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Community => The Lounge => Media & Art => Topic started by: Crunk on Monday, June 21, 2010, 20:29:34 PM

Title: mAAp Pack v7!
Post by: Crunk on Monday, June 21, 2010, 20:29:34 PM
(https://dl.dropbox.com/u/26096/KillingFloor%202010-06-21%2004-09-01-78.png)

(https://dl.dropbox.com/u/26096/KillingFloor%202010-06-21%2004-07-24-70.png)

So I've been a busy little bee working on my Insurgent Camp  :o
Title: Re: mAAp Pack v7!
Post by: Spanky on Monday, June 21, 2010, 20:46:54 PM
Almost had me. Should be mKF (http://www.killingfloorthegame.com/)p Pack ;)
Title: Re: mAAp Pack v7!
Post by: Crunk on Monday, June 21, 2010, 20:49:42 PM
hahaha

Just wait until its closer to completion... I plan on registering a new account on AmericasArmy.com and posting a help thread.

"HELP some haker come and crash server and now enemy look like this.  is it a viruss????"

The replies should be pretty lulzy.
Title: Re: mAAp Pack v7!
Post by: Spanky on Monday, June 21, 2010, 21:02:14 PM
Yea, just remember to rename the screenshots :)
Title: Re: mAAp Pack v7!
Post by: Crunk on Wednesday, June 23, 2010, 17:40:58 PM
Ish coming along nicely

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F26096%2FKillingFloor%25202010-06-23%252017-30-18-74.png&hash=9fe91eca6716c31a331ab1c6f7d82f60)

I was kinda scared because I couldn't figure out how to import staticmeshes that contained moar than one material (think things that have an alpha, like cars with glass, etc.) but thankfully I figured it out.  That 6GB RAM is coming in handy when I have the 2.5 editor, KF editor, 3dsmax, and occasionally the Killing Floor game open at once :o

I think I might have to widen the doors though, the zombies walk with their arms out so they take up a lil moar room than expected.
Title: Re: mAAp Pack v7!
Post by: Spanky on Wednesday, June 23, 2010, 17:45:36 PM
At what point does the whole zombie insurgent camp scenario play out?
Title: Re: mAAp Pack v7!
Post by: Crunk on Wednesday, June 23, 2010, 18:32:10 PM
I was thinking of maybe importing the meshes of the op4 from 2.5 into KF and placing them around the map in dead-looking positions with blood splatter projected on the walls and stuff, so it's kinda like you came to fight them but end up fighting whatever killed them... but since its like a 6 or 7 step process to import any mesh and I still have a ton to do, I'm not sure if I will.  No other maps really need a storyline so it's not at the top of my priorities.

Cotton ran the map for like 30 mins last night without my asking to so I guess it's pretty fun.  Sometimes I open the map just to check a few things but I end up playing a few rounds, lol.

I wonder how they got some things to work in KF though.  Like for the flashlights, I think they just attach a projector to your character.  Because I think all lighting would be computed @ build time, so I doubt the flashlight works as a real light source.  They also have some cool things like newspapers that blow around, but with collision so they bounce off the walls instead of clipping them.

Even though 2.5 is dead and theres no reason to make maps for it anymore I can't help thinking about if there are ways to bring this kinda stuff into America's Army.  A*A could really use flashlights, laser sights, and real shotguns.
Title: Re: mAAp Pack v7!
Post by: Spanky on Wednesday, June 23, 2010, 19:22:51 PM
A*A could really use flashlights, laser sights, and real shotguns.

They're all in there. Just needs a bit of fine-tuning and enabling.
Title: Re: mAAp Pack v7!
Post by: cotton on Wednesday, June 23, 2010, 19:31:40 PM
Yeah.  It's actually pretty fun.  Just being able to play on IC with zombies when you usually play with people that kill.. well me.
Title: Re: mAAp Pack v7!
Post by: Crunk on Wednesday, June 23, 2010, 20:15:56 PM
A*A could really use flashlights, laser sights, and real shotguns.

