Freedom Reborn Archive

Freedom Force Forums => Mods => Topic started by: GogglesPizanno on August 23, 2007, 07:38:24 PM

Title: Map Pack 2.0 Released
Post by: GogglesPizanno on August 23, 2007, 07:38:24 PM
---------------------------

**UPDATE 1/26/08**
Mappack 2.0 is released:

http://freedomreborn.net/archive/index.php?topic=45970.0 (http://freedomreborn.net/archive/index.php?topic=45970.0)

---------------------------

**UPDATE 9/5/07**
The first Beta is released:

http://freedomreborn.net/archive/index.php?topic=44168.msg611791#msg611791 (http://freedomreborn.net/archive/index.php?topic=44168.msg611791#msg611791)

---------------------------


So I'm throwing this out there for feedback...
I know there is interest, and Im not commiting myself to anything until I work out some of the issues.

But Since I had done a lot of conversion work on maps and objects from my own "Play FF1 in FFvTR" before Alex took up the mantle (and freed me to get caught up on my stargate DVD's), it seemed like a waste for some of that work to go to waste (especially the infamous "Enterprise Map") so I was contemplating putting together an "enhanced" distribution of FFX3.2 with the maps and objects from FF1 set up and ready to use. Unlike Alex's FF1 mod this would be pretty stripped down with just maps and objects from FF1...nothing else, no sounds, missions, FX, characters etc....

So From the community at large, I am soliciting some feedback on a couple of things

1. My plan was to do it as a standalone mod. Basically an FFX3.2 based mod with new maps and objects. This seemed to me to be the method least likely to mess up installs or get things confused. Anyone have other thoughts on a better way to do it?

2. Would you want the standard generic EZScript markers included, or do people prefer to add them themselves. This would probably increase the time it would take to get it done.

3. Is this is a ridiculously dumb idea when all this stuff is being released with the FF1 mod anyway...Should I just go back to watching my Stargate DVD's?

Clowns Welcome...
Thank you, Drive through....
Title: Re: Map Pack What if...
Post by: Epimethee on August 23, 2007, 08:56:41 PM
I think you should give away these Stargate DVDs – you've got important work to do, young man! ;)

1. Seems like the best way to go. In fact, speaking only for myself, but maybe this could become part of the default FFX distro?

2. Ideally, it would include markers; the goal of EZScript, after all, is to make modding much simpler. But then again, you have to feel like doing it... better to see a release without markers than no release.

3. What, you're speaking as if ridiculously dumb ideas were something pejorative, by Jove! Personally, I couldn't live without them... Stargate DVDs, though, these you can live without.
Title: Re: Map Pack What if...
Post by: Lunarman on August 24, 2007, 12:05:12 AM
Hmm, if your talking about FF1 in FFVTTR then you shouldn't need to do any new scripting. All the original python script should just transfer in without any changes, so long as you didn't delete markers or characters on the maps.
Title: Re: Map Pack What if...
Post by: GogglesPizanno on August 24, 2007, 12:36:07 AM
QuoteHmm, if your talking about FF1 in FFVTTR...

Initially I was (and you are about 99% right about the scripting), but since Alex beat me to the punch on that one, I passed off what knowledge I had gleaned to him and he is carrying that torch (hence leaving me time for my Stargate DVD's)

What I am talking about is basically adding the FF1 maps and objects to FFX so that people can play Rumble Room, EZScript etc... with the FF1 maps as well as have access to the FF1 objects for map editing, but without all the other stuff that the full FF1 conversion would have.

QuoteI think you should give away these Stargate DVDs – you've got important work to do, young man!

But..... I haven't had the sci fi channel in years and thanks to Netflix, I am now close to finally finishing off the series... even though all the episodes are pretty much the same... Im somehow enthralled by it all. It's a sickness, I know.
Title: Re: Map Pack What if...
Post by: tommyboy on August 24, 2007, 01:29:32 AM
Bear in mind I didnt convert ALL the FF objects in Alex's FF for FFV3R mod, if you (or anyone else did) then releasing them could only help.
Title: Re: Map Pack What if...
Post by: catwhowalksbyhimself on August 24, 2007, 04:58:05 AM
QuoteIm somehow enthralled by it all. It's a sickness, I know.

That is blasmphemy!  Hallowed are the Ori!

(Yeah, I'm a geeky Stargate fan too)

back to the main topic:

Quote1. Seems like the best way to go. In fact, speaking only for myself, but maybe this could become part of the default FFX distro?

I would rather it not, just because of the extra install size.  No reason it couldn't be an official add-on, however.  In fact, feel free to set it up as an addon to FFX rather than a separate mod.
Title: Re: Map Pack What if...
Post by: detourne_me on August 24, 2007, 06:39:45 AM
yes!  plaese as an extra add-on for the standard FFX!
you know what would also be hella cool.  (but would be a LOT of work)  build it as "Old Patriot City" and add it onto Joe Mama's and M25's Patriot World,
i.e. build all the maps into a freeroam campaign map that extends behind the Freedom Force Hall of justice map from Patriot world.
but yeah, an insane amount of work.

I'd be soo happy with the whole thing being turned into rumble room maps!   (especially if you got Dana (Cmdr. Koening) on board for converting his maps too.)
Title: Re: Map Pack What if...
Post by: BentonGrey on August 24, 2007, 06:50:03 AM
Yes!  This is a great idea!  I've been going around this half heartedly so that I could have more map making options, so I'm afraid I've created rather a mess of things on my end.  I don't really have the time to do a good job of it, and this would be a great boost as part of FFX!  Since once I finish adding characters in I'm going to have to start working on the 'comics' and maps are the biggest part of that, this will be a huge help!
Title: Re: Map Pack What if...
Post by: catwhowalksbyhimself on August 24, 2007, 07:50:09 AM
Oh, and I forgot to mention that if you are willing to make it an official FFX add-on, then you can host it at the FFX website.  Let me know if you're interested, and I'll pm you the FTP access information.
Title: Re: Map Pack What if...
Post by: HumanTon on August 24, 2007, 04:48:04 PM
Sounds like a fine idea, Goggles!

Feel free to include my FF1-to-Rumble-Room conversions as well as my original FF1 maps made with 100% FF1 objects (see the link in my sig.) It'd be a kick to see people playing on the Midtown Mayhem or Neighborhood maps in FFVTR....
Title: Re: Map Pack What if...
Post by: Boalt92 on August 24, 2007, 05:49:24 PM
Quotei downloaded alex's beta mission1 of FF and played it yesterday and found there was some map problems with it

Do you mean the discoloration (is that a word) on some of the textures?

I reduced some of this on another map by alpha'ing some of the _crud files.  I can't remember exactly how I did it, and I know it wasn't foolproof, but it did smooth some rough spots.

I'll try to take another look and see if I can figure it out....in the meantime, is this just a compatibility issue or is there a better solution?

B92
Title: Re: Map Pack What if...
Post by: Cyjack on August 27, 2007, 08:16:42 AM
Is there an official testing thread for Alex's "FF in FFvTTR" mod?  My inability to install the original game led me to downloading and checking this out...been really impressed on how much seems to work so far.  However, I am stuck at the point in the second mission where Mentor is supposed to interrogate the thug.  The red exclamation point prompt is up, and minute man gets the interrogate option, but Mentor does not.
Title: Re: Map Pack What if...
Post by: Boalt92 on August 27, 2007, 02:18:16 PM
Quotei just notice stuff like this by habit because i'm an art director in real life.

That's why I'm not an art director....I didn't even notice half that stuff until you mentioned it!  :P


Cy --
I think this is the official thread:

http://freedomreborn.net/archive/index.php?topic=43881.0

and, if I'm not mistaken, this is a known bug and as far as you can get for now.

B92
Title: Re: Map Pack What if...
Post by: GogglesPizanno on August 27, 2007, 02:23:11 PM
QuoteI didn't even notice half that stuff until you mentioned it!

And thanks to it being pointed out... you will never again NOT see it  :D
Title: Re: Map Pack What if...
Post by: Previsionary on August 27, 2007, 02:24:35 PM
yes, that's the official thread and technically, you can go further than that scene as I and a few others have been able to.

Anyway, to get back on topic, a map pack would be a pretty cool idea.
Title: Re: Map Pack What if...
Post by: GogglesPizanno on August 27, 2007, 02:32:50 PM
UPDATE:
I got sidelined this weekend due to house guests, but I have almost half the stock FF1 maps set up and working* ... My goal is to try and get through a few each night after work and have some kind of Beta-esque test release in the next week or two assuming all goes well.


*they work for me. Actual mileage will vary once people start trying them out  ;)
Title: Re: Map Pack Update
Post by: GogglesPizanno on August 29, 2007, 10:42:28 PM
So I finished converting the last of the stock FF1 maps tonight (along with a couple of HumanTon's simpler maps since he gave permission to do so - a big thanks to him)


But its about 98% done. All the maps Ive tested thus far in the rumble room load up and you can play them just fine (both regular battles and ezscript missions).

The templates for the FF1 buildings are a bit less in health than in FFvTR, as a result, the FF1 maps see a lot more destruction. I don't know if thats a good thing or a bad thing..  :)

I'm gonna look at a few more little changes and clean up, and then shoot for this weekend to get a "beta" version out for people to try and give me feedback.
Title: Re: Map Pack Update 8/29
Post by: BentonGrey on August 30, 2007, 06:43:25 AM
Awesome!  I'm really looking forward to this!
Title: Re: Map Pack Update 8/29
Post by: yell0w_lantern on August 30, 2007, 09:53:38 AM
These would be usable to make a campaign too, right?
Title: Re: Map Pack Update 8/29
Post by: GogglesPizanno on August 30, 2007, 10:16:30 AM
QuoteThese would be usable to make a campaign too, right?

Yep, they are just like any other maps.
Title: Re: Map Pack Update 8/29
Post by: Revenant on August 30, 2007, 01:13:40 PM
 :thumbup: Sweet!
Title: Re: Map Pack Update 8/29
Post by: GogglesPizanno on August 30, 2007, 06:38:34 PM
So Question.

I realized that the Map Names for FF1 maps are hardly the most descriptive things (some downright cryptic).
Ive played with a few naming conventions, but Im not happy with any of them.

Would people prefer Descriptive names?
Names that Reference the original Level?
Name them after the various Members of the X-Men?
Call them all "Bob" and let the level you get be a mystery?

