Miasma Community

Kreative Korner => Maps & Mapping => Topic started by: poompoom500 on July 10, 2012, 08:25

Title: KF-Nocturne Map Almost Finished...
Post by: poompoom500 on July 10, 2012, 08:25
 :hehheh: To Miasma Gamers,

I am converting an Assault map to a KF map. The map was made by output.co.uk. I tried contacting a guy by googling his name but came up with nothing, so I am going ahead with the conversion. Just a preview of the map, see pictures below.

UPDATE (07-17-12): Need to revise the map to make it smaller, so if you have downloaded the map, just play that in SP mode. This next revised one will hopefully comply with the Miasma standard.
Title: Re: KF-Nocturne Converted Map...
Post by: N3Cr0 on July 10, 2012, 08:59
Cool! The only picture I can see yet is your signature xD
Title: Re: KF-Nocturne Converted Map...
Post by: poompoom500 on July 10, 2012, 09:23
 :drunk: To Necro,

I wasn't finished posting the thread. I am going to add the picture here seeing that I got a reply already. Again (and it is good this time) the picture below.

BTW (By the way), this map is a STORY map like KF-Horztal.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfnocturne0.jpg)
Title: Re: KF-Nocturne Converted Map...
Post by: N3Cr0 on July 10, 2012, 09:51
Looks great!
Title: Re: KF-Nocturne Converted Map...
Post by: [MiA]crazzy on July 10, 2012, 19:55
:notbadobama:
Title: Re: KF-Nocturne Converted Map...
Post by: Veica on July 10, 2012, 20:53
(http://miasma.org/Smileys/DarkB/MeGusta.png)
Title: Re: KF-Nocturne Converted Map...
Post by: poompoom500 on July 10, 2012, 23:17
 :pft: Continuation,

More pictures of the map.

Past starting spot that leads the series of gates and halls.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfnocturne1.jpg)

Winchester ammo on floor.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfnocturne2.jpg)

Middle arena with Hunter Shotgun, ammo and a 12 Gauge Shotgun.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfnocturne3.jpg)
Title: Re: KF-Nocturne Converted Map...
Post by: [MiA]Zaid on July 11, 2012, 10:42
look nice
Title: Re: KF-Nocturne Converted Map...
Post by: poompoom500 on July 12, 2012, 12:07
 :dudecomeon: Continuation,

I would like to remind you that this map is not mine. I merely borrowed it from output.co.uk. It looked okay, but it just doesn't seem to have the KF ambience. So I made a few changes. I added KF meshes in the starting point. See below:

Car in the garage.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfnocturne4.jpg)

Tent in the patio.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfnocturne5.jpg)

An inside look at the other garage.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfnocturne6.jpg)
Title: Re: KF-Nocturne Converted Map...
Post by: ionut_09 on July 12, 2012, 14:44
nice :)
Title: Re: KF-Nocturne Converted Map...
Post by: poompoom500 on July 13, 2012, 12:16
 :hehheh: Continuation,

I am almost done with the map. I just have to test run it. Then I shall upload it to Mediafire and let you have a shot at it and tell me what you think.

Anyways, here are a few of the screenshots:

The end part where you meet the Patty, and get to blow the generators away. Then you get teleported to KF_OldeTower map.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfnocturne7.jpg)
(http://i1014.photobucket.com/albums/af261/poompoom500/kfnocturne8.jpg)
Title: Re: KF-Nocturne Map Finished - READY FOR DOWNLOAD...
Post by: poompoom500 on July 14, 2012, 10:14
 :hehheh: Continuation,

Well. Here it is. It should be complete, but check it out and let me know if you found any glitches! Enjoy the map.

RE-RE-UPDATED AGAIN DOWNLOAD - http://www.mediafire.com/?1fh6mxmuss5zk25.

NOTE: You may need to install these files to your UT2004/System folder to make the map work - http://www.mediafire.com/?5diwcanr544bv2w.

