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Re: [Map] Assault on Grozny (2km) [WIP]

Posted: 2013-09-23 14:08
by [FSA]IrRahman
[R-DEV]Rhino wrote:All but Grozny are fictional maps and are not anywhere in particular and in the case of Fools Road, Dragon Fly and AoM (you missed that one) make no sense with the Brits or US "fighting the Chechens in a historical Chechen war which they where not involved in" which is why they are a generic faction called the militia.
Yeah, but these maps look like placed somewhere in Caucasus or russia. Then you can make STD layer with: Chechens vs russia, and ALT: 'militia' vs UK/US

[R-DEV]Rhino wrote:Anyways as for making a Chechen faction, its something you can keep in the back of your mind but I would use the militia for now and its something you can look into making later :)
Yeah, making Chechen faction for PR2 on CE3 would be much easier and more fun to do.

Re: [Map] Assault on Grozny (2km) [WIP]

Posted: 2013-09-23 14:16
by Arc_Shielder
'[FSA wrote:IrRahman;1952557'] - snip -
I don't think you're receiving the message. Do not spam this thread any longer about the creation of a Chechen faction. Start an appropriate thread for that. I want to follow the map's progress and not read 1 full page of how much you think Militia is all wrong.

Re: [Map] Assault on Grozny (2km) [WIP]

Posted: 2013-09-23 14:24
by SShadowFox
'[FSA wrote:IrRahman;1952557']Then you can make STD layer with: Chechens vs russia, and ALT: 'militia' vs UK/US
You do realize that doing that, the UK/US would be speaking Russian don't you?

But yeah, do what Arc said.

Re: [Map] Assault on Grozny (2km) [WIP]

Posted: 2013-09-23 14:26
by Rhino
'[FSA wrote:IrRahman;1952557']Yeah, but these maps look like placed somewhere in Caucasus or russia. Then you can make STD layer with: Chechens vs russia, and ALT: 'militia' vs UK/US
No, because you can't change team voices between different layers. This is only why you see other factions that use the same voices on the same map though different layers, like the US Army, USMC and Canadians all use "American English" and why you see both the US Army and the CF on Kashan though different layers.

Anyways make a new topic if you want to discuss this further and get back on topic.

Re: [Map] Assault on Grozny (2km) [WIP]

Posted: 2013-09-23 18:23
by Pvt.LHeureux
Wow wow, it's actually pretty simple to change the Russians so they don't have scopes on this map.

Just copy the Russian faction and assign them new weapons, that's pretty much it, Chechen are fine the way they are. Re-Texturing the T-72 like Rudd said isn't a super behemoth task either. Don't see what the fuzz is all about.

Re: [Map] Assault on Grozny (2km) [WIP]

Posted: 2013-09-23 18:28
by Ason
Pvt.LHeureux wrote:Wow wow, it's actually pretty simple to change the Russians so they don't have scopes on this map.

Just copy the Russian faction and assign them new weapons, that's pretty much it, Chechen are fine the way they are. Re-Texturing the T-72 like Rudd said isn't a super behemoth task either. Don't see what the fuzz is all about.
Alright, I have gotten different answers, some time back people said it was possible to change the weapons quite easily then I heard they removed customizing kits in 1.0 so now I'm quite confused. If I make a copy of the russian faction I have to add the new faction files for people to download togheter with the map right? Or are the faction files included in the map folder?
Also if someone could tell me where to find the faction files/.con files to edit?

Re: [Map] Assault on Grozny (2km) [WIP]

Posted: 2013-09-23 18:37
by Rhino
Mrslobodan wrote:Alright, I have gotten different answers, some time back people said it was possible to change the weapons quite easily then I heard they removed customizing kits in 1.0 so now I'm quite confused. If I make a copy of the russian faction I have to add the new faction files for people to download togheter with the map right? Or are the faction files included in the map folder?
Also if someone could tell me where to find the faction files/.con files to edit?
As I said before, I think more than once now, don't worry about this stuff for now, this is the kinda stuff you need to think about in the final stages of your map. Till then just have the idea in your head with possibly also a plan drawn up for it...

If you do this now in all likelihood your files will need to be updated anyways later to be in line with the later versions...

Re: [Map] Assault on Grozny (2km) [WIP]

Posted: 2013-09-23 18:44
by Ason
Yeah you're right Rhino, I guess I can wait with this a bit, but I'm actually very close to the final stages of the map :)

Re: [Map] Assault on Grozny (2km) [WIP]

Posted: 2013-09-23 20:04
by Rhino
Mrslobodan wrote:but I'm actually very close to the final stages of the map :)
That's what every mapper first says when about 1/3 though making their first map :p

Re: [Map] Assault on Grozny (2km) [WIP]

Posted: 2013-09-23 20:16
by Ason
haha yeah, wishful thinking xd But I got a good feeling about this!

Re: [Map] Assault on Grozny (2km) [WIP]

Posted: 2013-09-23 21:12
by Rabbit
[R-DEV]Rhino wrote:That's what every mapper first says when about 1/3 though making their first map :p
Quoted for truth.