Thoughts?
Opinions?
Title: Re: Map Pack Update 8/29
Post by: Epimethee on August 30, 2007, 08:08:01 PM
Personally, I'd think naming them for their mission folder ought to be fine, e.g. "04c_winter_thepier".
Title: Re: Map Pack Update 8/29
Post by: Epimethee on August 30, 2007, 09:03:03 PM
Quote from: ips on August 30, 2007, 08:50:39 PM
i'd prefer something less cryptic... level 1 mission 2 may be turned into "L1M2 The Pier" or something that takes similar amount of brain power to recognize! =P
Strictly personally, I find this more cryptic than using the existing name; "04c_winter_thepier": Mission 4 (Nuclear Winter), part c (The Pier). Beside the existing name gives a reference in itself, if only by using FFEdit. YMMV.
Title: Re: Map Pack Update 8/29
Post by: BentonGrey on August 30, 2007, 09:05:16 PM
Yeah, I definitely want something that describes the level, but a combination of level and mission, as in the previous two options, would be good.  I could get behind either.
Title: Re: Map Pack Update 8/29
Post by: Boalt92 on August 31, 2007, 05:05:12 AM
My .02:

add "FF1" to Epi's idea.  I.E. "FF1_04c_winter_thepier".  It's a bit longer, but keeps all the FF1 maps together in FFedit and in the Rumble Room.

B92
Title: Re: Map Pack Update 8/29
Post by: GogglesPizanno on August 31, 2007, 07:41:14 AM
OK, for now (this may change as everyone looks at them and goes "Thats dumb, what were you thinking??") the naming goes something like this:

FF02 - Warehouse - Tip Off A

So that all the FF1 maps are lumped with an FF prefix and mission number
There is a description of what the map is (ala Warehouse, Underground, Factory, Pans Lair etc...)
Then a reference to the Mission name itself.

Given the character limit, I had to get a little creative sometimes...
But I figure this gives the most complete kind of overview as to what it is.
Title: Re: Map Pack Update 8/29
Post by: yell0w_lantern on August 31, 2007, 09:42:49 AM
Excellent.
Title: Map Pack *Beta* Released
Post by: GogglesPizanno on September 05, 2007, 06:00:03 PM
So thanks to catwhowalksbyhimself for the web hosting, the first *BETA* release of the FF1 mappack for FFvTR is now available.
It includes all the maps from FF1 as well as a handful of maps done by HumanTon.
The .rar file contains the mod folder, a read me and a shortcut.

I'll work on getting some kind of actual pages up in the next day or two, but for now you can download the mod here:

http://gpwarehouse.freedomforceforever.com/ffx3_Mappack.rar (http://gpwarehouse.freedomforceforever.com/ffx3_Mappack.rar)

From my read me:

These are the converted maps from FF1 to be used in FFvTR
In order to test this "beta" version, it has been created as a standalone FFX3.2 based mod.
As a result, it should not screw up any game settings, or overwrite any existing data.

You will need to run the ffxedit2.exe to initialize you hero files for use in the mod. Any FFX customizations you have previously done will also need to be copied over from your standard FFX install to the mod -- though since its a Beta, not that big a deal, just wanna get feedback as to how the maps work.

To Install:

1. Extract the rar file into your FFvTR directory. There should now be a directory called "ffx3_Mappack." You can extract it to a different location and copy it over manually if you want to be extra cautious.

2. Run the FFX control center on the "ffx3_Mappack" folder to initialize the hero files
2b. (optional) Copy over any hero customizations you have done from your regular ffx3 directory

3. Use the included shortcut to start the game (if you have the game installed somewhere other than "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich" you will need to edit it accordingly.)

Hopefully that should be it.

I'm all but certain there will be things that I missed, or things I thought were done, that weren't etc...
Let me know of any problems or issues and hopefully I can track them down.
Title: Re: Map Pack *BETA* Released
Post by: Lunarman on September 05, 2007, 10:12:20 PM
wow, Excellent!

I'll be using these all the time, hooray :)
Title: Re: Map Pack *BETA* Released
Post by: Epimethee on September 06, 2007, 07:24:51 PM
Couldn't resist checking it out a little bit last night and visited Shadow's underground city. Apart from a couple of texture problems on the underground streets, it just rocked! Thanks, Goggles. :D
Title: Re: Map Pack *BETA* Released
Post by: GogglesPizanno on September 06, 2007, 07:47:03 PM
Yeah there are some weird texture issues that have always been a problem in conversions -- most of them dealing with street markings and the dreaded Sidewalk corner. I think part of the problem is the method in which the new game renders the textures.

I was able to clean up some of the edges on those (especially when zooming out)  by turning off the mipmapping on those pieces, but there are still issues that I cant yet figure out -- if they can even be fixed.
Title: Re: Map Pack *BETA* Released
Post by: rmt on September 07, 2007, 08:37:20 PM
Just wanted to say a public thanks for this pack.  Should be the final pieces to have a releasable version of Pulp Fiction for  :ffvstr: .  Won't be perfect, but it will be playable with this in place.  I'm jammed this month and Foam wants to re-do some voice work, but hope to have it to Alex by month's end.  Will get the pack and start testing objects this weekend but am sure it will do the trick.
Title: Re: Map Pack *BETA* Released
Post by: BentonGrey on September 08, 2007, 10:33:51 AM
Hey man, if I wanted to combine this with my mod, would it do funky stuff?  You know, would it overwrite anything I need?  As long as it wouldn't kill any of the new map components or anything, I think it'd be cool.  I just could really use the extra options that your map pack provides for telling stories. :D
Title: Re: Map Pack *BETA* Released
Post by: Boalt92 on September 10, 2007, 02:20:07 AM
Great job....looks good.

Don't worry about the minor glitches, just having these resources available is worth it!

How do you feel about using this pack (in part or in whole) for a public release mod?

B92
Title: Re: Map Pack *BETA* Released
Post by: AfghanAnt on September 10, 2007, 06:40:29 AM
is there a way to merge this with what someone has currently installed without hurting anything else. I.e. What files is this map pack using
Title: Re: Map Pack *BETA* Released
Post by: BentonGrey on September 10, 2007, 08:48:23 AM
It seems to be okay, I did it just a few days ago and haven't come across any problems yet.  Just make sure to back up your mod before you merge.
Title: Re: Map Pack *BETA* Released
Post by: GogglesPizanno on September 10, 2007, 09:29:13 AM
For the benefit of those who seem to be interested.
If you want to integrate the maps into other MODS its really a pretty simple process ....famous last words....

0. BACK UP YOUR FILES!!

1. Copy the "/art/library/area_speciff1" directory from the Mappack to your mod.

2. Copy the "/art/library/area_specific/_textures" directory from the Mappack to your mod. This will copy over all the FF1 TGA textures (as well as the stock FFX3.2 DDS textures). They shouldn't disrupt anything provided you haven't added any custom TGA textures that share the same name as FF1 ones.

3. Merge the Objects and Characters dats.

I'm still doing little fixes to textures and anything else that people find that may be broken, so at some point there is going to be a final official 1.0 release. Though I'm guessing it will just be simple updates to textures and/or nif's.

Title: Re: Map Pack *BETA* Released
Post by: AfghanAnt on September 10, 2007, 10:29:01 AM
Great that is just what I wanted to hear!  :thumbup:
Title: Re: Map Pack *BETA* Released
Post by: lmalonsof on September 11, 2007, 12:56:26 AM
For those who want to use the maps (congrats GogglePizzano, great stuff!!!) with other mods, I've also tried this and it seems to work:

1.- Backup your files
2.- Use M25buildinstaller and select the maps you want to export. It'll give you some errors about textures: forget about it and go on.
3.- Install the maps with M25installer.
4.- Check out everything is fine (it should)

I've done this with 6 or 7 maps and everything seems ok.

Congratulations again GogglePizzano for your work. Superb!
Title: Re: Map Pack *BETA* Released
Post by: AfghanAnt on September 11, 2007, 09:07:53 AM
Quote from: lmalonsof on September 11, 2007, 12:56:26 AM
For those who want to use the maps (congrats GogglePizzano, great stuff!!!) with other mods, I've also tried this and it seems to work:

1.- Backup your files
2.- Use M25buildinstaller and select the maps you want to export. It'll give you some errors about textures: forget about it and go on.
3.- Install the maps with M25installer.
4.- Check out everything is fine (it should)

I've done this with 6 or 7 maps and everything seems ok.

Congratulations again GogglePizzano for your work. Superb!

Why would you just move everything over and merge the dat files?
Title: Re: Map Pack *BETA* Released
Post by: Boalt92 on September 11, 2007, 09:42:10 AM
QuoteWhy would you just move everything over and merge the dat files?

That's what I did.  Worked like a charm.

1. copy all files from your EXISTING mod (except the .dats)
2. paste them into the ffx3_mappack folder.
3. make backups of the ffx3_mappack .dats
4. merge .dats from your EXISTING mod into the ffx_mappack .dats
5. rename the ffx3_mappack folder.
6.  Have fun.

This way, your existing mod overwrites any conflicts, and if there are any problems, you've only screwed up the mappack and not the mod to which you've dedicated your life.

B92
Title: Re: Map Pack *BETA* Released
Post by: tommyboy on September 11, 2007, 02:09:00 PM
Just wanted to add a belated "thank you" for this.
I know from my own half-bottomed attempts how much work it involved, so thanks for making sure I dont have to do it properly.. :P
Title: Re: Map Pack *BETA* Released
Post by: Boalt92 on September 11, 2007, 06:21:17 PM
One quick note on the graphics glitches (in case anyone is interested):

On my laptop, the glitches made the city look a little grubby and lived in.  On my PC they're a huge headache.....so I went and "hid" all the detailed objects using nifskope and BINGO, glitches gone.  The roads are a little bare in terms of markings (lane lines and crosswalks only), but it's a heckuvalot better than big ugly smudges all over the place!  Still can't do anything about the dark corners, but I can live with that.

Hopefully, we'll (ie: somebody who actually knows what they're doing) figure out this bug and really take advantage of this map pack.

B92

EDIT:
:doh:
I hope nobody else realized this, otherwise I'll feel really silly.  I took a look at "t_roadmarkings_master_01.tga" and guess what....there are smudgemarks on the texture!  Alpha them out and BINGO....no more smudge marks in the streets.  You don't have to disable EVERY detailed object....just fix the stooopid texture!  And you still get all your street markings!  Let's hope the corner bug is this easy...

B92
Title: Re: Map Pack *BETA* Released
Post by: GogglesPizanno on September 11, 2007, 07:08:29 PM
You edited your own post before I could mention that.  ;)
Its one of those things on my list of "updates"
Title: Re: Map Pack *BETA* Released
Post by: Lunarman on September 11, 2007, 10:12:45 PM
I've been looking into the dark corners and as far as i can see they're just not going to work. I have no idea why, 'cos O go them looking correct in Nifskope they just don't look right in game.
Title: Re: Map Pack *BETA* Released
Post by: GogglesPizanno on September 11, 2007, 11:29:09 PM
QuoteI've been looking into the dark corners and as far as i can see they're just not going to work. I have no idea why
I think it has to do with the layering of the decal textures.