They're all in there. Just needs a bit of fine-tuning and enabling.

The meshes are all in there but the attachments aren't operational.  The flashlight just sits there and doesn't do anything, the shotgun is just a hacked up m82, and the laser - while visible on the gun, doesn't project onto walls or anything.
Title: Re: mAAp Pack v7!
Post by: Spanky on Wednesday, June 23, 2010, 20:33:17 PM
Fine-tuning like I said. Everything is there, just needs a little uscript love.
Title: Re: mAAp Pack v7!
Post by: Crunk on Thursday, June 24, 2010, 17:19:17 PM
Killing Floor is 75% off today only so its $5.  Tomorrow it jumps back up to $19.99.  That's like the price of a good wrap/hoagie & small drink so I think it's worth it.

Spanky doesn't a small part of you wanna map still?  On KF you can import all the stuff you want, and the map is automatically downloaded for players who join the server.

I started a closed beta last nite with a couple Ak4's but within 10 mins of being up, the server was full with random people :D
Title: Re: mAAp Pack v7!
Post by: Spanky on Thursday, June 24, 2010, 17:36:01 PM
I'd map if I got paid. Doing it for free is just a waste of time especially when I don't play multiplayer games.
Title: Re: mAAp Pack v7!
Post by: Crunk on Thursday, June 24, 2010, 18:34:05 PM
Yeah I see what you mean.  I still kinda wanna push Urban SE a lil further but since I don't play A*A anymore, it's just not as fun.  I guess it's only fun if you play the game you wanna map for.

I took a long break from mapping but even then I'd be playing MW2 and shit thinking "Ok how can I make this work in Unreal" :D.  It must be in my blood now.  I guess if KF dies I guess I gotta find another Unreal 2.x game :D

Mapping for a co-op game kinda takes some of the pressure off... theres less of a push for fps efficiency & map balance since zombies don't shoot back.
Title: Re: mAAp Pack v7!
Post by: Crunk on Monday, June 28, 2010, 05:13:46 AM
Crunk recorded a quick video:
http://www.youtube.com/watch?v=bbHKz4Q5uEg (http://www.youtube.com/watch?v=bbHKz4Q5uEg)

Had to widen some doors and whatnot because the dev's didn't expect zombies walking around with chainsaws on their map :P

Not sure what to do with the doors (adding movers) cuz I think they'll look really shitty when scaled up.  Gotta find a way of keeping the taller zombies out of the tunnels too... they are blocked from spawning there but the assholes keep walkign down there with their head sticking above the ground lol :D
Title: Re: mAAp Pack v7!
Post by: Dialects on Monday, June 28, 2010, 07:23:42 AM
Looking nice. I like that the game's currency is in pounds.

:)

Title: Re: mAAp Pack v7!
Post by: BlueBlaster on Monday, June 28, 2010, 16:18:02 PM
That looks really good lol. I don't play many zombie games but the map suits the zombie stuff pretty well.
Title: Re: mAAp Pack v7!
Post by: Crunk on Monday, June 28, 2010, 16:45:06 PM
Yeah I decided to do IC because since its primarily 1 structure, and its less reliant on staticmeshes than other maps, I figured it would be a nice map to learn the KF editor on.

The 2 maps that I *really* wanna see in KF are Pipeline & SF Hospital.  Hospital just has a ton of possibilities... making a morgue and shit like that.  I think Hospital would be the best bet because the hallways and doors are larger (most doors are double doors) so I won't have the problem I had on IC with narrow doorways getting the larger zombies stuck.  It's also a larger map so I can have the players moving around more, compared to everyone just sitting around the building.

I got a server up that runs the map 24/7 (I try to have a new build uploaded every day or two) and it's populated throughout most of the day.  People are much more open minded in this game than A*A.
Title: Re: mAAp Pack v7!
Post by: Crunk on Monday, June 28, 2010, 23:07:39 PM
Spanky pwns.  He showed me today how to use a text editor to do a batch rename like T2-BRICK -> myLevel etc., so I don't have to go around the map manually selecting every single surface 1 by 1 and assigning textures to them again.

