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Messages - Latino210

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31
Mapping / Re: Solar plant RMA map 2.0
« on: November 20, 2012, 03:31:50 pm »
Quote
Did you ever think about not extending the map, but the theme?

Explain yourself, please. I do not understand what you mean.

Quote
That seems to be not worth the additional MBs it would add to our installers

It's your choice to make, not mine. Do as you like. I will not add any other ufos, if you think it's not worth it.

Quote
Most of those changes were necessary to either solve the lighting problem or to make the map fit the technical part of our mapping conventions

I've worked on the map you gave me after the modifications and I kept them, apart for the solar panel textures (you put it in a "solar" dir, while I put it into a "burningwell" dir). Can you check if my last .zip respects the mapping conventions and the lightbug? In case, I will plug the holes, obstruct the corridors, put the solar panel texture in the directory you prefer and give it to you to reupload as a master.

32
Mapping / Re: Solar plant RMA map 2.0
« on: November 20, 2012, 03:07:13 pm »
Quote
If you rotate a UFO or craft, you will destroy it's pathfinding. Many areas are going to be inaccessible.


That's not important, I've sealed the UFOS and removed all alien spawn points inside. I want underground action in my map, not fighting inside the UFO.

33
Mapping / Re: Solar plant RMA map 2.0
« on: November 20, 2012, 01:27:08 pm »
Awww, please, man! I have spent hours working on modifications... Can you upload this as a new master? It would save a lot of time for the both of us!

I have drawn tiles for the following ufo, making all ufo's empty and sometimes closed and unaccessible. I want the action to take place underground, on this map.

Scout
Crashed scout
Supply
Fighter
Harvester


I will not add support for the other ufos, they are too big for my 1024 X 1024 tiles. I was able to fit the Harvester in, but just barely.

I have modified the .ump as follows, please tell me if that's ok:
Code: [Select]
// e= east, UFOs

tile +craft_ufo_supply
{
6 6
0 g g g g 0
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
0 g g g g 0
}

tile +craft_ufo_fighter
{
6 6
0 g g g g 0
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
0 g g g g 0
}

tile +craft_ufo_scout
{
6 6
0 g g g g 0
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
0 g g g g 0
}

tile +craft_ufo_harvester
{
6 6
0 g g g g 0
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
0 g g g g 0
}

tile +crash_ufo_crashed_scout
{
6 6
0 g g g g 0
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
0 g g g g 0
}



assembly noufo
{
size "12 8" //Size in RMA (256x256) tiles
grid "4 4" //All pieces are multiple of 4 x 4 (in this case they are exactly 4x4)
+east "1 1"
+main "1 1"
+northwest "1 1"
+northeast "1 1"
+west "1 1"
*rm_drop +craft_drop_firebird "1 1"
}

assembly ufo
{
size "12 8" //Size in RMA (256x256) tiles
grid "4 4" //All pieces are multiple of 4 x 4 (in this case they are exactly 4x4)
+main "1 1"
+northwest "1 1"
+northeast "1 1"
+west "1 1"
      *rm_ufo +craft_ufo_harvester "1 1"
*rm_drop +craft_drop_firebird "1 1"
}


And the map as follows:

Code: [Select]

mapdef solarplant_ufo
{
map "+solarplant"
description "_Solar Power Plant"
param "ufo"
maxaliens 16

aircraft
(
craft_drop_firebird
craft_drop_herakles
craft_drop_raptor
)

ufos
(
crash_ufo_crashed_scout
craft_ufo_supply
            craft_ufo_fighter
craft_ufo_scout
craft_ufo_harvester
)

terrains
(
"desert"
"wasted"
)

cultures
(
// any
)

populations
(
"village"
"rural"
"nopopulation"
)
}

34
Artwork / Re: Help us out: faces for soldier heads
« on: November 19, 2012, 12:50:32 pm »


The pics in the "Photos.zip" archive are free; you can redistribute them and/or modify them under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.

The resolution is much higher and now I really look like an Arab. Well, I am a Sicilian and probably I have a lot of Arabic ancestors. I cannot wait to see a soldier with my face killing aliens in game!

35
Mapping / Re: Solar plant RMA map 2.0
« on: November 19, 2012, 11:26:57 am »
Thanks for the feedback, Anarch! I hope you have downloaded the last version of the map, ShipIt had worked a lot to help me with the shadow bug. That long hallway is supposed to be deadly, but it can be less deadly with a sniper shooting through the floor. However, the map is still supposed to be brutal and deadly. I haven't tried the "auto mission" with it, I wonder what results will I get.

About the holes, well, I still have the mad idea of building a total conversion mod. I will post something about that as soon as I can cobble together a working version, then maybe somebody more skilled than me will help.

Now that I think about that, the map needs some downed UFOS. I will get to that.