Ive figured out a partial fix.
It will make the corners non dark and match the sidewalk, but it clips the ends of the crosswalk off where it meets the sidewalk edge. So its still not perfect but it looks a lot better. See below. I've looked at it both in Nifskope and FFedit and it appears to work. Downside is it requires editing each corner piece on a map in nifskope...so its a bit of tedious work.

(http://gpwarehouse.freedomforceforever.com/corner.jpg)
Title: Re: Map Pack *BETA* Released
Post by: lmalonsof on September 13, 2007, 01:34:30 AM
QuoteWhy would you just move everything over and merge the dat files?

If you don't want to install all the art files, for example if you're doing a mod maybe you don't want to distribute all your art folder (quite big), you just want to have installed the maps you need and then make the compilation.

On the other hand, I agree that maybe the best way it's to merge.
Title: Re: Map Pack *BETA* Released
Post by: Boalt92 on September 13, 2007, 04:26:00 AM
Quotenot perfect but it looks a lot better

I was prepared to live with dark corners, so this is WAY better.

There are about 25 or so maps that would need to be fixed.  I you post the solution, I'll do 5 of 'em (maybe more, depending on how long it takes). 

Maybe we can get some volunteers to help with some of the others (nudge,nudge...wink, wink)?

B92
Title: Re: Map Pack *BETA* Released
Post by: Boalt92 on September 17, 2007, 06:03:22 AM
GP -- I've been trying to reproduce your partial fix.  I think I found it, but now I'm not sure.  I removed the alpha channel on one of the t_footpaths textures and pasted the pavement over the section that was invisible, but can't remember what I did next (was it the emissive color in texturing properties?).  Any advice?

Also, I tried swapping textures with a FFVTTR map.  They look fine, but the FFVTTR map is so much brighter it really stands out from the FF1 stuff.  I ran a FF1 building model through the Nif converter and that took care of the lighting issues, but I don't have the time or patience to do it for every model in FF1!  Is there a way to mass conversions?  (I also did the opposite: darkening FFVTTR textures so they would fit in with FF1 stuff).

I would love to use the FF1 terrains, but, barring that, I would at least like to use FF1 resources on FFVTTR maps without them looking too dark.

If anybody has any ideas on how to get around this issue, I'd love to hear them.

B92


EDIT--
I really need to check these things out a little further BEFORE I post  :doh:
Seems there's a "convert entire folder" tool on EZ Nif Convert.  It'll take some time, but all the FF1 resources can be lightened to run on FFVTTR maps.  They don't totally match FFVTTR buildings and such, but are still great to have, nonetheless.  Thanks again for your efforts, GP (even if you can't solve the corners problem!).  Oh yeah: Alex...great skillz on this tool!
Title: Re: Map Pack *BETA* Released
Post by: Renegade on September 18, 2007, 09:48:07 PM
Last year I built a new corner without the crosswalk lines and no alpha. It's not an exact perfect match, but it's pretty close and way more tolerable than the dark corners. Unfortunately there are at least two different sized corners as well as some differently textured ones so it didn't fit every map and I never got around to making different versions.

They are a little tedious to work with because an instance has to be placed one at a time in every corner, and you have to tweak the axis and rotations a bit to get them lined up horizontally and vertically. Also, you have to hex the existing corners away (I just lowered their Z planes so that they dropped below street level and set the new corners on top.

In order to move them in the editor, I gave them bounding boxes. Then at the end, I swapped out the bounding box version nif for one without the box so that the corners wouldn't be affected by the player's actions.

All of this was pre-niftools, so it's likely that it's much easier to work with  now than it was through hexing.

If the ToyBox was up you could download the mappack of converted maps I posted last year and view the results for yourself. Alas....

---RENEGADE
Title: Re: Map Pack Help
Post by: GogglesPizanno on November 12, 2007, 09:50:43 PM
Since there is the occasional mention from people about more maps for FFvTR specifically now that several meshers have gone FFvTR only and new players coming on board with the New budget release of FFvTR, I thought it might be a good time to revive this thread a bit.

Initially my map pack contained the stock FF1 maps as well as some of Humanton's simpler to convert map.
I am all for converting more maps from FF to FFvTR, but I need some help.


So if any of you made maps for FF or know people who did (especially Ewzzy) and are willing to give permission for conversions to be made to FFvTR, let me know. I can work on getting some updated maps to help ease the transition to the new game for those who are on the fence.
Title: Re: Map Pack *BETA* Released
Post by: Lionheart on November 13, 2007, 10:33:03 AM
Okay, you asked for it.  :)

Most of the maps I use in FF1 are from the FXForce site, so I figured that's where I'd start. Obviously, this is a huge list (and I didn't list them all), but I thought I'd post the ones I was most interested in. They're not listed in any particular order, just how they appeared on screen as I scrolled down. If you'd like me to break it down in order of most interest, I can do that later tonight (as opposed to being on company time this afternoon).

---------------------------------
HUMAN TON

I don't remember off the top of my head which ones you included in the beta map pack, so I'll have to check on those later (I'm at work -- lunch -- now).


GENGORO

Batcave
Gotham City
Parking Lot
Castle2
Egypt Map
Alien City
Gold
Forest
Inside_Warehouse
Inside_Warehouse2
Jungle
Castle Map
X-Mansion
Autumn Map
Sewer System
Island2
Storm
Dark Storm
Underwater
Volcanic
island
snowy forest

CONDUIT

Downtown
Island3
Pyramid
russianmilitarybase
Western

EWZZY

Desert Base
Beach
Tide
Crystal
Pandemonium
Junk

CMDRKOENIG67

Difficult to choose. He made a bunch that are perfect for fantasy and sci-fi. That is part of makes FF so great -- you can use it for whatever world you want, not just superheroes.

ds_asteroid_m
ds_alpha_catacombs
ds_key_mordaz_interior
ds_key_mordaz
ds_large_cemetary_winter
ds_large_cemetary
ds_the_tardis
ds_catacombs
ds_dungeon
ds_forest_stream
ds_castle_dracula
ds_polarmaps_3pack
ds_rainforest
ds_marsmaps2pack
ds_moonmaps2pack
ds_ancient
ds_arctic
ds_arctic_base
ds_desert
ds_the_yukon
Title: Re: Map Pack *BETA* Released
Post by: Mystik on November 13, 2007, 11:25:49 AM
definitely the underwater map, sewers and gotham city
Title: Re: Map Pack *BETA* Released
Post by: herodad1 on November 13, 2007, 12:11:18 PM
i always liked the robot factory( with the auto-guns), the college campus with the clone ray firing randomly, pans floating island,and the time wheel map.
Title: Re: Map Pack *BETA* Released
Post by: GogglesPizanno on November 13, 2007, 12:47:58 PM
Quotei always liked the robot factory( with the auto-guns), the college campus with the clone ray firing randomly, pans floating island,and the time wheel map.

The maps themselves were released in the original pack (minus the guns/clone ray etc...)
Title: Re: Map Pack *BETA* Released
Post by: bat1987 on November 13, 2007, 12:50:34 PM
X-mansion and Gotham city if u ask me! :D
Title: Re: Map Pack *BETA* Released
Post by: laughing paradox on November 13, 2007, 03:57:48 PM
Quote from: Thor Reborn on November 13, 2007, 11:25:49 AM
definitely the underwater map, sewers and gotham city

These are the top 3 I would request, too.

I also really liked the Egypt map.
Title: Re: Map Pack *BETA* Released
Post by: GogglesPizanno on November 13, 2007, 04:31:16 PM
I'll start taking a look at them.
Also, Conduit let me know that he's cool with converting his maps over, so that probably where I'll start for now.
Title: Re: Map Pack *BETA* Released
Post by: laughing paradox on December 10, 2007, 01:45:40 AM
I was just curious to know what the status of this project was. I had to reinstall the beta Map Pack recently which reminded me of this.
Title: Re: Map Pack *BETA* Released
Post by: GogglesPizanno on December 10, 2007, 10:42:28 AM
I'm slowly making progress. I got a bunch of new maps added (including everyones beloved Gotham City and X-Mansion)...

A few of them have some missing texture issues -- but they are easy enough to fix, and I need to add the EZScript and Rumble Room markers. Then a new release should be ready.

Since Ive gotten some inquiries, what would people prefer, adding the markers to what I have and releasing it as it stands with a third release at some point in the future, or wait a bit longer and have a more complete release with most available maps done?
Title: Re: Map Pack *BETA* Released
Post by: stumpy on December 10, 2007, 02:23:20 PM
Sweet.  :thumbup:

Just one opinion, but I'd lean towards a bit longer but more complete.
Title: Re: Map Pack *BETA* Released
Post by: BentonGrey on December 10, 2007, 03:16:55 PM
Yeah man, the more maps, the more I have to work with, and I'm all for that!
Title: Re: Map Pack *BETA* Released
Post by: Epimethee on December 10, 2007, 05:01:47 PM
Quote from: stumpy on December 10, 2007, 02:23:20 PM
Sweet.  :thumbup:

Just one opinion, but I'd lean towards a bit longer but more complete.
Idem. :)
Title: Re: Map Pack *BETA* Released
Post by: yell0w_lantern on December 12, 2007, 09:25:16 AM
Absolutely.
Title: Re: Map Pack *BETA* Released
Post by: Jakew on December 12, 2007, 04:25:40 PM
Cool!
Title: Re: Map Pack *BETA* Released
Post by: Lionheart on December 12, 2007, 07:01:15 PM
What Stumpy, et al., said. :)

Your map pack is a real boon to the game. Thanks for all your hard work in putting these together.
Title: Re: Map Pack *BETA* Released
Post by: laughing paradox on December 12, 2007, 09:47:38 PM
That's great to hear. I'm looking forward to it and I have to join the general consensus: take your time with it until you feel it's complete. It won't be easy to be patient ;) but we're very grateful.
Title: Re: Map Pack *BETA* Released
Post by: GogglesPizanno on December 13, 2007, 11:43:18 PM
So as of tonight. I finished the initial basic conversions of what will be map pack Beta #2
I'm now beginning the tedious bit of adding EZScript Markers, tracking down missing textures, coming up with unique names etc...
Some of them are gonna have a few quirks here and there. Frankly I wouldn't be surprised if there are some that dont work in-game.
But as of now the following list of maps at least open up and display properly in FFedit.

I Don't have a timetable for release for those who may be tempted to ask.
I work on it a little at a time as I get some spare moments. I'll post more updates as I go...

