1/25/2024 0 Comments Kortal hurtworld map![]() Moving further I realized I couldn't make a good looking, detailed and deep canyon using the terrain, as steep slopes in the terrain caused rather ugly texture stretchings, and my 3d skills at the time were pretty much non-existing. ![]() Where bridges would connect the two areas and work as "tier-gates". I then sketched up a basic layout with a pen and paper and reworked it a few times, and then made a photoshop mockup.Īs you can see, my initial idea was to have a great canyon, basically splitting the map in two. I also thought that the new city prefabs would be right around the corner, and wanted a few of those. I wanted some signs of battle and a stronger post-Apocalyptic, sci-fi feeling.Īnd I wanted some ways of "gating" the players from just running straight there as new spawns, forcing them to "level up" in each of the different zones before getting good enough gear to move deeper into the map. For Terra Nova I knew I wanted some sort of "end-game" area, an army base or a real airport of some sort. Some love and manual design is going to be what separates a good map from a mediocre.įirst of all I dream up a few concepts. And while mapmagic will probably take you far on the "general" production of the map, and save you hundreds of hours in manual placement of rocks and also take care of creating beautiful splatmaps that control which textures are used where on the terrain. These steps are from before they started using Mapmagic to create procedural maps - But I think some of the general idea of planning a layout and concept would be the same. Other people will have their own ways of doing things, and you'll also have to find your own solutions and techniques. This guide is an overall guide into how I work with maps. Mapmaking is not a quick and easy process, Terra Nova took me allmost a year, albeit I started not knowing anything about unity and had some bad crashes along the way that forced me to restart a few times. You'll have to be prepared to spend hours looking at youtube tutorials and articles on that yourself. I cannot run the new DiemensLand with this host.sh shell script.This isn't meant as a full, detailed tutorial on how to use unity, the sdk or the tools you'll need to create assets. ![]() I just tried one more time with completely clean installation of SteamCMD and hurtworld itemv2. Right now, start your server and all problems should be solved. Hurtworld.x86_64 -batchmode -nographics -exec "host 12871 diemensland queryport 13871 addadmin 76561198118517315 addadmin 76561198119342970 maxplayers 60 creativemode 0 servername ItemV2 - New DiemensLand - 23.06" -logfile gamelog.txt I think the problem in your startup line is that you're running the server as a 32 bit version instead of 64 bit.Įdit your host.sh to. Originally posted by 誅:Here is the command that I use:Īh, from the gamelog.txt i can tell that you're running a Linux server. Hurtworld.x86 -batchmode -nographics -exec "host 12871 diemensland queryport 12881 maxplayers 60 servername ItemV2 - New DiemensLand - 23.06 creativemode 0 addadmin 76561198118517315 addadmin 76561198119342970" -logfile "gamelog.txt"Īnd here is the gamelog.txt (too much to paste in raw): If you still get any problems, open your gamelog.txt and copy the text here. I've already added your steamid to the addadmin. The only thing you need to change here is: Test Server to your server name. :/Įdit your host.bat to: hurtworld.exe -batchmode -nographics -exec "addadmin 76561198118517315 servername Test Server host 12871 diemensland" -logfile "gamelog.txt" I thought that there is something wrong with map name. Originally posted by 誅:For some reason, when I make my host.bat like this "host 12871 diemensland " on ItemV2 server, it automatically goes offline in 5min after restart.
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