Screenshots of gameplay below:
(http://i1014.photobucket.com/albums/af261/poompoom500/kfnocturne2-1.jpg)
(http://i1014.photobucket.com/albums/af261/poompoom500/kfnocturne1-1.jpg)
(http://i1014.photobucket.com/albums/af261/poompoom500/kfnocturne3-1.jpg)
(http://i1014.photobucket.com/albums/af261/poompoom500/kfnocturne4-1.jpg).
Title: Re: KF-Nocturne Map Finished - READY FOR DOWNLOAD...
Post by: N3Cr0 on July 14, 2012, 17:07
There are several problems.
1. I could not start it: Missing File: AssaultMapperTools
2. I think others cannot download all content from the server, because there are external textures and static meshes.
3. 57MB Just for the map, that's huge! It would take me a while to upload this.
Title: Re: KF-Nocturne Map Finished - READY FOR DOWNLOAD...
Post by: poompoom500 on July 14, 2012, 17:56
 :throwupinmouth: To Necro,

Okay. Thank you for your reply. I changed a few things (such as deleting items that are related to Monster Evolution mod). Rebuilt the map and re-re-uploaded. Updated download is above. But it is here too - http://www.mediafire.com/?1fh6mxmuss5zk25. ALSO, you may need to install these files to your UT2004/System folder - http://www.mediafire.com/?5diwcanr544bv2w.
Title: Re: KF-Nocturne Map Finished - READY FOR DOWNLOAD...
Post by: ionut_09 on July 14, 2012, 20:22
mah u take that screenshots????

Title: Re: KF-Nocturne Map Being Finished...
Post by: poompoom500 on July 14, 2012, 20:57
 :pft: To ionut_09,

Quotemah u take that screenshots?
Yes sir. I had to take a few as I was testing it. Let me know of any problems you encounter with the map. I have some added UT2004 mutators that I installed that seem to carry over the map.
Title: Re: KF-Nocturne Map Finished - READY FOR DOWNLOAD...
Post by: Snipe34 on July 15, 2012, 04:09
wouldn't show in KF playable maps

in the editor it crashed on load:

I don't recognize that problem, never seen it before, sry...

could be that "teamProgressVolume"?

Bad expr token 5a

History: SerializeExpr <- (5A) <- SerializeExpr <- (65) <- SerializeExpr <- (61) <- SerializeExpr <- (72) <- SerializeExpr <- (67) <- SerializeExpr <- (65) <- SerializeExpr <- (73) <- SerializeExpr <- (73) <- SerializeExpr <- (63) <- SerializeExpr <- (69) <- SerializeExpr <- (67) <- SerializeExpr <- (6F) <- SerializeExpr <- (74) <- SerializeExpr <- (65) <- SerializeExpr <- (72) <- SerializeExpr <- (61) <- SerializeExpr <- (72) <- SerializeExpr <- (75) <- SerializeExpr <- (79) <- SerializeExpr <- (69) <- SerializeExpr <- (72) <- SerializeExpr <- (6A) <- SerializeExpr <- (68) <- SerializeExpr <- (74) <- UStruct::Serialize <- (Class myLevel.TeamProgressVolume0) <- UState::Serialize <- UClass::Serialize <- (Class myLevel.TeamProgressVolume0) <- LoadObject <- (Class myLevel.TeamProgressVolume0 3150518==3150518/57615680 3150414 231) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::LoadPackage <- UEditorEngine::Exec_Map <- UEditorEngine::Exec <- (MAP LOAD FILE="C:\UT2004\KFMod20\Maps\KF-Nocturne.ut2") <- UUnrealEdEngine::Exec <- FileOpen <- WEditorFrame::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop

Title: Re: KF-Nocturne Map Finished - READY FOR DOWNLOAD...
Post by: poompoom500 on July 15, 2012, 05:37
 :sadface: To Snipe34,

QuoteI don't recognize that problem, never seen it before, sry...
could be that "teamProgressVolume"?
Okay. That is part of the Monster Evolution mutator. I mentioned in the previous post that you may have to install the other files - MonsterEvolutionFiles - http://www.mediafire.com/?5diwcanr544bv2w. Unzip them and copy/paste them to Unreal Tournament 2004/System folder.

But I am revising the map again. Deleting the TeamProgressVolume, and editing the Destructible Objectives (Generators). And will repost the download.

REVISION: I made several changes to the map so the download links has been updated. The map should play smoothly.
Title: Re: KF-Nocturne Map Finished - READY FOR DOWNLOAD...
Post by: Snipe34 on July 15, 2012, 16:29
I dunno about the mut and the other files + the 57 meg map file.

