AAO25.com

America's Army => mAAp Project => Topic started by: Spanky on Sunday, January 08, 2012, 18:39:48 PM

Title: mAAp v7
Post by: Spanky on Sunday, January 08, 2012, 18:39:48 PM
Shall we start a shared folder on Dropbox to collaborate on mAAp v7? :P



Bugs to fix:
Square - Z-fighting on building near Defense spawn
Bridge Construction - 2nd floor BSP tearing
Ice - Finish the map lol
Title: Re: mAAp v7
Post by: BlueBlaster on Sunday, January 08, 2012, 18:41:50 PM
Sure why not :)
Title: Re: mAAp v7
Post by: Spanky on Sunday, January 08, 2012, 18:44:31 PM
Done. Added my files to it. I might go find v6 and put the other files in or do you just want to only have the files we're working on?
Title: Re: mAAp v7
Post by: BlueBlaster on Sunday, January 08, 2012, 18:45:55 PM
Just our files for now. I'd like to see things getting completed one step at a time.
Title: Re: mAAp v7
Post by: Spanky on Sunday, January 08, 2012, 18:49:58 PM
That's cool with me :) The texture package is smaller cuz I converted a few images and removed Crunk's faggotry.
Title: Re: mAAp v7
Post by: BlueBlaster on Sunday, January 08, 2012, 18:51:27 PM
Good. With a time gap of about 3 years or so, this will be the best version yet.
Title: Re: mAAp v7
Post by: Spanky on Sunday, January 08, 2012, 18:52:43 PM
Haha, yea, I think so :)
Title: Re: mAAp v7
Post by: BlueBlaster on Sunday, January 08, 2012, 19:51:49 PM
So I thew pball in there. We should start naming the maps as MP_Name. Also can you take a look at pball please? One of the ladders is really wonky. I replaced it and it still doesn't work right. Everytime you try to climb up, your view turns 90 degrees and your facing upwards. I believe it is the ladder with the yeti on the same side.
Title: Re: mAAp v7
Post by: Spanky on Sunday, January 08, 2012, 20:06:00 PM
Jonny wasn't happy about removing the 60 in MP60_mapname. I'll take a look at PBall though.
Title: Re: mAAp v7
Post by: Spanky on Sunday, January 08, 2012, 20:13:22 PM
I was just starting my server on Ice and it wasn't showing up in the list. I think we should work on this map as it seems to have a lot of problems.
Title: Re: mAAp v7
Post by: Spanky on Sunday, January 08, 2012, 20:35:12 PM
Ladder should be fixed. You know those little ladder icons, if you click on them they have a directional arrow, they need to face the ladder. I just added 32768 to the YAW and they should be fine. But, there should also be a blocking volume around the ladder mesh to push the player back a little bit so it's a little more realistic.
Title: Re: mAAp v7
Post by: BlueBlaster on Sunday, January 08, 2012, 20:51:26 PM
Wow thats weird. I was certain all the arrows were facing the ladder. 32768 means it was totally 180 degrees away. I also had removed the blocking volumes from the meshes because I turned on the collisions for meshes instead. But blocking volumes I guess use less resources.

Also about Ice..... I opened it yesterday to see what was up with it and I never added the 2nd teams player spawns lmfao. Although I think I might have another version of Ice floating around my hd, not sure where tho. I remember adding a cave and bridge.
Title: Re: mAAp v7
Post by: Spanky on Sunday, January 08, 2012, 20:53:17 PM
Fair 'nuff. I wouldn't take PBall too seriously anyway since it's purely a silly kill map :) LOL @ Ice though.
Title: Re: mAAp v7
Post by: BlueBlaster on Sunday, January 08, 2012, 20:56:11 PM
Awww, everyone I played on pball with yesterday thought it was a boss map. Same thing with shipment :D
Title: Re: mAAp v7
Post by: Alex on Sunday, January 08, 2012, 21:15:59 PM
p-ball would run well with crusades choose ur own gun mod and inround respawns.
No. That would actually suck.
Title: Re: mAAp v7
Post by: BlueBlaster on Sunday, January 08, 2012, 21:19:29 PM
Pball works best with no nades or flashes. The best guns on pball are m16, or m4a1 (acog reflex ironsights), or snipers. Although all the spawns are set to the default m16.

