mallcrasherv09

Is there a map you want that we don't have?
SpecOps
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Re: new map Mall Crasher

Post by SpecOps » Tue Feb 17, 2015 12:04 pm

Updated : 21 /02 /15
MallCrasherHotFix Download 11.9mb

BEING UPDATED
free download just fill in security box and download


Filecontents[/b]
Textures
ChopShop_T.utx
Doom_T.utx
Drums_T.utx


Static Meshes
Drums_.SM.usx


Map files

MALCRASHER.rsm
MALLCRASHER.rsm.uz
MALLCRASHER.ini



Added Tangos
Added wall collision
Removed light pulse
Removed highspec shader textures in heli
Removed all glass textures and replaced with dx1 texture
Removed large static meshes
Simplified design to give 60 fps everywhere in playable area


HereS uP date few images loaded Heavys beast of a chopper !! looks awesome


Image
Image
Last edited by SpecOps on Sun Feb 22, 2015 7:57 pm, edited 8 times in total.

HeavyMetal
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Re: new map Mall Crasher

Post by HeavyMetal » Tue Feb 17, 2015 9:51 pm

I agree looking awesome :)
"I've made up stuff that's turned out to be real, that's the spooky part..." Tom Clancy

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MrsOni
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Re: new map Mall Crasher

Post by MrsOni » Sat Feb 21, 2015 8:22 am

Huhu SpecOps,

just tried to play "Mallcrasher".
Crashed the server ...^.^...
No specific error message, just bang boom down.

Is there maybe a file missing?
Let me see, I've got:
Drums_SM.usx
MALLCRASHER.ini & -rsm
MALLCRASHER_T.utx

Greetz
Oni
Freedom is endless ... "Traveller - Sarazar (feat. Circle of Alchemists)"

HeavyMetal
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Re: new map Mall Crasher

Post by HeavyMetal » Sat Feb 21, 2015 11:09 am

I think Doom_T is missing ;) Huggs, Heavy
"I've made up stuff that's turned out to be real, that's the spooky part..." Tom Clancy

SpecOps
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Re: new map Mall Crasher

Post by SpecOps » Sat Feb 21, 2015 3:11 pm

Updated :

MallCrasher Download 11.9mb free download just fill in security box and download

Filecontents


Textures

ChopShop_T.utx
Doom_T.utx
Drums_T.utx


Static Meshes
Drums_.SM.usx


Map files

MALCRASHER.rsm
MALLCRASHER.rsm.uz
MALLCRASHER.ini



Added Tangos
Removed light pulse
Removed highspec shader textures in heli
Removed all glass textures and replaced with dx1 texture
Removed large static meshes
Simplified design to give 60 fps everywhere in playable area

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Teq
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Re: new map Mall Crasher

Post by Teq » Sat Feb 21, 2015 10:20 pm

Hi SpecOps, I have played your map on my server.

A terrorist exests far away from the building, although I found we can approach to him...
Is this your idea or mistake? haha

Previous versions had some missing textures.
I don't know certainly but there seems to be almost no missing texture this time.
Great job and I hope you will develop your maps!

F25_Xanatos
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Re: new map Mall Crasher

Post by F25_Xanatos » Sun Feb 22, 2015 1:15 am

Other reasons it may crash. Take a look at this. The death of most maps.

Image



These overlapping brushes or moved vertices without being snapped can cause maps to crash. I learned the hard way years ago. Vertex editing is very time consuming. When vertices need to be all over the place, it is best to make them either a staticmesh or a volume.

1. Need to set the map editor to grid, vertex, and rotation snap at the bottom. Work with something like 16. I had to look all the way down at 1 for this map. I stick to shift/left mouse drag.
Image


2. Start with a box. This is 256x256x256.
Image

3. Make another exact box.
Image

4. Being lazy like I am or forgetting dimensions. I add a hallway, window, or some connector by expanding beyond the brushes like this one that is longer and narrower.
Image

5. Intersect the new brush with the two boxes. And hit "subtract" of course.
Image

6. Now, it should look like this.
Image

7. Add a new brush that you want to fill in the space using the "deintersect" button.
Image
8. For example this extra wide pair of stairs I'm adding. Rather than hitting "add" here I deintersect them from the void.
Image
9. It should look this once you've added after "deintersecting.
Image
10. Portals need to be very specific. If you have a window that is 128x128, you need a sheet portal that is 128x128 exactly. I tried making them very thin rectangles, but it gave me HOM effects. I tried the deintersect trick and it does not work for portals. Sheets only for portals which is what you did, but they overlap other brushes.

11. In this picture, you are very lucky that your map is not already crashing. Portals going beyond the space they fill usually will at some point cause you or another player to randomly crash during the game.
Image



12. Your anti-portal distant buildings also extend beyond other brushes. I'm not sure about them. They might be ok since they are non-solid. I don't use anti-portals much. I probably should.
13. This is ya'lls map so I cannot tell you should make all of your ZoneInfo ambient lightings at least something besides zero. If you like the total darkness of it all; that's fine. It will give you black doors like HeavyMetal was talking about, and that includes other static meshes.

14. Also, if you double click a static mesh > Display > m_fLightingScaleFactor. Changing the value to something like "0.5" can help with super bright fake looking meshes. Also good for existing dark type meshes and going to a higher brightness.

15. In Display > DrawScale3D or DrawScale you can have fun with meshes making them longer, taller or equally bigger/smaller. Helped me a ton using vanilla meshes with windows that I built that were too narrow or a funky size.

SpecOps
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Re: new map Mall Crasher

Post by SpecOps » Sun Feb 22, 2015 8:56 am

Its unorthodox build i agree but it was my Second map .......i was using actor scaling which i think is biggest problem with my build

Next map i am using Vertex editing and strictly build to grid with out the problem actor scailing

Ill Implement everything you have stated above into my new map thank Xanatos

SpecOps
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Re: new map Mall Crasher

Post by SpecOps » Sun Feb 22, 2015 7:56 pm

Teq wrote:Hi SpecOps, I have played your map on my server.

A terrorist exests far away from the building, although I found we can approach to him...
Is this your idea or mistake? haha

Previous versions had some missing textures.
I don't know certainly but there seems to be almost no missing texture this time.
Great job and I hope you will develop your maps!

So sorry man that wasn't intentional had to search a while to find the little bugga gonna up date map again

F25_Xanatos
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Re: new map Mall Crasher

Post by F25_Xanatos » Sun Feb 22, 2015 9:14 pm

It is an impressive 2nd map.

I lack a formal education in map making so everything I know is mostly trial and error. Each map I have made is better than the previous one if only in new tricks I have learned. If only I could rewind the clock with my knowledge back to 2003 when servers were full 24/7.

Honestly, I've tried sitting down with L4D editing and UT3 editing, but RVS is where I will stay. This game has so much potential and I would prefer that Ubisoft re-release rainbow six with modern graphics and a higher level Unreal editor. Perhaps the learning curve would not be so steep.

All in all, the map is an accomplishment. I was going to suggest looking for the SOD_Baghdad map on the Internet. It has a fully modeled helicopter if I am not mistaken.

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