Better see what Raj thinks how it will work on the server - unless maybe it's only meant for Single Play in which case pretty much anything goes.
Title: Re: KF-Nocturne Map Finished - READY FOR DOWNLOAD...
Post by: [MiA]Raj on July 15, 2012, 18:28
too big indeed
Title: Re: KF-Nocturne Map Finished - READY FOR DOWNLOAD...
Post by: poompoom500 on July 15, 2012, 18:42
 :hmm: To Snipe34,

Can you use the map without the extra files? I made it specifically for KF. It was made for Death Warrant Monster Evolution.

:occupied: To MiA Raj,

If Snipe34 can play it without the added files (which aren't really neccessary), then can you upload it it on the server so we can try it out? (Please...)
Title: Re: KF-Nocturne Map Finished - READY FOR DOWNLOAD...
Post by: ionut_09 on July 15, 2012, 19:39
good work
Title: Re: KF-Nocturne Map Finished - READY FOR DOWNLOAD...
Post by: [MiA]Zaid on July 15, 2012, 20:06
Quote from: ionut_09 on July 15, 2012, 19:39
good work
Title: Re: KF-Nocturne Map Finished - READY FOR DOWNLOAD...
Post by: ionut_09 on July 15, 2012, 20:12
:lol: copyright
Title: Re: KF-Nocturne Map Finished - READY FOR DOWNLOAD...
Post by: Snipe34 on July 15, 2012, 20:29
Quote from: poompoom500 on July 15, 2012, 18:42
:hmm: To Snipe34,

Can you use the map without the extra files? I made it specifically for KF. It was made for Death Warrant Monster Evolution.

:occupied: To MiA Raj,

If Snipe34 can play it without the added files (which aren't really neccessary), then can you upload it it on the server so we can try it out? (Please...)

Sure, just make it smaller.
Title: Re: KF-Nocturne Map Finished - READY FOR DOWNLOAD...
Post by: poompoom500 on July 16, 2012, 02:59
 :throwupinmouth: To ionut_09,

Quotecopyright
I googled the author and couldn't get any e-mail or PM. There was nothing. I tried to find out about the guy but didn't get anything. So it's fair game.

:win: To Snipe34,

QuoteSure, just make it smaller.
Uh... That's the size the original author made it. I figured it is about the same as Horztal with its objectives.
Title: Re: KF-Nocturne Map Finished - READY FOR DOWNLOAD...
Post by: Snipe34 on July 16, 2012, 04:32
Quote from: poompoom500 on July 16, 2012, 02:59
:throwupinmouth: To ionut_09,

Quotecopyright
I googled the author and couldn't get any e-mail or PM. There was nothing. I tried to find out about the guy but didn't get anything. So it's fair game.

:win: To Snipe34,

QuoteSure, just make it smaller.
Uh... That's the size the original author made it. I figured it is about the same as Horztal with its objectives.

yours is 75mb nearly double horztal20, and you say there's a mut too.  We've gone over this before and Raj has told you too.  We've spent hours trying to fix your maps.
The map with the random submarine for instance - why it was in the map I still don't know.  Another map with several hundred emitters. like the sub, nothing to do with the map itself.  Another map in excess of 150mb all up, or was it 200...  Not to mention basic pathing, the list goes on.  The one map you have on the server, I made that playable.

So I ask myself, what's wrong with this effort besides it's huge.  And it has tacked on files, but I already explained mylevel to you, several times, so wasting my time means nothing to you, huh?

I offered to help you learn - start with a small map.  I've suggested before make something similar to Zaid's Box.  It works, people like it.  All this and you keep pushing me to hurry with KFZ - but drop everything for another map, "ready to play."  Dude, I really don't mind helping you, as I've also said several times, but you need to listen.  You don't and that's very frustrating.

Do you see that the result is you're being unfair to me, to Raj?  You think it's ok to take our time, because you yourself can't be bothered to learn how to make a basic working map?
Title: Re: KF-Nocturne Map Finished - READY FOR DOWNLOAD...
Post by: poompoom500 on July 16, 2012, 08:37
 :sadface: To Snipe34,

I wasn't being nasty. I was just saying that the map was made that way - with several objectives in mind. If you were to detract some of the things, then it would be defeating the purpose. Besides, the last part - the arena - is the highlight of the map.

