|
New Ace of Spades Forums: http://buildandshoot.com/ |
|
How does someone feel about a Sink the Bismark-themed naval battle.... or something like that? |
#12616 Buffet_of_Lies Cartographer Posted 13 years ago |
That looks awesome |
#12665 AxleTheNinja Member Posted 13 years ago |
awesome looking forward to it |
#12672 Creesch Member Posted 13 years ago |
Yeah. I'm going to have to place the hulls a little farther down into the water obviously. And clean up the deck guns a bit to make it look ship-shape. But should I just have a battle on one big battleship or two? or a pair of battle fleets. What do you folks think I should do? |
#12682 Buffet_of_Lies Cartographer Posted 13 years ago |
That looks pretty awesome! Can't wait until it's finished :0 |
#12683 Kanye Hipster Posted 13 years ago |
D3 HIT! |
#12685 izzy Moderator Posted 13 years ago |
YOU SANK MY BATTLESHIP! Ha. I didn't even think of that. |
#12687 Buffet_of_Lies Cartographer Posted 13 years ago |
I can't see the image. |
#12690 Lexsym looka Posted 13 years ago |
Lexsym, try this link: |
#12701 Kanye Hipster Posted 13 years ago |
it would be cool if you place more ships of different sizes, some vertical, all over the map then rename it to battleship |
#12703 izzy Moderator Posted 13 years ago |
Maybe two small boats on each respective side of a larger boat, which both teams fight to control. There would also be a few small islands here and there to base bridges off of etc, etc. |
#12706 Kanye Hipster Posted 13 years ago |
I like the idea of two boats only (one each) then off to the side, but still in the centre of the two boats (i.e. if the boats were the W and X keys on your keyboard, position I am thinking about would be the A key) have an island with a light-house+beach+cave or two on that would be a nice thing to fight over. Oh and some sort of interior cabins in the ship's hull would be awesome. nice work |
#12715 someonesomewhere Member Posted 13 years ago |
^ I actually love that idea! |
#12717 Kanye Hipster Posted 13 years ago |
These are good suggestions. I can't claim to have built the model from scratch. It's a public domain model I found here: http://artist-3d.com/free_3d_models/ and converted with poly2vox. And here's a link to my KVX file if anybody feels like tinkering around with it... add some interior detail and the like. http://www.megaupload.com/?d=93X3BH84 The ocean map came from someone else. http://www.megaupload.com/?d=OY57JQPA I'm sort of trying to figure out why the water is so low. Maybe there's been a drought? I was also playing around with the idea of the whole map being in a gigantic bathtub. The basic Battleship idea might be the way to go though, izzy, what with the grid and all. |
#12732 Buffet_of_Lies Cartographer Posted 13 years ago |
this map will be even more awesome if we ever get boats and planes :D |
#12734 Cormz Member Posted 13 years ago |
I'm working on something VERY similar, except it has modern boats like, nimitz class aircraft carriers, stealth ships, LCAC, AAC, all that mumbo jumbo. |
#12739 Noire Member Posted 13 years ago |
Lack of water is easy - global warming, droughts etc. Boats are beached somewhere so opportunity to have exposed sandbanks and coral reefs etc |
#12743 someonesomewhere Member Posted 13 years ago |
Looks fantastic- boy if only the game had swordfish. I always wanted to make a map set on a giant container ship that streched across the map. Maybe when map editors become a bit more user friendly I'll give it a shot. |
#12937 Beret Commando Posted 13 years ago |
Since I've already made you a taliban pack for the Mosque level, fancy a gay sailor outfit for the bismark? ;) |
#12998 Voodoo 7.62 FTW Posted 13 years ago |
LoL, Voodoo! I haven't seen these Taliban soldiers yet! As for gay sailors... hey man, it's a free country. Maybe we can do all the Village People by the time this game is out of beta? |
#13040 Buffet_of_Lies Cartographer Posted 13 years ago |
So, it's been a couple weeks and I finally got some spare time to work a little on this map. It's still in testing but I am pretty happy with the results so far. New ocean map. Moved the ships into the spawn areas and painstakingly cut down the hulls with the slice editor in Slab6. The ships are a bit easy to grief/sink at the moment and the deck guns need some work. Oh, yeah, and there's a gaping hole I overlooked in the stern section. But I need to work on the internal decks, which should make them a bit more difficult to sink. And I am thinking maybe a nice island in the middle. Still open to suggestions. Thanks to the people who joined my testing server.
