Since the SH-BT Stock Maps are being tweaked and refreshed by gold, we can have the sp maps converted as an add on [bonus] or extra :p
I've done e1l1 to e3l1 with very minor shader issues. Still working on blockers and "undermap punkbusters"
I started this thread to have ideas on what can be done ( in terms of gameplay ) with some of them.
i.e: e1l1 is huge. I got the sliding gate [gateswith] working. The map can be split in 3 maybe ?
Anyways, just an idea. The same could be done with SH.
yes,,finaly somebody starts at the BT and SH sp maps,,
@salombo,,you know Cobra did the AA maps,,,mayby a suggestion,,but you can make them as he did,,
the big maps in two our three parts,,,and smaller as 1
just a thought
i like those sp maps
ps
please make them all,,also when the maps are to small,,
from e1l1 til e3l4 all 11 sp maps
and
from t1l1 til t3l2 all 9 sp maps
than we have all sp maps converted
but wil the sp maps from bt run on sh our on aa???
They will work in sh too, like any custom map :p
Gold and i are midway through T1L1 to AA, this map will be the hardest for conversion, if we crack it then were in business - looking good so far
The BT maps will need added also - well anticipated Salombo

- and yes keep working on them, if you need help with anything just shout, Gold has some handy talents in these maps so do keep in touch - msn recommended.
3 stage maps is probs the best way as Storm suggested for the large ones.
Any clues about this error:
[yellow]ERROR: Level::AllocEdict: no free edicts
********************
----- Server Shutdown -----
==== ShutdownGame ====[/yellow]
e3L4 loads about one third and then kicks me to the main menu.
Isn't that spawning too many entities?
sorry i edited your post..LOL
Isn't that spawning too many entities?
Not sure, I haven't spawned anything yet on that map.
I'll leave it for the time being and work on the other missions. :p
Ill catch you on MSN tonight Salombo, can you have a pk3 ready to send with the offending maps in - ill have a look in to see whats happening
e1l1 was probally a task in and of itself lol.
I think the problem is you need the models converted and added - as it cant find them so it spawns items as objects (lots of them), which probs accounts for that error, i see a lot in qconsole, elimination game now
Any scripters want to help out here - there are lots of gags and fx to re-add to all these maps (all the SH + BT SP maps), can be made in seperate scr and ready to exec from main scr.
Remember - these are coming to AA so some things aint gonna work or need a workaround etc.
Raises hand!
If i can find my SH/BT discs!
So far in my collection i found my cd from 1983 Def Leppard.(Pyromania)
Also two SH disc's(Why 2 I dunno..LOL)
I will install SH AFTER I listen to DL...:D
Oh and found my village people albums too
Good man
Were in T1L1, have a look thru the scripts that it runs with, see if anything is worth keeping/re-using (this will apply in all maps), ignore the vehicles were not using those at the moment (probs leave static).
Help is needed in all these maps (SH+BT), so do feel free to join in guys, just make sure you post which your starting on so we dont have duplicates
BTW....I love the village people too.:D
Haha
I will start looking at the back end(Shut up Krug..LOL)
of the SP maps
T3l2 has tons of holes.:con
Cobra {sfx} :
I think the problem is you need the models converted and added - as it cant find them so it spawns items as objects (lots of them), which probs accounts for that error, i see a lot in qconsole, elimination game now 
Yeah I thought about this, still working my way up :p and replaying those missions lol :dozingoff
Errors I'm getting e1l1:
2 days working on it with no result :blush
log===
^~^~^ Classname ProjectileGenerator_Projectile used, but no model was set, using Object.
*!*!*!* Objects are not allowed for use in the game. Make it a static model or a script model as needed.
^~^~^ Event '[orange]MaxNumShots[/orange]' does not exist.
^~^~^ Failed execution of event for class 'Object'
^~^~^ Event '[orange]maxDonut[/orange]' does not exist.
^~^~^ Failed execution of event for class 'Object'
^~^~^ Event '[orange]minDonut[/orange]' does not exist.
^~^~^ Failed execution of event for class 'Object'
^~^~^ Event '[orange]Arc[/orange]' does not exist.
^~^~^ Failed execution of event for class 'Object'
^~^~^ Event '[orange]isdonut[/orange]' does not exist.
^~^~^ Failed execution of event for class 'Object'
^~^~^ Event '[orange]MinNumShots[/orange]' does not exist.
^~^~^ Failed execution of event for class 'Object'
^~^~^ Event '[orange]Cycles[/orange]' does not exist.
^~^~^ Failed execution of event for class 'Object'
===============
The bsp:
[yellow]"classname" "ProjectileGenerator_Projectile"
"$targetname" "killtheplayer"
"_color" "0.482353 0.000000 0.482353"
"origin" "-2076 2204 236"
"Projectile" "projectiles/artilleryshellDEADLY3.tik"
"testanim" "idle"
"MaxNumShots" "1"
"maxDonut" "1"
"minDonut" "1"
"Arc" "90"
"isdonut" "1"
"Accuracy" "1"
"MaxDelay" "1"
"MinDelay" "0"
"MinNumShots" "1"
"Cycles" "0"
"MaxDuration" "1"
"MinDuration" "1"
"spawnflags" "193"[/yellow]
And the tiki:
TIKI
//used for artillery shells
setup
{
scale 1.0 // Needs to be unnaturally large so it is visible
path models/fx/dummy
skelmodel dummy3.skd
}
init
{
server
{
rendereffects +dontdraw
classname Projectile
setsize "-1 -1 -1" "1 1 1"
speed 16000
addownervelocity 0
hitdamage 9000
life 20.0
meansofdeath explosion
explosionmodel models/fx/deadlygrenadeexplosion.tik
explodeontouch
smashthroughglass 64
knockback 300
cache blastmark.spr
cache models/fx/explosionArtilleryshell.tik
cache models/emitters/mortar_snow.tik
}
client
{
}
}
animations
{
idle dummy3.skc
}
Is there a way to change the classname in the bsp or a workaround to make it think it's a script_object / static.