EDIT: I've modified the East tile to include some landed or downed ufo. Can anyone tell me how to set up the .ump for that? My idea was to include several assemblies made this way:

Code: [Select]
assembly supply
{
size "12 8" //Size in RMA (256x256) tiles
grid "4 4" //All pieces are multiple of 4 x 4 (in this case they are exactly 4x4)
*rm_drop +craft_drop_firebird "1 1"
+northwest "1 1"
+northeast "1 1"
+main "1 1"
*rm_ufo craft_ufo_supply "1 1"
+west "1 1"
}

assembly fighter
{
size "12 8" //Size in RMA (256x256) tiles
grid "4 4" //All pieces are multiple of 4 x 4 (in this case they are exactly 4x4)
*rm_drop +craft_drop_firebird "1 1"
+northwest "1 1"
+northeast "1 1"
+main "1 1"
*rm_ufo craft_ufo_fighter "1 1"
+west "1 1"
}


And so on. I hope it works! What should I do to include an assembly without an UFO?

36
Mapping / Re: Solar plant RMA map 2.0
« on: November 17, 2012, 12:35:59 am »
All right, I managed to give the "procedure" to my map. The only problem is that as soon as I put a door underground the weird effect starts again. Strange bug, I wish I could do something for that. Now I understand why there are no underground maps! Could you put this in the release, please? I will add the doors as soon as anyone figures how to fix that bug, in the meantime I've put some fake sliding doors, they will suffice.

37
Mapping / Re: Solar plant RMA map 2.0
« on: November 16, 2012, 06:42:01 pm »
Well, I'd like to know the procedure in case I want to fix another map with the same problem...

38
Mapping / Re: Solar plant RMA map 2.0
« on: November 16, 2012, 02:45:05 pm »
This looks fine. May I know what procedure have you used? I wish to apply the modifications to the updated map.

39
Mapping / Re: Solar plant RMA map 2.0
« on: November 13, 2012, 04:04:26 pm »
Here there are.

40
Mapping / Re: Solar plant RMA map 2.0
« on: November 13, 2012, 01:45:11 pm »
All right, I've removed the textures from tutorialsforblende3d.com, I do not want to give any trouble.

I've added another model, a simple support with a ball bearing, found anywhere in factory setting. It must be unzipped in a models/objects/joint folder.

I've fixed the -check errors. I cannot see any difference in performance or in graphics, but I fixed them anyways.

Fixed the dropships, now they work.

For the motor texture, I've heavily modified some free textures. That texture is an original creation by me, now.

Fixed all the graphical glitches, now the map looks quite different. Thanks for the pointers, this is the sort of feedback I was looking for!

41
Mapping / Re: Solar plant RMA map 2.0
« on: November 12, 2012, 08:12:25 pm »
Thanks for the points, I will get to that. I've already removed all func_door, recompiled all the maps and the weird lighting problem is still there! I know it looks horrible, but I can find no way to remove it. Any help would be appreciated.

I am including the motor model. It must be put into the models/objects dir. It is a big motor, about 4 hp. It can be found almost anywhere in any factory setting.

Hell, I've only used the ufo2map -fix for the glitches, not the -check. I thought that the -fix would be enough. What's the problem with some ovelapping textures? They cannot even be seen by human eye! However, I will fix them ASAP.

The textures are free to use, included in the blender site. I will move them to the materials directory.

The obstacles idea is fine. Thanks.

42
Artwork / Re: Help us out: faces for soldier heads
« on: November 12, 2012, 08:43:21 am »
Thanks Latino210 for being first volunteer. I managed to make two simple textures. Here is a preview. If You could send me more detailed pictures (a better quality) it would make a great difference.

All right, give me a couple of days to grow my beard back and I will snap some better quality pics.

43
Mapping / Solar plant RMA map 2.0
« on: November 12, 2012, 12:45:59 am »
I've added some nice effects, a new md2 model and a material file, now the map is more beautiful than ever! Is there any way to have it included in the next release? I am including some snapshot of the exterior and interior. Any fellow mechanic or factory electrician will recognize the typical configuration of the heating/vent motors.


44
Artwork / Re: 3D models questions...
« on: November 11, 2012, 01:02:26 am »
Once again, you are saving me from the bottomless depth of my ignorance. Just a little thing more, before going to bed: how exactly have you changed the skin name? I've tried editing with notepad, but it only made the radiant crash. Have you used an hex editor? I had already tried to cancel the "skinbitmap:::::::::::::::::::::::::::::::::" string and writing "motor" in its place, to no avail.
About the .obj, screw them, if I can export an .md2 with that (flawed) script and rename it by hand I am all set.

Thanks again for your help.

45
Artwork / Re: 3D models questions...
« on: November 10, 2012, 07:36:10 pm »
Dear sirs

I am at my wit's end. The .md2 has been skinned and UVwrapped, but it does appear as covered in nodraws. The .obj works fine, at least in Radiant. Both object cause a fatal error when I try to visualize them during battle. I am including the three different versions of the object, the sample .jpg skin and the error message. Maybe it's because I am playing with a nightly build?  Can somebody smarter than me take a look at that?

Code: [Select]
======start======
Date: 2012-11-10
Windows version 5.2 (Build 3790) Service Pack 2
Win32 DEBUG, cpu: IA-32, version: 2.5-dev

0xb33109e : [unknown module] : [unknown file]
======end========




EDIT: I forgot, all the models in the models dir have an .mdx file included (no mention of that on the wondrous, useful wiki). I tried opening them with a .mdx converter but the format was not valid. Any clue?

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