@DeadArt Maybe will be better if I will just show it https://gitlab.com/i3slkiller/WMCustomMaps-Images/-/commit/9ffc98ef9aac217d7cfbdc35b0acab55df7fb95f
I will try rid of invalid cells and see if light probes will work as excepted.
@Max Map before baking lightmaps look like this:
EDIT: Ultimately, there will be no light sources in these containers:
There are one 256x256 lightmap for terrain and 5 512x512 for rest of the map objects.
@LightningStorm I will try publish it in next week, by the end of the month at the latest (if will no serious problems with it).
@MRNOOB I don't think that it will be good idea (everyone can add server with this map, which allow to use all weapons), but I can to an experiment that I will publish this map for this week. If there will be any complains during this time (like guns or mines here), I will disable it again.
TheIsland 2022 map is now released.
This map is modification of deprecated 'TheIsland 2016' map released in year 2016 (as name suggests). I decided release it as new map, because introduce new things nonexistent at this time.
Notes:
● This map with baked lightmaps and light probes after exporting in the latest version of the exporter (1.0.4) takes over 100 MiB, even when I remove previously added light probes, uncheck 'Static' checkbox from all objects and "bake" lightmaps (which takes 0 bytes). I don't know what it depends on, especially that other map in other project after baking lightmaps on the map together with light probes copied from this map took less than 10 MiB (needs further checking). After downgrading exporter to version 1.0.3 exactly the same map take ~9.5 MiB (including baked lightmaps ~4 MiB). Obviously then light probes won't work, which result in bright moving objects in dark places, eg. in tunnel.
● I noticed that on this map in the game that baked lightmaps on terrain are not visible (although in the editor there are clearly visible). Terrain is 1024x1024 and baked lightmaps texture on that 512x512.
● There is a possibility of falling out of the flying UFO.
● This map need optimization for better performance, LODGroup component (which work since 1.0.4) and less detailed objects may help with it.
● Temporarily removed garage doors in bases because of appearing them near their destination when CarPoints were too close opening sensor {Box Collider} (requires further checking). The same can be seen on other my map, even though exported with older exporter (not from git).
Fell free to test it and report found bugs here. Suggestions are also welcome.
What was the export message saying when the exported map was 100MB? It shows the space that each asset group takes.
Light Probes should not take 90MB, so it was something else. It was Light Probes, the Export package will need to be optimized, until then, big maps will not be able to use Light Probes.
After exporting on 1.0.3:
Exported map: __Maps/TheIsland 2022.wrm
Lighting Data: 1,9 MB
Total Objects: 1908 Size: 256,1 KB
Total Terrain Datas: 1 Size: 3,8 MB
Total Meshes: 489 Size: 6,2 MB
Total Materials: 384 Size: 42,7 KB
Total Textures: 56 Size: 7,8 MB
Total Animation Clips: 5 Size: 2,2 KB
Uncompressed Size: 20,0 MB / Compressed Size: 9,5 MB
UnityEngine.Debug:Log (object)
Warmerise.Map.Export.MapExport:BuildCustomMap ()
After exporting on 1.0.4:
Exported map: __Maps/TheIsland 2022.wrm
Lighting Data: 174,7 MB
Total Objects: 1908 Size: 258,0 KB
Total Terrain Datas: 1 Size: 3,8 MB
Total Meshes: 488 Size: 6,2 MB
Total Materials: 384 Size: 44,4 KB
Total Textures: 56 Size: 7,8 MB
Total Audio Clips: 1 / Size: 159,7 KB
Total Animation Clips: 5 Size: 2,2 KB
Uncompressed Size: 192,9 MB / Compressed Size: 171,4 MB
UnityEngine.Debug:Log (object)
Warmerise.Map.Export.MapExport:BuildCustomMap ()
After exporting on 1.0.4 with 6 spawnpoints and skybox only:
Exported map: __Maps/TheIsland 2022.wrm
Lighting Data: 8,1 MB
Total Objects: 11 Size: 829,0 bytes
Total Materials: 1 Size: 96,0 bytes
Total Textures: 5 Size: 853,5 KB
Uncompressed Size: 9,0 MB / Compressed Size: 437,9 KB
UnityEngine.Debug:Log (object)
Warmerise.Map.Export.MapExport:BuildCustomMap ()
After exporting on 1.0.4 with fresh _AllPoints and skybox:
Exported map: __Maps/TheIsland 2022.wrm
Lighting Data: 1,4 KB
Total Objects: 21 Size: 1,6 KB
Total Meshes: 1 Size: 1,5 KB
Total Materials: 2 Size: 227,0 bytes
Total Textures: 5 Size: 853,5 KB
Uncompressed Size: 858,4 KB / Compressed Size: 409,6 KB
UnityEngine.Debug:Log (object)
Warmerise.Map.Export.MapExport:BuildCustomMap ()
All files are with "Generate Lighting" clicked (first two with 12 non-directional lightmaps (4.0 MB), last two have 0 non-directional lightmaps (0 bytes)).
