Hello everybody
Hope you are all well and safe!
I guess I should be flattered at the idea some folks might want to make this map server compatible!
I wish you all luck in that endeavor - you just might pull it off!
First of all, when I say good luck with this "project", that's not a diss.
You just have to grab the bull by the horns, so to speak.
*** Rebuilding the geometry is/was a bit of a process, as I recall ***
This could actually be better as a separate discussion...
Note that I did understand after a while, during the project construction, that the ET would not be 100% server compatible.
There was just too much of everything. I do recall UTA admins being kind enough to show me HOW my wonderful UP Orion's Curse
Assault map was killing the processing on one of their test servers - and that was a hella machine!
Alas, you gotta realize this was a grand experiment!? It still worked fine off-line, for the most part.
I even ran NaliWeapons on it - bit laggy but hey!
I decided a long time ago the work I have done in producing game levels is to give something to the community
and to give back to the community that has provided me with (still) endless entertainment - I have thousands of maps.
I haven't played them all, even after all these years. And I still get surprised at some of the crazy creativity!
So Y'all have my blessing for what it is worth
Okay, I did want to mention a few things after scanning through the thread:
1. Anything secktor says is truth! well, almost.
The pathode placement is a combination of things:
a. trying to be minimalist overall.
b. Trying to get a bot to go through tiny places or passages
c. Trying to more or less keep the pickups where they were in original maps
d. Trying to get spawns in all areas
e. trying to avoid "1000 pathnodes blah blah"
Getting EpicTown to all "mesh together" was very difficult. I think I achieved that.
"Gluing" everything together was quite a task - It is not exactly like lego, ya know?
I tried to not change the "Epic" brushes unless I had to, other than rotating whole groups.
Tons of realigning textures and adjusting shitty Ut product lighting, etc.
The main goal was to achieve a level of stability across the map - BUT - It was always known that BOT
pathing was going to be a problem. With regards to the little robots I had a LOT of help
with the pathing and testing by my TimeWarp buddy Deathox08 (aka XYZ8000) at the end of
the project, so there were two of us kicking at it, and that may have caused some "overlaying"
issues for nodes - dunno.
Swanky and some others in the contest ALSO put a lot of time into helping tests, which I was very
extremely thankful for (especially considering they had their own contest maps to work on as well!)
At the end, I was just damn happy to get through it and have a map to submit!
Well, enough about me
I'm around, feel free to poke me if you want...
Oh, one important thing, if you do want to alter the geometry, you must be very careful not to disturb surrounding brushes.
Editing: I'll try and summarize the approach (I did it this so, maybe you might want to also)
1. Map sections are in groups. Hide groups not being changed. Only edit the visible group
2. The visible group will usually have grid-setting of 8uu. Sometimes detail positioning will be 2, 4, 8, 16 or even 32. depends.
3. If you see unsnapped verts - DO NOT SNAP THEM. These are due to rotation or deliberate stand offs.
4. If you want to move the brush or surface - FIND THE ORIGIN POINT and move that. The origin is snapped at SOME grid setting.
5. IMPORTANT - The grid is different setting depending on groups/complexity. Just cause it looks off doesn't mean it is off.
6. Beware - if a brush was placed on grid 4uu, and the current grid is (example) 16uu, the snap points (origin or verts) will
appear to be floating or off grid. THEY ARE NOT! If you accidentally touch or click near a highlighted brush the brush could auto snap
to the nearest grid point which will cause the brush to "misalign", which when built changes the BSP result and cause ERROR.
7. So multiply these aspects of brush management in the editor, and you have a universe of potential breakage!!
So all that said, when I say be CAREFUL this is what I mean
Cheers
I'm around next week (xmas yay!)
maybe I'll catch up
Cheers
fnb