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TOPIC: Hello Everyone
#616
MrSmive
Map Author
Posts: 9
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Hello Everyone 1 Year, 1 Month ago Karma: 0
Hello everyone, my name is Pete but every one online calls me MrSmive, i am a Brigida General in the clan World Class Soldiers and i have been using the Unreal Engine for map making for about 8 years on and off. I started using the engine to make maps for Rainbow Six Raven Shield, when AA came out with there map editor you could imagine my delight to find out its the same editor.


Most of my work has not been seen out side of my clan, and other clans i have been in since i started AA (version 1.2) since then i have made countless maps most of them just prototypes for features such as destroyable terrain, completely intractable environments, elevators and helo insertions. Unfortunately for the public most of the maps that contain the crazy mechanical systems for things like fire alarms, sprinkler systems, Coffey machines, chairs that move, custom TV's window blinds and all that good stuff are for WCS members only, heck i even made working toilets, sinks, and hand driers but i would be glad to share them with other map makers as long as you promise not to remove the WCS insignia.

My latest project is a coop version of Extraction, the map features two spawn options either inside the laundromat or outside the city, the latter option being an insertion via a UH60 black hawk helicopter, and yes you can shoot out of it. Its a fun map and is in the later stages of development.

Anyways i hope this community grows big and strong, if anyone has any questions about map making, especially concerning complected mechanical systems for solo and multiplayer maps please feel free to add me to xfire my Addy is mrsmive if your interested in joining WCS we have a dedicated server for custom maps, as well as an honor server an aa3 server, vent server, bf2 server, website ect, you will also get full access to the maps we use for training and my own personal coop and multiplayer maps, and i guarantee you, you have not played maps with so many intractable features that ran so smoothly and look so good. Our website is www.wcsclan.com/ visit us if you have a spare minute or two we are always welcoming new recruits to join our ranks.

Thanks
 
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#619
Sn@k3Fst
Map Author
Posts: 86
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Birthday: 11/01
Re:Hello Everyone 1 Year, 1 Month ago Karma: 1
hey Smive, good to see you here
 
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Well, here I am, anonymous all right. With guys nobody really cares about. They come from the end of the line, most of 'em. Small towns you never heard of: Pulaski, Tennessee; Brandon, Mississippi; Pork Van, Utah; Wampum, Pennsylvania. Two years' high school's about it, maybe if they're lucky a job waiting for them back at a factory, but most of 'em got nothing. They're poor, they're the unwanted, yet they're fighting for our society and our freedom. It's weird, isn't it? They're the bottom of the barrel and they know it. Maybe that's why they call themselves grunts, cause a grunt can take it, can take anything. They're the best I've ever seen, Grandma. The heart & soul. - Platoon
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#621
Contrails
Map Author
Posts: 57
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Re:Hello Everyone 1 Year, 1 Month ago Karma: 1
Hi there MrSmive, sounds like you're quite a mapper Destroyable terrain sounds really interesting... does it react as in craters and holes? and working toilets... sounds nice lol - glad to get rid of that smell

Just a general question - is there much of a performance hit? (depends on the way you're doing it of course but is thinking of an emitter tied to a trigger right?)

I'd certainly be interested in looking at a some of those maps - look out for sbddreamer on xfire
 
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#624
MrSmive
Map Author
Posts: 9
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Re:Hello Everyone 1 Year, 1 Month ago Karma: 0
Oh snap Hey Snake

yes you can!

It all depends on how realistic u want it to look, and what methods you use, there is really only 3 ways of doing it, deco mesh, moves and a combo of both, as well as the emitters. i found when using a a system that only uses movers the performance remains the same regardless of how destroyed the map becomes, when using deco mesh the maps performance increase as the terrain becomes destroyed but the lack of rubal on the ground looks unrealistic. The best method is a combination of both for example a tile created out of 5 deco mesh pieces set to an invisible mover that falls to the ground on an event, the event being any of the 5 pieces being hit.

