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Author Topic: Overhead Screenshots for mAAp  (Read 4138 times)

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Offline ELiZ

Overhead Screenshots for mAAp
« on: Saturday, December 29, 2012, 15:24:58 PM »
and all the new maps do not have a Image -> F5 -> Map -> Image not available

I also noted this in my log that i was unable to load the overhead picture from T-Maps.utx
Sure it's optional to use that, but it would be nice to add them from the mappers.


« Last Edit: Sunday, December 30, 2012, 04:50:22 AM by ELiZ »

Offline Spanky

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Re: Re: mAAp pack 7.20 Bug Reports
« Reply #1 on: Saturday, December 29, 2012, 16:41:57 PM »
Yea, I've always wanted to do that but to do it properly... pain in the ass. The problems would be:

- Getting straight-down, aligned image with no rotation (could be done with locked AGP_Viewport)
- Removing roofs on all buildings to be able to see inside (Invisible surface flag)
- Disabling fog (removing fog from ZoneInfo)
- The usual Anti-Aliasing and eye-candy forced
- Larger T-Maps size

But, I'm just a perfectionist...
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: Re: mAAp pack 7.20 Bug Reports
« Reply #2 on: Saturday, December 29, 2012, 19:00:17 PM »
A question on overhead.

Is the path(T-Maps.Overhead.MP_Rooftop) of the texture configured somewhere or is it built from missiontext entry for the map as it defined in Tours.ini?

If the auther of Rooftop don't get around to make it by your own, here is a one I did


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Re: Re: mAAp pack 7.20 Bug Reports
« Reply #3 on: Saturday, December 29, 2012, 19:29:34 PM »
A question on overhead.

Is the path(T-Maps.Overhead.MP_Rooftop) of the texture configured somewhere or is it built from missiontext entry for the map as it defined in Tours.ini?

If the auther of Rooftop don't get around to make it by your own, here is a one I did
http://i50.tinypic.com/o7lrg8.png

I'm pretty sure it's hard-coded in AA and that's why T-Maps has to be edited. That is a really good job on the overhead. Took me a while to get bearings because it looked so different.
It's like shaving your pubes to make your junk look bigger.
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Offline Alex

Re: Re: mAAp pack 7.20 Bug Reports
« Reply #4 on: Saturday, December 29, 2012, 19:34:43 PM »
A question on overhead.

Is the path(T-Maps.Overhead.MP_Rooftop) of the texture configured somewhere or is it built from missiontext entry for the map as it defined in Tours.ini?

If the auther of Rooftop don't get around to make it by your own, here is a one I did


I didn't know we were going to do overhead views. As far as I know none of the mAAp pack maps have them. That looks great though.

Offline Spanky

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Re: Re: mAAp pack 7.20 Bug Reports
« Reply #5 on: Saturday, December 29, 2012, 19:40:30 PM »
As far as I know none of the mAAp pack maps have them.

Yea, they've never been done before. I think in later versions I just copied the levelshot over to T-Maps as a non-boring replacement for "Image Not Available".

ELiZ, how did you do that shot?
It's like shaving your pubes to make your junk look bigger.
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Offline ELiZ

Re: Re: mAAp pack 7.20 Bug Reports
« Reply #6 on: Saturday, December 29, 2012, 19:53:42 PM »
Yea, they've never been done before. I think in later versions I just copied the levelshot over to T-Maps as a non-boring replacement for "Image Not Available".

ELiZ, how did you do that shot?

Exported the map to 3D Studio Max.
 :shock:
I used the program I released here:
http://aao25.com/2-5-assist/america's-army-resource-extractor-v3-0/msg34059/#msg34059

Removed the ceilings from Assault, Def and Mid tower
Added a camera above the map, I choose to have almost 0 FOV on the camera
Added a Skylight light.

Render

Offline Spanky

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Re: Re: mAAp pack 7.20 Bug Reports
« Reply #7 on: Saturday, December 29, 2012, 20:36:09 PM »
Can you do maps with terrain? That's probably the best way to make the overhead views.

