less dynamic lights FTW. I think I can officially say, the FPS issues on mAAp Pipeline have been fixed.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: BlueBlaster on Sunday, January 15, 2012, 16:46:19 PM
Thankfully it was something simple like that :D
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Jonnym on Sunday, January 15, 2012, 17:19:38 PM
I Promise to take a look at it when i've done the dedicated server.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Sunday, January 15, 2012, 17:35:56 PM
:) It's amazing now. I have more room for more eye candy!
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Koden on Sunday, January 15, 2012, 18:20:47 PM
To those that have no idea what we're talking about, this is what's frustrating about Unreal sometimes:

[cut]

Same exact location, same exact map, same exact settings, the only difference is that one is online and one is offline. Replication is a bitch sometimes.

So the first one was taken online and the other one offline...what a difference. It almost seems it's flattening the rendition overriding that dinamyc lighting (and it seems likely if you say it just place a texture instead).

Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Sunday, January 15, 2012, 18:22:40 PM
Well, I disabled dynamic lighting on those volume lights which made no difference affecting it online versus offline, it just raised FPS. In the second screenshot (offline) you can BARELY see the haze. All these volume lights are is a x number of sprites in a certain line in a certain direction. If you use enough round sprites in a straight line, it looks like a cylinder, that's all we're doing.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Wednesday, January 25, 2012, 03:36:54 AM
Here's some fresh new screenshots for you guys, feel free to share these on other forums as well. I won't change the link at all, these will be good promotional images IMO:

Here's the link to this post if you want to share it as well:
http://hsc.natescomp.com/maap/maap-pipeline/msg12614/#msg12614

http://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-01-22%2000-46-12-84.png
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F464376%2Faac_maap%2Fscreenshots%2FArmyOps%25202012-01-22%252000-46-12-84.png&hash=04a6c1d07df23219f7e46a22737199c5)

http://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-01-22%2000-46-42-18.png
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F464376%2Faac_maap%2Fscreenshots%2FArmyOps%25202012-01-22%252000-46-42-18.png&hash=669b23ccaaacfa56e114f4acd0d0272d)

http://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-01-22%2000-46-55-04.png
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F464376%2Faac_maap%2Fscreenshots%2FArmyOps%25202012-01-22%252000-46-55-04.png&hash=f468d410173cc4c7ebd7d73f274e8a63)

http://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-01-24%2019-45-51-89.png
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F464376%2Faac_maap%2Fscreenshots%2FArmyOps%25202012-01-24%252019-45-51-89.png&hash=fe59db4842a6d82b6dbb98ba052f1e0e)

http://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-01-24%2019-52-31-32.png
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F464376%2Faac_maap%2Fscreenshots%2FArmyOps%25202012-01-24%252019-52-31-32.png&hash=14a1f3d47e08d276322cb8f7fa8fa4c0)

http://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-01-24%2019-52-48-78.png
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F464376%2Faac_maap%2Fscreenshots%2FArmyOps%25202012-01-24%252019-52-48-78.png&hash=7cd646a9fe33a914f9427917cd28af7f)

http://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-01-24%2019-53-39-04.png
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F464376%2Faac_maap%2Fscreenshots%2FArmyOps%25202012-01-24%252019-53-39-04.png&hash=8f1569b5cc0c0384670f127d536a8dbb)
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: BlueBlaster on Wednesday, January 25, 2012, 05:11:21 AM
The front entrance looks marvelous.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Wednesday, January 25, 2012, 05:22:58 AM
Thanks. I changed the lights in there to those rather than the warehouse lights. Just made more sense.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Spanky on Wednesday, January 25, 2012, 23:10:43 PM
I found a screenshot comparing AA3 pipeline versus AA2. I added mine in:

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F464376%2FmAApPackFiles%2Fpipeline_comparison.jpg&hash=a393bdb10647ec72f7bb925da915aaa7)
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: blint63 on Thursday, January 26, 2012, 00:30:37 AM
Sweet
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: JunK on Thursday, January 26, 2012, 02:59:58 AM
Beautiful job with the pipeline MaaP hopefully there will be tracked soon...
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Koden on Thursday, January 26, 2012, 03:15:48 AM
Both original AA2 and AA3 Pipeline had a grey, cold feeling to it. mAAp pipeline feels much more alive :) i swear you could almost hear birds singing lolz.
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Jonnym on Thursday, January 26, 2012, 05:21:57 AM
it is tracked...
Title: Re: mAAp Pipeline - Updated with Downloads
Post by: Ch34tBust3r on Thursday, January 26, 2012, 05:58:35 AM
Hey m8

i wan't to download this map and put it on server can u plz add me my email is [email protected]

Regards Ch34tBust3r.