So about 15 mins in Notepad++, a quick pasting into the Killing Floor SDK, and we have a primitive SF Hospital with *most* textures already applied!
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F26096%2FKillingFloor%25202010-06-28%252023-04-08-01.png&hash=3cea49092b449f5a3cd82889f3591c88)

The lighting in the map is different from A*A but this lil trick saved me about a week of work.
Title: Re: mAAp Pack v7!
Post by: Spanky on Monday, June 28, 2010, 23:18:16 PM
Very nice. Big WTF with the lighting though, I almost kind of like it.
Title: Re: mAAp Pack v7!
Post by: cotton on Monday, June 28, 2010, 23:30:18 PM
The lighting makes it look like a dream..
Title: Re: mAAp Pack v7!
Post by: Crunk on Tuesday, June 29, 2010, 00:14:57 AM
Yeah the game does this color correction stuff, to make maps look moar creepy.  But it requires me to go around and lower all the lights, or it ends up like that.  It's gotta be nighttime anyway for it to work in this game.

It also puts this glow/haze around things that are bright, to give it a dreamy nightmareish kinda feel.

Done right it can result in something like this:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fwww.gameon.co.uk%2Ffiles%2Fimages%2Fgames%2Fk%2FKilling_Floor%2Fstandard_Killing_floor_the_game_%2811%29.jpg&hash=63cc1b2e169b36a085a660dfd0f85891)

Not bad for Unreal 2.5 :P
Title: Re: mAAp Pack v7!
Post by: BlueBlaster on Tuesday, June 29, 2010, 03:01:10 AM
That effect is known as bloom. More advanced games will add in a depth blur with color correction aka Hitman 3&4
Title: Re: mAAp Pack v7!
Post by: BlueBlaster on Friday, July 02, 2010, 21:48:20 PM
Hey Crunk how is this going so far? I think itd be cool to see SF Hospital in the game.
Title: Re: mAAp Pack v7!
Post by: Spanky on Friday, July 16, 2010, 00:50:26 AM
Hey Crunk how is this going so far? I think itd be cool to see SF Hospital in the game.

I don't think it's going too good.

lol, Anyway, before the Crunk thing happened, I was actually thinking of pirating Killing Floor for the editor and then releasing maps through Crunk. Just to kind of kill some time and have something to work forward on. Probably won't happen now.
Title: Re: mAAp Pack v7!
Post by: BlueBlaster on Friday, July 16, 2010, 02:15:27 AM
lol that would have been cool. And I've got some modeling skill now, so I could have made some stuff for you to import :P

But for now we can blame Crunk for killing out dreams. That bastard!
Title: Re: mAAp Pack v7!
Post by: Spanky on Friday, July 16, 2010, 02:30:45 AM
But for now we can blame Crunk for killing out dreams. That bastard!

YEA! Jeez! What an asshole! Not just content with fuckin up his own life but others as well =\

Jonny??? (I see him come on these forums every so often. Checking key threads :P)
Title: Re: mAAp Pack v7!
Post by: BlueBlaster on Friday, July 16, 2010, 02:49:06 AM
lol, next time I start some game related project I better have access to everything and anything. That includes source code, a programmer, and a secretary.
Title: Re: mAAp Pack v7!
Post by: Spanky on Friday, July 16, 2010, 03:15:39 AM
and a secretary.

