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Re: Game world and mapmaking[message #127193] Wed, 06 September 2006 23:30 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
yeah. sad there's only few tropical/ water maps in the map world.

@Az

i happen to know a mod that is planning to use lots of tropical and lots of water. And it seems a bit more alive than the metavira mod.

they are in need of mapmakers too, plus they get most state of the art kick-ass tilesets.

it's a world war 2 themed german mod. that might be the downside of it for you i guess.

they'd appreciate your help too in case you don't want to work with my shitty tilesets anymore Wink
Re: Game world and mapmaking[message #127194] Wed, 06 September 2006 23:45 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
Your tilesets are not bad at all, and my guess is they are still far from being definitive.
What the...let them ask, no need for you to play Madame Layla around. Smile
I get enough kicks and enough to learn from our working together at the moment.Let's get this done.And rock them!

Re: Game world and mapmaking[message #127195] Thu, 07 September 2006 00:27 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
well then. that's been a clear parole!
Re: Game world and mapmaking[message #127196] Sun, 10 September 2006 01:47 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
Quote:
Originally posted by AZAZEL:
tilesets are far from being definitive.
Ever felt the need to do something "outrageous" with them?Like this:
[]

Got it up and running on my computer,STIs and entries to make are ready for you to merge in your final ja2set.dat.

Re: Game world and mapmaking[message #127197] Sun, 10 September 2006 01:52 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
very cool

funny you would go for this bulidng from UB, i have it in another custom tileset as well.

you read my comments on the boats and the roof i guess.
Re: Game world and mapmaking[message #127198] Sun, 10 September 2006 03:55 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
Yes;the modifications should be in your mailbox.
The ja2set.dat is a virgin one, with only the corresponding modifications in that tileset.

About the wall:it's not funny,it's normal.
The roof is the best I could come up with, with my tools.While it is still a "screamy" attempt, it tries to simulate a ceramic-tiled roof, and its colour somehow reestablishes the map colour palette.Because if no more red shirts are present on soldiers(green and brown uniforms now) the only available red spot on the map(s) would be that soda machine,or whatever they call it.
And don't you dare say something about my boats. Smile
No, seriously now, nothing is definitive-that's why I didn't operate on the common ja2set, and sent you the STIs for opinions, corrections,etc.Something good must come out of these attempts and contradictions.

Re: Game world and mapmaking[message #127199] Sun, 10 September 2006 06:12 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
i think there is a roof that tries to simulate ceramic in balime/ wealthy tilesets

is a middle way between them (rather brownish) and your (rather red) roofs what you are looking for?

i use white, black, grey.blue, brown solider suniforms plus dark grey/ black coats. all kinds of colors Wink

i receive the files and will look at them/ have a try at your roofs this weekend.
Re: Game world and mapmaking[message #127200] Sun, 10 September 2006 20:04 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
azazel

i refered to these rooftiles from arab city tileset, i think they're meant to portray ceramic roofs. We could use those as a base for "red roofs"

http://img218.imageshack.us/img218/332/rooftilesqj6.jpg

by the way i loaded your custom tileset and notice that there's still a lot of room to add more

door_01.sti is still doubled. pick a door of your chocie. metaldoors are versatile

drum_01.sti is still doubled, but we're missing drum_02. should i add it?

w-dec01 is still doubled, again, pick a wall decal of your choice

furn_06 is still doubled, should i add some boxes/ crates?

roofvent.sti is also doubled. but i don't know if you want to use onroof items. they don't load when a merc enters a room.
Re: Game world and mapmaking[message #127201] Sun, 10 September 2006 23:19 Go to previous messageGo to next message
Bearpit

 
Messages:1079
Registered:August 2001
Location: Sydney Australia.
Wow the big boat from post 22August is really something :cheers:
Blends in perfectly.
Also very nice jetty planking, better color & atmosphere than UC version.

So where's the jetty crane & stacks of crates - baskets - barrels ?
Re: Game world and mapmaking[message #127202] Mon, 11 September 2006 00:03 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
Though I made some 8 boat types myself,one ressembling yach amongst them,that boat is something I cannot take credit for;it comes from the B2B mod.Mes hommages aux Allemands,ils ont du bon gout Wink The only drawback of it is that it's little too big.
Portuary maps in Renegade Republic are very limited in number, so...I'm trying hard to make sure they're beautiful.
Cranes-baskets-barrels are in maps,the images here were just sketches.Some of Scorp's screenshots have them too.
How's it going with that Island Coup?

Re: Game world and mapmaking[message #127203] Mon, 11 September 2006 01:24 Go to previous messageGo to next message
Bearpit

 
Messages:1079
Registered:August 2001
Location: Sydney Australia.
The small outboard boats look also quite good but need to be used sparingly.
It's a small scale enviroment we simulate and the tilesets work best that way.
The large fishing boat is le magnifique :wrysmiley:

If I could leave work Island Coup would proceed.