Changing the tiki obviously does nothing since it's the "ProjectileGenerator_Projectile" that's causing this spam the all those unrecognized commands/events.
It tried hex editing the bsp ... lol ... it didn't quite like it.
The targetnames have been removed properly and don't show up in game, the error is still there. The same happens with the Mg42, the p_aagun ... they cause an even longer spam.
cheers
yes the classname can be changed in the bsp. "classname" "ProjectileGenerator_Projectile" is this the line ya referring 2?.....what would ya like it to read this > "classname" "script_object" And you are gonna get some spam in conversions...spam is ok for some things as long as it stops by the time you get in the game.I just fired up e1l1 and by the time i got in the game only spam i was still getting was ubersound errors.But of course i do not know what ya have added back to it at this point or exactly what ya are trying to make work.My guess from looking at your post would be something to do with a Projectile used in that level.Anything i can do to help just let me know..if ya would like me to hex ya a bsp and giv ya a link i would gladly do.When ya get back just msg me on msn and i will send bsp if ya like..already done as ya can tell from this log lol.Some things will need modified in the tik files due to the fact mohaa doesnt understand things the expansions understand.We really havent made it to the point of trying to get the statweapons to work in aa yet..not to discourage anyone else from trying.
^~^~^ Event 'MaxNumShots' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event 'maxDonut' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
etc etc
Salombo :
Any clues about this error:
[yellow]ERROR: Level::AllocEdict: no free edicts
********************
----- Server Shutdown -----
==== ShutdownGame ====[/yellow]
e3L4 loads about one third and then kicks me to the main menu.
Isn't that spawning too many entities?
heres the offender in that map atm ...this needs converted
lights/Candle_Standing_Fire/Candle_Standing_Fire.skc has wrong header ([ident,version] = [1312901971,14] should be [1312901971,13])
theres a load of those trying to spawn lol.
Theyre fixed now Rick, but i also noticed your SH/BT pk3 has them and they arent - will fix for you on days off or get updated bt sp maps off Salombo - theyre working ok
The SH-BT sp maps converted for mp,,are they for AA?
and wil we see it also in SH ??
if they are costom,,we wil see them??
Thats good news..thanx for the update..yeah anything that isnt converted in the multiplayer version should be fixed for sure:)
STORMnl :
The SH-BT sp maps converted for mp,,are they for AA?
and wil we see it also in SH ??
if they are costom,,we wil see them??
yes and yes..and no our goal is hopefully to make them compatible with bt users connecting to a aa server if possible ,so wouldnt be custom to them but to aa yes...also question. do you run a sh server?
Ok I'll get with you on msn. :p
That's a good news, changing the classname to script_object should help.
Ive re-named the title of this topic so we can post the conversion blah here all in 1 thread for sh+bt (and brings us out of the model converison thread lol).
Anyway - hows the gags coming on Carl? any word on them - also is anyone else joining in working on these?
Just as a reference:
| HUMAN BOTS | ENTITIES | SIMPLE ENTITIES |
=================================================================================
| | | |
E1L1 | 161 --> 136 | 733 --> 641 | 2852 --> 2742 |
| | | |
_________________________________________________________________________________
| | | |
E1L2 | 097 --> | 833 --> | 2378 --> |
| | | |
_________________________________________________________________________________
| | | |
E1L3 | 120 --> | 702 --> | 1612 --> |
| | | |
_________________________________________________________________________________
| | | |
E1L4 | 133 --> | 694 --> | 1988 --> |
| | | |
=================================================================================
| | | |
E2L1 | 075 --> | 405 --> | 1092 --> |
| | | |
_________________________________________________________________________________
| | | |
E2L2 | 091 --> | 733 --> | 2428 --> |
| | | |
_________________________________________________________________________________
| | | |
E2L3 | 066 --> | 818 --> | 2728 --> |
| | | |
=================================================================================
| | | |
E3L1 | 069 --> | 563 --> | 2664 --> |
| | | |
_________________________________________________________________________________
| | | |
E3L2 | 091 --> | 806 --> | 2038 --> |
| | | |
_________________________________________________________________________________
| | | |
E3L3 | 094 --> | 812 --> | 1504 --> |
| | | |
_________________________________________________________________________________
| | | |
E3L4 | 190 --> | 939 --> | 3911 --> |
| | | |
=================================================================================
Obviously e3l4 needs a lot of work :p
Got a name for all those conversions
wy not call them all:
The Art of World War 11 (a total conversion of MOH WARCHEST)
just a suggestion
you can call every simpple pack,,,No 1 No2 etc,
Cobra {sfx} :
Anyway - hows the gags coming on Carl? any word on them - also is anyone else joining in working on these?
So you're converting the SH+BT single player maps to AA single player?
So who's working on them? I'd like to help but it's time for me to pick up where I left off at LIB :p
i know it's an old post..
but did some olready the SH and BT single player maps for multy player..
i'm stil surching for those single player maps
the SH and the BT ones..all..
Soldier Of Ra,Sal..whos still around?