At this point, its 163 maps clocking in at ~275MB  :blink:

The Prefix Key to the following list:
f1/mp = standard maps from the ff1 campaign/multiplayer
con = maps created for FF1 by Conduit
gg = maps created for FF1 by Gengoro
ds = maps created for FF1 by cmdrkoenig
ht = maps created for FF1 by Humanton

[spoiler]
con_asteroid                con_asteroid_2
con_cemetary                con_cemetary_stormy
con_computer                con_dance_club
con_downtown                con_football
con_hell                    con_hschoolgym
con_island3                 con_mall
con_post_apocalyptic        con_prison
con_pyramid                 con_russian_military_base
con_spaceship               con_spaceship_gladiator_pit
con_stormy downtown         con_volcano_2
con_western                 con_wrestling arena
con_wrestling arena 2       ds_alien_desert
ds_alien_iceworld           ds_alpha_catacombs
ds_ancient                  ds_arctic
ds_arctic_base              ds_asteroid_m
ds_castle_dracula           ds_catacombs
ds_desert                   ds_desert_fortress
ds_dinosaur_valley          ds_drfrankensteins_lab
ds_dungeon                  ds_forest_stream
ds_greenwich_village        ds_key_mordaz
ds_key_mordaz_interior      ds_large_cemetery
ds_large_cemetery_winter    ds_lighthouse
ds_lighthouse_night         ds_mars
ds_mars2                    ds_midway_city
ds_moon                     ds_moon2
ds_polar_mountains          ds_polar_plain
ds_polar_valley             ds_rainforest
ds_the_tardis               ds_the_yukon
ds_tower_of_doom            f101_begin
f102a_tip_off               f102b_tip_off
f103b_thin_ice              f103_thin_ice
f104a_winter_enterprise     f104b_winter_icepatch
f104c_winter_thepier        f105a_nick_bank
f105b_nick_cinema           f105c_nick_cafe
f107_panic                  f108_vanishing
f109_darkness               f110a_shadows_fall
f110b_shadows_fall          f111a_docks
f111b_docks                 f112a_wanted_bank
f112b_wanted_police         f112c_wanted_final
f113a_central               f113b_central
f114_double                 f116a_destroy_base
f116b_destroy_tower         f116c_destroy_tower
f117_destruction            f118_madness
f119_united                 f120_return
f121_forbidden              f122_pandemonium
f123_dawn                   f124a_end
f124b_end                   f124c_end
f124d_end                   gg_alien city
gg_autumn                   gg_autumn_road
gg_base                     gg_batcave
gg_blue_factory             gg_bridge
gg_castle                   gg_castle(night)
gg_castle_2                 gg_construction_site_blue
gg_construction_site_red    gg_cult
gg_danger_room              gg_danger_room_2
gg_dark_storm               gg_desert_road
gg_dojo                     gg_egypt
gg_falls                    gg_forest
gg_forest_2                 gg_gold
gg_gotham city              gg_gotham city winter
gg_hell_2                   gg_inside_warehouse
gg_inside_warehouse_2       gg_island
gg_island_2                 gg_jungle
gg_museum                   gg_ocean_front
gg_ocean_front_2            gg_office_space
gg_palace                   gg_parking_lot
gg_parking_lot_night        gg_pink_marble
gg_restaurant               gg_serengeti
gg_sewer_system             gg_sky
gg_snowy_forest             gg_snowy_forest_2
gg_storm                    gg_stormy_town
gg_suburbs                  gg_theater
gg_town                     gg_Transformers
gg_underwater               gg_volcanic
gg_x-mansion                ht_danger_cave
ht_danger_fantasy           ht_danger_industry
ht_danger_midtown           ht_danger_neighborhood
ht_danger_prison            mp_01_city_small
mp_02_city_medium           mp_03_city_large
mp_04_robot_factory         mp_05_desert
mp_08_aircraft_carrier      mp_09_frozen_boathouse
mp_10_city_park           
[/spoiler]
Title: Re: Map Pack *BETA* Released
Post by: laughing paradox on December 14, 2007, 03:46:28 AM
I was expecting maybe ten or so new maps...what you are doing is so above and beyond anything I would have imagined. My jaw dropped just reading that expansive list.

You have maps I have never even seen before and others that I haven't seen in forever, like the Bridge map. (I hope that one works out fine!)

Seriously, thanks for all your work. You friggin' rock!
Title: Re: Map Pack *BETA* Released
Post by: BentonGrey on December 14, 2007, 07:37:17 AM
Goggles.....man, you will solve a good deal of my map problems when you finish that ridiculously large list. :D
Title: Re: Map Pack *BETA* Released
Post by: Lionheart on December 14, 2007, 09:15:50 AM
You are a hero, GP.  :)
Title: Re: Map Pack *BETA* Released
Post by: yell0w_lantern on December 14, 2007, 09:58:14 AM
 :blink: Holy moley!

So is this an addition to map pack 1 then?
Title: Re: Map Pack *BETA* Released
Post by: GogglesPizanno on December 14, 2007, 10:12:43 AM
QuoteSo is this an addition to map pack 1 then?
It really is just a "update" of the first one with a bunch of new maps (in addition to those that were already in the first one).

Though I suppose I could do a download with just the new stuff for those that already have the first one to cut down on size for those with slower connections. People who are merging this with their own mods will still have to worry about merging the objects and character DAT files as there are more changes to those since the first release. But thats about it. The rest is just "content"
Title: Re: Map Pack *BETA* Released
Post by: DEATH on December 14, 2007, 07:15:56 PM
Sweet Christmas!  That is unbelievable!  That pretty much solves every map issue I've ever had while attempting to mod since the dawn of EZScript!  Good gravy...it might actually mean I'll finally release a mod or two!  I can only think back on all the time I spent pouring over all those  :ff:  maps, drooling, wishing I had them in  :ffvstr:.
Thank you for the no doubt MASSIVE amounts of hard work thus far.

DEATH
Title: Re: Map Pack *BETA* Released
Post by: USAgent on December 15, 2007, 09:19:59 AM
Thanks for all the hard work and time you putting into this Goggles, This will me most appreciated by all FFv3R fans!!
Title: Re: Map Pack *BETA* Released
Post by: catwhowalksbyhimself on December 15, 2007, 01:14:14 PM
This could actually make my random campaign generator doable.  Hmm. . .
Title: Re: Map Pack *BETA* Released
Post by: GogglesPizanno on December 15, 2007, 01:37:38 PM
Quotemy random campaign generator doable.

Funny you should mention such a thing.... :rolleyes:
Title: Re: Map Pack *BETA* Released
Post by: HumanTon on December 15, 2007, 02:12:14 PM
That's an amazing list Goggles--keep up the good work!
Title: Re: Map Pack *BETA 2.0* Update
Post by: GogglesPizanno on December 19, 2007, 07:56:39 PM
Just a quick update before I take a break for the holidays...

I am officially 50% done adding markers and fixing missing textures.
Only 2 of the maps so far have issues that will need to be revisited in more detail.. so all in all its moving pretty quickly.

Also for those who missed it, the map pack update will also include the 5 newly released FFCP group maps released by USAgent...

End of Update....
We may now return to admiring the new Hero Force V2.0 site (so pretty and shiny)
Title: Re: Map Pack *BETA* Testing
Post by: GogglesPizanno on December 29, 2007, 08:57:50 PM
Latest Update:

All the maps have been set up in FFedit.
I have started going through each one in-game, and lets just say this time, BETA is living up to it's name.
Ive just started going through each one starting up a quick rumble room session, and seeing what happens.
- Some work great
- Some have the occasional missing object or texture.
- A few have really bizarre behavior in terms of path finding (I believe due more to tricks used to make the maps)
- A couple have crashed the game.

Im trying to compile a list of issues as I go and fix the small things as I find them and document the big ones to go back afterwards and look at.

Initially I was gonna wait till it was mostly playable before releasing it.
However given the number of maps etc, I'm gonna offer it up to those who have the time and/or desire to help Test it out.
If anyone is interested, PM me and I'll send a link. Then as you play various maps and run into issues, just let me know which map it is and as specific the issue that you can.

Bear in mind that this is definitely a BETA and there ARE issues.
Title: Re: Map Pack *BETA* Released
Post by: GogglesPizanno on January 15, 2008, 07:12:53 PM
This will probably be the last of my updated "bumps" before i just release the thing.
Ive loaded every map up in a rumble room session and tried each one briefly.
I have my nice spreadsheet with things to fix.
Some are doable some are not.

A big Thanks to Humanton for his testing and alerting of issues that would have slipped by me.

Of all the maps, only 5 of them crash the game. I'll play with them a bit, but I may just release it without them. All things being equal, thats not bad.

That said, the conversion while "mostly" successful, does have its issues, and unfortunately some of them I just dont see a fix for. They appear to just be quirks with the new game engine not liking some of the map making hacks the creative folks did with maps from the first game. So for the record here are some of the major issues you will find:

1. Pathfinding - there are a handful of maps (the bridge especially saddens me) that use pier pieces and building pieces to construct makeshift walkways. The path finding of the new game is not real happy with it. So while it works, you have to do a lot of baby steps to get characters to follow the path you want and get them them from point A to B.

2. Makeshift walls - There are instances where objects used to create artifical walls on a map either Stop a character dead in their tracks when they shouldn't or allow a character to just pretend a wall isn't there and just run through. Bounding box fixes tend to work as a toggle in that it will make solid pieces blank, or blank pieces totally solid. I have a few other ideas, but Im opting for "empty walls" with playability over "solid" walls and limitations.

3. Terrains - There are two terrains that are causing issues. One is similar to a path finding issue in that characters that try to walk at a certain intersection have to walk around some invisible area on the terrain. Only happens on one map at 2 specific spots. Definitely not a deal breaker, just mildly annoying. The other is part of the floor in the robot factory, secretly really wants to be a trap door and let characters fall through.... I'm looking into that one.

Other than that, just a few little burps and hiccups.
You know your playing a converted map cause they all seem a little sketchy, but for the most part are playable.


Title: Re: Map Pack *BETA* Released
Post by: BentonGrey on January 15, 2008, 07:18:14 PM
Thanks for all your hard work on these Goggles!  I wouldn't sweat a few maps out of all of the different ones you've painstakingly converted for us.  I'm really looking forward to this release!
Title: Re: Map Pack *BETA* Released
Post by: Epimethee on January 15, 2008, 08:30:09 PM
Quote from: GogglesPizanno on January 15, 2008, 07:12:53 PMThe other is part of the floor in the robot factory, secretly really wants to be a trap door and let characters fall through...
Uninformed poke in the dark suggestion: if fixing at the source doesn't work, a potential hack might be to add a flat building-class object  whose top would be just below floor level.
Title: Re: Map Pack *BETA* Released
Post by: Boalt92 on January 16, 2008, 01:23:32 AM
QuoteQuote from: GogglesPizanno on January 15, 2008, 07:12:53 PM
The other is part of the floor in the robot factory, secretly really wants to be a trap door and let characters fall through...
Uninformed poke in the dark suggestion: if fixing at the source doesn't work, a potential hack might be to add a flat building-class object  whose top would be just below floor level.