Also the default game rounds are fun. Id rather be running in circles chasing the last person than getting nailed by assholes respawning behind me.
Title: Re: mAAp v7
Post by: Alex on Sunday, January 08, 2012, 21:29:01 PM
I still think the best mAAp map was Terminal or whatever the one with the crashed train was called. The one with ammunation. It was kinda unbalanced but it was still awesome.
Title: Re: mAAp v7
Post by: Spanky on Sunday, January 08, 2012, 21:46:33 PM
Blue, could you take a look at Pipe's pine trees out front in the parking lot? I like that they move but they kinda look like crap. I also imported some AA3 sounds :P
Title: Re: mAAp v7
Post by: BlueBlaster on Sunday, January 08, 2012, 22:21:18 PM
I checked the trees. They look great from inside or a distance. But I can tell they arn't lit properly. Im pretty sure other player won't notice that, I think you should leave them in. Also I found one problem. Walk down the stairs of the break room to the front entrance. As your walking down the stairs and you walk under the light in front of the door, look at the wall. You can see the red and green coronas from the objective appearing. Not sure why that happens.....

Also this is the first time I've noticed this on the security cams, but there's some nice video grain going on. Does this mean we can apply full screen shaders/textures to modify the way the game looks? Id love to have a trigger-able bloom effect based on a volume your inside of :D
Title: Re: mAAp v7
Post by: Spanky on Sunday, January 08, 2012, 22:32:41 PM
You can see the red and green coronas from the objective appearing. Not sure why that happens.....
They're the cameras. The monitor/security desk is being rendered which is rendering the scripted textures which is rendering that part of the map behind the wall. You'll notice that I put a cull distance on the security desk so when you're outside, you're not rendering the inside parts of the map. I think this only happens on single player because the cameratextureclient scripted texture doesn't replicate properly in multiplayer thus raising fps and eliminating rendering issues like those lights. Basically, the screens on the monitors won't update (you can still view them by pressing E) but I still leave them in there since the image is rendered and not feeding off of an old image in a package.

Also this is the first time I've noticed this on the security cams, but there's some nice video grain going on. Does this mean we can apply full screen shaders/textures to modify the way the game looks? Id love to have a trigger-able bloom effect based on a volume your inside of :D
Yea, Crunk made that video grain. It is pretty nice. You'll have to poke around but I think an overlay could be coded in.
Title: Re: mAAp v7
Post by: BlueBlaster on Sunday, January 08, 2012, 22:42:57 PM
Awesome. The map is really great thus far. I'm not sure what else you'll change, but you'll surprise us all.

Editor question. Do you know how to get the editor to preview volume lights? It's annoying having to start the game just to take a look at them.
Title: Re: mAAp v7
Post by: Spanky on Sunday, January 08, 2012, 22:44:21 PM
About the xProcMesh trees outside, I think I'm going to remove them. I think they're dipping my FPS down to 45. I can walk past them, still looking in the same direction, and FPS goes up to 60 again.

:) I'm still learning Blue.

For previewing volume lights... no idea. I always had to go in-game. I made several of them in the parking lot and just chose the one that looked best and made more variants.
Title: Re: mAAp v7
Post by: Koden on Monday, January 09, 2012, 03:08:58 AM
Fair 'nuff. I wouldn't take PBall too seriously anyway since it's purely a silly kill map :) LOL @ Ice though.


Ice really needs help, there's a hole (a map hole) behind the rocks that are above the tunnel (you can climb above it), some map border not defined so yep you can fall out of the map and well the trees floating.

Since you're talking about PBall i recall there was at least one wooden ladder that "sounds" metallic. Not a great issue it's just a little wierd :)

In Square there's some kind of wierd effect on some building's texture on your left at defense spawn (i think it's defense), basically it seems almost like 2 textures overlaying or some meshes not behaving.

