Author Topic: [WIP] Meknassy  (Read 6951 times)

Offline Sir Apple

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Re: [WIP] Meknassy
« Reply #15 on: 04-04-2009, 03:04:11 »
I used the "dry stone wall" object and a height difference to create a passage that can only be crossed in one direction. I was going to use it as a protected spawn point, but it turned out way more useful to get into the flag area quickly. I will try to create more of such protected passages to make safe movement into relevant positions possible.

Ok.

Once the town is further along can you give us an overhead picture?

Ok, I continued working on the village and finished the basic layout. The top down view below shows the planned flagzones + spawnpoints. The red mess to the west is the out of bounds area.



Its looking nice.

I think my only current crit would be maybe a nice market area type thing? Or something. I'm not 100% sure what. Just something to make it a little busier in your area of choice.  :)

Just in my opinion, though.

Offline Ts4EVER

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Re: [WIP] Meknassy
« Reply #16 on: 04-04-2009, 03:04:19 »
Yeah, I added more details since I took that picture. Smaller objects also don't render at that distance. I played around with the lighting settings a little bit, added more details and areas and placed control points. Little question: How do you change Team 1 to Italians  ???

I took some more pics, mind that there are still some graphical errors because of the editor:











Offline Schneider

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Re: [WIP] Meknassy
« Reply #17 on: 04-04-2009, 03:04:35 »
A "village" of this size has no market.  :P

Anyways, it's looking interesting up to now. Sure the new info politics of the devs concerning Normandy inspired you, so keep up the regular updates!

azreal

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Re: [WIP] Meknassy
« Reply #18 on: 04-04-2009, 04:04:10 »
put this in your init.con but make sure its read-only or the editor will overwrite it.

Code: [Select]
gameLogic.setTeamName 1 "IT"
gameLogic.setTeamName 2 "GB"

gameLogic.setTeamLanguage 1 "FH2Italian"
gameLogic.setTeamLanguage 2 "FH2British"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_it"
gameLogic.setTeamFlag 2 "flag_gb"

gameLogic.setKit 1 0 "IA_ScoutK98Short" "ia_light_soldier"
gameLogic.setKit 2 0 "BA_ScoutEarly" "ba_light_soldier"

gameLogic.setKit 1 1 "IA_Limited_Assault_Beretta38_K98" "ia_heavy_soldier"
gameLogic.setKit 2 1 "BA_Limited_Assault_TommygunD_No4" "ba_heavy_soldier"

gameLogic.setKit 1 2 "IA_RiflemanK98" "ia_light_soldier"
gameLogic.setKit 2 2 "BA_RiflemanEarly" "ba_light_soldier"

gameLogic.setKit 1 3 "IA_Limited_Support_MG34_K98" "ia_heavy_soldier"
gameLogic.setKit 2 3 "BA_Limited_Support_Bren_No4" "ba_heavy_soldier"

gameLogic.setKit 1 4 "ia_EngineerK98Short" "ia_light_soldier"
gameLogic.setKit 2 4 "BA_EngineerEarly" "ba_light_soldier"

gameLogic.setKit 1 5 "ia_ATPzB39_Limited" "ia_heavy_soldier"
gameLogic.setKit 2 5 "BA_ATBoys_Limited" "ba_heavy_soldier"

gameLogic.setKit 1 6 "IA_NCOBeretta38" "ia_light_soldier"
gameLogic.setKit 2 6 "BA_NCOTommygunS" "ba_nco_soldier"

Offline Ts4EVER

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Re: [WIP] Meknassy
« Reply #19 on: 15-04-2009, 13:04:29 »
Hmmm, my init.con now looks like this, so i decided to fire the map up for a test run, but it crashes everytime during loading. Anything you have to do before playing the map?

azreal

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Re: [WIP] Meknassy
« Reply #20 on: 15-04-2009, 20:04:04 »
run your map in windowed mode, and post a screenshot of the error message it gives you.

Offline Slayer

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Re: [WIP] Meknassy
« Reply #21 on: 16-04-2009, 00:04:20 »
Those last pics look great, TS! Keep up the good work!

Offline Ts4EVER

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Re: [WIP] Meknassy
« Reply #22 on: 17-04-2009, 13:04:15 »
thx

actually it works now, but I have no idea why. I think I will upload an alpha-version during the weekend, it would be nice if somebody would try it out and look over it. Also, does anybody have the lighting and fog settings of Hyacinth? No matter what I do and tweak, it still looks shitty on my map.

azreal

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Re: [WIP] Meknassy
« Reply #23 on: 17-04-2009, 21:04:24 »
just open the sky.con file of Hyacinth and copy it to your map. Although there a few file paths within the file itself that you'll have to fix IIRC.