As for the other maps - (like KF-MahloeehOldTunnel) yes you're right. It had too much things in it that is not related to the map. I was learning how to do the COUNTERS in that map. I couldn't figure out how to make the doors work. But later found out that pixel was using the trader door to activate the counters. Thus I wound up with extra baggages (copied/deleted stuffs from OldeTower). I tried to delete as much as I can but I got really frustrated and didn't delete all of the OldeTower meshes.

I am trying to think how I can minimize the map since the last part is the important one. I will do my best to make it lesser.

And THOSE EXTRA FILES (the ones you call MUT files), did you need them? Can we do without those?

QuoteWe've spent hours trying to fix your maps.
I probably haven't express myself the way I was supposed to but I REALLY do appreciate the things that you've done to FIX my maps.

QuoteThe one map you have on the server, I made that playable.
Thank you much. I try to help you too on other things like KFZ.

So all that said, I will try my best to make the map take up less RAM.
Title: Re: KF-Nocturne Map Finished - READY FOR DOWNLOAD...
Post by: Snipe34 on July 17, 2012, 18:36
"A working map that is a reasonable size for the server" probably under 50mb, all up.  But the final decision is Raj's.  I and probably others will advise him on that decision if he is unsure.

To clarify for you Poom.  Most people don't mind helping you learn, but very few will do your work for you.  There is a big difference.  You seem to take the company attitude that those who do your work are your employees - because you name most of your maps with MaloheehMapWhatever.ut2 when in fact Raj, I and the original mapper deserve the credit.  All you do is find a map on the net - throw in a few paths - which need redoing; overstocked them with pickups, half of which need removing - is a brief summary of the maps you find.  Then you add the name Mahloeeh map...

Therefore, realize if you want a map on the server, you need to learn how to map.  Entitling your Miasma map threads with "Ready for Download" is wrong.

Nocturne may be a fantastic map that you dearly want it in KF, well then fix it.



Title: Re: KF-Nocturne Map Finished - READY FOR DOWNLOAD...
Post by: poompoom500 on July 17, 2012, 18:49
 :sadface: To Snipe34,

QuoteTo clarify for you Poom.  Most people don't mind helping you learn, but very few will do your work for you.  There is a big difference.  You seem to take the company attitude that those who do your work are your employees - because you name most of your maps with MaloheehMapWhatever.ut2 when in fact Raj, I and the original mapper deserve the credit.  All you do is find a map on the net - throw in a few paths - which need redoing; overstocked them with pickups, half of which need removing - is a brief summary of the maps you find.  Then you add the name Mahloeeh map...
You're right, as usual. But I do want other people to enjoy the map. I just want to share the map. And I didn't say that my maps are perfect, just playable.

QuoteEntitling your Miasma map threads with "Ready for Download" is wrong.
Okay. Changing the title to almost finished.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Snipe34 on July 17, 2012, 20:27
I was hopeful you'd understand but obviously you haven't.

I'm not angry with you and yes I realize you want other people enjoy the maps.  But for that to happen, the map must be playable.  So far, none of your maps has been playable until I or Raj fixed them.

I'm not going to fix them anymore.   Why?  Because that's your job.  When the map is finished, by you, it should be playable.  That means, i copy it to my \Maps directory, load KF and it's in the map list, I can play it.

btw wasn't yours KF-Camping?
Title: Re: KF-Nocturne Map Almost Finished...
Post by: poompoom500 on July 17, 2012, 21:45
 :yawn: To Snipe34,

Quotebtw wasn't yours KF-Camping?
Nope. That one is NOT mine. I did make changes to it such as the money storage building. And that was it. The map was already made for KF.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Veica on July 17, 2012, 21:52
Besides, that map needs a HEAVY path revamp.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Veica on July 17, 2012, 22:02
http://miasma.org/index.php/topic,638.0.html (http://miasma.org/index.php/topic,638.0.html)

First and only time I ever ventured outside of making original maps.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Snipe34 on July 17, 2012, 23:11
Quote from: poompoom500 on July 17, 2012, 21:45
:yawn: To Snipe34,

Quotebtw wasn't yours KF-Camping?
Nope. That one is NOT mine. I did make changes to it such as the money storage building. And that was it. The map was already made for KF.

Yep, one of your maps.

