Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ] Posts: 132
I'm thinking of making a map for Interstate since I got hooked into making a square for 16 Squares. I finished that project in like 2 days flat and now bored and wanting to do more while waiting for the map to get released in like one month from now... lolz.
So to pass the time I thought maybe using some models from a free model site to make a new urban map.
There is "Dystopia" which is a pack of city blocks from "DAZ 3D" that are provided for free. They aren't spectacular in quality, but are certainly something BF1942 will be happy handling. I've got "20" or so blocks downloaded and this is more then enough to build a full map. I could probably make it a battle map and later down the road make it a race map.
To get an idea on what Dystopia looks like here's a render from max:
I have to use their modeling software (which fortunately also is free. ) to export these to FBX so I can get them into Max. The textures are in a odd resolution. Some are 400x400. But since they are not in odd aspect ratios, I can resize them without causing issues with the UVMaps. Collision meshes is what would take time with this as I would have to keep them simple to prevent a lagfest. I could make this for a normal bf1942 mod, but it would take more time.
But for a racing mod, I can probably just multi-res the *** out of these and get something useable for car physics.
So thoughts? Would this work for an interstate map? I intend to add lightmap uv channel to these so yes I would plan on lightmappinng the resulting map as well. (most likely using Max to get the epic lighting to go along with this. )
These "city blocks" don't come in a pre-arranged configuration, so it's not a simple port job. Looks like I would have to "design" a map layout to make use of these. Not my strong suit in modding since I deal more with porting things and the like, but I can give this a shot as see what happens.
Music for Disco Building: (optional) DiscoPack.rar (I made this a separate optional download. The WAV files are loaded externally thus they can be easily replaced with custom music without altering the RFA files. )
Bugs fixed:
1. Fixed missing Door in Challenge mode. (was result of missing network template) 2. Fixed RC Minitank crash (The laptop kit) 3. Fixed DeLorean lagging when in driver seat. (Took out driving mode and moved flight controls over to driver seat. Passenger seat now operates the main gun and nothing else) 4. Restored the missing ladder for the Disco Building when in Challenge mode. 5. Added Astra car to the c_CGStaticObjects collision group for Challenge mode. You can now drive it through the invisible walls. (this car only spawns at the finish line. ) 6. Fixed wheel materials on traffic cars on the Mario Kart track. They were originally using material 1 (which is water). Could cause issues and I had fixed it in my Mario Kart mod (which I am also working on updating for a final release). I just forgot to include the fix for this map. The traffic wasn't misbehaving before, but added the updated files just to be safe. Though I encourage ya'll to test the Delorean to make sure it works as I can only do LAN based tests due to my router blocking me from connecting via internet to the BF1942 server in my virtual machine.
Install this patch RFA if you already have v1 or v2. The v3 final build should be up later today.
Change Log:
1. Removed Traffic. They seem to use a lot of resources locally, so removed them to be on the safe side. A future release of the Mario Kart mod will have them though, so expect to see them in the next version of Mario Kart'42!
2. Fixed crashing with MiniTanks (Laptop kit) when firing near ground while prone.
3. Fixed server disconnects while trying to go up to Mario Kart track.
Full v3 build is now up. If you haven't downloaded the map yet, you don't need the patch RFA.
Registered Member #727 Joined: [ 10:25 ] [ 12 Nov 2004 ]
I'd say go for it, but of course you need to ask yourself: How would this differ from the existing Streets and Streets Race? those maps are a tiny bit boring. If it is practical with these blocks, I'd think about adding a few elevation changes instead of making it all just flat.
So thoughts? Would this work for an interstate map?
Most concepts work for interstate.. Go for it!!
I better get on this....Training Day 2 is really close to finish...lol Apache...you rock!
GOLD MAP PACK coming soon!!
146 's............................................................"I said GOODDAY SIR!!"............................sig by FlaMiN!!
Shrooms
[ 07:18 ] [ 19 Oct 2013 ]
Guest
The most successful interstate battlemap with cars is battle park. It's one capturable base in between 2 main bases. The map is a small rectangle. It really suits well where teams can just fly in and stack the middle point and camp the ramp. The slidey cars makes it a lolz fest. It's a quick drive easy to chase because you meet the opposing team head on. Streets tends to have people going opposite ways to cap flags. It doesn't pull a battle out well. Dystopia could use a spin on the map. I feel that the cars would need to chase something. How about one flag that rotates around the city to bring both teams about to bring out the action. It could suit well for buildings of a race map. If you've seen sun city raceway it's got a city, incomplete. Though the concept is great and it had potential. I wish it was finished.
for racing this would be nice scenery for sure.. To make things simple but add some height changes.. how about a very basic San Fran approach.. in a block but layered roads with 20 degree slopes etc..?
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Alright dropped in one of the city blocks into my 16 Squares Max scene and rescaled to match BF units. So looks like each block takes up roughly a fourth of a square on the 16 squares map. I just used that as an example of scale.
Max Render:
(zoom in to see the stratos at the bottom. )
I did a test export without optimizing the mesh and the SM file was 800+ KB. Not as bad as I thought.
Splitting it into 4 pieces looks like the way to go and BF1942 should have no trouble at all with theses meshes.
These meshes weren't designed to be put on slopes. So I won't be doing slopes. However I can perhaps make part of it a floating city so that there is some 3D element to it so that it's not all on the ground and flat. It's a futuristic type city, so creating floating islands should match with the aesthetics of the map.
EDIT:
Got the first block lightmapped and inserted into a new map. I plan on altering terrain and textures, so just ignore the 16 Squares ground textures:
It's starting to move along now. Got the skydome and modified the cloud mesh to fit. There's even a night version of the skydome texture, so I hope to make a night conversion of this.
The position of the block is likely temporary. The collision mesh I made for it is working and it doesn't appear to lag.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Alright got 10 out of the 20 blocks ported and ingame. I'll probably end up finishing the rest tomorrow and the day after. Then I'll start with adding vehicle spawns, extra track pieces and all that other stuff the map needs.
Shrooms wrote ... The most successful interstate battlemap with cars is battle park.
Awh man.. Apache have a look @ Disco Wars.. map is must-see personally the best and a recent one.. it's got BF1942 kits in there hilarious vehicles and it's just two battlezones really
A new, urban map, now that sounds great !! Keep at it