Job claimed.
Title: Re: mAAp Pack v7!
Post by: Dialects on Friday, July 16, 2010, 06:14:52 AM
I'll be the boss and run shit around.
Title: Re: mAAp Pack v7!
Post by: Spanky on Friday, July 16, 2010, 12:01:17 PM
lol :P
Title: Re: mAAp Pack v7!
Post by: Archeh on Friday, July 16, 2010, 16:53:46 PM
I'll support and when given responsibility back out in the end like always.
Title: Re: mAAp Pack v7!
Post by: Alex on Friday, July 16, 2010, 16:56:13 PM
I'll be the sole beta tester like the last two maap pack releases  :D

On a some what related note, I wish we had a mAAp server again. It's basically the only way I could get back into playing AA.
Title: Re: mAAp Pack v7!
Post by: Spanky on Friday, July 16, 2010, 17:38:06 PM
On a some what related note, I wish we had a mAAp server again. It's basically the only way I could get back into playing AA.
\

Me too. Then I could remember how much I hate it.
Title: Re: mAAp Pack v7!
Post by: BlueBlaster on Friday, July 16, 2010, 17:55:04 PM
I actually enjoyed that AIM map that spanky converted. I remember one time we were playing it and I thought my team mates were all getting headshots.

Then we found out that someone just put on the headshot mod for any kill =\

...


.BlueBlaster shouts Frag Out!
Opfor was headshotted by .BlueBlaster
Title: Re: mAAp Pack v7!
Post by: Spanky on Friday, July 16, 2010, 18:00:40 PM
I actually enjoyed that AIM map that spanky converted.

What now?
Title: Re: mAAp Pack v7!
Post by: Alex on Friday, July 16, 2010, 18:12:06 PM
I'm guessing that he is talking about aimbush and the other one like it. Those are the only "aim" maps I remember. They were awesome maps. I had some great times playing on there.  :)
Title: Re: mAAp Pack v7!
Post by: Spanky on Friday, July 16, 2010, 18:26:20 PM
I'm guessing that he is talking about aimbush and the other one like it. Those are the only "aim" maps I remember. They were awesome maps. I had some great times playing on there.  :)

Had to of been PBall or Shipment. Those I converted.
Title: Re: mAAp Pack v7!
Post by: Alex on Friday, July 16, 2010, 18:40:21 PM
I'm guessing that he is talking about aimbush and the other one like it. Those are the only "aim" maps I remember. They were awesome maps. I had some great times playing on there.  :)

Had to of been PBall or Shipment. Those I converted.
I was thinking PBall when he said converted. That is a cool map for a low number of players.
Title: Re: mAAp Pack v7!
Post by: BlueBlaster on Friday, July 16, 2010, 23:08:06 PM
PBall

Thats one awesome map. Needed more visuals though. Guess its kinda like where the Army and the Taliban would be on their off-time.
Title: Re: mAAp Pack v7!
Post by: Dialects on Saturday, July 17, 2010, 08:33:57 AM
- Breakout
- Glass Kill House
- PBall
- UT04
- Aimbush


These were all good and fun maps to play in. I want to play them again, with you all, for a last time.
Title: Re: mAAp Pack v7!
Post by: Alex on Saturday, July 17, 2010, 12:29:55 PM
I remember me and Delt played glass kill house 1vs1 for almost 3 hours straight. I would play dann, but we do't have a server running maap.
Title: Re: mAAp Pack v7!
Post by: BlueBlaster on Saturday, July 17, 2010, 13:44:29 PM
Dann always got the sniper rifle on glass kill house and he ALWAYS won. WTH!
I was better at UT04 though =D
Title: Re: mAAp Pack v7!
Post by: Spanky on Saturday, July 17, 2010, 15:22:01 PM
I was better at UT04 though =D

I don't think my 1337 scoreboards were tested :(
Title: Re: mAAp Pack v7!
Post by: BlueBlaster on Saturday, July 17, 2010, 16:31:21 PM
HAHAHA, I remember those. You found a tutorial on scripted textures or something. Man I would love to see those in action. I only saw what they do offline :P
Title: Re: mAAp Pack v7!
Post by: Spanky on Saturday, July 17, 2010, 17:19:51 PM
Actually I guess I did test it but not with any kills...

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F464376%2FmAApPackFiles%2FArmyOps%25202009-08-13%252021-14-58-84.png&hash=0c9ba9dd97e53331b65c0567a5682c02)

*EDIT*
I have a... feeling... brewing.