Author Topic: [Map] Kitchen  (Read 26139 times)


is Tendon by any chance going to port Bedroom? (i don't like staticshapes since their vehicle collision is bad and lag sometimes.)

is Tendon by any chance going to port Bedroom? (i don't like staticshapes since their vehicle collision is bad and lag sometimes.)

We can only hope brother....


or we can bother him/her but I perfer the first option.

Bedroom was already ported by Wrapperup. Download it from that Static Maps topic here.

Oops didn't read that you wanted a non-static shape version... not sure what you mean then

what's the goddamn save offset

EDIT: I took a really old silly save of mine (Pirate World Warfare, just a thing i richarded around with in singleplayer) and manually trial-and-errored it until I got it to line up. I guessed at the decimals, but it seemed to work.

$loadoffset = "316.5 92.5 -84.2";

Editagain: A number of surfaces have verticals one plate higher off the ground due to changes made to the map, so you might have to move some stuff. There's also a handful of surfaces that can't be built on due to the changes made. Still, the above loadoffset lines up as close as I can reasonably get it; all horizontal lineup is perfect with those numbers.
« Last Edit: October 06, 2017, 09:26:33 AM by King of the Bill »

Wow incredible!!! forget BADSPOT!
I don't know why I find this so hilarious lol

If some angel would make program that applies collision to all surfaces automatically, I think it would start a renaissance


https://github.com/kmammou/v-hacd

try that mayb?


waiting for the dustlands map i pm'd op about
i got a response saying
"what"
so that obviously means progress!1




waiting for the dustlands map i pm'd op about
i got a response saying
"what"
so that obviously means progress!1

It's a long and complicated process that takes many hours, but heres a rundown:

1. First you download Blender and T3D v1.1 (Must be this version)
Blender because I believe it has the best capabilities for making collisions in maps, but you can try using another modelling program of your choice

   Torque 3D v1.1 (For converting interiors to DAE)
    https://github.com/GarageGames/Torque3D/tree/v1.1

   Blender (For Modelling obviously)
    https://www.blender.org/download/

   DTS Exporter ( Blender Plugin / Credits: Port)
    https://github.com/portify/io_scene_dts

2. Convert Interior of your choice to DAE using T3D v1.1 (Heres a guide to potentially fix your DAE file if it won't import into Blender)

3. Model collisions in Blender. this is where most maps come to die because it's quite ridiculous
I condense the collisions into only a few DTS files, Tendon uses many DTS files with little collisions because it works better with vehicles or something like that
Collisions are named Col-X where X is an incremential number (Eg. Col-1, Col-2 ect..)

4. Export to DTS using Port's DTS Exporter (Or your prefered method)

5. Define all the DTS as datablocks

6. Make a script to load it as a StaticShape or TSStatic (I find StaticShape better because it works with shaders)

7. Hope that you didn't miss any collisions, then congratulations you made a map.

99% of your time will be spent on step 3.


I'm working on a video tutorial that makes all these points, but in more detail.
ps. I'm working on an update for static maps that loads map using the custom gamemode interface instead of the environment ui to save datablock usage



is probably why its taking so long

seems like something badspot could fix by including old default maps as staticmaps in the game files, as separate gamemodes :I
>badspot doing something other than complain about his weird-ass politics
lol

Thank you so much for a relic of the past!