With some encouragement & help from Scorpion I'm going to restart it on a small scale.
We need to enable some already coded features which would allow a full scale game test.

Before all final features were added to .exe playtests indicated IC was quite satisfactory from an old school traditional JA2 standpoint.
Balanced for combat, finance, weapon - armour progress and a good selection of new features which all work. Around 50 weapons & 7 different sets of armour.
About 70-100 hours gameplay on experienced level required to finish but it's possible to do it faster by employing a particular strategic approach .... though you would miss a lot of fun in the haste.
Re: Game world and mapmaking[message #127204] Thu, 14 September 2006 20:03 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
Ooops,looks like Az was turned into a robot by too much fight with those sti bastards, and deleted the outrageous attempt by mistake. :headbanger:
Would something like this be interesting for the very edges of the coastal maps?
http://xrmb2.net/img/images/618904.jpeg
Beauty and playability are different things though.

Re: Game world and mapmaking[message #127205] Fri, 15 September 2006 01:20 Go to previous messageGo to next message
lockie

 
Messages:3787
Registered:February 2006
Location: Scotland
looks great az , trouble is, id want to play in the yacht too much :waving: , .would it be possible to board a large ship , kinda in place of a building?


Re: Game world and mapmaking[message #127206] Fri, 15 September 2006 02:20 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
Watch out not to fall from that cliff.
Through the boat.

At the moment no,even if in theory it would be possible, with enormous tilesets rework.
And enormous means ENORMOUS.
Maybe when another STI tool comes out.
I think Scorp sais something not quite sweet about the pics I sent him;left him the dirty work of integrating,scaling things,thinking clear.
If these "forced sketches" made somebody think,or dream...well,I'm happy.

Re: Game world and mapmaking[message #127207] Fri, 15 September 2006 05:13 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
actually a map looking a lot like the above screenshot could easily fit one of the river deltas in the game world.

we'd have to fiddle around with accesibility and a bit shallow water to avoide mercs to drown in there. (or is it all shallow water?)

the other pics will still need some time to get integrated and then more time to be mapped into the game. But Az has the freedom of having his own tileset so in fact there's a lot of room for creativity, if it's not overestimating my skills at finishing stuff. Ideas are cool but relying on me to do certain parts of the workload is risky, as i happen to do a lot of other things and my attention might get distracted.

would be sad if we lose good mapping ideas because of that, wouldn't it.
Re: Game world and mapmaking[message #127208] Sat, 16 September 2006 06:45 Go to previous messageGo to next message
lockie

 
Messages:3787
Registered:February 2006
Location: Scotland
ah well only a thought , thanks for thinking about it , mebbe some day Wink


Re: Game world and mapmaking[message #127209] Wed, 20 September 2006 06:23 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
Meh,more than a thought if you settle for something like this:
http://img486.imageshack.us/img486/8611/azazn8.th.png

Re: Game world and mapmaking[message #127210] Thu, 21 September 2006 04:28 Go to previous messageGo to next message
lockie

 
Messages:3787
Registered:February 2006
Location: Scotland
yup looks fine ,with a groundlevel deck leading to belowdeck holds ,dark n spooky hehheh, with a rooflevel wheelhouse? is it possible?


Re: Game world and mapmaking[message #127211] Thu, 21 September 2006 05:31 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
2 accessible levels are possible, but that would need a lot of work. 3 accessible levels would only be doable in a sector that supports sublevels (i keep requesting new sublevels from the 1.13 devs but haven't had the luck so far)

az and i are doing some brainstorming about that now.
Re: Game world and mapmaking[message #127212] Fri, 22 September 2006 05:08 Go to previous messageGo to next message
lockie

 
Messages:3787
Registered:February 2006
Location: Scotland
go guys go go go :ok:


Re: Game world and mapmaking[message #127213] Fri, 29 September 2006 10:13 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
Going...
Untill you see some more of the devilish things Scorp is cooking, here's a moment from testing:
http://img135.imageshack.us/img135/8080/screen008tv6.th.jpg
Sniper thinking

Re: Game world and mapmaking[message #127214] Fri, 29 September 2006 20:35 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
hey Az. kaiden's new editor would allow us to work with 70 tilesets at a time and supports all xml items. means we'll be able to massivly speed up later on on single enemy priority placements, items, all that stuff. with all items now being placable in map files, this also opens new opportunites as for "retrieve item" quests and such.
Re: Game world and mapmaking[message #127215] Sat, 30 September 2006 00:06 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
Yup, got it running as soon as it appeared.(No new editor folder needed)
Though I really don't know what I've messed up again,'cause if I start a new 1.13.502 game nothing but the IMP's gun shoots, and weapons don't recognize their corresponding ammo. :whoknows:

BTW, you won't believe how easy the solution to those problematic cliff glitches really is: must place appropriate entry points, save the map and then reload it. Cool

Re: Game world and mapmaking[message #127216] Sat, 30 September 2006 01:27 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
Do you see something here?

http://xrmb2.net/img/images/587889.jpeg
What, the waterfalls from that fantastic loadscreen in the game?
Maybe even a 1 pixel animation?