As I say, I'm not angry with you, but i know there will be others on sites who'll give you a tough time because of your approach.  I'm not here to do that, I'm here to help which is what I've always said to you.  But only 'help' I'm not going to make maps for you, you must learn how.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: poompoom500 on July 18, 2012, 03:34
 :dude: To Snipe34,

I too am PROCRASTINATING. I have to have the inspiration to re-work the map. But as far as the original author of the map KF-Camping, it AINT me - http://www.mapraider.com/maps/?fileid=4499.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Snipe34 on July 18, 2012, 04:40
Quote from: poompoom500 on July 18, 2012, 03:34
:dude: To Snipe34,

I too am PROCRASTINATING. I have to have the inspiration to re-work the map. But as far as the original author of the map KF-Camping, it AINT me - http://www.mapraider.com/maps/?fileid=4499.

Don't come the raw prawn, you pulled it out of the internet and gave it us. :closeenough:
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Veica on July 18, 2012, 05:28
"This map is a remake of the classic DM-Camping2k4 for UT2004"

Are you sure you didn't make it, Mahl? :3
Title: Re: KF-Nocturne Map Almost Finished...
Post by: poompoom500 on July 18, 2012, 05:33
 :areyoukidding: To Sonar,

QuoteAre you sure you didn't make it, Mahl?
Have you ever known me to have a username TULIO? NO, NO, NO! So there.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Veica on July 18, 2012, 17:01
Lol, okay, okay, I apologize. I'm really, really sorry.

But, Mahl, I've got a good tip for you that Snipe gave me yesterday - I was easily able to shrink my map from 20mb to 9.25mb by extracting two 1024x1024 .tga textures and converting them to .dds files.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: poompoom500 on July 18, 2012, 17:24
 :surprisedface: To Sonar,

QuoteBut, Mahl, I've got a good tip for you that Snipe gave me yesterday - I was easily able to shrink my map from 20mb to 9.25mb by extracting two 1024x1024 .tga textures and converting them to .dds files.
I have never been that CONSCIOUS about map file size as I have now. Thanks for the advise. I'll see what I can do.

I merely make the map and enjoy it.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Veica on July 18, 2012, 17:58
Honestly, neither have I. I just noticed last night that my map was 20mb, and only a few maps on the server are over that, including Heresy, Horztal, TheHive25, Crash, ThamesBridge, and both STALKER maps.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: poompoom500 on July 18, 2012, 22:29
 :busted: My Map Edited,

Okay. So this is what I did - deleted a few static meshes. And I came up with 1-2MB less - NEW DOWNLOAD at next post.
(this is a re-uploaded version).
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Snipe34 on July 18, 2012, 23:13
Assertion failed: FriendlyName!=NAME_None [File:.\UnClass.cpp] [Line: 692]

History: UStruct::Serialize <- (Class myLevel.ACTION_ClearMonsters0) <- UState::Serialize <- UClass::Serialize <- (Class myLevel.ACTION_ClearMonsters0) <- LoadObject <- (Class myLevel.ACTION_ClearMonsters0 22680073==22680073/55679526 22680066 6) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::LoadPackage <- UEditorEngine::Exec_Map <- UEditorEngine::Exec <- (MAP LOAD FILE="C:\UT2004\KFMod20\Maps\KF-NocturneV2.ut2") <- UUnrealEdEngine::Exec <- FileOpen <- WEditorFrame::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop

Title: Re: KF-Nocturne Map Almost Finished...
Post by: poompoom500 on July 19, 2012, 03:21
 :occupied: Continuation,

Made changes again and re-uploaded at next post.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Snipe34 on July 19, 2012, 05:13
Assertion failed: FriendlyName!=NAME_None [File:.\UnClass.cpp] [Line: 692]

History: UStruct::Serialize <- (Class myLevel.ACTION_ClearMonsters0) <- UState::Serialize <- UClass::Serialize <- (Class myLevel.ACTION_ClearMonsters0) <- LoadObject <- (Class myLevel.ACTION_ClearMonsters0 22551531==22551531/55638625 22551524 6) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::LoadPackage <- UEditorEngine::Exec_Map <- UEditorEngine::Exec <- (MAP LOAD FILE="C:\UT2004\KFMod20\Maps\KF-NocturneV2.ut2") <- UUnrealEdEngine::Exec <- FileOpen <- WEditorFrame::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop

Build UT2004_Build_[2005-11-23_16.22]

OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel PentiumPro-class processor @ 3292 MHz with 2047MB RAM
Video: NVIDIA GeForce GTX 560 Ti   (142)

Assertion failed: Actors(1)->Brush!=NULL [File:c:\ut2004build\ut2-code\engine\inc\UnLevel.h] [Line: 430]

http://forums.epicgames.com/threads/509399-what-dues-this-mean


Title: Re: KF-Nocturne Map Almost Finished...
Post by: poompoom500 on July 19, 2012, 09:03
 :cryface: To Snipe34,

QuoteHistory: UStruct::Serialize <- (Class myLevel.ACTION_ClearMonsters0) <- UState::Serialize <- UClass::Serialize <- (Class myLevel.ACTION_ClearMonsters0) <- LoadObject <- (Class myLevel.ACTION_ClearMonsters0 22551531==22551531/55638625 22551524 6) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::LoadPackage <- UEditorEngine::Exec_Map <- UEditorEngine::Exec <- (MAP LOAD FILE="C:\UT2004\KFMod20\Maps\KF-NocturneV2.ut2") <- UUnrealEdEngine::Exec <- FileOpen <- WEditorFrame::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop
I AM SO FRUSTRATED! Anyways, I deleted the ClearMonsters in the SCRIPTED TRIGGERS so that should get rid of that problem! New download is post below.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Veica on July 19, 2012, 13:50
Build UT2004_Build_[2005-11-23_16.22]

OS: Windows NT 6.1 (Build: 7600)
CPU: AuthenticAMD Unknown processor @ 2095 MHz with 1789MB RAM
Video: ATI Radeon 3100 Graphics (678)

Bad expr token 4f

History: SerializeExpr <- (4F) <- UStruct::Serialize <- (Class myLevel.ASCinematic_FirstPersonSceneManager0) <- UState::Serialize <- UClass::Serialize <- (Class myLevel.ASCinematic_FirstPersonSceneManager0) <- LoadObject <- (Class myLevel.ASCinematic_FirstPersonSceneManager0 17773797==17773797/55633270 17773742 84) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::LoadPackage <- UEditorEngine::Exec_Map <- UEditorEngine::Exec <- (MAP LOAD FILE="C:\Program Files\GOG.com\Unreal Tournament 2004\KFMod20\Maps\KF).. <- UUnrealEdEngine::Exec <- FileOpen <- WEditorFrame::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop


Title: Re: KF-Nocturne Map Almost Finished...
Post by: poompoom500 on July 19, 2012, 16:04
 :awman: To Sonar,

Okay. I now deleted the SCENE MANAGERS in the map (about 8 or so of them). I really don't need them anyways. And am re-uploading the map to my Mediafire. Newer download is below!
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Snipe34 on July 19, 2012, 17:27
Bad expr token 5f

History: SerializeExpr <- (5F) <- UStruct::Serialize <- (Class myLevel.ASCinematic_FirstPersonSceneManager0) <- UState::Serialize <- UClass::Serialize <- (Class myLevel.ASCinematic_FirstPersonSceneManager0) <- LoadObject <- (Class myLevel.ASCinematic_FirstPersonSceneManager0 17800152==17800152/55621011 17800097 84) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::LoadPackage <- UEditorEngine::Exec_Map <- UEditorEngine::Exec <- (MAP LOAD FILE="C:\UT2004\KFMod20\Maps\KF-NocturneV2.ut2") <- UUnrealEdEngine::Exec <- FileOpen <- WEditorFrame::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop

Build UT2004_Build_[2005-11-23_16.22]

OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel PentiumPro-class processor @ 3292 MHz with 2047MB RAM
Video: NVIDIA GeForce GTX 560 Ti   (142)

Assertion failed: Actors(1)->Brush!=NULL [File:c:\ut2004build\ut2-code\engine\inc\UnLevel.h] [Line: 430]
Title: Re: KF-Nocturne Map Almost Finished...
Post by: poompoom500 on July 19, 2012, 20:09
 :win: To Snipe34,

( Sigh). Okay. I missed a couple of CinematicManagers. Deleted them. And here is the re-built all download - see below (again)..
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Veica on July 19, 2012, 20:40
*ahem* Try again.

