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Map Pack 2.0 bug fixes

Started by Boalt92, March 11, 2008, 10:05:43 AM

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Boalt92

I solved some of the very few and extemely minor bugs in GPs fabulous Map Pack 2.0.

The first two are cosmetic (I posted them in the Map Pack thread)

1. Road smudges: open t_roadmarkings_master_01.tga in photoshop or comparable program.  Select the bottom left "smudge" mark on the texture.  Select the images alpha channel.  Fill in the the selected smudge with black and save.  Open up any FF1 road map in FFedit and you should notice the smudges are gone.  You can also do the one on the lower right, but I didn't notice any difference.

2. Dark ice edges (Mission 4b and several of the user-created ice maps): as with #1, open ice_crack.tga in your editor and fill in the (entire) alpha channel with black.

This also works if you're trying to retexture an FF1 terrain.  Alpha out the "crud" and/or "dark" files to get rid of building outlines, etc.  Just open the terrain in nifskope to find out which texture to change.

Last fix is for the "Game Crashing" folder:

3. The problem is that the level layouts are pointed to FF1.  Simply place the level layout file in C:\Program Files\Irrational Games\Freedom Force\Data\Art\level layout\... or place the default layout files into your Mappack folder and manually import them using FFedit.  I only did it for the Alien City map and ran a rumble room battle.  I did, however, check Conduit's stormy downtown and the layout file was pointed to the FF1 directory, so I'm assuming it's the same problem for them all.  I suppose if you have FF1 installed, they should open (?).

*EDIT* Upon further review: it looks like Alien City was only working as an EZ Script minmod, but it crashed as a Rumble Room map whether I had the layout changed or not.  Oh well...

Will post more if they come up.  Thanks again GP.


B92


GogglesPizanno

Nice find on the textures. I was looking at those at the very end and was getting sick of it and making it more complicated then it needed to be (mipmaps and other stuff). So I opted to just leave it be as "good enough"

As for the layout issues, I would be really surprised if the layout file had anything to do with it. The only time a Layout file should affect anything is if you are reimporting the layout and saving it. Once its imported, and there, it should have no bearing on the game at all as all the info is in the dat file. In fact a lot of the levels don't have a layout file at all. But who knows... its not like weird non logical quirks have never come up in the game engine before...

If your going to re-import the layout file, you'll need to make sure to change the path locations in the file the the FF1 objects directory. Since not all maps had layout files, I used a hex editor to change the path of all objects to the new FF1 object path in the DAT's themselves (Thanks to Renegade for the method)... If you re-import the layout file without editing it, its probbaly gonna try and look for all the objects in the default FFvTR path, not the new FF one.