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Messages - Koden

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1771
mAAp Project / Re: Interdiction converting
« on: Saturday, January 28, 2012, 18:29:24 PM »
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. 

1772
mAAp Project / Re: Interdiction converting
« on: Saturday, January 28, 2012, 16:57:17 PM »
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.

1773
mAAp Project / Re: Interdiction converting
« on: Saturday, January 28, 2012, 08:03:24 AM »
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.

1774
mAAp Project / Re: Interdiction converting
« on: Friday, January 27, 2012, 12:17:02 PM »
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.

1775
Games & Programming / Bungie anniversary video
« on: Friday, January 27, 2012, 04:59:04 AM »
Bungie is celebrating their 20th anniversary and they posted a video on the homepage, its a little long but i think theres some cool/interesting stuff in there. They talk about their story since the very beginning and especially when they were acquired by Microsoft to develop Halo.

Some technical facts but also plenty of fun facts from the devs.

They called it "O Brave New World"

[youtube]http://www.youtube.com/watch?v=Pr0Q5CMcNt0[/youtube]


Quote from: http://www.bungie.net/Inside/content.aspx?link=HistoryOfBungie_p2
Logistical problems abounded however, not least of were the countless building code violations that made this new space a deathtrap "Yeah, we used to trip the breaker switches all the time. Everything would go out and we'd have to power things up one at a time just so the switch didn't trip again," says Jones.

Jones also recalls the time that AT&T arrived to fix the company's malfunctioning T1 line. "Nobody knew where it was actually located, so we just wandered around looking – we ended up finding this locked door to the basement. The AT&T guy was ready to give up, but we needed our internet connection pretty desperately. So I broke the door down."

It got worse. "I guess the building used to be some kind of weird religious school, and the basement was filled with these tiny desks, you know – the ones with the seat built-in and there was a near-empty swimming pool with about six inches of sludge at the bottom. The T1 line was actually hooked up in an abandoned boiler room covered in about forty years of corrosion." If it sounds like a level from Resident Evil, then you're successfully picturing the scene. But swimming pool of death aside, Bungie was a real company, with real employees and a real creepy basement. But amazingly, very early work on what was to become Halo actually started there.

1776
mAAp Project / Re: 2.8 Map Converting
« on: Thursday, January 26, 2012, 16:40:20 PM »
So, today i went through the missing assets and found a list of the missing StaticMesh actors and i think the list is pretty much everything that's missing from Interdiction. The good thing is that the structure seems to be similar for Textures:

T_AAO_Foliage.grass.t_foli_grass_tallgrass_fb

That would be worth for sounds aswell, but the only ones i've found are NPCs related so who cares:

S_AAO_NPC.EnemyVoice3.s_npc_enemyvoice3_idle8

Now, i'm coming up with a thought: we got missing assets. Whenever we decide to let people play the map in a more complete version (you can find and try to play the temporary - old - version on the mAAp interdiction folder - ghost as fast you can or you'll die) we might try to complete the map with 2.5 assets, OR eventually manage to have people download their 2.8.5 assets - adapted to 2.5 - so to avoid map modding by hand (of course only if the latter it's going to be a more straightforward and easier process, because i am aware that you can't by no means simply copypaste 2.8.5 assets from folder to folder).

Quote
M_AAO_Architectural.structural.m (e.g. M_AAO_Architectural.structural.m_arch_struc_arch )

M_AAO_Architectural.Railings.m (e.g. M_AAO_Architectural.Railings.m_arch_railings_128_stairs)

M_AAO_Architectural.ibeam.m (e.g. M_AAO_Architectural.ibeam.m_arch_ibeam_hex_door )

M_AAO_Architectural.Windows.m (e.g. M_AAO_Architectural.Windows.m_arch_windows_idsecurity )

M_AAO_Equipment.chemical.m (e.g. M_AAO_Equipment.chemical.m_equi_chemical_bunsenburner )

M_AAO_Architectural.platform.m (e.g. M_AAO_Architectural.platform.m_arch_platform_stairs )

M_AAO_Equipment.biowpn.m ( e.g. M_AAO_Equipment.biowpn.m_equi_biowpn_tank )

M_AAO_Foliage.plants.m (e.g. M_AAO_Foliage.plants.m_foli_plants_fern_c )

M_AAO_Lights.modern.m (e.g. M_AAO_Lights.modern.m_ligh_modern_bunkerlight )

M_AAO_Architectural.catwalk.m ( e.g. M_AAO_Architectural.catwalk.m_arch_catwalk)

M_AAO_Bathroom.stall.m (e.g. M_AAO_Bathroom.stall.m_bath_toilet_stall_wall )

M_AAO_Equipment.watertreatment.m (e.g. M_AAO_Equipment.watertreatment.m_equi_watertreatment_ladder_long )

1777
mAAp Project / Re: 2.8 Map Converting
« on: Thursday, January 26, 2012, 09:55:35 AM »
Structural could be Building_husk. I'm just trying to extrapolate what the structural meshes could be since I assume those are the steamroller buildings.