Re: Game world and mapmaking[message #127217] Sat, 30 September 2006 02:07 Go to previous messageGo to next message
Khor1255

 
Messages:1820
Registered:August 2003
Location: Pleasantville, NJ
Beautiful, but have you tested a map with this?


I'm really glad to hear that the Cliff glitch can be fixed so easily. I've stopped adding them in maps altogether because of the corresponding worldmap weirdness they seem to produce but maybe I'll add a few and see if this workaround does it for me.


Another nugget you may or may not know is when you place roads and the program wont accept them sometimes using a grassy tile under them causes them to save correctly. Don't know why this is but it's a trick for getting the freakin roads to go down without too much of a fight.
Re: Game world and mapmaking[message #127218] Sat, 30 September 2006 02:54 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
Never encountered a saving roads problem like what you describe,Khor.
Overlapping?
Bending roads or that "count too high" editor objection, I'm fixing it by deleting the road tiles,one by one, and inserting a corresponding road piece(usually 3x3)No touch.
Also,my (bad and futile)habit is to place brown(dark) floors under the roads, so they look better from the panoramic("I" button) view.

Yes, tested that thingy in a map.
I made the image more transparent there, for the waterfall cliff, no animation, no cliff.sti modification(just a new STI image with that coresponding jsd)-my problem was where to fit that new STI, so it won't conflict with Scorpion's tiles,so I solved it the barbaric way: make another piece, consult afterwards.

EDIT: Oh,if you meant how the lower part,South of the "barrier" is accessible, I can give you a hint:teleport point on a boat from the sector below it,or via the isolated entry point;in theat screenshot the soldier has stationary and priority existence set.

Can any of you confirm success with the cliffs?It's kinda' like in the teleport placing procedure, only you place the entry points-save-load-make other things,final touches for example-save again.
After giving the program correct instructions on how to configure that map(entry points placing), you save and when you reload it the editor "fixes" the glitch.Sometimes you can still see that odd thing if you hold down "shift" and search or scroll the very edge of the map.

Re: Game world and mapmaking[message #127219] Sat, 30 September 2006 03:58 Go to previous messageGo to next message
lockie

 
Messages:3787
Registered:February 2006
Location: Scotland
yeah , how does cpt z get on the cliffs in the first place.??


Re: Game world and mapmaking[message #127220] Sat, 30 September 2006 04:13 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
Normally.
Map's South and East entry points are set very close to the S-E corner, since in that case the the cliffs are oblique.Coming from the South, you can only set your soldiers in some 12 tiles from the S-E (visible) corner of the map, if you try to put your team "down there" the game won't let you do it
(inaccessible from there, are you commiting collective suicide? Wink )

Re: Game world and mapmaking[message #127221] Sat, 30 September 2006 06:56 Go to previous messageGo to next message
lockie

 
Messages:3787
Registered:February 2006
Location: Scotland
ok , but how does game recognise sniper shooting down or even across ?


Re: Game world and mapmaking[message #127222] Sat, 30 September 2006 23:10 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
My,aren't we the nosy one? Smile
I think you are overestimating a bit how smart that game thing really is.
To make a long explanation short: volumes are more in your mind than in the game.
Lookie:
http://xrmb2.net/img/images/433584.jpeg
She can shoot the bastard to pieces,in any choosable manner,or be shot by him.

NO.

Yes, but she will ask the player to press the Tab button first. Wink

Figure out how yourself.

Re: Game world and mapmaking[message #127223] Sun, 01 October 2006 03:56 Go to previous messageGo to next message
lockie

 
Messages:3787
Registered:February 2006
Location: Scotland
hmmmm , well if you say so im prepared to believe it Wink , main thing being, whens the mod gonna be ready? huh ?


Re: Game world and mapmaking[message #127224] Sun, 01 October 2006 04:48 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
I guess transparency has its costs, one of which is bearing with this obsessive question:"when it will be ready?"
When The Scorpion sais so!
Asking this question repeatedly, or in an aggressive way(not your case) will not make the release more close to the present.
The Scorpion is already doing much work
(how much time do you dedicate to this?do you work for a living,eat,sleep,do you have help I don't know about?) And he sais he's having fun doing it,but don't buy that, at least not all work is fun.It's only rewarding when you see something implemented and running,the rest is just pain and frustration when you're not getting things done properly.
I'm doing almost the best I can to squeeze in some hours every day for this.Then, some things are still to be added by the coding team.Testing things will take some time too.
Guess that's why they call this kind of thing a "project",not "somethingyoucandoovernight".
Also,it is always possible to improve a mod, or a game.