Ah, Defense 2nd floor stairs on Bridge Construction not being functional (it's physically there but you cannot walk on it).


About smaller maps like Square and PBall, i saw a server being set to use shotguns only on Square. And overall it was pretty cool (plenty of dancing). PBall it's small-medium range, i wouldn't really know which weapons to choose. Sniper rifles would advantage those skilled, m16 or other automatic weapons the rushers. Oh well, pistols then :)

 
Title: Re: mAAp v7
Post by: BlueBlaster on Monday, January 09, 2012, 03:27:46 AM
Thanks for going through the maps lol.

Glass kill house is an excellent map for all pistols. I prefer to play pball with default m16 and no nades/flashes. However I probably only played square like once, so no opinion :)
Title: Re: mAAp v7
Post by: Spanky on Monday, January 09, 2012, 03:31:15 AM
I think I fixed the ladder sounds on PBall, I set the ladder collision surface type to wood instead of default.

For Square, I just loaded it and I know what's going on. Prior to the MP6 release, I went through optimizing things. The outlying buildings are now staticmeshes (should render faster). I had Delta (one of the MP6 devs) convert the buildings for me and that one particular surface has 2 textures assigned. It's called z-fighting and I don't think I can fix it aside from re-converting it (although I might be able to convert it to a brush, edit the texture then back to a mesh...)

For Bridge Construction, there's some serious BSP tearing there. I removed the zone thingie and it still lingered around. This will take some more looking into.

Thanks for reporting :) I edited the first post with a bug list.
Title: Re: mAAp v7
Post by: Koden on Monday, January 09, 2012, 03:48:59 AM
Thanks for going through the maps lol.

Glass kill house is an excellent map for all pistols. I prefer to play pball with default m16 and no nades/flashes. However I probably only played square like once, so no opinion :)

You're welcome, i just enjoy playing the maps, i'm not the typical 24/7 Bridge crossing guy ^^

Ah, it honestly isn't a show stopper so i didn't posted before, there's some screen shaking when i join some maps like Ice - Monkey Island - Shipment. I thought it was some camera issue but i'm just taking a guess (unless it's happening only to me so it would be just a client issue of mine xD). 

Z-fighting? didnt knew that texture had love/hate feelings  ;D
Title: Re: mAAp v7
Post by: BlueBlaster on Monday, January 09, 2012, 03:50:28 AM
Ive experienced the screen shaking before on Pball. I'm pretty sure it has nothing to do with the map though. I'd like to blame any extra u files we threw in before the maps get blamed.
Title: Re: mAAp v7
Post by: Spanky on Monday, January 09, 2012, 13:52:10 PM
The TeamView mod has a shake screen while running feature to it. More modern FPS games kind of move the screen around when you run, I was trying to get Crusade to replicate that but we never got finished so it's a tiny vibration instead of a larger slower shake.
Title: Re: mAAp v7
Post by: BlueBlaster on Monday, January 09, 2012, 14:52:39 PM
Screen shaking I was getting was on viewing the viewpoint at the end of the round :)
Title: Re: mAAp v7
Post by: Spanky on Monday, January 09, 2012, 15:31:23 PM
Oh, then that's because of a lack of AGP_Viewpoints so the camera doesn't know where to go.
Title: Re: mAAp v7
Post by: BlueBlaster on Monday, January 09, 2012, 17:03:36 PM
Pball has 1 agp_viewpoint on one side. Whoever made the map called it 'Central Courtyard'.

However, I added 2 more just for precaution because I had a feeling only 1 agp_viewpoint would still cause problems cuz AA is a weird game.
Title: Re: mAAp v7
Post by: Spanky on Monday, January 09, 2012, 17:08:11 PM
Be sure to change teams that can view them. Perhaps the 1 viewpoint is just for 1 team only.
Title: Re: mAAp v7
Post by: BlueBlaster on Monday, January 09, 2012, 17:18:06 PM
By golly you may be right. I'll take a look at that.