I will send these files on PM.
i3slkiller said:TheIsland 2022 map is now released.
This map is modification of deprecated 'TheIsland 2016' map released in year 2016 (as name suggests). I decided release it as new map, because introduce new things nonexistent at this time.
Notes:
● This map with baked lightmaps and light probes after exporting in the latest version of the exporter (1.0.4) takes over 100 MiB, even when I remove previously added light probes, uncheck 'Static' checkbox from all objects and "bake" lightmaps (which takes 0 bytes). I don't know what it depends on, especially that other map in other project after baking lightmaps on the map together with light probes copied from this map took less than 10 MiB (needs further checking). After downgrading exporter to version 1.0.3 exactly the same map take ~9.5 MiB (including baked lightmaps ~4 MiB). Obviously then light probes won't work, which result in bright moving objects in dark places, eg. in tunnel.
● I noticed that on this map in the game that baked lightmaps on terrain are not visible (although in the editor there are clearly visible). Terrain is 1024x1024 and baked lightmaps texture on that 512x512.
● There is a possibility of falling out of the flying UFO.
● This map need optimization for better performance, LODGroup component (which work since 1.0.4) and less detailed objects may help with it.
● Temporarily removed garage doors in bases because of appearing them near their destination when CarPoints were too close opening sensor {Box Collider} (requires further checking). The same can be seen on other my map, even though exported with older exporter (not from git).
Fell free to test it and report found bugs here. Suggestions are also welcome.
I have to say, this map is incredible, with all details down to perfection! I really like the mountain pass in the middle of the map, and the UFO transportation is very useful and incredible! Just one minor suggestion, maybe there can be added an 'F' button for the UFO to make it take off right away instead of waiting 2 minutes, it would really save time, and also make more room for multiple people to be able to enter the UFO, a sabotage attack with the team together would be challenging and more interesting instead of just one person entering and getting killed right away at the enemy base, try considering it.
tried this map, and its golden. I want this map really badly now. it is so cool and there is so much fairer things. I LOVE the two bases and that UFO thing for transport. and like LS said, pls make the UFO take at least 15 seconds to take off, so ppl have a chance to get in but not wait too long. EPIC MAP
i3slkiller said:TheIsland 2022 map is now released.
This map is modification of deprecated 'TheIsland 2016' map released in year 2016 (as name suggests). I decided release it as new map, because introduce new things nonexistent at this time.
Notes:
● This map with baked lightmaps and light probes after exporting in the latest version of the exporter (1.0.4) takes over 100 MiB, even when I remove previously added light probes, uncheck 'Static' checkbox from all objects and "bake" lightmaps (which takes 0 bytes). I don't know what it depends on, especially that other map in other project after baking lightmaps on the map together with light probes copied from this map took less than 10 MiB (needs further checking). After downgrading exporter to version 1.0.3 exactly the same map take ~9.5 MiB (including baked lightmaps ~4 MiB). Obviously then light probes won't work, which result in bright moving objects in dark places, eg. in tunnel.
