Check point system Converted maps

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darkelf
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Re: Check point system Converted maps

Post by darkelf » Sat 26 Apr , 2014 6:36 pm

BabyDontHurtMeNoMore wrote:There is a problem with racetown (probably both night and day). After obj 1 you have the opportunity to use a vehicle teleporter to get down to track 2. But you will get teleported back since you missed a checkpoint when using the teleporter.

I actually spent a good 10 min trying to find it in the editor when I edited this map.. I couldn't find it.. so I forgot about it.. :s I'll try looking for it in editor tonight and see if I can't find it. If not Ill fix it up to work with the vehicle teleporter staying.
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Re: Check point system Converted maps

Post by proof » Sat 26 Apr , 2014 6:53 pm

I see, they dont have an icon. Open "Search for Actors" (the glasses between actor browser and redo) and look for VehicleTeleporter then. There is actually more than just the one that I mentioned. 4 & 5 were the ones Im talking about, 1 & 2 also belong to eachother and 0 and 3 too (however, I dont think they will ever be in use, so they could just get deleted)
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Re: Check point system Converted maps

Post by darkelf » Sat 26 Apr , 2014 6:59 pm

BabyDontHurtMeNoMore wrote:I see, they dont have an icon. Open "Search for Actors" (the glasses between actor browser and redo) and look for VehicleTeleporter then. There is actually more than just the one that I mentioned. 4 & 5 were the ones Im talking about, 1 & 2 also belong to eachother and 0 and 3 too (however, I dont think they will ever be in use, so they could just get deleted)
Yah I'll remove the others but ill keep the first to second as thats a very common and used one. Thanks for the tip on search for actors! Always wondered if there was a tool to do that.. Now I know!
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Re: Check point system Converted maps

Post by darkelf » Sun 27 Apr , 2014 9:40 am

RACE-KvW-Racetown(Day and Night)

Change Log(4-27-2014):
-Set the second obj checkpoints to work with use of the vehicle teleporter from obj1 to obj2.
-Removed vehicle teleporters from obj 2 and 3. Not needed.

Download: http://www.mediafire.com/download/cc28b ... cetown.zip

_______________________________________________

Tried messing about doing pathing for showing way to get to objective by using m or n like in normal proper assault maps. However I have yet managed to get it to work.. Tried using several tutorials with no success. Tried using pathnodes, roadpathnodes and assaultpath's. So far nothing has worked. That and its extremely time consuming. So people will just have to use there brains to figure out were they need to go..

I was also working on trying to improve fps on sonofcoaster and derby by changing fog settings but it does little to nothing to help. Any suggestions on map optimization?
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> WebAdmin [dark_elfy]: who is this pepsiman.. he seems really talkative and pissed off
> Earl_Vencar.:LLS:.: i told him i liked coca cola

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Re: Check point system Converted maps

Post by proof » Sun 27 Apr , 2014 11:16 am

About the path nodes... its actually pretty easy. Either pathnodes work btw but Road Path Nodes have a longer range than normal path nodes which are limited to a 1024 UU radius I think. About the performance... I think both maps are about fine when compared to something like Rainbowrace :P But there are a couple of things you can try. Fog Distance as you already mentioned, BSP walls with Anti Portal sheets in it like you had before on Derby I guess, Culling Distance for smaller high poly objects, disabling the entire collision for things that are hovering in the air like those antenna things in your map. The Tutorial from the author of SubRosa pretty much explain everything:

http://www.angelmapper.com/gamedev/tuto ... ation1.htm
http://www.angelmapper.com/gamedev/tuto ... ation2.htm
http://www.angelmapper.com/gamedev/tuto ... ation3.htm
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Re: Check point system Converted maps

Post by darkelf » Sun 27 Apr , 2014 12:26 pm

BabyDontHurtMeNoMore wrote:About the path nodes... its actually pretty easy. Either pathnodes work btw but Road Path Nodes have a longer range than normal path nodes which are limited to a 1024 UU radius I think. About the performance... I think both maps are about fine when compared to something like Rainbowrace :P But there are a couple of things you can try. Fog Distance as you already mentioned, BSP walls with Anti Portal sheets in it like you had before on Derby I guess, Culling Distance for smaller high poly objects, disabling the entire collision for things that are hovering in the air like those antenna things in your map. The Tutorial from the author of SubRosa pretty much explain everything:

http://www.angelmapper.com/gamedev/tuto ... ation1.htm
http://www.angelmapper.com/gamedev/tuto ... ation2.htm
http://www.angelmapper.com/gamedev/tuto ... ation3.htm
Ah forgot about angel mapper I'll give those few things a try.

As for the path node thing.. I tried all of them road path nodes seem to be the only ones that actually allow me to bring up the blue or red sphere to show way.. but it only shows way to 1 roadpathnode and stops..I turned on view paths and I set it up to be all able to link up with each other and forced path for the jumps where it refuses to link up. Still doesn't work. Also set objectives to have vehicle path to the nearest path node. Along with setting objective and path nodes to vehicle destination true.

I must be doing something wrong but either way.. I have the feeling that this is only going to be helpful to a grand total of 3% of the community that are literally brain dead. So not sure if its really worth the effort..
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> WebAdmin [dark_elfy]: who is this pepsiman.. he seems really talkative and pissed off
> Earl_Vencar.:LLS:.: i told him i liked coca cola

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Re: Check point system Converted maps

Post by proof » Sun 27 Apr , 2014 12:39 pm

As far as I remember the Pathnodes to either the objective or the VehiclePathName from the objective has to be either white or yellow (forced paths) for it to work when being inside a vehicle. Ill try it too once on kvw day and see if I can make it work but I cant promise anything.
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Re: Check point system Converted maps

Post by darkelf » Sun 27 Apr , 2014 12:47 pm

BabyDontHurtMeNoMore wrote:As far as I remember the Pathnodes to either the objective or the VehiclePathName from the objective has to be either white or yellow (forced paths) for it to work when being inside a vehicle. Ill try it too once on kvw day and see if I can make it work but I cant promise anything.
Sounds good thanks.
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> WebAdmin [dark_elfy]: who is this pepsiman.. he seems really talkative and pissed off
> Earl_Vencar.:LLS:.: i told him i liked coca cola

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Re: Check point system Converted maps

Post by proof » Sun 27 Apr , 2014 5:05 pm

Alright, so it actually took me some time to figure it out again, but here is how it works:

1. All connections between the pathnodes/roadpathnodes have to be either white, light green or yellow (forced paths). One way is okay. Dark green and blue connection dont work when youre inside a vehicle.
2. There has to be a path connection from the objective to a pathnode/roadpathnode which is accessable via (1). A forced path works here.
3. However, the last connection to that pathnode/roadpathnode from (2) cannot be a forced path.

I wasnt quite correct with what I remembered from years ago but I wasnt too far off either :P Btw. forget about the VehiclePathName, thats just a location for the bots to get out of the vehicle if its a objective that can only be done without a vehicle such as a hold objective.

//edit: Ill finish RaceTown day and upload it today.
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Re: Check point system Converted maps

Post by proof » Sun 27 Apr , 2014 10:40 pm

Alright, so heres the working thing for racetown day:

http://www.mediafire.com/download/8wn6m ... Day][C].7z
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