http://oi54.tinypic.com/25gwbpc.jpg
Feel free to use this map on your server. |
#19852 Buffet_of_Lies Cartographer Posted 13 years ago |
great screen shots is the name of this map "ocean war" or "sink the bismark?" |
#19859 izzy Moderator Posted 13 years ago |
I haven't decided. At this point it's just Bismarks. Is there another Ocean War? |
#19860 Buffet_of_Lies Cartographer Posted 13 years ago |
not that i know of just fyi one ship is about to get griefed 5 mins after the server started with only a few players: http://aloha.pk/files/aos/images/oceanwar_2011-06-01_20-19-46-53.jpg edit: ok i guess that's the point, which will be cool when there are more ships and auto map resets |
#19864 izzy Moderator Posted 13 years ago |
Yeah. I saw. Some more internal decking should make the ship a bit more sturdy. And an island in the middle with, perhaps, a lighthouse. Expect an update in the next day or so. Thanks for trying it out though, izzy. |
#19865 Buffet_of_Lies Cartographer Posted 13 years ago |
A lighthouse would be fucking epic |
#19867 MИЩa Touché Amoré Posted 13 years ago |
I can see where the B2 stealth bomber was 'shopped out. :P |
#19878 Hubble Member Posted 13 years ago |
@Hubble HA! I should've just left it in. Now go back to /b/. |
#20092 Buffet_of_Lies Cartographer Posted 13 years ago |
hosted as creeperville oceanwar |
#20142 alexthecreeper The Creator Posted 13 years ago |
So, for whatever reason, I've had a few people ask me how to use poly2vox. So here is a short description of what is going on. Poly2vox is a 3D polygon model converter that takes a variety of 3D model formats (mostly oriented around 3D-Studio) and converts them into a few voxel model formats. The format we want specifically for map purposes is the .KVX format. KV6 is an option as well but as it is a voxel SPRITE model (like your gun mods) it isn't suitable for a map. You can also convert a KV6 model into a KVX with the Slab6 editor as well. Slab6 isn't suitable for large maps because of built-in limitations. So here is what I am doing. Open a command prompt window. If you have to, click on Start (we're in Windows here, sorry OSX/Linux folks) and then typ 'cmd' into the Search window and you should see the following. I'll include the commands I type to navigate to my working folder and the helpful text poly2vox displays to tell you how it works...
So. That pretty much sums up what you can do. You can pretty much ignore most of it. But pay attention to the '/v#' part. That is the part that controls the scale (i.e. how big) the model gets converted as. Unfortunately, with a KVX model, the largest dimension you can have is 256 blocks. If you look at the earlier screenshots of my map way up above you'll notice the battleship is only 64 or 128 blocks long, so for larger models this is something to fiddle around with to get the scale right. Be sure to specify filename.KVX or else I think it uses KV6 as default output. Any texture maps included with the model should be in the folder with the original model and should get converted into the proper block colors but don't expect any magic to happen with really high-res texturemaps. I'd also point out here that results are going to be unpredictable! A lot of models come out screwed up, but might still provide something for you to work with. Some will just give you errors and not work at all. So now you, hopefully, have a new KVX model. If you need to edit it, like I did to cut the hull away so it sits realistically in the water in-game, I'd suggest using the slice editor in Slab6, but that program, while similar to Voxed, is a whole other barrel of monkeys. Either way, after that you'd import it into your existing VXL map in Voxed. Move it around and rotate it with the numpad. If you import a KV6, sadly, it will not be there when you reload after saving. Anyhoo, hope this helps some of you a bit. I'm no map-making wizard but this is what I figured out after fooling around with the various utilities and READING THE HELP FILES that came with them. I'm happy to try to answer other questions but I have pretty much tapped the extent of my vast knowledge on the subject here. |
#20218 Buffet_of_Lies Cartographer Posted 13 years ago |
RSS feed for this topic |
You must log in to post.
|
|
Ace of Spades Game Forums is proudly powered by bbPress. // Theme by Mike Lothar |