● I noticed that on this map in the game that baked lightmaps on terrain are not visible (although in the editor there are clearly visible). Terrain is 1024x1024 and baked lightmaps texture on that 512x512.
● There is a possibility of falling out of the flying UFO.
● This map need optimization for better performance, LODGroup component (which work since 1.0.4) and less detailed objects may help with it.
● Temporarily removed garage doors in bases because of appearing them near their destination when CarPoints were too close opening sensor {Box Collider} (requires further checking). The same can be seen on other my map, even though exported with older exporter (not from git).
Fell free to test it and report found bugs here. Suggestions are also welcome.
AHHH I FELL FREE FROM THE UFO!!
but kidding aside, I was absolutely looking forward to this map. The screenshot you provided looks promising. I'll make sure to test this out ASAP!
5 seconds is too short, 15 seems reasonable to climb up the base and get into it, maybe with someone else if you don't glitch through it XD. the UFO is a little bit buggy and sometimes I randomly fall through it, but its good. also can you change the lighting in the caves? I appear very bright in the cave like im outside.
i tried this on an actual server and its better, but the spawn camping on the hills is just so much worse. since they get on the same hills, and snipe us when we get into the UFO, since it takes forever, and its open. so I suggest that there can be a wall around the UFO so we don't get sniped. also this map is very laggy with players. idk why, but when I look torward the center of the map, it gets super laggy (around 20 FPS), and when I look away, it goes up to 45+
TheIsland 2022 - Version 2 (2022-12-15)
● slightly improved performance by removing similar, identical and unnecessary materials
● shortened downtime of UFO to 15 seconds
● slightly corrected flight path of UFO
● tried to fix baked lightmaps on "pipes" in building on the middle
● enlarged tiles and increased height of the shields around them on two towers
● increased height of most of the wooden shields
● fixed models of ladders, blue tables, blue lamps, blue hall, blue base building and tower near hideout 2
● shadows are now baked on ship ladders
i3slkiller said:1 thing with ufo flight is: 2 people in 1 ufo makes 1 of them glitching out. It would be good if that would not happen. Another thing about ufo that I tried and was real fun to do is standing on top of it and sniping at people. But u only get on it with gravity or if you have upgraded and a friend helping you on top of it. Maybe it's possible to have more windows in the ufo and the glass as a breakable object. So u could do flysniping Overall it was more fun than I actually expected! I would like to ask if its possible to make ufo top easier exessibal. Because its already really hard to shoot from its top when it's flying but that makes the map really exiting. Also what I liked is the "secret hanga" when demolishing a tunnel wall. That was great!TheIsland 2022 - Version 2 (2022-12-15)
● slightly improved performance by removing similar, identical and unnecessary materials
● shortened downtime of UFO to 15 seconds
● slightly corrected flight path of UFO
● tried to fix baked lightmaps on "pipes" in building on the middle
● enlarged tiles and increased height of the shields around them on two towers
● increased height of most of the wooden shields
● fixed models of ladders, blue tables, blue lamps, blue hall, blue base building and tower near hideout 2
● shadows are now baked on ship ladders
i3slkiller said:there is a bug where a player can glitch through the moutin by red base (Shown in pic)TheIsland 2022 - Version 2 (2022-12-15)
● slightly improved performance by removing similar, identical and unnecessary materials
● shortened downtime of UFO to 15 seconds
● slightly corrected flight path of UFO
● tried to fix baked lightmaps on "pipes" in building on the middle
● enlarged tiles and increased height of the shields around them on two towers
● increased height of most of the wooden shields
● fixed models of ladders, blue tables, blue lamps, blue hall, blue base building and tower near hideout 2
● shadows are now baked on ship ladders