Offline Ts4EVER

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Re: [WIP] Meknassy
« Reply #24 on: 17-04-2009, 22:04:20 »
It's not about the sky, I'm having more trouble with the fog. In Hyacinth it kinda seems to "mask" the suddenly appearing statics, on my map I get a totally different effect without knowing why.

Offline Schism-RvtL

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Re: [WIP] Meknassy
« Reply #25 on: 18-04-2009, 13:04:19 »
The sky.con (located in the server.zip) contains all light settings including those for the fog. Copying an existing sky.con (of a level that has similar light settings) as a reference can save you a lot of time.

The settings you are looking for:

FogRange
X 0
Y 200 (should be the same as the draw distance)
Z 2
W 0.2

Offline Ts4EVER

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Re: [WIP] Meknassy
« Reply #26 on: 18-04-2009, 13:04:19 »
Thx for your help. I uploaded a preliminary version, so if you're interested try it out and please give me some feedback.
Known issues:
- No lightmaps yet
- lighting still a bit off (looks a little bit like a psychedelic scene from Apocalypse Now at times, but I'm still tweaking)
- There might be some floating objects
- italians are still pretty much Germans, will change the init.com later, so far the terrain is my main concern

http://files.filefront.com/Meknassyrar/;13617601;/fileinfo.html

RAR-Password: "Raid"

Offline Torenico

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Re: [WIP] Meknassy
« Reply #27 on: 18-04-2009, 20:04:44 »
Downloading :D


Offline Schism-RvtL

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Re: [WIP] Meknassy
« Reply #28 on: 20-04-2009, 00:04:22 »
The map looks nice, especially the setup of the flags looks very promising. I had to turn the ‘IsNightMap’ option off to test the map. I don't think you can use this option (shaders?).



- You can find some light effects here :).

- ‘LowDetailType’ should be 1 (or 2 for rock). This will make the texture look more detailed from a distance.

- Maybe the fallback position should be an uncap base?

- It looks like these spawn points are bit too close to the action.

- If the ‘LowDetailType’ doesn’t work you have to click on ‘Set Low Detail Texture’ and select the default texture.

You might want to tweak the fog color and the clouds a bit. Try changing the ‘ScrollDirection’ and ‘CloudLerpFactors’ to make the clouds move and a bit less opaque.
I suggest you copy the sky.con of Hyacinth and changing it to your liking. It's easier than making it all up yourself.

Most of the small objects aren’t rotated to match the angle of the surface they are placed on. It can be tedious to do but it will make the little details stand out more.

If you use this instead of the code Azreal posted you also get the flareguns:

Code: [Select]
gameLogic.setTeamName 1 "IT"
gameLogic.setTeamName 2 "GB"

gameLogic.setTeamLanguage 1 "FH2Italian"
gameLogic.setTeamLanguage 2 "FH2British"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_it"
gameLogic.setTeamFlag 2 "flag_gb"

gameLogic.setKit 1 0 "IA_ScoutK98Short" "ia_light_soldier"
gameLogic.setKit 2 0 "BA_ScoutEarly" "ba_light_soldier"

gameLogic.setKit 1 1 "IA_Limited_Assault_Beretta38_K98" "ia_heavy_soldier"
gameLogic.setKit 2 1 "BA_AssaultTommygunDNight" "ba_heavy_soldier"

gameLogic.setKit 1 2 "IA_RiflemanK98" "ia_light_soldier"
gameLogic.setKit 2 2 "BA_RiflemanEarlyNight" "ba_light_soldier"

gameLogic.setKit 1 3 "IA_Limited_Support_MG34_K98" "ia_heavy_soldier"
gameLogic.setKit 2 3 "BA_Limited_Support_Bren_No4" "ba_heavy_soldier"

gameLogic.setKit 1 4 "IA_EngineerK98Short" "ia_light_soldier"
gameLogic.setKit 2 4 "BA_SapperNo1NightSB" "ba_light_soldier"

gameLogic.setKit 1 5 "IA_ATPzB39_Limited" "ia_heavy_soldier"
gameLogic.setKit 2 5 "BA_SapperNo1NightST" "ba_heavy_soldier"

gameLogic.setKit 1 6 "IA_NCOBeretta38" "ia_light_soldier"
gameLogic.setKit 2 6 "BA_NCOTommygunS" "ba_nco_soldier"

azreal

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Re: [WIP] Meknassy
« Reply #29 on: 20-04-2009, 00:04:38 »
The "IsNightOption" is for maps using the Special Forces expansion. It allows all soldiers to have access to NVGs.