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Author Topic: ex_city_conflict  (Read 125818 times)
Dark Marine
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« Reply #15 on: March 20, 2012, 11:16:18 PM »

Yes I think so too. Smiley
I like the sunny one more, than the others. But of course I can try the infested sky. Maybe its look then better.
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ChromeAngel
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« Reply #16 on: March 21, 2012, 09:17:05 AM »

The "infested sky" look is a combination of 3 things (so far):
1) sky_ex_01 skybox - Map->Properties->"Skybox Texture name" = sky_ex_01
2) Red sunlight - light_environment entity where brightness="199 103 64 500" and ambient="199 103 63 15"
3) Ref fog - env_fog_controller entity where "Primary Fog Color"="159 81 47" and "secondary fog color"="217 68 4" and "Fog Start"=1200 and "Fog End"=7000
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Dark Marine
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« Reply #17 on: March 21, 2012, 11:25:44 AM »

Thx Chrome Angel. I tried this and updated the picture some post before.
The invested version dont looks bad. I like the fog, which I could not use in the sunny one.
« Last Edit: March 21, 2012, 11:31:39 AM by Dark Marine » Logged

ChromeAngel
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« Reply #18 on: March 22, 2012, 07:05:33 PM »

Thanks DM.  I think that looks better.  The pink buildings in the background don't look so good with that fog setting.   Please try to match the far fog color to the sky at that height.

If could just be that particular view point, in which case ignore that request Wink
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Dark Marine
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« Reply #19 on: March 24, 2012, 12:58:15 PM »

Here you see the fog a little bit darker.

And here the other one.


But the whole map gets more dark with this setting. And that is what I dont want. The map shouldnt be to dark. At the moment Iam undecided which lightning I will use.
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ChromeAngel
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« Reply #20 on: March 24, 2012, 01:45:12 PM »

Personally I think the top (darker) one looks better. 

If you think it's getting too dark maybe you could add some lamp posts at points of interest and spotlights on the architectural features you want to draw attention to,  The forcefield generators really should be generating a blue glow too,
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Dark Marine
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« Reply #21 on: March 27, 2012, 09:05:34 AM »

Some ex entitys dont work how I want. At first the view direction of a ex_break_objective dont change when I give it another direction.
Second the ex_award dont give extra points to his user. I have a button which has the output when pressed ex_award get activate. I see it works on other maps. What I do wrong?


Here an other pictures. It shows the whole map, so you can see the structure of it. It isnt a big map. Wink


« Last Edit: March 27, 2012, 11:08:05 AM by Dark Marine » Logged

ChromeAngel
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« Reply #22 on: March 27, 2012, 06:54:55 PM »

Some ex entitys dont work how I want. At first the view direction of a ex_break_objective dont change when I give it another direction.
Second the ex_award dont give extra points to his user. I have a button which has the output when pressed ex_award get activate. I see it works on other maps. What I do wrong?

ex_break_objective is very new, the whole system of objective cameras for "deadcam" mode is on my list of things to do list for 6.10.  The plan is that you would name an entity to act as the camera for an ex_break_objective and the view you would get is from that entity.  If you plan for "city" to work that way then hopefully I will be able to get EX to behave correctly by the time you are ready to playtest it.

ex_award requires a parameter on the input that activates it to say how many points to give.  Go into the properties of your button,  then into the "output" tab, select the output that activates the ex_award and enter "25"  in the parameter field.  Applying this change should gibe the player who presses the button 25 points.
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Dark Marine
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« Reply #23 on: March 27, 2012, 10:52:04 PM »

Good to know that the camera system dont work at the moment for the ex_break_objective. I can wait.  Cheesy

But the ex_award works fine now. Thx ChromeAngel.  Smiley


« Last Edit: April 01, 2012, 12:49:24 PM by Dark Marine » Logged

Dark Marine
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« Reply #24 on: April 01, 2012, 01:01:59 PM »

Sry for double post.

Normaly I am mapping for the newest version of Exterminatus, but I compiled a version for Beta 6.0 without the newest entitys. It works the same way. Only there are no mission marker which shows you, where the missionobjectives are. But the map isnt very huge and I think you will find it out by yourself.  Wink

For all people who want see what I have done, here is the download link.

It is the first version of this map and it will be improved in the future. And now, please enjoy.


Edit:

Link deleted. No need of this version anymore.
« Last Edit: May 08, 2012, 09:45:39 AM by Dark Marine » Logged

ChromeAngel
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« Reply #25 on: April 01, 2012, 10:00:59 PM »

This looks good to me Dark Marine Cheesy

Is it OK I include it in the next alpha test patch?
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Dark Marine
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« Reply #26 on: April 01, 2012, 10:22:57 PM »

If you think the map is good enough, then iam happy when you do this.  Smiley
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ChromeAngel
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« Reply #27 on: April 09, 2012, 10:52:39 PM »

Just had a test game, which raised a few points:
  • could really use making the two mission buttons ex_capture objectives.  Players did not know where to go.
    As Tyranids I had trouble USEing the button at the tower, can you make the box the button is in big enough for a fex?
  • The final objective has a similar problem the tyranids are nearly all too big to fit the doorway.
  • Marines can also break the final objective, it should really be an ex_breakable_objective or use a team filter on the damage.

PS
Typheron wants to know when you're adding the Eldar
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Dark Marine
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« Reply #28 on: April 10, 2012, 11:06:48 AM »

The version which you get from me is for the beta6.0. Therefore the new ex entity arent in it. But I will change this, when I compile the next version for the newest alpha.
Maybe it isnt very obviously, but if you look at the walls of the arbites security station you can see some places with a plaster texture on it (decal). All this walls are destroyable. The bigger Tyranids can reach the last mission objective from the side through the wall. Except the Carnifex.

Thx for the feedback.

At PS. The Eldar? In the original version of city_conflict the Space Marines was fighting against the Iron Warriors.  Wink

Edit:

The new entitys are added, but I dont understand how I can tell the ex_breakable_objective or a normal func_breakable to get damage only from one team. I tried it with both filter entitys, but I didnt found the right setting to make this work.

And an other thing. I noticed that the Carnifex isnt able to activate the ex_capture_objectives. The same thing happens on other maps, which I played.
« Last Edit: April 10, 2012, 03:27:26 PM by Dark Marine » Logged

ChromeAngel
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« Reply #29 on: April 10, 2012, 07:14:25 PM »

Ah, the breakable walls weren't obvious, we thought you were just being artistic.

ex_breakable objective should be invulnerable to the team that it belongs to and un-breakable until the previous objective in the sequence is captured by the attacking team.

Thanks for the reminder about the carnifex capping troubles, I had forgotten about that...
* ChromeAngel adds carnifex capping to the the list for 6.12
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