New models for map creation

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Re: New models for map creation

Postby Franck83 » 04 Feb 2018, 13:43

Ty a lot speed 2, that so fun !
Alliance of Heroes Mod is out ! Try it ! It's in the Mod Vault !
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Re: New models for map creation

Postby Franck83 » 04 Feb 2018, 13:47

Jip wrote:
Franck83 wrote: So everybody can active this mod and will be able to test a custom props/texture map (performance...).

For mappers, you can already test everything.

Yes on the mapper side. But now, anyone can activate this mod, download maps data from map maker, and test the map :D !

If a lot of people love the props and/or the map, we just need to add it to official FAF map ressources and we can play without the mod. It's a crazy advance in promoting map with custom props, textures... !
Alliance of Heroes Mod is out ! Try it ! It's in the Mod Vault !
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Re: New models for map creation

Postby DDDX » 11 Mar 2018, 21:32

Is this mod available in the Vault? Cannot find it, so I am guessing NO.
The way I see it (wrong?) - if the map has custom blueprints or props - they get ignored unless this mod is activated.
If this mod is activated - the game is no longer ranked.
No fear of cheating or disballance.

Problem solved, no? If it's not in the Vault, it should be. Or am I missing something? (probably ;)
Check out my 2 maps: "Survival_Mayhem&BO_3d_v1" "Survival_Mayhem&BO_3d_RPG"
as well as my mod: "Survival Mayhem&BO balance"
-- let me know of any bugs or issues regarding those 3.
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Re: New models for map creation

Postby Franck83 » 12 Mar 2018, 18:14

Yes, DDDX, it should be in the vault (you can download it at previous speed2 post). Maybe Speed2 can upload it. Anyway you can add a link to the mod in your map thread.

We need some pioneers map makers that start creating some maps with custom props. Then all map makers will follow. Interesting props and textures can be added to main ressources. The new patch system will allow to download only diff ressources what will be server bandwidth friendly.

The creative potential here is huge !
Alliance of Heroes Mod is out ! Try it ! It's in the Mod Vault !
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Re: New models for map creation

Postby Holynanners » 12 Mar 2018, 23:55

speed2 wrote:It doesn't recognize what bp it's loading until it's loaded. The code searches for all .bp files (this mod above adds /maps folder into the search as well) and runs the files.
The bp file contains function call, PropBlueprint, UnitBlueprint etc... I haven't played with it yet to find out if it's possible to filter only prop bps from the maps folder, it might be.

Anyway about adding new props into the game path should not be such a big problem. I dont think it's gonna be too much data, also there's new patching system being slowly implemented that would send only the changed things, so everyone will have to download it only once.



Let me see if I got this straight:

You add a new prop to the map editor, with it's blueprint.

Then you put said files in the map folder (But what about map versions like .v000x where x can be any number? Can the mod find it still?)

When you upload the map, the blueprints will be downloaded too then?
If so, then the mod makes the game read the blueprints, am I correct?

I want to know the process behind this so I can experiment too, cheers
"lol you peasents and your shitty gaming boxes" - [AIx]Necrosis
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Re: New models for map creation

Postby Axle » 07 Nov 2018, 09:42

I can't believe no one bothered to upload speed2's mod to the vault yet. I just uploaded it now ("speed Testing mod Mk.II V1") and a new map that features custom props ("Gasplant Plain"). Yes that's right, Total Annihilation's original and best Gasplant Plain featuring 100% new and custom gas filled gas plants!
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Re: New models for map creation

Postby speed2 » 07 Nov 2018, 10:41

I didn't upload it into the vault cause I didn't want to for the reasons I mentioned in this thread.

+ it was just a test mod I made for ozonex
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Re: New models for map creation

Postby Axle » 08 Nov 2018, 14:33

Yes ok more carefully re-reading your post from February and considering the implications of loading blueprints from all map folders I can see how this mod isn't suitable for production use.

So I moved my custom props into a mod of its own, "TA Acid Worlds" as suggested earlier in this thread. It works in FA but the map is not loadable by the editor anymore cos the props path is wrong (I have to hex-edit the props' paths).

If a player forgets to download or activate the mod, the map still works, it just doesn't have my custom props.
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