In conclusion,The Scorpion is too polite to answer this kind of question directly, but I'm not:wanna play the released mod faster?Join the effort,ask him what you could do to help, or shut up.

Re: Game world and mapmaking[message #127225] Sun, 01 October 2006 08:12 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
good point

in fact, lockie has already contributed a set of NPC speeches and i migth ask him for a second once i have them written and ready Smile

kaiden's new editor will speed up many mapmaking things such as item/ enemy finetuning and tileset issues since all is now in one big working ja2set.dat

then we'll have to find some more voice actors. i'll do another effort once i'm prepared for this.
ths always takes ages to coordinate so i'm not doing it during the time i work on maps/ tilesets on such a large scale as right now.

(finding female voices is the hardest part. two of them i still need for sure, one of them has already an actress, the second one i still need to find her)

everybody can be sure that we'll announce the betatesting phase early enough.
Re: Game world and mapmaking[message #127226] Sun, 01 October 2006 08:22 Go to previous messageGo to next message
lockie

 
Messages:3787
Registered:February 2006
Location: Scotland
anything i can do , i will ,to help the effort az , wouldn't it be great though if someone could coordinate the mods ( richard mebbe , as ja 3 seems not too far off)i understand that modding is only a hobby and we all have our lives to get on with . any rich benefactors out there willing to pitch in ? :waving:


Re: Game world and mapmaking[message #127227] Sun, 01 October 2006 09:33 Go to previous messageGo to next message
Vicky

 
Messages:66
Registered:January 2006
Location: New Zealand
Howdy I am back.. What exactly is on my plate to get done? I have quite a few assignments coming up for uni so sorry I've not really been pulling my weight..

I know I'm getting some maps done and making Adam do his lines as well as editing my own.. What else?

p.s hope everyone is alright and not too stressed?
Re: Game world and mapmaking[message #127228] Sun, 01 October 2006 22:44 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
hi Vicky

you want to do even more stuff? i though you were pretty busy at Varsity?

"what else" i may rewrite some female char(s) when adding a new quests later on so there might be more voice acting to come then. at the very moment i need to finish some stuff myself before i can assign new stuff.
i'd be quite happy if i got adam's lacking speeches so that his character would be "complete".

there'll be another bigger voice acting casting needed once i've got everything prepared.

same to lockie, you might want to voice act the "seaman" were going to add Wink

again, needs some more time as i'm working on improving those UB and UC tilesets for use with RR and making new maps.
Re: Game world and mapmaking[message #127229] Mon, 02 October 2006 04:33 Go to previous messageGo to next message
lockie

 
Messages:3787
Registered:February 2006
Location: Scotland
sure thing scorp , just send out whatever you need doing


Re: Game world and mapmaking[message #127230] Wed, 04 October 2006 10:26 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
i'm working on it. should be ready soon Wink

Azazel, Dan, Vicky. When creating maps you can now also think about adding any visual effect or sound effects you'd like.

events, like in vanilla maps explosions or alarm sounds, just maybe different effects. There are many possibilities.

for example i will be trying to get that "rolling bush" animation into the game in a nice way this time around Wink

*edit*

lockie, a new char is on the way Wink hope you'll like 'em

btw, what i was referring to as ingame events are stuff like this

http://img221.imageshack.us/img221/397/flashypk5.gif

the animation here only comprises of 3 screenshots, it's of course more detailed in ja2 and it also doesn't repeat over and over (while that would be possible too, just then, there would be no Sound and no Damage. ohh well, you caught me, on some occasions there could be sound, but that would mean overwriting existing sounds.

ideas? suggestions?
Re: Game world and mapmaking[message #127231] Thu, 05 October 2006 00:02 Go to previous messageGo to next message
DaViLLaN

 
Messages:12
Registered:October 2003
Location: CT
the scorpion = a$$kicker

Im speechless. Keep up the great work!
Re: Game world and mapmaking[message #127232] Thu, 05 October 2006 01:54 Go to previous messageGo to previous message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
glad you like it

however, since the above animation is undetailed and makes no sense, here is a short illustrated story


...excerpt from the diary of an unknown mercenary


"one thing i learned the hard way as a mercenary is to never have two explosives specialists in the squad. If you leave Red and Trevor unattended for only 5 minutes, they will play the meanest tricks on you

http://img86.imageshack.us/img86/4603/hoaxesnh1.gif

don't be scared. I can regulate the power of the impact, this is was a bit overpowered, a merc/ enemy should actually survive such a hit
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