Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Renegade Republik » Game world and mapmaking
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Re: Game world and mapmaking[message #127237]
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Sat, 14 October 2006 01:45 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i've had that only once thus far and posted like the same screenshot. i think you won't be able to load that map in question anymore.
i trashed my map in question and rebuilt it.
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Sergeant Major
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Re: Game world and mapmaking[message #127241]
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Thu, 26 October 2006 02:34 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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no, she isn't voicing the female bad guy, that's probably why she didn't get that joke
it took me some time to figure it too because of that.
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Sergeant Major
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Re: Game world and mapmaking[message #141860]
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Wed, 30 May 2007 20:37 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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yeah. the commandir with the police hat in this section of the forum is to blame. he didn't keep his comments generic enough. But in many sectors, comments are rather generic so the characters wouldn't interfere with map changes.
guess i wasn't careful enough on that one
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Sergeant Major
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Re: Game world and mapmaking[message #141972]
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Thu, 31 May 2007 07:09 
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AZAZEL |
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Messages:750
Registered:February 2004 |
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Guess planners were drunken alright, when they planned some other buildings around that road, and have built the road first.(it's a technicality, building ja2 maps, it's better to curve buldings around roads than roads around buildings). On the other hand, big buildings need space around them, to "breathe". Still unfinished map, but I liked the way it looked at that stage, not haunted by too many buildings and details; rather plant a tree or a little useless trail, than a building. 
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Re: Game world and mapmaking[message #152742]
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Sun, 12 August 2007 00:17 
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CNC_gun |
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Messages:83
Registered:July 2007 Location: Moscow, RF |

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If it's still needed, both levels are accessible and playable provided a CAVERN in any sublevel.
All You have to do is a teleport for each level, both linked to some of any underground levels.
You dig a cave in any sector with two teleports - one to the ground level (close to the mountain), second - to the upper level.
The sense is a cavern in the hill or mountain.
In tests (You can download an example from other thread), mine entrances were used for ground level, and shell-holes masked with bush - for ON_TOP level.
All work very well, but, as Scorpion pointed somewhere here, if You erect houses with flat roofs on the upper level, guys ot these roofs would be killed only from roofs of same level. Take care, use slanted roofs only, when mapping ON_TOP.
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Corporal 1st Class
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Re: Game world and mapmaking[message #153027]
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Tue, 14 August 2007 12:04 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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you refer to one of the maps in question? the one with the enemy on the lower side of the cliffs?
you're right we could make this enemy's equipment available by allowing the player to teleport there. i think there was a teleport from the adjacent map south... but i might be mistaken
will have a look at that.
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Sergeant Major
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Re: Game world and mapmaking[message #153136]
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Wed, 15 August 2007 01:14 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i think that by loading the map new by teleporting, you'll get enemy placements resetted.
so you come in on the lower side of circled screenshot map, kill the guard there, teleport to cavern, teleport up to the higher level and probably the guy that you just killed on the lower level reappears because enemy placements were resetted during the new loading of the map.
that could be a problem, no?
i know about the high climbing animation. Too bad it isn't used, would be fun for mountain ambushes and such...
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Sergeant Major
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Re: Game world and mapmaking[message #153147]
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Wed, 15 August 2007 02:30 
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CNC_gun |
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Messages:83
Registered:July 2007 Location: Moscow, RF |