Is this the robot factory mp map?  Joemama's Patriot World seemed to solved this problem, but I haven't played the map in a while, so I can't remember how well it worked.  He copied a "floor" node from one of the rooms on the map and moved/resized it until it fit over the pit and the old floor.

Again, I can't recall if it worked or not, and I don't have the pack loaded.  Maybe somebody else has used it and can tell you if it worked.

B92
Title: Re: Map Pack *BETA* Released
Post by: GogglesPizanno on January 16, 2008, 09:41:46 AM
That should work actually...
I've done similar things on other maps.
Title: Map Pack 2.0 Released
Post by: GogglesPizanno on January 26, 2008, 01:58:31 PM
OK, so after staring at these things for way too long, I'm releasing the 2.0 version of the mappack into the wild.
It contains ~160 maps that SHOULD be working correctly (mostly).

There will invariably be some issues on certain maps still (There is still one fence object that no matter how much I play with the bounding boxes, characters still run through it) but I don't think any of them are show stoppers for a map.

Items of note:
- The dark street corner texture issue is "sorta" fixed. Its not perfect, but it looks much better.
- There were 5 maps that crash the game for various reasons. If I had the energy I could try and track down what objects were the culprit, but Im currently too tired to look them anymore  :wacko: -- They are in the mission folder in a directory called "!Crash Game" if anyone feels like looking at them, have fun.
- Some of the path finding issues I was able to fix (most notably on the castle and bridge maps)


Thats about all.
Thanks to everyone who tested and sent feedback.

You can download it here:
http://gpwarehouse.freedomforceforever.com/ffx_mappack2.rar


Title: Re: Map Pack 2.0 Released
Post by: Epimethee on January 26, 2008, 02:55:46 PM
Huge work, GP. A big thank you!
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on January 26, 2008, 05:29:22 PM
Thanks to Humanton (again) for finding a holdover from some bug testing.
After getting the mappack, you should also download the fixed "midtown madness map" -- I will update the full pack this weekend, but for now...get it here:
http://gpwarehouse.freedomforceforever.com/ht_danger_midtown.zip

Extract it into your "/ffx_mappack/missions" folder and allow it to overwrite existing stuff
Title: Re: Map Pack 2.0 Released
Post by: USAgent on January 26, 2008, 08:05:55 PM
Thank you so much for this major release for us that are still playing FFV3R, and thanks for all the time and work you put into this huge map pack as well, you just added a huge amount of replay for us!!
Title: Re: Map Pack 2.0 Released
Post by: BentonGrey on January 26, 2008, 09:37:49 PM
Freakin' AWESOME!  This is going to energize me so much more to work on the DCUG.  Not having to convert maps on my own, and having all this content at my fingertips will be an incredible boon.  Thanks soo much, again!
Title: Re: Map Pack 2.0 Released
Post by: USAgent on January 27, 2008, 06:48:32 AM
Hey Goggles, I just extracted the map pack and I noticed that the "missions" folder wasnt included in the download.   And at the end of the download I got this winrar error:

!   C:\Program Files\Freedom Force stuff\ffx3_Mappack2.rar: CRC failed in ffx3_Mappack\Art\library\area_specific\_textures_falls\bld_roof_01.tga. The file is corrupt
!   C:\Program Files\Freedom Force stuff\ffx3_Mappack2.rar: Unexpected end of archive
Title: Re: Map Pack 2.0 Released
Post by: BentonGrey on January 27, 2008, 07:58:16 AM
Yeah, I got a similar error, and I'm trying again.  (I have suspicions that mine was caused by my lousy internet)
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on January 27, 2008, 11:02:34 AM
Hmmmm.
Sounds like a corrupted download file.
You might try downloading again. As others haven't had the problem.
If the issue persists for people I can try to break it up into smaller pieces.
Title: Re: Map Pack 2.0 Released
Post by: USAgent on January 27, 2008, 12:12:20 PM
Yep, thats all it was, a bad download.   I re-downloaded it and it was ok this time.   (which was someting I should of done first anyway)
Title: Re: Map Pack 2.0 Released
Post by: laughing paradox on January 27, 2008, 03:02:08 PM
I received that error as well, but I just re-downloaded it and it was fine.

Googles, I can't believe how amazing this pack is. Your work is truly appreciated so a huge thanks from the community and from me personally. It's unbelievable.
Title: Re: Map Pack 2.0 Released
Post by: BentonGrey on January 27, 2008, 06:49:58 PM
Yep, my re-download worked great.  Let me not waste a post by failing to reiterate just how awesome this is, Googles.
Title: Re: Map Pack 2.0 Released
Post by: electro on January 30, 2008, 05:08:07 PM
GRATZ on getting this done GogglesPizanno - It was a task i thought too daunting but you have proven that you are THE MAN - I was able to slide the map pack into my normal FFX game with little hassle & everything works just fine :blink:
Title: Re: Map Pack 2.0 Released
Post by: Boalt92 on March 11, 2008, 05:46:45 AM
I can't believe I waited so long to download this.  Incredible work GP.  Much, much appreciated.  Got me fired up to finally do that mod I've been...uh... "planning"  ;)

Just a little FYI--
If you're anal about the road smudges like me, a simple alpha channel fill-in (t_roadmarkings_master_01.tga) fixes it.  Same thing with the dark edges on some of the frozen maps.  Just fill-in the alpha channel (ice_crack.tga) and your ice is crystal clear!

Thanks again GP.  No way I ever would have tackled this project.

B92
Title: Re: Map Pack 2.0 Released
Post by: laughing paradox on April 16, 2008, 08:01:59 AM
So I just recently downloaded this pack again and this time I didn't download FFX3.2 since it's already included in the map pack.

However, I can't seem to find the FFX Control Centre in this pack.

How can I find it or get it separately, without having to download FFX3.2?
Title: Re: Map Pack 2.0 Released
Post by: Previsionary on April 16, 2008, 08:44:02 AM
Quote from: laughing paradox on April 16, 2008, 08:01:59 AM
So I just recently downloaded this pack again and this time I didn't download FFX3.2 since it's already included in the map pack.

However, I can't seem to find the FFX Control Centre in this pack.

How can I find it or get it separately, without having to download FFX3.2?

someone would have to send it to you since the map pack doesnt include it. It'd be much easier to just grab it from the ffx 3.2 pack (since it has the latest version and it's just a 15mb download, iirc) or just grab it from some other mod if it includes it.
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on April 16, 2008, 09:11:44 AM
I just uploaded it: http://gpwarehouse.freedomforceforever.com/ffxedit2.rar

Title: Re: Map Pack 2.0 Released
Post by: laughing paradox on April 16, 2008, 11:53:20 AM
Thanks so much!
Title: Re: Map Pack 2.0 Released
Post by: tk on April 28, 2008, 04:57:11 PM
Is the batcave map supposed to be that dark or did I do something wrong? The only things I can see are some generators and computers and railings and they're really dark.  Also, on the gotham maps, either the buildings are missing or they're too high for me to see or something.  I can't find the batsignal.
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on April 28, 2008, 05:02:45 PM
They are in fact pretty dark... it might be your monitor as well. I know the difference in brightness and gamma between my work monitors and my home one is staggering.

The Bat signal is just really high up, you have to zoom out a ways to see it.
Title: Re: Map Pack 2.0 Released
Post by: tk on April 28, 2008, 05:28:27 PM
I figured out the problem with the darkness in the cave.  Now I can see the cave but its missing all the vehicles and robin costume and trex.  I tried zooming all the way out to see the batsignal, but couldn't find it. Maybe it has the same problem as the cave items.  Also some buildings seem to be missing as I can see items on top, such as vents, but not the building itself.
Title: Re: Map Pack 2.0 Released
Post by: Lunarman on April 28, 2008, 10:16:33 PM
nice work, i havn't looked at them yet, but sounds great
Title: Re: Map Pack 2.0 Released
Post by: tk on April 29, 2008, 02:34:46 PM
Ok I figured out how to use free camera and zoom out all the way and I still can't see the batsignal (or a couple of buildings) leading me to believe that my gotham map is having the same problems as my batcave map.
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on April 29, 2008, 02:38:46 PM
Thats pretty odd as i haven't seen it, nor have I heard about it happening to others.
But its possible I missed something...

Are you running the mappack as its own stand alone mod, or did you merge it to something else?
Title: Re: Map Pack 2.0 Released
Post by: tk on April 29, 2008, 08:44:28 PM
I merged it with Benton Grey's DCUG.
Title: Re: Map Pack 2.0 Released
Post by: tk on May 03, 2008, 07:01:23 PM
And I'm still having trouble with it.  What folder should the vehicles and stuff be in?  How do you add objects?  Should there be a level layout? 
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on May 04, 2008, 03:51:54 PM
I just tried loading it up and cant duplicate the problem.
So in answer to your questions:

- All the converted FF1 objects should be in their respective folders in "\Art\library\area_speciff1\
- All the textures should be in "\Art\library\area_specific\" (which folder depends on the mapmaker, Gotham City is in "_textures" the bat cave is in "_textures_batcave")
- All the vehicle files should be in "\Art\library\vehicles\" (unless you are talking about vehicle "characters")
- Level Layout has no effect on playing a map.

The Mappack and Benton's DC mod both have substantially altered DAT files.
It sounds to me like something got messed up when you were trying to merge them.
Even if you have a firm grasp on it, it can be touchy and complicated.

Do you still have the Mappack MOD folder?
If so, try running the mappack as its own mod as it was released, and choose the Gotham City map or the batcave map.
If they run ok in just the Mappack, then there was a problem with your merging of the two mods.
If it still has the same problems, then its another issue of some kind.
Title: Re: Map Pack 2.0 Released
Post by: tk on May 04, 2008, 06:38:11 PM
I used FFedit to merge the dat files in the Data folder.  I merged character.dat and object.dat.  If I try to just run the mappacks, it says there's a problem with res.dat.  If I try to merge res.dat it also says there's a problem. 
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on May 05, 2008, 10:13:45 AM
QuoteI used FFedit to merge the dat files in the Data folder.  I merged character.dat and object.dat.  If I try to just run the mappacks, it says there's a problem with res.dat.  If I try to merge res.dat it also says there's a problem.

What I was suggesting was not to try and merge the mappack to anything, just extract it and run it as a mod using the shortcut it comes with. You shouldn't have to merge anything. By playing the Mappack as its own standalone mod, and selecting the problem maps, you can determine whether there is a problem with the maps themselves, or whether the problem crept in when you started merging things.

I personally wouldn't merge anything in the Data folder. All MODS have their own self contained dat files and content, so they don't overwrite or alter the base game files. As long as you run the game using the appropriate shortcut to the mod you are using, it will look in the MOD folder first for any game data it needs, only if it cant find it there it will then move out and look in the data folder.

