Minimum entities to start up a map?
moultano
Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
in Mapping
<div class="IPBDescription">Something is broken for me</div>What is the minimum set of things that need to be set up to load a map? I have a box, some lights, and a ready_room_start, but when I load it up it hangs on a black screen with tons of lua errors on the console. Do I need to set up more of the entities before it will load or is something else wrong?
I'm hitting the assertion here:
<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'>
function ViewModel:OnUpdateAnimationInput(modelMixin)
PROFILE("ViewModel:OnUpdateAnimationInput")
local parent = self:GetParent()
assert(parent ~= nil)
parent:OnUpdateAnimationInput(modelMixin)
end</div>
I'm hitting the assertion here:
<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'>
function ViewModel:OnUpdateAnimationInput(modelMixin)
PROFILE("ViewModel:OnUpdateAnimationInput")
local parent = self:GetParent()
assert(parent ~= nil)
parent:OnUpdateAnimationInput(modelMixin)
end</div>
Comments
In the readyroom you will need <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->ready_room_start<!--colorc--></span><!--/colorc-->, and some <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->team_join<!--colorc--></span><!--/colorc--> entities set up appropriately.
Somewhere you will need an <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->ns2_gamerules<!--colorc--></span><!--/colorc-->, and <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->minimap_extent<!--colorc--></span><!--/colorc--> (enclosing the map as tight as possible, as square as possible on the xz plane, a square is encouraged though, a rectangular shaped might cause issues). You will also need a <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->pathing_settings<!--colorc--></span><!--/colorc--> entity, info on that can be found <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115160" target="_blank">here</a>.
Team locations are set using <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->tech_point<!--colorc--></span><!--/colorc-->. If you want static spawns, set the respective locations to random start for that respective team and leave other tech_points as not a starting location. Many variations are possible, you can have spawn locations that are shared (both teams could spawn there) with other locations limited to a team, or have a static spawn for one team and random starts for another for example.
You will need a <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->resource_point<!--colorc--></span><!--/colorc--> in the vicinity of your team starts. Player spawns are handled by the game.
The engine now renders the whole map if you do not have occlusion geometry set up and there is an enormous fps drop if occlusion geometry isn't there. For this you will need to enclose your map in an geometry envelop as tight as possible. The envelop needs faces on both sides for maximum efficiency. As an example here is a top down view of turtle, geometry in yellow, occlusion in blue. The occlusion geometry has to be part of a group named <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->OcclusionGeometry<!--colorc--></span><!--/colorc-->.
<img src="http://dl.dropbox.com/u/42877240/mappics/occ.jpg" border="0" class="linked-image" />
2TP, 2RT, 1 RR start, 1 ns2_gamerules.
This will enable you to base test your map layout boxes etc, but note, trying to go into commander mode will crash you. You need minimap extents, pathing settings, commander camera's and overview before you think of trying to get in the chair :)
Good to see you mapping again moultano, are we going to see ns2_shiva, or something different?
I'm hitting the assertion here:
<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'>
function ViewModel:OnUpdateAnimationInput(modelMixin)
PROFILE("ViewModel:OnUpdateAnimationInput")
local parent = self:GetParent()
assert(parent ~= nil)
parent:OnUpdateAnimationInput(modelMixin)
end</div><!--QuoteEnd--></div><!--QuoteEEnd-->
You have to do like Soul rider said, also you have to create a overview map, otherwise your game breaks very fast.
Overview/minimap tut(very simple, just place a ehm, uhm you know it called minimap_extends or something around your map for testing:
<a href="http://www.unknownworlds.com/ns2/wiki/index.php/Ns2_sample#Overview" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...sample#Overview</a>
I create a very simple map with one ready room and a small box as battlefield:
<a href="http://www.mediafire.com/?ickqx5626461xa1" target="_blank">http://www.mediafire.com/?ickqx5626461xa1</a>