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OS: Windows NT 6.1 (Build: 7601)
CPU: AuthenticAMD Unknown processor @ 2712 MHz with 2047MB RAM
Video: ATI Radeon HD 5450 (1065)

Bad expr token 49

History: SerializeExpr <- (49) <- UStruct::Serialize <- (Class myLevel.DWUseTrigger17) <- UState::Serialize <- UClass::Serialize <- (Class myLevel.DWUseTrigger17) <- LoadObject <- (Class myLevel.DWUseTrigger17 18571778==18571778/55219179 18571735 99) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::LoadPackage <- UEditorEngine::Exec_Map <- UEditorEngine::Exec <- (MAP LOAD FILE="C:\Program Files\GOG.com\Unreal Tournament 2004\KFMod20\Maps\KF).. <- UUnrealEdEngine::Exec <- FileOpen <- WEditorFrame::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop

Title: Re: KF-Nocturne Map Almost Finished...
Post by: poompoom500 on July 19, 2012, 21:56
 :amazed: To Sonar,

Quote*ahem* Try again.
(Heavy sigh). I really hope this is it. I deleted the two DWUseTrigger that I missed (one) and didn't delete (the other).
Title: Re: KF-Nocturne Map Almost Finished...
Post by: N3Cr0 on July 19, 2012, 21:59
I suggest you delete the whole map ;)
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Snipe34 on July 19, 2012, 22:54
Delete is probablly the easiest option.

Now it loads in the editor, but not listed in-game map-list.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: poompoom500 on July 19, 2012, 23:02
 :hmm: To Necro,

QuoteI suggest you delete the whole map
Uhmmmmm, NOPE!

:sadface: To Snipe34,

QuoteNow it loads in the editor, but not listed in-game map-list.
I changed to name to KF-NocturneV2?!? Add to map list?!???
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Snipe34 on July 21, 2012, 19:52
 :seriouslychan:
Title: Re: KF-Nocturne Map Almost Finished...
Post by: poompoom500 on July 21, 2012, 23:34
 :hehheh: What now?
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Snipe34 on July 22, 2012, 00:37
Quote from: poompoom500 on July 21, 2012, 23:34
:hehheh: What now?

name change will change nothing except the name
Title: Re: KF-Nocturne Map Almost Finished...
Post by: poompoom500 on July 22, 2012, 08:28
 :challengeconsidered: To Snipe34,

You said you can LOAD it in the editor. Try BUILDING ALL it, SAVE it and tell me what you get.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Snipe34 on July 22, 2012, 21:44
(http://www.blackyouthproject.com/wp-content/uploads/2010/01/wtf-cat.jpg)
Title: Re: KF-Nocturne Map Almost Finished...
Post by: poompoom500 on July 23, 2012, 06:42
What da flubber!????
(http://i1014.photobucket.com/albums/af261/poompoom500/pyzamfatwheelie.jpg)

I am asking if you can load it in the editor and BUILD ALL it because the editor may correct the problem. Sometimes when you BUILD ALL a map it will tell you what the problem is in YOUR Unreal Tournament 2004 install. The thing is I have so many mutators installed in mine that there may be something in there that prevents the map in loading in your map list, understand?!?
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Snipe34 on July 23, 2012, 20:38
Surprise yes, it works.  The mapper did good work.

Bring it down to max 40meg all up and it will be good on the server.  Otherwise, only for Single.

After that, monster numbers will need increasing.  FP Range's need replacing.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: poompoom500 on July 24, 2012, 00:55
 :megusta: To Snipe34,

QuoteSurprise yes, it works.
Glad to hear it.

QuoteBring it down to max 40meg all up and it will be good on the server.
I am not sure if I can get it down any lesser. I pretty much took a lot of static meshes out. I guess I can delete some more and bring it down to the bare minimum!??
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Snipe34 on July 24, 2012, 04:41
Quote from: poompoom500 on July 24, 2012, 00:55
:megusta: To Snipe34,

QuoteSurprise yes, it works.
Glad to hear it.

QuoteBring it down to max 40meg all up and it will be good on the server.
I am not sure if I can get it down any lesser. I pretty much took a lot of static meshes out. I guess I can delete some more and bring it down to the bare minimum!??

There's megs of bloated textures in the mylevel, start there.


Title: Re: KF-Nocturne Map Almost Finished...
Post by: poompoom500 on July 24, 2012, 11:13
 :sadface: To Snipe34,

How the heck do you delete texture files from the map you're working on? It keeps giving me a texture is being used by editor message!