It sounds to me like when you were merging, things just got a little screwed up. There may potentially be some naming conflicts of items between the two mods as well. They both are big enough that it could possibly happen. You may have better luck just starting over.
Title: Re: Map Pack 2.0 Released
Post by: tk on May 06, 2008, 11:52:05 AM
I tried merging the dats in the DCUG and the game automatically shutdown. If I do it in the data folder, it works, but the objects like Robin's costume aren't there.
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on May 06, 2008, 01:28:47 PM
At this point I'm not really sure what to tell you.

I gave you all the suggestions I had.
Did you try running the Mappack mod as its own standalone mod with no merging, no DCUG, no changing or manipulation of the files of any kind to see if the maps work that way?

Without being able to determine where in the process things are breaking down, there is really nothing I can do to help.
Title: Re: Map Pack 2.0 Released
Post by: tk on May 06, 2008, 02:34:28 PM
Ok, I tried running the mappack on its on and it worked, objects and all.  So is there a way to fix the problem or readd the objects manually?
Title: Re: Map Pack 2.0 Released
Post by: stumpy on May 06, 2008, 04:19:22 PM
Quote from: tk on May 04, 2008, 06:38:11 PMI used FFedit to merge the dat files in the Data folder.  I merged character.dat and object.dat.  If I try to just run the mappacks, it says there's a problem with res.dat.  If I try to merge res.dat it also says there's a problem. 

Can you be a little more explicit about what you are doing when you merge? Something like, "I am trying to create a new set of DATs in the xxx mod. I click on Merge DATs. Then I choose the objects.dat file in the xxx folder, which has not been modified since I installed xxx. Then I choose..." I just want to make sure you aren't merging characters.dat with objects.dat or something...
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on May 06, 2008, 04:22:23 PM
Well it definately appears to be an issue with the merging.
Whats involved is basically a 2 step process.

1. Copy over all the data (models textures etc...)
2. Merge the dats together.

Ideally you'll want to start with one mod as your base, and then add the contents form the other one.

So lets say we start with the DC Mod.
Make a copy of that mod folder and call it "DCMerged"
Now your gonna wanna copy all of the FF1 objects etc.. from the Mappack mod to this new folder.

Most of this content is located in "\Art\library\" folder. Though there are some custom characters, and some FX as well.

So now you should have a new Folder called "DCMerged" that started with the DC mod in it.
You've copied over the content from the Mappack. Now you need to merge the dats. You only need to merge the objects and character ones. You'll want to merge FROM the mappack ones.

Now you just need to create a new shortcut to start the game using this new MOD folder you created.

NOTE:
Because the DC mod has a lot of custom content as well, there is the possibility that there may be naming conflicts in the dats (especially in the character one) there may be instances where files get overwritten form one to the other. There are still a lot of issues that COULD happen.
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on May 06, 2008, 04:23:25 PM
DAT :ph34r: Strikes!
Title: Re: Map Pack 2.0 Released
Post by: tk on May 06, 2008, 05:59:24 PM
How do I make the shortcut?
Title: Re: Map Pack 2.0 Released
Post by: stumpy on May 06, 2008, 06:53:21 PM
Quote from: tk on May 06, 2008, 05:59:24 PMHow do I make the shortcut?

Make a copy of another mod shortcut (drag the shortcut while holding the Ctrl key). For example, use your ffx shortcut. Now, rename the copy (here, I renamed it DC Merged Maps). Then, right-click on the new shortcut and choose Properties. Go to the Target field, replace the ffx3 with whatever you called the folder for the merged mod, for example, DCMerged. Don't lose any spaces.

(http://home.graffiti.net/stumpyanker:graffiti.net/images/ShortcutExample1.gif)

That's it.
Title: Re: Map Pack 2.0 Released
Post by: tk on May 06, 2008, 07:10:28 PM
Quote from: stumpy on May 06, 2008, 06:53:21 PM
Quote from: tk on May 06, 2008, 05:59:24 PMHow do I make the shortcut?

Make a copy of another mod shortcut (drag the shortcut while holding the Ctrl key). For example, use your ffx shortcut. Now, rename the copy (here, I renamed it DC Merged Maps). Then, right-click on the new shortcut and choose Properties. Go to the Target field, replace the ffx3 with whatever you called the folder for the merged mod, for example, DCMerged. Don't lose any spaces.

(http://home.graffiti.net/stumpyanker:graffiti.net/images/ShortcutExample1.gif)

That's it.

Thanks for the help.
Quote from: GogglesPizanno on May 06, 2008, 04:22:23 PM
Well it definately appears to be an issue with the merging.
Whats involved is basically a 2 step process.

1. Copy over all the data (models textures etc...)
2. Merge the dats together.

Ideally you'll want to start with one mod as your base, and then add the contents form the other one.

So lets say we start with the DC Mod.
Make a copy of that mod folder and call it "DCMerged"
Now your gonna wanna copy all of the FF1 objects etc.. from the Mappack mod to this new folder.

Most of this content is located in "\Art\library\" folder. Though there are some custom characters, and some FX as well.

So now you should have a new Folder called "DCMerged" that started with the DC mod in it.
You've copied over the content from the Mappack. Now you need to merge the dats. You only need to merge the objects and character ones. You'll want to merge FROM the mappack ones.

Now you just need to create a new shortcut to start the game using this new MOD folder you created.

NOTE:
Because the DC mod has a lot of custom content as well, there is the possibility that there may be naming conflicts in the dats (especially in the character one) there may be instances where files get overwritten form one to the other. There are still a lot of issues that COULD happen.


Ok, now, that works, but is there a way I can get it so that I can still use my DCUG icon to get in?
Title: Re: Map Pack 2.0 Released
Post by: stumpy on May 06, 2008, 08:28:12 PM
If you want the same shortcut with a different icon, I think you can just open the properties of your new icon and click Change Icon. Then just click Browse... to find the DCUG icon. For instance, if the DCUG installer put an icon on your desktop, then click Browse... and go to your DCUG folder and there should be a DCUG icon. (I don't have DCUG yet - waiting for the final release - so I don't have more detail on that.)

Alternately, if the DCUG installed with a special icon, then just use that one instead of FFX when you make a copy in the first step I described above. Then, when changing the Target field, instead of replacing ffx3 with DCMerged, replace whatever follows -game (is it just DCUG?) with DCMerged.
Title: Re: Map Pack 2.0 Released
Post by: tk on May 07, 2008, 02:12:06 PM
Yeah sorry I actually meant the DCUG folder.  Cause I've further customized DCUG for myself and don't want to lose that stuff.  Maybe I'll retry merging my DCUG and the maps.
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on May 07, 2008, 02:20:47 PM
Unless Im missing something (which has been known to happen) since you started with a copy of the DCUG folder as your base for merging, all your changes should be there.
Title: Re: Map Pack 2.0 Released
Post by: tk on May 07, 2008, 05:10:32 PM
Nope nope nope. I tried that originally and it didn't work.  In fact, it automatically shut down FFVTTR.  So I merged it with a redowloaded version of DCUG.
Title: Re: Map Pack 2.0 Released
Post by: tk on May 08, 2008, 11:52:28 AM
Ok I figured out that I only merged the dat files when trying to merge with DCUG.  Now that I merged everything else, it all works. So another question is: how would I alter the skin of something like the TRex.  Because when I tried changing the TRex skin in both the Data and DCUG folders, it didn't work.  I put the original in another skin folder and my new one in the standard folder, but it still uses the original skin.  Any ideas?
Title: Re: Map Pack 2.0 Released
Post by: stumpy on May 08, 2008, 01:10:12 PM
Try saving the new skin as a DDS file (http://freedomreborn.net/archive/index.php?topic=46122.msg634793#msg634793). I'm not 100% sure on this, but I seem to recall some folks saying that the game uses a DDS file instead of a TGA, even if the TGA is in the right place.
Title: Re: Map Pack 2.0 Released
Post by: tk on May 08, 2008, 01:43:06 PM
K that worked. Thanks.  Would you know how to add or remove objects from the map?
Title: Re: Map Pack 2.0 Released
Post by: stumpy on May 08, 2008, 02:00:37 PM
FFEdit's Mission tab does this..
Title: Re: Map Pack 2.0 Released
Post by: tk on May 08, 2008, 08:42:01 PM
I'm trying to use that but having trouble.  When I try to edit in-game it says: "alert: loadRPGMap: %s cannot be opened., res.dat".  Also, I'm having trouble setting up the template for a new character object.  The other character objects have their templates on the side screen but have alchemiss in the pulldown menu.  (http://i219.photobucket.com/albums/cc254/tylerkenny/scrnsht.jpg)
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on May 08, 2008, 09:54:04 PM
Due to the way the map files had to be hex-edited to make work, using the pull down menus to change a template is gonna be sometimes tricky. Some things that were set up as characters in FF1 had to be switched to objects in FFvTR to make work right in some instances etc... While its not impossible to edit the files this way, you'll just need to be aware that not all templates exist as the map thinks they do, so you will probably have to do some searching around to find characters that are now objects and things like that. My guess is that the editor is still reading some unchanged flags that exist in the map file that don't affect game play but do affect how ffedit sees them. For me to fix that quirk, I would have had to open up all 150+ maps after final conversion and manually reset each individual object's template and re-save the map...

Unfortunately the best way if you want to add or change objects on a map, is using the "Edit in Game" method and manually placing the objects that way. But if you cant run that, then that creates kind of a catch-22... Maybe someone else has a better idea on the error.

As for what causes the error? I'm not sure about that. Did you happen to to try and merge your res.dat file?
Cause its quite likely that might have made something go out of whack... Maybe someone else has a better idea.
Title: Re: Map Pack 2.0 Released
Post by: tk on May 09, 2008, 12:13:51 PM
I just needed to reinstall the res and it worked.  So where (what folder) should I put the template for an object I want to use so that I can see it in the pulldown?
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on May 09, 2008, 12:37:29 PM
Any character that is defined in the characters tab will show up in the drop down if characters is selected.
Same thing for objects. If an object is defined in the objects tab, then it should show up in the drop down when objects is selected.

If you are talking about adding a new mesh to the game as an object.
You would place the nif file somewhere where it makes sense to you.
The create a template for it on the objects tab and specify the path where you placed it.
Be aware that when creating new objects for the game, in the same folder as the nif file, you need to create a text file called "template.txt" The content of the text file should just be the name of the template you defined in on the objects tab.

So for example, lets say you had a batboat model and want it to be an object placed on the map.