[offtopic]
A few years back after seeing your videos, I tried to play with 3DS Max and failed miserably :) Even now, it takes forever for me to create something simple in a 3D program other than Unreal...
https://dl.dropbox.com/u/464376/SketchUp%202011-12-16%2020-56-46-83.png
[/offtopic]
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: Re: mAAp pack 7.20 Bug Reports
« Reply #8 on: Saturday, December 29, 2012, 22:16:04 PM »
Can you do maps with terrain? That's probably the best way to make the overhead views.

Normally the program will process and output the terrain.
But naturally I checked before posting, and I see that the program don't process all the layers in your MP_Pipeline.
I've fixed that maually when I imported, so I'm rendering a 1024*1024(So that you can crop some if you like to get to 513x512) of MP_Pipeline.

There are some things my exported can handle, for intance sprite emitters. but most things are exported.
I'll post the SS when it's finished rendering

Offline Spanky

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Re: Re: mAAp pack 7.20 Bug Reports
« Reply #9 on: Saturday, December 29, 2012, 22:54:14 PM »
Sweet! Sprite emitters obviously aren't necessary, especially at that far of distance from the map surface. Even if you don't get all the layers, that's fine. There's only 1 or 2 that really matter in an overhead shot. Actually, you might have had issue with the decolayers. That's probably something that will get lost eh?
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: Re: mAAp pack 7.20 Bug Reports
« Reply #10 on: Sunday, December 30, 2012, 00:19:42 AM »
This is with the roof still on.
Resolution is so low that removing the roof will not make it clearer.



Terrain smoothing is a bit blocky, you probably can make the picture better in UnrealEd

Offline Spanky

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Re: Re: mAAp pack 7.20 Bug Reports
« Reply #11 on: Sunday, December 30, 2012, 00:44:14 AM »
That's still sexy :) There's minor texture issues on the roof. It might be good to crop off the top, right and bottom a bit to zoom in. The problem with Pipeline is that there's so many levels that removing the roof wouldn't even give you an idea of size.

Unless... I just had an idea about an animated texture. It might be cool to render levels of the map, down to the tunnels and try to make an animated texture for the overhead view that switches through each level every 2 seconds or so. It would be a larger texture package but it could be pretty cool. I'll try it out with regular textures before asking you to render shots :)

Also, if you want, I don't know what kind of computer you have and I have a weak GPU but my CPU is pretty decent. I could render the shots for you if you supply me with what's needed.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: Re: mAAp pack 7.20 Bug Reports
« Reply #12 on: Sunday, December 30, 2012, 02:24:42 AM »
My rig is a Quad 3.2(6GB), so I'm good when it comes to rendering.

But here is MP_Pipeline in 3ds Max(2010) format if you want to render yourself.
https://dl.dropbox.com/u/62876385/MP_Pipeline.zip

Only real error I can see, is the texture T-mAAp_Pack_6.oil_tower_final.pipe_joint.dds that are applied to all tanks look very strange.


Problem with rendering AA Exported Maps in 3ds max that there is no concept of Zones.
So all lights affect all surfaces, I've included most light in the scene, but I recommend that you turn them off/delete them if you some renderings.

Offline Spanky

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Re: Re: mAAp pack 7.20 Bug Reports
« Reply #13 on: Sunday, December 30, 2012, 03:33:46 AM »
Alright, that's probably not worth the hassle then. I've got a 6-core at 3.8GHz (about) and for something like this, it probably wouldn't make a whole lot of difference. Especially with me knowing absolutely nothing about 3DS :)

For pipe_joint, it's such a small texture, it could easily be replaced with a generic black texture or something, especially for an overhead view at that distance.



My idea of an animated overview map is indeed possible:


[youtube]http://www.youtube.com/watch?v=AMcSh1iH2Fk[/youtube]

Should we do this? (this should really be split into another thread....)
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: Re: mAAp pack 7.20 Bug Reports
« Reply #14 on: Sunday, December 30, 2012, 05:50:36 AM »
this should really be split into another thread....

Done

 

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