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Map Conversion Quandries

Started by BentonGrey, March 09, 2007, 06:42:55 PM

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BentonGrey

Howdy guys, I'm working on converting some maps, and I figured I would open a thread to cover my invariable mishaps.  First off, I'm working on porting the underwater map, and I've been following Ren's tutorial.  So, I've brought over the desert map it's based on, done all the conversions, everything I know how to do, and the map runs.  My characters can move on it, but they can't interact with any of the objects (I know this may simply be a symptom of the fact that the FF1 objects don't play nice).  Most importantly, the objects from the original base map are showing up, but without their textures because it's using the Underwater textures.  So, I've got a huge dinosaur skeleton, random rocks, cacti, etc.  Any ideas?

Thanks guys!

:EDIT: Okay, apparently it's an issue for any map based on another template, as the Batcave map by Human Ton (I believe...but I could be wrong) also has the same issue.

catwhowalksbyhimself

If textures are a problem, try converting them to dds format.

BentonGrey

I think you misunderstand me, Cat....I suppose I'm not being very clear...I need to explain it a bit better.

The problem isn't the lack of texture for these objects (because all of the objects that SHOULD be there have their textures), the problem is that these objects are showing up when they shouldn't.  It's like, instead of having the base terrain of 'desert,' I've actually got the desert_small map UNDER the Underwater map.  Does that make more sense?

Mystik

the stuff you dont want in your map is showing up, because  its in the level layout txt,  just the copy the level layout file,  delete the lines of the nifs you dont want then change the directory of the level layout to the new copy(using ffedit)

I hope i make sense

Lunarman

have you got them in the correct file path. Most maps don't use the standard _textures folder they use another one. Check the actual nif you're using to see the names and path.

Also, have you made a new template file? Adding a new map nif is quite complex and I'm not sure if I remember how to do it. You've got to create a template txt file in C:\Program Files\Irrational Games\FFVTTR\Data\art\level layout\Folder of Your choice which features the path to the nif and x,y,z coors of all objects you want to start on the map when you first open in (and be in the layout tab in FFedit). For a new map you can delete all that object gunk and just have

library\area_specific\Multiplayer\terrain\mp_village_terrain.nif   [0,0,0]   (quat 0 0 0 1)

or something. Then you create a new map file in FFedit and add this template as it's template in the template field. Now you've got a new map to work with. I do believe that the mission.dat you just created can be merged with the mission.dat of the map you are converting therefore transfering positions of objects and such like, you'll have to check that the template or improb_ob_1 doesn't get replace by the incorrect path/file name.

Make any sense?

Lunarman

BentonGrey

Quote from: Thor Reborn on March 09, 2007, 10:31:52 PM
the stuff you dont want in your map is showing up, because  its in the level layout txt,  just the copy the level layout file,  delete the lines of the nifs you dont want then change the directory of the level layout to the new copy(using ffedit)

I hope i make sense

Okay...that makes some sense to me.  I can do that, but here's what confuses me.  I've copied all of this stuff straight from my FF1 folder, so if it works right in FF1, why are these objects showing up in FF2?

Lunarman: I've checked over my file paths, and I'm pretty certain they are right.  I'm not trying to make a NEW template file, just convert stuff that people a great deal more talented than I have made for the first game.

joemama

Couple things:

1) Make sure the underwater map does not use a custom level layout file.  If you copied the level from FF1, it may use a default layout file.  You'll just need to import the new one using FFedit.  Otherwise, you'll have to manually remove the unwanted objects using FFedit.

2) If you add anything to these new maps, make sure you put the appropriate textures into the new map's texture directory (I'm sure you know this already, but just in case).

3) As for the interaction, my theory is that it is because some FF1 objects do not have bounding boxes attached to the .nif files.  I noticed that many FF1 objects were immovable (with mouse) in FFedit's in-game editor.  There were quite a few objects that I just deleted and replaced with newer (FF2) ones.  I also noticed that interaction with these, too, was non-existent.  I added a bounding box (using nifskope) to a mushroom .nif from FF1 and found that I could move it in the in-game editor and could interact with it in-game as well.  I'm not about to put bounding boxes on every .nif from FF1, so I'm not pursuing this any further, but it may be the cause/solution for your problem.


JM