1. Create a folder somewhere in \library\area_specific\... called batboat
2. Copy the nif file to this new folder
3. Create a text file called "template.txt" and make the contents "batboat" (minus the quotes)
4. Open up ffedit and go to the objects tab.
5. Create a new object (or copy and rename existing) and call it batboat (or whatever you set in the text file -- the text file and the object name have to match.) Then set the path to wherever you placed you nif file. Set whatever other parameters you need it to have.
6. It should now be available in the objects pull down menu, as well as editing in game by navigating to the the nif file.
Title: Re: Map Pack 2.0 Released
Post by: Boalt92 on May 10, 2008, 04:05:33 AM
If I may....

I believe the problem is the merging itself.  DCUG and Mappack 2.0 use many of the same FF1 maps.  If I'm not mistaken, GP and BG (say that 5 times fast) placed files in different locations.  If you only merged .dats, the new .dat is probably looking for stuff in the wrong place.  The only way to know for sure is to check each missing resource and make sure everything's pointed in the right place.

I don't think there's an easier way, so I hope you made backups  :wacko:

EDIT--one more thing:

QuoteSome things that were set up as characters in FF1 had to be switched to objects in FFvTR to make work right in some instances etc...

When I merged FF1 maps way back when I did not do this step.  It was not in Renegade's original tutorial, so I'm guessing BG did not do it either.  Your screen shows the_batwing as a character, but Mappack 2.0 has it as a vehicle.  I'm guessing that's your problem right there.  I know most of the FF1 maps defined these items as characters.  As I said before, the only way to be sure is to go through each missing resource and confirm that it knows where to look.  If it is a character, just make sure the template name and the character name are the same and you should be able to get it from the characters drop down menu.


B92

Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on May 10, 2008, 08:32:45 AM
Yeah what he said (with much more clarity that my ramblings).  :)

Really this goes back to what I was saying originally in that the two mods are both really huge with lots of their own content. so merging them is not going to be for the weak. I have been waiting for Benton's full release of the DCUG mod to really explore and play around with it, so there really may be more an issue of overlap than I first thought which complicates things a bit.

Title: Re: Map Pack 2.0 Released
Post by: Boalt92 on May 12, 2008, 06:22:05 AM
For what it's worth, you can try to merge them this way:

1) start with a clean copy of Mappack 2.0 and your modified DCUG

2) copy .dats from your clean Mappack 2.0 and save them somewhere (just in case)

3) copy all the data from DCUG (file folders) and paste them into Mappack 2.0 (overwrite if prompted)

4) merge FROM your modified DCUG .dats (all of them) TO the clean Mappack 2.0 .dats


Some of these steps may be redundant, but this way, you get all the Mappack content added to your modified DCUG without overwriting anything.  If there are conflicts, your modified DCUG will win out.  You may lose some Mappack stuff, but you'll definitely keep all your DCUG stuff intact.  Then you can go back and clean up specific maps as needed.

Not easy, but it's an option.

B92

PS--sorry to hijack this thread...I'll stop now :rolleyes:
Title: Re: Map Pack 2.0 Released
Post by: tk on May 15, 2008, 05:38:24 PM
Quote from: GogglesPizanno on May 09, 2008, 12:37:29 PM
Any character that is defined in the characters tab will show up in the drop down if characters is selected.
Same thing for objects. If an object is defined in the objects tab, then it should show up in the drop down when objects is selected.

If you are talking about adding a new mesh to the game as an object.
You would place the nif file somewhere where it makes sense to you.
The create a template for it on the objects tab and specify the path where you placed it.
Be aware that when creating new objects for the game, in the same folder as the nif file, you need to create a text file called "template.txt" The content of the text file should just be the name of the template you defined in on the objects tab.

So for example, lets say you had a batboat model and want it to be an object placed on the map.

1. Create a folder somewhere in \library\area_specific\... called batboat
2. Copy the nif file to this new folder
3. Create a text file called "template.txt" and make the contents "batboat" (minus the quotes)
4. Open up ffedit and go to the objects tab.
5. Create a new object (or copy and rename existing) and call it batboat (or whatever you set in the text file -- the text file and the object name have to match.) Then set the path to wherever you placed you nif file. Set whatever other parameters you need it to have.
6. It should now be available in the objects pull down menu, as well as editing in game by navigating to the the nif file.

I'm trying to do this but after I do it still doesn't show up.

http://i219.photobucket.com/albums/cc254/tylerkenny/trybutnoworky.jpg (http://i219.photobucket.com/albums/cc254/tylerkenny/trybutnoworky.jpg)
http://i219.photobucket.com/albums/cc254/tylerkenny/trybutnoworky2.jpg (http://i219.photobucket.com/albums/cc254/tylerkenny/trybutnoworky2.jpg)
Title: Re: Map Pack 2.0 Released
Post by: stumpy on May 15, 2008, 06:04:35 PM
Just making sure, but:
Quote from: GogglesPizanno on May 09, 2008, 12:37:29 PM4. Open up ffedit and go to the objects tab.

You know that "objects" means "Templates", right? That's caused confusion before...
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on May 15, 2008, 06:42:05 PM
Yes... what stumpy said.  :doh:
This is what I get when trying to answer this stuff while working.

If you followed the other steps, just remove the entry from the characters tab, and add an entry in the Templates tab. then it should show up in the drop down.

Now be sure when selecting the newly created object from the drop down that you set the "type" dropdown above it to generic, NOT character.
Title: Re: Map Pack 2.0 Released
Post by: tk on May 15, 2008, 06:51:58 PM
Ohhhhhhhhh. K it works now.  Thanks.
Title: Re: Map Pack 2.0 Released
Post by: tk on May 15, 2008, 07:48:54 PM
I thought that would work but now the objects aren't showing up in the game.   One just leaves a small purple box.
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on May 15, 2008, 08:09:22 PM
Usually that means its looking in a location for a mesh and cant find it.
Double check that the path you supplied for the object in the template tab matches where the .nif file actually exists.
Title: Re: Map Pack 2.0 Released
Post by: stumpy on May 15, 2008, 08:11:36 PM
Others are better at this than I, but I think that almost always means the mesh isn't where the game thinks it is. Check the NIF location in the Templates tab and see if that could be it. I find that relative entries work best, e.g. library\characters\alchemiss\character.nif instead of C:\Program Files\irrational games\Freedom Force vs The 3rd Reich\Data\Art\library\characters\alchemiss\character.nif, though I am not sure that's the best way in the map pack...

PS:
Quote from: GogglesPizanno on May 15, 2008, 06:42:05 PM
Yes... what stumpy said.  :doh:
This is what I get when trying to answer this stuff while working.

I actually blame this on IG. I think the "objects"<—>"templates" thing is up there with "custom hero" <—> "built-in hero" in the list of naming convention choices that cause confusion in mods. Actually, "mods" may be on that list, too...  :rolleyes:



[Edit: Ninja'd!]
Title: Re: Map Pack 2.0 Released
Post by: TaskMasterX on May 16, 2008, 06:32:57 AM
First, let me say a big thank you to GP for getting this done. I'll have to echo USAgent's statement that this sure does add alot of replay value to the game. Your work on this project is greatly appreciated!

Now, I'm not sure if someone's already mentioned this but I was able to lighten up the Batcave and a few other maps that seemed to dark for my tastes by changing the light and shadow settings in the danger.py file.

Also, I merged the MapPack with my modded version of the game and a vast majority of them work perfectly, except for a couple that do have the missing mesh path issue, which I'll now check, thanks to GP and Stumpy's advice. But there are some others that (maybe this is a related issue) have pink "street corners". For instance, I tried the Alien City Map and it never crashed on me but all the corners were pink. Also, the Alpha Catacombs and Asteroid Field maps had "street corners" that were pink even though it's really suppose to be rock. Are there templates for street corners?
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on May 16, 2008, 07:55:13 AM
All things being equal, if there are only a few quirks like this floating around, I'm glad. I figured a lot more would have crept in.

As for the Alien City (and any of the other "crashing ones" in the Crash Game folder) those are definitely more likely to have errors, as I didn't spend any time fixing or cleaning them up due to them...uh...crashing the game (for me).

In the case of the others I just took a look before leaving for work, and the alpha catacombs do have pink "corners" however, as with almost all the FF1 maps, the terrains are just a single flat nif file so there wouldn't be a template or anything for a corner. In that case it looks to be a missing texture.

So I think I figured it out.

Short Answer:
For that map and any others with pink corners that use their own custom texture folder try finding the texture called "t_footpaths_coner.tga" and rename it "t_footpaths_conerNEW2".tga

Long Answer:
The street corner graphics were problematic across the board. I fixed the texture to a degree by coming up with a new one (called t_footpaths_conerNEW2). Now that graphic exists in the default the texture folder and maps that have been updated to use it that pull textures form there and all is well. Maps that have their own custom texture folder that are using non-custom terrain Nifs will not have that newly named texture. They will still have the old one. By renaming it, that should make the problem go away.

This was probably a hold out from testing that I never bothered to go back and clean up.

Was this an ideal fix? No.
Should I go back and make it less cryptic and more straightforward? Yes.
But for now this,should fix at least that problem.
Title: Re: Map Pack 2.0 Released
Post by: TaskMasterX on May 16, 2008, 01:25:16 PM
Thanks, GP. Actually renaming it to *NEW1.tga instead of NEW2.tga is what worked for me. But this only fixed Alien City and some others I did the same thing for, but not for Alpha Catacombs and Asteroid M. I tried NEW1 and NEW2 but no go. This isn't a rush to get resolved. Just a heads up. I think these two maps are very similar in their design so fixing one may fix both.

Also, I noticed something with the Cemetary Stormy Map and that is it locks up shortly after the mission loads for several seconds and then resumes. When I looked in the script.log I found alot of lines initializing rain. This may be the reason why the Stormy Downtown Map crashes because I think it's a larger map with more rain. I noticed the rain template's Class is a civilain, when I changed the Class to generic, it didn't freeze the game, but the rain didn't look as good as when the Class is set to Civilian. Maybe FFX needs to not initialise the rain template?
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on May 16, 2008, 01:56:44 PM
Thats odd, I tried changing the texture in the alpha catacombs texture directory to NEW2 and it worked fine... unless in my race to get out the door this morning I forgot something. I'll look again tonight... stupid computers.

I did notice that the storm maps that use the rain do tend to get bogged down in terms of system performance. Its just too many particles at once for the game to like. However I never thought about all those objects in FF1 that were set up as characters instead of generic objects. If FFX is trying to enable and handle them as characters that could be a huge drain on the game. That should probably be looked into.

Maybe if I ever get some free time in between all my other stuff, I can release a patch of some kind that addresses some of this. Though the biggest problem with that is that most people who use it tend to merge it with some other MOD, which makes doing simple updates difficult given how much stuff tends to get altered and potentially screw up customizations.
Title: Re: Map Pack 2.0 Released
Post by: tk on May 16, 2008, 02:42:52 PM
I forgot to mention it works in edit-in-game but not...uh...in-game. 

