[WIP] Create MA2 files for C3 maps
#41
Posted 02 July 2013 - 08:29 PM
Maybe this was answered already (sorry! I missed it), but any clues/knowledge as to how the game activates the masks?
From what I saw, each mask has one or more bounding prisms associated with it right? So does it perform a prism intersection test of some kind, or check 2D/3D coordinates or anything like that to see if a commando is behind the bounding? At which point it activates just that mask?
Awesome work!!
C1 and C2: Every mask is associated with one convex bounding polygon. Two or more masks can "share" the same polygon.
Don't know how the game actually checks if Commandos is in front or behind an object.
In C3 the game uses the z-buffer of the map scene to check the visibility of the Commandos (and the other dynamic objects).
#42
Posted 08 July 2013 - 01:02 AM
Another small update:
I just finished creating the masks for the maps "Destroy the Warships" (PT) and "Stop Bomb Deployment" (TV) - but only for one camera angle (View0).
C3onC2_PT+TV_View0.zip 216.24KB 343 downloads
I also fixed the floodgates (but also only for one view).
- Milones likes this
#43
Posted 08 July 2013 - 01:39 AM
Youre trying to convert c2 maps into c3?
#44
Posted 09 July 2013 - 01:52 PM
the floodgates had done very well .
good thing.
#45
Posted 09 July 2013 - 03:13 PM
#46
Posted 16 October 2014 - 06:14 PM
Hi there,
I wanted to help on this topic, because this topic has been silent for a while now.
I was following the tutorial on how to make the MA2 for the C3 maps, found on the Google Drive.
I am actually stuck in the beginning of the proces, the rest of the steps are pretty clear.
I have selected the corners of the object, and i have writen the complete object info to the Lua output window.
After that i followed further steps, but in game there is no volume.
I tried adjusting the <D> tag but nothing chances.
any help?
thanks
Edited by Milones, 16 October 2014 - 06:14 PM.
#47
Posted 17 October 2014 - 02:41 PM
Found it
#48
Posted 18 October 2014 - 04:59 AM
CommDevToolkit svn58 can extract some madk image from c3 y64 file.
#49
Posted 18 October 2014 - 12:52 PM
I am working on the map CP (Cripple Nazi Support). I will try to finish it within a month.
#50
Posted 25 October 2014 - 04:03 PM
I am working on the map CP (Cripple Nazi Support). I will try to finish it within a month.
Any progress on your end?
#51
Posted 26 October 2014 - 12:30 PM
I am working on the map CP (Cripple Nazi Support). I will try to finish it within a month.
Any progress on your end?
Finished 25% of the map in all 4 views, i'll try to finish it soon
Edited by Milones, 26 October 2014 - 12:44 PM.
#52
Posted 24 April 2015 - 01:33 PM
hello everybody, how is progress on this topic? iw ould be nice to include C3 missions in the new 1.42 version!
#53
Posted 29 April 2015 - 01:11 AM
Hi Phanton,
I for one have to confess that I haven't worked on this stuff since my last update (which was in 2013).
Unfortunately I also don't have time to work on it in the near future.
#54
Posted 08 November 2015 - 10:31 PM
I have done some work on the map: ''Cripple Nazi Support''
http://www14.zippysh...mTiNZ/file.html
Here are the files. The map still needs work.
Can you guys take a look and maybe give me some pointers?
Let me know what u think!
#55
Posted 13 November 2015 - 05:01 PM
That's really great!
I didn't know that anyone was working on that.
#59
Posted 06 June 2016 - 08:18 PM
New progress,I had completed the training 1 of a ma2 fixed。
(TU1)
Thanks for this, the C3 map fixes was the most important pending feature in DP mod..
#60
Posted 06 June 2016 - 09:03 PM
I had completed the ma2 fix of Berlin
(BER)
There are a number of small imperfections,
but does not affect the overall situation.
For this map only, there is another bug i can report, if you save inside a building, the game crash whenever load, not sure if fixed here but in original version that is case. But great work!
Edited by robb, 06 June 2016 - 09:03 PM.
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