Thursday, April 19, 2012

reclaimables in maps; where are they stored?

i'm once again trying to make a mod that flattens maps (maps look better this way).



now i know all the mappers are thinking; "you idjot, that will look retarded as the reclaimables will float in the air." don't worry, i'm already aware of that, and that's what i'm trying to fix.



i need to get a list of all the reclaimables on the map, so i can calculate the height above the terrain they are, and subsequently move them to the right hight later on.



preferably, i'd like to get a table from the map before the reclaimables are placed (as this makes the process a lot easier than the alternatives), but alas i can't seem to find anything useful.



i have found that each map has a 'Scenario' table, and in said table is a sub table called 'Props'. but, looking into it reveals that the table is empty! even on maps that have lots of stuff.



what gives?|||Check the Snap to O-Grid option in the map editor then select all the props and move them slightly and it should snap all the props to the ground.|||I think Bullet wants to do it with a script or mod, not in the editor. The props data is stored in the scmap file. But you will have to adjust the markers for mass and stuff too. They will work without adjustment but the mesh of the mass will float in the air. Oh, and dont forget buildings and stuff Sysiphos... :wink:|||markers are easy to handle, as are resources. props are not.



i would have normally said buildings are easy too, but then again; i did assume that trees and rocks are props, and hence should be in the 'Props' table.



[PS:] Jessop is correct in the summation of me making a mod. after all, i did say;



BulletMagnet, in the OP|||Are you saying we are supposed to actually read more that the title?!?! :shock:



Seriously though, why do you want to flatten the maps at all, wont that break many maps or at least make them less interesting to play? What about maps with water on them, what happens if you flatten them?|||i'm taking care of water too (haven't fully worked it out yet, but i will). actually, i can easily shift the entire height map up and down and keep the water line correct providing there's only one level of water in the map.





but IMO, SupCom has always suffered from maps that are toooo hilly. i don't find mountains that are taller than they are wide interesting at all. may i ask, how often do you see those IRL?|||BulletMagnet|||well, i'm not making a mod that bulldozers every map into a grassy plain. XP



i mean, there will still be shape to it, and maps should still play the same way.



[PS:] thanks for the heads-up on water levels; that just made my evening!|||BulletMagnet|||Sounds as this could be useful to improve Terrain Deform or Terra Former. Terra Former don't move props when the terrain height is changed (e.g. you can't change the height of a mass point).|||@BulletMagnet: This is probably not very useful to you but props are listed in the maps scmap file. So for example I see lots of env\Evergreen\Props\Trees\Pine06_prop.bp if I add a lot of pine trees to a map.



I wouldn't know where to find the tables you mention, but going through all the code that's in the scmap file is where I see the props. Anyway, it'll be interesting to see what your mod does to everyone’s maps :D

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