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WIP Beta released Caronoa Isle 2.0

Roads are really bad, be careful!

  1. Kueso

    Kueso
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    BlueGinge123 submitted a new resource:

    Caronoa Isle - Not for the faint of suspension!

    Read more about this resource...
     
  2. Kueso

    Kueso
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    You know, I might. the majority of lag that I get on this map is just from the fact that their is an underwater forest for some reason, its all one giant mesh, and i cant delete it for some reason. I will look into it though.
     
  3. Mullethead

    Mullethead
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    What was the inspiration for this map?
     
  4. Kueso

    Kueso
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    Saw template map, barren and lonely.
    Felt like sprucing it up!
    Thats just about it.
     
  5. bob.blunderton

    bob.blunderton
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    No AI on bridge?
    If your bridge is straight, and flat, do this:
    Decal road tool will be used here! Be in that mode. Draw a decal road with only a beginning and an end. put one end of the (invisible, because no texture is assign yet or ever to it) on the roads at each end of the bridge, so it would basically, draw a line straight across the deck (driving surface) of your bridge. Make sure to add in AI support by setting Driveability to 1 instead of -1. Exit the editor and hit CTRL+L (I believe that's it, restart the map if that doesn't 'reloading lua or main instances or something').

    So if you had a bridge, and one end is point A, the other end is point B, just draw a line from A to B with *NO* nodes in-between, if you add a third or fourth (Etc) node, the AI will stop because it won't be able to 'reach' the node because any other nodes would be on the bottom of the ocean/river. This is the same thing that happens with decal roads, if the nodes are TOO FAR apart.

    Don't give the AI 'hint road' a texture, leave it be invisible, it's best this way. Only the AI will see it, and it will show up on the map. If you bridge has angles/curves either horizontally or vertically, straighten it out, or you'll be forced to script in waypoints (you'll have to learn how!). They're not very fun to do.

    Almost all of my maps (I think all of them) use this 'hack' which I discovered two years ago to 'cheaply' take the AI across a bridge. Look how I did this in Roane County or Nevada Interstate to see how.
     
  6. Kueso

    Kueso
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    oh
    will fix in a patch
    good to know!
     
  7. bob.blunderton

    bob.blunderton
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    Yes just remember that for the most part, the AI drives from node to node along driveable decal roads. So if they're too far apart on corners, it'll cut corners, if they're too far apart near hills or valleys in the road, it'll slow down OR stop (if it's worse!). Just look at decal roads as if they were a straight line from node to node. So you can 'fool' the AI into driving over bridges (or even under them), or fool it into falling off cliffs if that's more your style (make it a one-way). It's pretty easy, so just use lots of nodes around corners and over varying terrain, and only a pair of nodes (2 points total) for invisible AI routes over bridges.

    Look at my maps for how I did things.
     
  8. Mullethead

    Mullethead
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    What I meant is like places in RL you got inspiration from.
     
  9. Kueso

    Kueso
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    oh. Well there is this town in California, Its called Auburn, and it has practically a city on a hill like Caronoa Isle does. Its really pretty up there too!
    Here some pics:
    auburn-ca-events.jpg 3197c008fed5cee5816f62e1145e2fe7.jpg Old-Town-Auburn.jpg
     
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  10. Mullethead

    Mullethead
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    Well, that's nice. (In the future, I'll make my own maps, although they will all be based on real places.)
     
  11. Kueso

    Kueso
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    Good for you! I really enjoy Map making, and this map wont die anytime soon!
     
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  12. teodor99

    teodor99
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    I think i found the error. by looking at the map. a parts of said roads (bridge) arent noticed as a road so in easier terms the Ai dont see the strech of road as a road so they will stop and turn around. this should be an easy fix by manually making the rest of the path so the Ai can then see the road

    once the road has been manually made the Ai should notice the path and drive on it.
     

    Attached Files:

    • Skjermbilde525.png
  13. Kueso

    Kueso
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    Thanks!
    I have already posted an update to my map that will bring it out of alpha, and fixes those bugs entirely. The update is still in moderation, so i have no idea when the devs will approve it.
    Thanks for letting me know though ;)
     
  14. Kueso

    Kueso
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    BlueGinge123 updated Caronoa Isle with a new update entry:

    Major AI Bug Fixes, New Island, More General Bug Fixes.

    Read the rest of this update entry...
     
  15. der_fvxx

    der_fvxx
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    I have to say... It doesn't work for me... When I try to load the map, all I got is a blue screen, the speedometer texture and thats it.... :(
     
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