Anyways, here is the barest I've made the map by deleting some more SMs - http://www.mediafire.com/?9vo7hbqco380hym.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: N3Cr0 on July 24, 2012, 11:56
There should be a way - not very comfortable, but should work:
Replace the used textures with stock textures from KFMod.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Veica on July 24, 2012, 15:38
If you haven't fixed your texture problem already, there are ways to do it below.


1. Select one surface with the texture you don't want, press Shift+T to select all surfaces with that texture, and replace it with another one from the Texture Browser.

2. Select the undesired texture in the Texture Browser, right-click on it and select "Remove from level," then right-click it again and select "Delete."

3. If the texture is being used on a StaticMesh actor, find that StaticMesh in the SM Browser, and select it. At the bottom should be a little Properties window with a "Materials" option, expand it. There should be some numbers with textures beside them, find the one you're trying to get rid of and expand that as well. Make sure you select the desired texture in the texture browser first, then go to the Material option, click on it, and click "Use." It should replace the texture you didn't want with the one you have chosen.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: poompoom500 on July 24, 2012, 18:51
 :iamdisappoint:

I can delete some textures but when I re-open the map, It doesn't allow me to delete again. And I think I messed up one of my Unreal Tournament 2004 regular textures (Humanoid)! The map will probably be played only in SP mode. Unless someone wants to try and decrease the map's size in whatever way and re-post it!
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Veica on July 24, 2012, 19:23
I'll give it a shot.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Snipe34 on July 24, 2012, 19:25
Quote from: poompoom500 on July 24, 2012, 18:51
:iamdisappoint:

I can delete some textures but when I re-open the map, It doesn't allow me to delete again. And I think I messed up one of my Unreal Tournament 2004 regular textures (Humanoid)! The map will probably be played only in SP mode. Unless someone wants to try and decrease the map's size in whatever way and re-post it!

Thanks Sonar!  Perhaps I can suggest another way that doesn't involve deleting.

The night sky tex is about 2048, that can be reduced to 1024, the tugboat from 1024 to 512 etc, for example.

Goto mylevel textures and export each texture.  They wll usually be .dds after export.
Load them in photoshop and resize to about 1/2 what they are, so 2048 to 1024, etc or even smaller if the tex looks ok smaller still, that's up to you.

In Photoshop, copy the texs into their new sizes and save them with the same names - save using the Nvidia .dds photoshop plugin - save as DXT1.  Then reimport them all into the map's mylevel, overwriting the old tex.

The new map size will probably be about 20meg or less.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Snipe34 on July 24, 2012, 19:26
Quote from: Sonar on July 24, 2012, 19:23
I'll give it a shot.

I would do this, but I really want Poom to get some learning.  But it's up to you Sonar :)
Title: Re: KF-Nocturne Map Almost Finished...
Post by: poompoom500 on July 24, 2012, 19:44
 :dudecomeon: To Snipe34,

QuoteGoto mylevel textures and export each texture.  They wll usually be .dds after export.
Load them in photoshop and resize to about 1/2 what they are, so 2048 to 1024, etc or even smaller if the tex looks ok smaller still, that's up to you.
Why did I not think of that! It is so obvious, it escaped me. But I give you permission, Sonar, if you want to go for it. It'll give me a break from it. But post the result here, okay?
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Veica on July 24, 2012, 20:18
Righty-o. I'll try to get as much as I can done before I leave for vacation.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: poompoom500 on July 25, 2012, 11:33
 :hehheh:

I played my map and recorded it through YouTube and I am posting it here - http://www.youtube.com/watch?v=YhdEQoiswrw&feature=g-upl.
Title: Re: KF-Nocturne Map Almost Finished...
Post by: Veica on July 25, 2012, 18:17
@poompoom500

I tried to shrink it down, but the best I could do was 45.3mb, after compressing the skybox. However, in doing so the colouring in the skybox was uneven (I guess going from DXT5 to DXT1 was the cause for that). Also, most of those 2048 textures are combiners and shaders, I didn't know what to do with those.

The biggest problem was that the Editor lagged with this map open, and I was having a really hard ttime trying to find things.

Also, there's a 1.7mb sound file of chopper blades, couldn't fnd which actor used it but it would be helpful to substitute it for a smaller sized file.