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« Reply #15 on: June 28, 2007, 10:15:35 PM » |
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I have finished the layout for the map:  1: space marines 1st spawn. 2:power station that the nids need to destroy this to open the doors to the church 3:church if the nids pass the door to the church the space marines lose, also the space marines 3rd spawn 4:entrance to city, nids need to pass this point to push the space marines back 5:nids 1st spawn will be outside the city 6:space marines 2nd spawn, they will be pushed back here once the nids have entered the city boundaries. so what do you think then? and also will this be possible?
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img]http://img411.imageshack.us/img411/8822/sigfz6.jpg[/img]
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« Reply #16 on: June 29, 2007, 12:25:55 AM » |
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looking good, although remeber a thunderhawk needs a very large space to land in beside a spawn location. http://www.youtube.com/watch?v=DpiBGM3WN_Yit also needs a good run up to said location so that its landing does not look odd.
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God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...
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« Reply #17 on: June 29, 2007, 01:20:32 AM » |
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yes well the spawn zones will be in really ruined building or open spaces. edit i have been messing around trying to get the thunder to land and it looks like it catches on something but there is nothing there. here is a link a demo file i made of what happens: http://www.yourfilehost.com/media.php?cat=other&file=wtf.demas far as I can find out its nothing to do with my map because it happens on the tut maps.
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img]http://img411.imageshack.us/img411/8822/sigfz6.jpg[/img]
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« Reply #18 on: June 29, 2007, 09:30:32 AM » |
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uh, we'd need a copy of your map in order to watch that demo  Dropships are pretty dumb and probably wont be getting much smarter. You can improve their behaviour by refining their paths with more ex_dropship_path entities , telling them to change speed or turn more gradually. The dropzone in Typeron's video uses 6 ex_dropship_paths (including the lead in and lead out) and could still use more to make them land more smoothly.
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« Reply #19 on: June 29, 2007, 11:30:14 AM » |
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oh write see I just copyed the one from the tut to try it out, see if it would land.
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img]http://img411.imageshack.us/img411/8822/sigfz6.jpg[/img]
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« Reply #20 on: June 29, 2007, 05:24:29 PM » |
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www.fraps.com - always you to vid things in games. May be worth a look.
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God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...
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« Reply #21 on: June 29, 2007, 05:28:46 PM » |
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thanks will have to download it
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img]http://img411.imageshack.us/img411/8822/sigfz6.jpg[/img]
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« Reply #22 on: June 29, 2007, 06:00:12 PM » |
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the file you end up form the vid will be huge, ill get youo a link to a compressor for it when i get back home. (curse this job things!)
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God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...
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« Reply #23 on: June 30, 2007, 01:12:07 PM » |
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Just a tiny update, started to work a another building because im running out of ideas for the ruin so im going to leave it for a bit, anyway here is what I have come up with so far: 
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img]http://img411.imageshack.us/img411/8822/sigfz6.jpg[/img]
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« Reply #24 on: June 30, 2007, 01:23:38 PM » |
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From experience I would say fancy gothic windows are best handled with prop models than with brushes, try the arches in the MDKs models/props folder.
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« Reply #25 on: June 30, 2007, 02:14:46 PM » |
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sorry about the slow responce on this one, busy last night but: http://www.virtualdub.org/that will give you a bit of free kit that allows conversion and compresion of video files so you can put them up on the net (i use dvix codec myself). http://s99.photobucket.com/albums/l320/typheron/?action=view¤t=40kchurch.jpgand thats a shrine/church from the 2nd ed SoB codex for inspiration. Ill have to remove it fairly soon from my album so either save a copy or have a good look.
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God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...
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« Reply #26 on: June 30, 2007, 05:58:04 PM » |
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From experience I would say fancy Gothic windows are best handled with prop models than with brushes, try the arches in the MDKs models/props folder. they were too big for what I wanted so I tried to make my own. and thanks for the pic its saved on my pc so you can take it down when ever you want.
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« Reply #27 on: June 30, 2007, 06:16:46 PM » |
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Let me know what size you're after and I can scale them.
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« Reply #28 on: June 30, 2007, 06:39:03 PM » |
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thanks alot. I need them 32 hammer units wide, 66 high and 16 thick or as close to it with out stretching it out of preposition.
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« Reply #29 on: July 02, 2007, 11:35:24 PM » |
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thanks alot. I need them 32 hammer units wide, 66 high and 16 thick or as close to it with out stretching it out of preposition. That's all I needed to know. Sorry it's taking so long to find time to do this. I hope you wont let this hold up progress on city fight.
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