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Highway Tampa, Navmeshed. SP support
kysterama
post Jun 6 2007, 08:24 AM
Post #1


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Highway Tampa Single Player Version 1

This is the initial beta release by Dice (Released 5th June 2007)
Hopefully the final won't change any statics or terrain and this navmesh won't have to be redone in the future.

***INSTALL***
1.) Backup the map first of course if you intend to ever play online.
2.) Copy in my info folder and server.zip over-writing the originals.
3.) Play smile.gif

Includes coop, SP and conquest game modes with all three map sizes for each.

***CHANGES***
- Chinese jeeps replaced with Mec jeeps
- Sun flare in the correct spot now
- Fog reduced
- View distance increased
- 64 layer has more jeeps
- Mec also now has a bomber
- 1 attack heli added per team.
(Thanks DasRoach for providing fog, view distance and sun flare settings)


As usual, this is a beta version of the navmesh. I don't have the time to test all 6 layers between coop and SP gamemodes fully, so if green vomit spews forth from your dvdrom drive or the pc starts speaking backwards while your monitor rotates satanically in 360 degree circles... Its not my fault.

Known issues
- Overoptimized meshes on some of the hills. This will cause bots in vehicles to stop and jump out and/or suicide on occassion.









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MasterChiefRulZ
post Aug 27 2007, 04:59 PM
Post #46


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The BF2SP64 comes highly recommended if you don't already have it. Especially good if you want to be able to flip back and forth between mp and sp/coop and don't want to have your main files edited (thus breaking your mp). Personally I like being able to play all the map sizes for the standard (and custom) maps.


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Vampire
post Dec 20 2007, 09:17 PM
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QUOTE
Known issues
- Overoptimized meshes on some of the hills. This will cause bots in vehicles to stop and jump out and/or suicide on occassion.


So that's what happened to some of the custom maps after the big coop patch!

I just played this last night & it did happen.
Are the other versions better than this beta?


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StrykerJ
post Dec 20 2007, 10:22 PM
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I did a version when I was still at WCCSQUAD. Don't know if it is still available or not there, but it that map will be in the HardJustice Mod's next update ( lot's of new content) which is due for release real soon.

Just in case any was wondering, the HJ Mod Team is still active since many of it's members were banned from WCC, and since that place quit supporting the Mod. We have our own site now, which we will announce as soon as it is finished being set-up.


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sashaNar
post May 18 2010, 01:22 PM
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QUOTE (kysterama @ Jun 6 2007, 05:24 PM) *
- Overoptimized meshes on some of the hills. This will cause bots in vehicles to stop and jump out and/or suicide on occassion.


Begins driving me mad. Can't this be fixed?



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clivewil
post May 18 2010, 06:35 PM
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meh.
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QUOTE
Begins driving me mad. Can't this be fixed?

yes it can but it needs a 3d modeler to do it... hey wait a minute, you're a 3d modeler! i think you might also be the only one who still plays this map. you're the perfect candidate, heh

basically what you need to do is dump a whole load of temp spawns all over the places where they turn red due to the navmesh being too high/low, and refine the mesh by dividing the edges and shifting the new verts so it follows the terrain contours better, until all the reds turn green. it can be a very picky fiddly job which is why nobody's done it previously


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Dnamro
post Dec 14 2010, 02:47 PM
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Links are dead. I will look for my copy to upload. If anyone else finds a working mirror, please post.


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MasterChiefRulZ
post Dec 14 2010, 09:11 PM
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I've got a copy, might not get around to posting it tonight as it's close to bed time, but I'll try to get it up before the week is out.


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MasterChiefRulZ
post Apr 18 2017, 07:16 AM
Post #53


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UPDATE BUMP

Must have forgot about this one. blush.gif

I googled a link and added what I found to the OP.


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