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Yes, the placement will be reset... But:
1. No matter, as far as corpses remain (les pauvres)!
2. Nice - like enemies are on Your traces, wanting to f... Your back...
3. Restriction in mapmaking - priority exist. checked and/or attitude (?) like close patrol set.
And i can enter also the top of hill, then (thru cave) enter the lower level (stealthy, and "couper les tous en morceaux, les cons!").
Imagine a two level "mountain training camp"! (Where's my VSS "Vintorez"...) Or a sky training base?!.
As per cavemaking. It is a very nice trick - the difference in output to screen between the caves with "numbered rooms" and unnumbered ones.
The numbered ones have the roof, unnumbered - don't. So, with numbered rooms in cave level You can make as many autonomous "cave rooms" as the map and common sense will permit! If You enter one "cave room", You see only(!) those You already visited.
As per "dinamic" top-of-hill embuscades! Who's the bad guy interdicting You to mask (camoufler) standard south walls and (flat)roofs in mountain sides and terrain textures with trees and bushes?
It rest to check for roofs JSDs - to make rocks and bushes JSDs with On_Top flag. Wanted to do it for long ago, but not yet started - lack of C practice.
There are experimental JSDs (and STIs) of "flatroof with sandbag" in Night Ops maps, by Neyros, Terapevt and PM, but they are unstables and "crashgiving" - transparent in some areas, corpse can drop in the wall tile, etc.
Hope only on 1.13 coders for some explanations of JSD engine... The sources of the JSD editor were sent to Lalienxx - rien qu'attendre, c'est tous ce qui nous reste...
Would You kindly accept "a drop of tar in Your honey barrel" (a fly in the ointment)?
Your Electric Discharge perfectly extraordinary and looking REAL (!) one. More than felicitations!
But the motors in vent. things work at 380 V three phases, and are not so big ones to give such a lightning, even instantly stopped (Ul = L*(dI/dt))! (More Phisics could be written here, but simply trust, please.)
It would be more REAL to make an "Electric Installation", say, 100 kV to 380 V transformer room! There, a lightning could even be MULTIdirectional!!!
As per venthole, for example, if merc try to stop the fan's blades, the motor explose, the nearby "electric box" smoke and alarm trigger is set!
[Updated on: Wed, 15 August 2007 02:47] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: Game world and mapmaking[message #153148]
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Wed, 15 August 2007 02:48 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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ah, i see the trick about the room numbers and caves. that would be useful for a scenario where a team assaults a beach/ ravine fortification on mulitple spots at a time.
check ja2 vengeance for sandbags on roof... they worked in ja2 vengeance, in 1.13, these things are more limited (risk of crashes)
a bit of this stuff will also be in ja2 RR, plus i'm looking do finish a job i had started ages ago using onroof jsds.
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Sergeant Major
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Re: Game world and mapmaking[message #153186]
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Wed, 15 August 2007 11:35 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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oh, wait, i think vengeance's roofbags had similar problems, especially the partial transparency and maybe also the climbing if the normal roof tile below had to be deleted due to transparency.
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Sergeant Major
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Re: Game world and mapmaking[message #153418]
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Fri, 17 August 2007 11:33 
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CNC_gun |
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Messages:83
Registered:July 2007 Location: Moscow, RF |

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Shall be here... As per JA2 - can provide You with ISO's or RARed "game directories" of all russian editions - 1.02 (aka Buka), 1.01 UB (Buka), 1.12 Gold Ed. (Buka Gold), 1.12 New Ed. (Akella), WildFire 5 and 6 (even with uncrypted exe (que diable!)).
All things, described here, were tested on original vanilla JA2 1.02 maps, as 1.13 was installed over the "vierge" JA2 installation.
The thing dreamed but never tested (une de ces trouilles), it's an ARC or PORCH, but with JSDs arranged to leave 2 (two) "bricks" high passage. To imitate tubes, sewerage systems, breaks in walls etc.
The problem - could a merc pass obstacles becoming crouched or even prone. Other case - the barrage or turnpike - why merc can't pass it crowling (en rampant)?
Have You seen the pictures with JSD editor?
Well, it's time to put the sawmill on... Hope to finish soon, and to post some drafts...
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Corporal 1st Class
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Re: Game world and mapmaking[message #153422]
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Fri, 17 August 2007 12:24 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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CNC_gun
The thing dreamed but never tested (une de ces trouilles), it's an ARC or PORCH, but with JSDs arranged to leave 2 (two) "bricks" high passage. To imitate tubes, sewerage systems, breaks in walls etc.
The problem - could a merc pass obstacles becoming crouched or even prone. Other case - the barrage or turnpike - why merc can't pass it crowling (en rampant)?
Have You seen the pictures with JSD editor?
don't think the first idea would work. but i never really tested it myself. I guess a tile either is passable or not, there might be no check for the merc's stance at all (merc's height not considered variable by the code for such an action?). might require a code change. would be a very cool feature
yes, i've seen the pics abou the jsd editor, but i haven't understood what the bug was exactly about. JSD's don't compose of bricks but of... something else? and what impact does this have on jsd's generated by the old jsd editor?
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Sergeant Major
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Re: Game world and mapmaking[message #153541]
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Sat, 18 August 2007 05:51 
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CNC_gun |
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Messages:83
Registered:July 2007 Location: Moscow, RF |