5 deco mesh set to event damage or destroy event Helper01
hard attached to a mover who's tag is Helper01

when one of the pieces is destroyed the rest fall off making for some nice rubal on the floor but keeping performance as high as it can be, by removing the impacted piece.

There are a few issues with a fully destroyable map though.

first ai bullets don't trigger the events, know idea why they just don't
second being the emitters, it looks great to have them but they do sap cpu power quiet heavily when cutting a pillar in half with a m249
the third issue is the time it takes to create a map such as this, basically you need to create 3 maps, the backbone, the non destroyable shell if you will. Then you need the internals, brickwork, structural reinforcements, wires pipes ect that are inside the walls. Finally the facade tiles, walls, all that good stuff. Its like making 3 maps in one, that alone pretty much forces these types of maps to be small in playable space but large in physical size.
The final issue is the lack of large projectors such as 203 impacts and rockets, this is ok until you have a destructible part over lap a bsp or static mesh object, no real issue just looks cheap.

The next step in my development of destroyable maps is to find key areas of impact, an example of this was on my first ever attempt at doing this, i created a destroyable front for the defense tower on bridge crossing, knowing that 60% of 203s shot at the tower hit the walls i set it up to blow holes in it leaving things such as the top of the tower, tunnel and all that good stuff non destroyable. This is the next logical step in destroyable maps, it should reduce there file size, and increase performance as the map becomes more destroyed while to the untrained eye remaining almost totally destroyable.

anyways i have a bunch of prototypes for this sort of thing ill gladly give you and anyone else whose interested in creating a similar system, though be for warned its a HELL OF A LOT OF WORK!


ps: almost forgot SFHoStractions now finished, maybe you feel like jumping in a uh60 black hawk as US Delta Force and giving it hell to some Chechnya rebels on this custom modification to sf extraction or maybe you would prefer to keep your feet on the ground and show these rebels what your made of as the elite Russian Speznes either way you can do it on SFHoStraction. Also it is currently available on the wcs training server if you don't want to play it alone we always have guys on who will come play with you.
Will send it over xfire or post the link once i get the fttp updated, i will also probably upload it here for you guys once i get some more screen shots, here is a few to wet your lips..





In the ss there is only 1 person in the helo it can carry 3-4 players without issue, and yes it does move lolz, even drops you off on the deli rooftop, if you later smoke the LZ it will come back and pick you up for a helo extraction.
 
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Last Edit: 2009/07/24 08:05 By MrSmive.
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#625
TitanTree
Founder of AAOTTS
Administrator
Posts: 314
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Gender: Male YouTube Location: Melbourne, Australia Birthday: 02/17
Re:Hello Everyone 1 Year, 1 Month ago Karma: 5
Hi MrSmive,

Thanks for your introduction, the community has been a little quiet with the AA3 release but I think the focus on custom maps in AA2 will continue to grow. Welcome Pete.. your contributions will be helpful to the members and I see already some questions have popped up .

It will be good to see some of your work, if you'd like to post any maps here or create a download mirror back to your site feel free.

Cheers Mate
TitanTree
 
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#626
MrSmive
Map Author
Posts: 9
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Re:Hello Everyone 1 Year, 1 Month ago Karma: 0
Thanks mate, i have a few maps that are finished that i could upload, just need to make some nice ss for them nothing worse than a great map and a pants ss lol

I was wondering though, i had a look and i couldn't find a tutorial section, i know when i have trouble getting something to work and i look online there is no real help available and forums can take some time to get a response. If a section was available i would surely add some tutorials, they wouldn't be my first there are a few available on my clan sight written by me and (WCS)ThomosNor[BG] www.wcsclan.com/index.php?showforum=14 and they seemed rather popular on the old forums, they might be of some use to you guys.

Any game with a SDK stands a greater chance at surviving so i would put my money on aa2 sticking around for a while, especially once the majority of players realize how much they miss the game play. With a little time and effort i am sure TTS will blossom into a grand map makers oasis of information resources and connections, my only regret is not being told about this place sooner
 
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