There's a part of broken walls, damaged pillars and so on, in there. I would love to find a matching ID number to compare between AAEditor and UTPT, would make things easier to compare.

The sweet part of course is that i can't open 2.5 packages on the 2.8.5 editor (leads to editor stopping responding).
I swear, AA2 devs never heard of backward compatibilty?

1778
mAAp Project / Re: mAAp Pipeline - Updated with Downloads
« 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.

1779
mAAp Project / Re: 2.8 Map Converting
« on: Wednesday, January 25, 2012, 06:34:08 AM »
Im pretty sure none of the 2.5 packages have a .m. as a grouping name. so it might be M_AAO_Architectural.structural.m = M-Architectural.structural

Unless you tried that already. I haven't actually opened the editor to look at the packages, just memory.

Nope already checked under every M/M2-/M3-Architectural package and there's no structural. Same for the other links i already posted. There are more and i gonna find and post them as soon as i find a little time (which is going to be in about 9-10 hours unfortunatly).

1780
General Chat / Re: maap maps kick players from servers
« on: Wednesday, January 25, 2012, 05:11:46 AM »
+1 for removing the whole mAAp thing.  ;D we have enough maps in AA2, and those maps are fit for CS not AA.

You got to be kidding?! I'd bet you haven't tried mAAp maps yet. You could have at least recognized the effort that was put into making those maps...

1781
mAAp Project / Re: 2.8 Map Converting
« on: Wednesday, January 25, 2012, 04:29:22 AM »
List of resources that are apparently missing from 2.5 (working on it and adding entries as i go through).
Posting the original names, obviously the 2.5 root name is different but after M_AAO_ the link is (should have been) fine - if the resource was there.
Tried looking over M-/M2-/M3- packages and found nothing for:


M_AAO_Architectural.structural.m (e.g. M_AAO_Architectural.structural.m_arch_struc_arch )

M_AAO_Architectural.Railings.m (e.g. M_AAO_Architectural.Railings.m_arch_railings_128_stairs)

M_AAO_Architectural.ibeam.m (e.g. M_AAO_Architectural.ibeam.m_arch_ibeam_hex_door )

M_AAO_Architectural.Windows.m (e.g. M_AAO_Architectural.Windows.m_arch_windows_idsecurity )

M_AAO_Equipment.chemical.m (e.g. M_AAO_Equipment.chemical.m_equi_chemical_bunsenburner )

M_AAO_Architectural.platform.m (e.g. M_AAO_Architectural.platform.m_arch_platform_stairs )

M_AAO_Equipment.biowpn.m ( e.g. M_AAO_Equipment.biowpn.m_equi_biowpn_tank )

M_AAO_Foliage.plants.m (e.g. M_AAO_Foliage.plants.m_foli_plants_fern_c )

M_AAO_Lights.modern.m (e.g. M_AAO_Lights.modern.m_ligh_modern_bunkerlight )

M_AAO_Architectural.catwalk.m ( e.g. M_AAO_Architectural.catwalk.m_arch_catwalk)

M_AAO_Bathroom.stall.m (e.g. M_AAO_Bathroom.stall.m_bath_toilet_stall_wall )

M_AAO_Equipment.watertreatment.m (e.g. M_AAO_Equipment.watertreatment.m_equi_watertreatment_ladder_long )

1782
mAAp Project / Re: Interdiction converting
« on: Tuesday, January 24, 2012, 14:00:11 PM »
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.

1783
mAAp Project / Re: Interdiction converting
« on: Tuesday, January 24, 2012, 11:43:02 AM »
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.

Code: [Select]
M_AA2_Vehicles.GMC_Astro_Truck.veh3_GMC_Astro_Cab_full

1784
mAAp Project / Re: Interdiction converting
« on: Tuesday, January 24, 2012, 10:26:21 AM »
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

Code: [Select]
Tag="AssaultNPCS"
and:

Code: [Select]
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.

1785
mAAp Project / Re: Interdiction converting
« on: Tuesday, January 24, 2012, 06:46:39 AM »
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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