Re: [Map] Assault on Grozny (2km) [WIP]

Posted: 2013-09-23 23:34
by Pvt.LHeureux
What Rhino says is true, just get your map done, playable, and not crashing, lightmapped and all, etc. Then you can get to the .con stuff :razz:

Re: [Map] Assault on Grozny (2km) [WIP]

Posted: 2013-09-24 17:57
by Dukuu_npanop
Hi, Mr. Slobodan!
The first thing I wanted to congratulate you that you have made a sufficient progress on your project I see. Now not only outskirts but some parts of the city itself look like true Grozny :-P The only thing I wanted to advise you was to move living houses out from the railways, and place e.g. some industry or utility buildings near them. But if you did this never mind. ;-)
The second thing is factions and kits and I attached .rar that you can use. It changes several chechen kits as it is not so typical that rebels use helmets. To get rid of helmets without changing original PR files I found the following way:
1) extract the attached faction_init.con into your server.zip
2) edit the init.con file, place bolded text after the line:

run TriggerableTemplates.con
run ../../Factions/spawners/spawners_common.con
run ../../Factions/spawners/spawners_chinsurgent_sp.con
run ../../Factions/spawners/spawners_hamas_sp.con

endIf

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "CHinsurgent"
gameLogic.setTeamLanguage 1 "rebels"
gameLogic.setTeamFlag 1 "flag_re"
gameLogic.setKit 1 0 "chinsurgent_officer_sp" "pr_chinsurgent_soldier4"
gameLogic.setKit 1 1 "chinsurgent_assault_sp" "pr_chinsurgent_soldier5"
gameLogic.setKit 1 2 "chinsurgent_rifleman_sp" "pr_chinsurgent_soldier2"
gameLogic.setKit 1 3 "chinsurgent_mg_sp" "pr_chinsurgent_soldier6"
gameLogic.setKit 1 4 "chinsurgent_specialist_sp" "pr_chinsurgent_soldier1"
gameLogic.setKit 1 5 "hamas_medic_sp" "pr_chinsurgent_soldier3"
gameLogic.setKit 1 6 "hamas_riflemanat_sp" "pr_chinsurgent_soldier3"

run faction_init.con 2 "ru_sp"

rem -----------------------------------------------------------------------------


gameLogic.setBeforeSpawnCamera

Not sure you really need it, but if you do this could spare a lot of time for you ;-)

Re: [Map] Assault on Grozny (2km) [WIP]

Posted: 2013-09-24 18:36
by Ason
That's awesome Dukuu, thanks alot man! :D Can you or anyone else confirm that this is up to date and will work in 1.0?
Feedback also noted, I guess you are right about industrial buildings would fit better at the trainstation so I will see what I can do :)

Re: [Map] Assault on Grozny (2km) [WIP]

Posted: 2013-09-24 18:46
by M42 Zwilling
I thought of one thing you might want to try for customizing the kits. Haven't tested it myself, but might be worth a try. You may be able to tweak the kits on a per-map basis by putting some stuff in the tmp.con in your server.zip.

You'd use ObjectTemplate.addTemplate and ObjectTemplate.removeTemplate to swap out the weapons. Here's an example of what you would put in to remove the scope from the Russian rifleman kit:

ObjectTemplate.activeSafe Kit ru_rifleman
ObjectTemplate.removeTemplate rukni_ak74mscope_bayonet
ObjectTemplate.addTemplate rukni_ak74m_bayonet
ObjectTemplate.removeTemplate rurif_ak74mscope
ObjectTemplate.addTemplate rurif_ak74m

If you get a chance, test this and see if it works. I'm busy ATM and can't do it myself right now.

Re: [Map] Assault on Grozny (2km) [WIP]

Posted: 2013-09-24 19:12
by Ason
[R-CON]M42 Zwilling wrote: If you get a chance, test this and see if it works. I'm busy ATM and can't do it myself right now.
Alright I'll do that, thanks for the tip :)

Re: [Map] Assault on Grozny (2km) [WIP]

Posted: 2013-09-25 01:43
by M42 Zwilling
Well I tested it, ObjectTemplate.removeTemplate doesn't work in this case apparently, but I found another way which does seems to work. I'll post it in the morning.

EDIT: It sort of works, but for some reason the wrong weapon icons show in the spawn menu. I'll keep trying.

Re: [Map] Assault on Grozny (2km) [WIP]

Posted: 2013-09-25 08:30
by Dukuu_npanop
Mrslobodan wrote:That's awesome Dukuu, thanks alot man! :D Can you or anyone else confirm that this is up to date and will work in 1.0?
Feedback also noted, I guess you are right about industrial buildings would fit better at the trainstation so I will see what I can do :)
Yeah, tested on 1.036 no problems, otherwise I wouldn't post it. :razz: Also I had couple of customized maps using this way. I can share them with you if you like, they are stable ;) To get rid of scopes (not sure it is so necessary) you can use the similar way either, but you will not be able to customize kits before spawn.

Re: [Map] Grozny (2km) [WIP]

Posted: 2013-09-25 09:14
by AfterDune
Mrslobodan wrote:yeah I got some new statics from project Normandy :)
About those, are you sure they are optimized enough? Like, they have proper lods, 'normal' amount of polys, limited amount of textures, etc?

I believe they got removed from the Normandy repo because of this, so better be sure they are good enough. Otherwise they may cause performance issues.

Re: [Map] Assault on Grozny (2km) [WIP]

Posted: 2013-09-25 10:02
by Ason
Dukuu_npanop wrote:Yeah, tested on 1.036 no problems, otherwise I wouldn't post it. :razz: Also I had couple of customized maps using this way. I can share them with you if you like, they are stable ;) To get rid of scopes (not sure it is so necessary) you can use the similar way either, but you will not be able to customize kits before spawn.
ok nice :) If you want to you can share either a map (with no scopes, and if possible with ru vs mil) or if you'd like you can just post a description of how to do it and maybe some examples :) What do you mean with not be able to customize kit before spawn? Can I only remove scopes from weapons from crates?
[R-DEV]AfterDune wrote:About those, are you sure they are optimized enough? Like, they have proper lods, 'normal' amount of polys, limited amount of textures, etc?

I believe they got removed from the Normandy repo because of this, so better be sure they are good enough. Otherwise they may cause performance issues.
I don't know much about them the only thing I know is that they will be retextured. It wasn't long ago I got them so I guess they are alright, don't see why I would get them if there is any problems with them. Now I'm scared.