Re: Big Maps Project[message #246893]
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Sat, 13 March 2010 03:40
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CheKa |
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Messages:15
Registered:March 2010 Location: Somalia |
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Hello, friends! Sorry for my Ingrish.
Good work Big Maps Project is.
1) I have tried to create two maps. Sectors A11 and C16. A11 - 320X320; C16 - 640X640 (huge for crazies). Its fine!)
But, it was remake of Wildfire maps. All the same you can use them for testing in standart 113mod, but some objects will be incorrect. (It is not so important, all work any variants)
Here it:
http://www.ja2.su/mods/Ja2v113/Farah_Aydid/c16.rar
http://www.ja2.su/mods/Ja2v113/Farah_Aydid/a11.rar
2) Problem with radarmaps. What is not suffer with radarmaps, and simply replace small radar to one unique picture (like sub sonar or air radar)? And make enter to sectors autospread for mercs, like for NPC? It is simple idea, just in case.)
3) And yet, for what size to be guided at creation of new maps? I think, size 320x320 (or 400X400) should be normal for standart game. I must know, because i want remake all Wildfire maps.) What do you think?
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Private
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Re: Big Maps Project[message #246910]
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Sat, 13 March 2010 11:23
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usrbid |
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Messages:1506
Registered:December 2008 |
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@Smeagol: You have probably seen these maps before, they use the fallout style tile set, but I thought maybe you can get some general ideas from them. I especiaslly like the first one, it is so big.
@CheKa: I wasn't able to catch Smeagol on IRC today, but he tends to hang out there all the time, try to log into the IRC chat (maybe using the Web client, link is in my signature), and you should be able to talk to Smeagol. He is currently finalizing the D13 Drassen Mine map, it is a lot of work, I am sure he will be happy to have someone help him.
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Re: Big Maps Project[message #247281]
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Thu, 18 March 2010 16:31
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CheKa |
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Messages:15
Registered:March 2010 Location: Somalia |
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Hey, someanybody herrrre? Where you are, Lalien? If you have possibility, read thread about Big Maps on Russian Forum. There are some information about bugs and other things. I think, if errors have been corrected, then there would be many new maps already now. Summer soon.)
And yet, there is an idea (and main thing, is desire and time to make it)! I dont know, whether somebody tried to make it here before, but the idea is that:
necessary expand in the source code the colums/slots for sti-files for mapeditor or allow more numbers for sti-tilesets. Then we can mix all styles of map editor. It will be realy cool! More variety on the big maps! Editor of Bugmonster has such possibility already in his JA2005. He said that it can be made selectiv in INI.
I dont understand yours programmers featuressss...)))
Sorry for my monstrous Ingrish. =)
[Updated on: Thu, 18 March 2010 17:16] by Moderator Report message to a moderator
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Re: Big Maps Project[message #248347]
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Thu, 01 April 2010 17:36
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CheKa |
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Messages:15
Registered:March 2010 Location: Somalia |
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Horatio Cheka, are your towns going to be single or multiple sector?
Multiple.
The idea is that:
There is one huge town (with suburbs)! (By analogy to Mogadishu.) That in the original game was cities, in my version will be key areas. Like Military Base, Central Market, Stadium, Hospital, Air Sea Ports, Traning Camp, Fisherman Quarters, Factory Area, Palace, Piracy Island etc... The basic part of Map will be occupied by inhabited slums.
The basic label of sectors will be Road. And time of transitions in conformity. But time in key quarters will be like in towns in original (5 sec).
Places where it will be possible to train milicia it is limited (DBlue label in a corners of sectors on the Map Plane). Fights for every quarter will be hard. =)
20 sectors from 185 are done. On next week i can make testing assamblage for free test of big maps.
Plan| Horn of Africa:
[Updated on: Thu, 01 April 2010 17:47] by Moderator Report message to a moderator
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Re: Big Maps Project[message #248537]
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Mon, 05 April 2010 03:33
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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CheKa Horatio Cheka, are your towns going to be single or multiple sector?
Multiple.
The idea is that:
There is one huge town (with suburbs)! (By analogy to Mogadishu.) That in the original game was cities, in my version will be key areas. Like Military Base, Central Market, Stadium, Hospital, Air Sea Ports, Traning Camp, Fisherman Quarters, Factory Area, Palace, Piracy Island etc... The basic part of Map will be occupied by inhabited slums.