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Bricks?.. Why not? Can't find a right word... JSquanta may be, or "cubes", used in other thread?
The JSD editor work well, exept for types 1 and 3 (at least the version we have here).
It have only one minor inconvenience - JSD structure is SHOWN like bars, not like the JSD really "works" and not like the JSDs are handled by game engine.
So it was very annoying to redraw every matrix on paper to check for all "trous" in the structure, and a new handler for visualisation of the structure was written.
It was planned to add "full multitile view", even with rotation, but works were stopped by force majeure, and not yet restarted. Other dream was a special tileset, composed from JSD pictures only... To play with JSD engine. But it seems a lot of work is needed, as such a tileset must be dinamical, generating complex STIs from elementary JSD "cubes" according to the selected set of JSD files...
If You want, You may compare the JSD view on the original version and on the new one. The last (on the posted screenshot) is a dead cow head, and it look like a dirty digitised one, and not like a set of bars. The third post mentioned above should give some understanding on the JSD visualisation.
Hope, lalienxx will have a look on sources of the editor, at least to add type 1 and 3 handling.
Are i dummy? Can send You the new .exe for test and comparison, but it's larger than original, due to compiling mode.
As per artists to draw new STIs... Hope, something will change soon...
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Corporal 1st Class
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Re: Game world and mapmaking[message #153553]
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Sat, 18 August 2007 11:42 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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good, so it's only a change in visualisation. i was getting afraid it was more serious. good that's not the case
type 1 and 3 are what?
i know that jsd editor right now can't handle walls, roofs, as well as animated jsd's. would be awesome to be able to make longer than 8 framed animations 
as far as the new version of jsd editor is concerned, as soon as it's publicly released, you can post a link for us, no?
as far as artists creating tilesets is concerned: i only know of a small number of people doing this in a certain quality. you see the stuff on my screenshots, 3d instead of isometric looks bad in ja2, but there's only very limited possibilities to obtain isometric pictures of certain objects
some awesome work was done by a couple of people, from nowa caledonia mod, legion 2, MFM and some other mods in the past (fallout raider menace/ jaFall) or in development (search and destroy) but i guess these things tend to get lost or the unfinshed projects get forgotten about by developers abandoning them.
same as with animations, tileset design work is challenging and tricky, thus few people doing it and hardly anybody showing anything in public
you'd have to find some people reliably working on these things. But i think such an attempt has been started before, and there was little echo in this forum. I guess artists would have to be handpicked and personally invited to join such an effort rather than be adressed in a general way through forums.
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Sergeant Major
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Re: Game world and mapmaking[message #153573]
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Sat, 18 August 2007 14:32 
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CNC_gun |
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Messages:83
Registered:July 2007 Location: Moscow, RF |

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The Isometry drafts - look here: http://www.le-boite.com/minos.htm
Really helpful - You draft the object roughly in true isometry, You put light to have shadow and "colour games", You save as bitmap and You finish in Photoshop or STI editor.
Frankly - can't imagine an object, what is as "indraftable", as "unisometrible"! Horrible lexique!!!
JSDs are three types, the editor handle only type 2, but You can adapt every JSD in the game to type 2 by hexing the file header.
Shall try to show this more clearly.
In the other thread, "bricks" were "cubes", but they aren't really, being dinamic "by design"!!! Please, check the third link in the post hereabove.
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Corporal 1st Class
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