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  • Sink the Bismark
  • 12
     

    How does someone feel about a Sink the Bismark-themed naval battle.... or something like that?
    A work-in-progress.

    http://imgur.com/a/8fUVq

    #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:
    http://i.imgur.com/IL0rh.jpg

    #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
    Might need to actually cut off the whole bottom-section of the ship to make it ride lower in the water.

    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.

      SCREENSHOTS:

    http://oi54.tinypic.com/25gwbpc.jpg
    http://oi51.tinypic.com/33v1dlf.jpg
    http://oi52.tinypic.com/e6cehs.jpg <---EPIC!

      MAP DOWNLOAD:
    http://www.megaupload.com/?d=M652GUES

    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

    http://chamorrobible.org/images/photos/gpw-200905-UnitedStatesAirForce-090512-F-2482B-025-B-2-Spirit-stealth-bomber-Western-Pacific-Ocean-20090512-medium.jpg

    #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...

    Microsoft Windows [Version 6.0.6002]
    Copyright (c) 2006 Microsoft Corporation. All rights reserved.

    C:\Users\test>poly2vox
    'poly2vox' is not recognized as an internal or external command,
    operable program or batch file.

    C:\Users\test>cd..

    C:\Users>cd..

    C:\>cd C:\Users\test\Downloads\poly2vox

    C:\Users\test\Downloads\poly2vox>poly2vox
    POLY2VOX [input] [output] [/v#] [/s#] [/f#] [/n#] [/r#] [/m#] [/x#] [/p(file)]
    by Ken Silverman (http://advsys.net/ken) Compiled: Jul 9 2009

    Converts models from polygon to voxel format.
    Supported polygon formats: ASC,3DS,MD2,MD3
    Supported voxel formats: VOX,KVX,KV6,VXL (default:KV6)
    Supported texture formats: PNG,JPG,TGA,GIF,CEL,PCX,BMP
    POLY2VOX can load files out of a ZIP file. (Model name must match ZIP name)

    /v# Specify voxel size of longest dimension. 1-1024, <=256 for KVX
    /s# Specify explicit scale factor. Use this to ensure the size of all frames
    is consistent. This factor depends on the coordinate system used by the
    polygon model, so it can be anything. Run without the scale factor first
    to find a reasonble starting value to try.
    /f# Specify frame number (MD2/MD3 only)
    /n# Specify next frame number for interpolation (MD2/MD3 only)
    /r# Specify interpolation ratio. Range: 0.0-1.0, default:0.0 (MD2/MD3 only)
    /m# Specify number of mips to save: 1,5, default:5. (KVX only)
    /x Enable an experimental xor-style converter. It's useful for
    gap-less models but has buggy color conversion
    /p(file) Specify a pre-defined palette (Build PALETTE.DAT format: first 768
    bytes, range:0-63)

    Examples:
    poly2vox bike (finds bike.*, writes bike.kvx, size=128)
    poly2vox bike.3ds bike.kv6 /v250 (reads bike.3ds, writes bike.kv6, size=250)
    poly2vox land land.vxl (finds land.*, writes land.vxl, size=1024^2*256)
    poly2vox pig.md2 pig.kvx /v128 /f2 /n3 /r.5 (convert interpolated frame)
    poly2vox trooper.md2 trooper1680.kvx /s.115 /f0 (use explicit scale factor)
    poly2vox trooper.md2 trooper1680.kvx /s0.115 /f0 /ppalette.dat

    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
    12
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