The basic label of sectors will be Road. And time of transitions in conformity. But time in key quarters will be like in towns in original (5 sec).
Places where it will be possible to train milicia it is limited (DBlue label in a corners of sectors on the Map Plane). Fights for every quarter will be hard. =)
20 sectors from 185 are done. On next week i can make testing assamblage for free test of big maps.
Plan| Horn of Africa:
say CheKa, is bigger maps and the editor already stable and bugfree enough for you to do proper mapping? because i think the guys are still working on it to get to a halfway stable release.
but anyways, i bet they are thankful for every tester that helps them out. and someone will always have to be the first to deliver a working proof of concept for any new feature anyways.
so thank you for your work.
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First Sergeant
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Re: Big Maps Project[message #252143]
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Mon, 24 May 2010 14:56
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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bugmonsterSandbags on rooftops is a feauture of WF or NOps tilesets. I suppose if you use such tileset with any accessible mapeditor, you'll be able to place sanbags on rooftops. What exactly doesn't work for now? Did you see rooftop sandbags in the editor? Can you select them?
Yeah, I know that sandbags are a WF feature (as I'm the guy who added them with the help of the Scorpion...).
The sandbags show up in the mapeditor, but if you select them and try to place them in the map, the sandbags only blink briefly but are not placed. what exactly happens when you try to place them is hard to explain... you press the LMB as usual to place objects, but instead of actually placing them into the map, the item simply isn't placed (only blinks in the cursor, but nothing really happens). Older editors placed them just fine, however there also was a problem: when you deleted one sandbag and tried to add it again later at the same tile, the sandbag wasn't placed (with similiar blinking as in the newer editors). You had to restart the editor to be able to place the sandbags on tiles that previously had a sandbag.
Dunno... it's just annoying, building a bigmap 360x360 just to discover that it won't work because you can't place sandbags where they should be. :/
Maybe someone could take a look at that with the WF tileset? I haven't too much knowledge about modifying tilesets and coding, I just can build decent maps and edit items... for all the background stuff I'm always dependent on someone who knows it better than me.
[Updated on: Mon, 24 May 2010 14:57] by Moderator Report message to a moderator
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Re: Big Maps Project[message #256227]
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Wed, 14 July 2010 17:38
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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bugmonster
2. Rooftop sandbags problem: looks like NightOps rooftop sandbags can be placed in editor, while Wildfire rooftop sandbags most of time can't. Problem with Wildfire sandbags is not solved.
I can place roofbags just normally with an older non-bigmaps editor (though not not with each editor). It works with Map Editor version 2222 for example.
Dunno, maybe something got changed in the code between versions.
Anyways, glad there is progress on the bigmaps bug fixing. Looking forward to get a working editor and exe.
Edit:
I'm also eager to know, if there is someone capable of revisiting tilesets.
A very useful, if not necessary feature would be to combine all tilesets into one big one. At the moment the limitations on tilesets are a real pain. Without larger tilesets big maps won't be that useful.
Example: I just wanted to start work on the Chitzena harbor map. It uses the Coastal 1 tileset, which would be fine and all, if the surrounding sectors wouldn't use the Tropical tileset (which has completly different vegetation and ground textures. It simply looks awkward, if you move from map A1 to B1 and suddenly the palm trees from A1 are now pine trees).
The only tilesets with the same vegation as the rest of Chitzena are Tropical 1 and Tropical SAM, switching the tileset of the harbour from coastal to either of them causes a lot of trouble, as several stuff needed for a harbour is neither in Tropical 1 or Tropical SAM (like wooden crates for example, or those wheels in water... the list goes on...). Same is true for all kinds of other tilesets.
If however the tileset for a map had each and every tileset combined into one, those problems wouldn't be an issue. Wouldn't it be quite useful to have different types of fences in the same map for example (atm you can have only wirefence OR only wooden fence in one map due to tileset limitations)?
I know this has been asked for several times before, but only answers this question gets is either "not doable" or "wait for SMP". My skills at working with JSDs are unfortunatly rather limited, so any help on this would be highly appreciated.
[Updated on: Wed, 14 July 2010 18:39] by Moderator Report message to a moderator
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