Edit-in-game
http://i219.photobucket.com/albums/cc254/tylerkenny/editingame1.jpg (http://i219.photobucket.com/albums/cc254/tylerkenny/editingame1.jpg)
http://i219.photobucket.com/albums/cc254/tylerkenny/editingame2.jpg (http://i219.photobucket.com/albums/cc254/tylerkenny/editingame2.jpg)
http://i219.photobucket.com/albums/cc254/tylerkenny/editingame3.jpg (http://i219.photobucket.com/albums/cc254/tylerkenny/editingame3.jpg)
http://i219.photobucket.com/albums/cc254/tylerkenny/editingame4.jpg (http://i219.photobucket.com/albums/cc254/tylerkenny/editingame4.jpg)

In-game
http://i219.photobucket.com/albums/cc254/tylerkenny/ingame1.jpg (http://i219.photobucket.com/albums/cc254/tylerkenny/ingame1.jpg)
http://i219.photobucket.com/albums/cc254/tylerkenny/ingame2.jpg (http://i219.photobucket.com/albums/cc254/tylerkenny/ingame2.jpg)
http://i219.photobucket.com/albums/cc254/tylerkenny/ingame3.jpg (http://i219.photobucket.com/albums/cc254/tylerkenny/ingame3.jpg)
http://i219.photobucket.com/albums/cc254/tylerkenny/ingame4.jpg (http://i219.photobucket.com/albums/cc254/tylerkenny/ingame4.jpg)
Title: Re: Map Pack 2.0 Released
Post by: laughing paradox on September 01, 2008, 05:45:59 AM
I was wondering if someone could answer this..

How do I go about 'updating' this mod from FFX3.2 to the newest version with FFX3.3?

Do I simply have to download the FFX3.3 Full Installer and point it towards the Mappack_FFX folder? That seems suspiciously too easy...  :unsure:
Title: Re: Map Pack 2.0 Released
Post by: catwhowalksbyhimself on September 01, 2008, 07:39:16 AM
No, it would be more work than that.  You have to maually move over all files that have been changed between the two version, but not those containing customization that have been changed by the mod.  If there are none, then it may be that simple, otherwise, you'd have to manually merge the customized data.
Title: Re: Map Pack 2.0 Released
Post by: laughing paradox on September 01, 2008, 09:32:22 AM
Quote from: catwhowalksbyhimself on September 01, 2008, 07:39:16 AM
No, it would be more work than that.  You have to maually move over all files that have been changed between the two version, but not those containing customization that have been changed by the mod.  If there are none, then it may be that simple, otherwise, you'd have to manually merge the customized data.

Unfortunately, I don't know thing one about doing that. Is there a thread that maybe details what I would have to do for that process of finding which files are different, which would be safe to change over, and the other info?

I'm doing it as a clean install, so there will be no fx or personalized data.
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on September 01, 2008, 11:26:35 AM
Given all the FFX changes and what not, trying to update the Mappack to 3.3 I think would be more difficult than trying to go the other route. Basically start with a fresh current FFX version and then copy over/merge the relevant Map Data.

What i would suggest trying is the following:

1. Download the latest FFX (full install)
2. Extract/Install it to your FFvTR directory and rename it something like "FFX33_Mappack" or whatever...
3. Extract the Mappack rar file to somewhere where you can access the files.
4. Copy the following directories from Mappack to the new FFX install (you should be safe allowing overwrites):

- All Directories in 'Missions/' EXCEPT "Scripts"
- Art/Custom Characters
- Art/level layout
- Art/library/area_speciff1
- Art/library/area_specific
- Art/library/characters
- Art/library/terrain
- Art/library/vehicles

5. Merge the following DAT's from Mappack to FFX
- objects.dat
- characters.dat

6. Create a new shortcut to the new Updated Mappack folder you created.

Thats should be it. I think.
Title: Re: Map Pack 2.0 Released
Post by: Epimethee on September 01, 2008, 07:30:07 PM
Quote from: GogglesPizanno on September 01, 2008, 11:26:35 AM5. Merge the following DAT's from Mappack to FFX
- objects.dat
- characters.dat
Unless Mappack changed existing entries, it's better to merge from FFX 3.3. Merging to FFX would overwrite any change/fix brought by the 3.3 release. Mind you, most the the fixes occured in 3.2 IIRC, so I don't think it's going to be catastrophic.

Maybe the installer for the next version of the FFX could manage that (similarly to what's done for EZFX, maybe)? Let me know if it's something we should pursue. (BTW, I think FFX needs a couple other changes to be more Mappack-friendly, mostly in ffxextras.py.)
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on September 01, 2008, 08:01:25 PM
QuoteUnless Mappack changed existing entries, it's better to merge from FFX 3.3. Merging to FFX would overwrite any change/fix brought by the 3.3 release. Mind you, most the the fixes occured in 3.2 IIRC, so I don't think it's going to be catastrophic.

Yep, like he said. Sometimes between my brain and the keyboard a little dyslexia sets in.
And looking back, the Mappack was released prior to FFX 3.2, so its a bit behind. Its definitely best to err on the side of the FFX install....
Title: Re: Map Pack 2.0 Released
Post by: laughing paradox on September 01, 2008, 09:31:59 PM
So I follow all those instructions except that I merge FROM FFX 3.3 (switching those dat files, naturally)?

I'll be setting this up in a week or two, and I'll post what the outcome is. Thanks, guys. :)

Title: Re: Map Pack 2.0 Released
Post by: laughing paradox on September 08, 2008, 03:31:36 AM
Worked like a dream.

Thanks guys.  :thumbup:
Title: Re: Map Pack 2.0 Released
Post by: Previsionary on December 03, 2008, 11:19:33 AM
The way this pack is set up is "like" an individual mod with FFX 3.2 installed with it. So, what you're getting is a bunch of maps, ffx 3.2, and the regular game. Nothing else.
Title: Re: Map Pack 2.0 Released
Post by: Previsionary on December 03, 2008, 11:33:02 AM
Quote from: ips on December 03, 2008, 11:25:28 AM
hmmm so could i just move the maps into my ffx3.3 folder then ? cause i'd like to check out some of these but don't want to create another ffx3.2 folder full of my custom content

I'm not sure of the specifics as I haven't done it myself, but I know for sure you'd need to move files around and merge a few dat files. I'll let Shirley...I mean Goggles fill in the blanks. 
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on December 03, 2008, 01:02:20 PM
The thing is structured like a mod because it was way easier to do it that way at the time for installation, but it really is just a gazillion -- give or take -- maps and FF1 assets with bounding boxes added.

So Prev is right (did i just say that??)... You are basically copying over all the FF1 assets and map files and then merging the dat files that have the template entries for the FF1 objects.

According to Laughing Paradox this works, so try this (updated with empithee's suggestions):

Quote1. Extract the Mappack rar file to somewhere where you can access the files.
1a. Make a backup of your FFX folder in case something goes wonky and you need to revert.

2. Copy the following directories from the Mappack folder to the FFX folder (you should be safe allowing overwrites - but a backup of the FFX folder would be advised see step #1a above):

- All Directories in 'Missions/' EXCEPT "Scripts"
- Art/Custom Characters
- Art/level layout
- Art/library/area_speciff1
- Art/library/area_specific
- Art/library/characters
- Art/library/terrain
- Art/library/vehicles

3. Merge the following DAT's from FFX to the Mappack folder (updates the mappack with the latest FFX entries)
- objects.dat
- characters.dat

4. Merge the following DAT's from Mappack back to the FFX folder (Adds the Map data back to FFX)
- objects.dat
- characters.dat

5. Try it out. If somethign broke and it doesn't work, revert to your backed up FFX folder and try again

If it doesn't work, its all Prev's fault

Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on December 08, 2008, 08:52:29 PM
Hey no problem.
If only I could apply the effort to my other ideas that i did to this one  :)

Whats weird is that most people who have reported map issues like yours have done so for all different maps. No two people seem to have the same issues (some of those you list work fine for me). Its like a mystery wrapped in an enigma.

Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on December 10, 2008, 02:26:22 PM
I think the nif converter only works for certain nif files (at least as Ive found).

You can adjust the lightness values on the nif manually using nifskope (Its one of the 4 material properties on the mesh -- don't remember off the top of my head)... or in the FFX documentation. I think empithee Stumpy wrote a python script that will handle lightening the meshes as well, but it would require some python scripting to use it.

Being at work behind a web filter tends to make really useful posts difficult.  :banghead:
Title: Re: Map Pack 2.0 Released
Post by: Destroyer1717 on December 10, 2008, 05:24:56 PM
i noticed that for some of the maps, sometimes textures go missing and purple is left behind.  This happens for the curbs in greenwich village, and when i break buildings, etc. there too. is that fixable?
Title: Re: Map Pack 2.0 Released
Post by: cmdrkoenig67 on December 10, 2008, 07:25:35 PM
I see most of the crashing maps are mine...I just want to say...It's not my fault! (at least, I hope it isn't my fault) :P

Dana
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on December 10, 2008, 11:33:31 PM
Quote from: Destroyer1717 on December 10, 2008, 05:24:56 PM
i noticed that for some of the maps, sometimes textures go missing and purple is left behind.  This happens for the curbs in greenwich village, and when i break buildings, etc. there too. is that fixable?

My first thought is that this happens probably with maps that have their own custom texture folder. In the orginal FF, if the custom texture folder was missing a texture, if defaulted back to the data directory to look for missing ones. In FFvTR, it doesn't seem to do that , so if there are pink objects, its probably due to a texture being missing in the custom folder and can be remedied by finding the texture it is looking for in the regular _texture directory and copying it to the custom directory.

Quote from: cmdrkoenig67 on December 10, 2008, 07:25:35 PM
I see most of the crashing maps are mine...I just want to say...It's not my fault! (at least, I hope it isn't my fault) :P

Dana

We all know at this point that anything that breaks is Prev's fault.
Title: Re: Map Pack 2.0 Released
Post by: Epimethee on December 11, 2008, 07:31:15 PM
Quote from: GogglesPizanno on December 10, 2008, 02:26:22 PMI think empithee wrote a python script that will handle lightening the meshes as well, but it would require some python scripting to use it.
Actually, Stumpy is the one who did it. It's part of the FFX distro and is documented in the manual under "Other Tools".
Title: Re: Map Pack 2.0 Released
Post by: GogglesPizanno on December 11, 2008, 08:43:05 PM
Quote from: Epimethee on December 11, 2008, 07:31:15 PM
Quote from: GogglesPizanno on December 10, 2008, 02:26:22 PMI think empithee wrote a python script that will handle lightening the meshes as well, but it would require some python scripting to use it.
Actually, Stumpy is the one who did it. It's part of the FFX distro and is documented in the manual under "Other Tools".

See? Posting from work behind a web filter not only makes the day really tedious, it makes me wrong...