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Author Topic: mAAp Pipeline - Updated with Downloads  (Read 12049 times)

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Offline -GrAz

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Re: mAAp Pipeline
« Reply #15 on: Wednesday, January 04, 2012, 04:45:40 AM »
Looks awesome, Only feedback are related to the dust particles, if its possible to increase their velocity so they appear more 'lifelike.'


Should really be a development sub-forum in here  :P just another suggestion :P

Offline Spanky

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Re: mAAp Pipeline
« Reply #16 on: Wednesday, January 04, 2012, 13:49:13 PM »
Looks awesome, Only feedback are related to the dust particles, if its possible to increase their velocity so they appear more 'lifelike.'


Should really be a development sub-forum in here  :P just another suggestion :P

I thought they were a little too fast... Maybe faster and smaller? I'll get a sub forum going if things get developing more.
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Offline -GrAz

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Re: mAAp Pipeline
« Reply #17 on: Wednesday, January 04, 2012, 14:30:49 PM »
Probably yeah! I just thought based on the environment (large industrial room, multiple sources of wind) that dust wouldnt settle with people running through if that makes sense, but its a seriously good job!

Is that a erm 'private' editor your using for that?

Offline BlueBlaster

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Re: mAAp Pipeline
« Reply #18 on: Wednesday, January 04, 2012, 14:36:50 PM »
"Private" and retarded. The editor has more bugs than the game itself.

But don't mind me, I'm bored and lurking right now.



Offline -GrAz

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Re: mAAp Pipeline
« Reply #19 on: Wednesday, January 04, 2012, 14:39:50 PM »
Of course its bugged its associated with AA,

Offline BlueBlaster

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Re: mAAp Pipeline
« Reply #20 on: Wednesday, January 04, 2012, 14:42:30 PM »
There's more to it than that, but I guess that's a pretty accurate statement.



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Re: mAAp Pipeline
« Reply #21 on: Wednesday, January 04, 2012, 14:46:34 PM »
not as bugged as my software, LOL

Offline Spanky

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Re: mAAp Pipeline
« Reply #22 on: Wednesday, January 04, 2012, 14:52:03 PM »
Probably yeah! I just thought based on the environment (large industrial room, multiple sources of wind) that dust wouldnt settle with people running through if that makes sense, but its a seriously good job!
I was honestly thinking of that, especially in break room with the ceiling fan. I think I'll have different rates for different ones. Truth be told, the white dots are just the modified flies from the outside MOUT McKenna lights :)

Is that a erm 'private' editor your using for that?
Yea but if things take off with Jonny's work, it would be cool to have it public and allow people to make custom maps as long as we retain full control of what ones are allowed in Assist.
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Re: mAAp Pipeline
« Reply #23 on: Wednesday, January 04, 2012, 16:18:16 PM »
at my old work in the morning every area the sun shined through u could see the dust particles (even after a night of no work the are was still thick with dust)
they where floating with very low velocity, of course if it was a windy day they would be getting blown around, inside ventilation doesnt work very well, sure it would move the dust around the vent but ground level it wouldnt have any real effect, unless ur in a wind tunnel.

break room wouldnt have any particles cos its sealed off from the work stations, and its a very small room with aircon instead of a large room with a 2-3 story ceiling.

Good point. Since the break room should be cleaner and the window is shaded by the tree, I'll remove the particles and light haze. However, I think the stairs from main entrance to break room should have the haze and particles since that's kind of a deadzone for air being so tall.
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Re: mAAp Pipeline - Updated with Downloads
« Reply #24 on: Saturday, January 07, 2012, 00:51:08 AM »
Updated the original post with download links and info. Enjoy!
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Offline BlueBlaster

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Re: mAAp Pipeline - Updated with Downloads
« Reply #25 on: Saturday, January 07, 2012, 01:37:33 AM »
Some things.
In the bedroom in the break room, there's no light fixtures. Light comes from no where.
I feel like the light dust particles are too big sometimes. Also they need to fade out when they die. They jsut die abruptly.
There's a random guy in jesus pose in the maintenance tunnels in that one room you added.


I like the details in the map. You actually made that crappy grass texture work well :D
Also this is first time I noticed that guy with the leg by assault spawn.



Offline Spanky

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Re: mAAp Pipeline - Updated with Downloads
« Reply #26 on: Saturday, January 07, 2012, 02:01:45 AM »
lol, random guy in jesus pose. He should be huddled like the nurses on Hospital but I didn't get a chance to look at it. Bedroom in break room needs a LOT of help, that room was just made as a spawn point when I had the locked door going on but I still feel like it's a fair and natural place for people to spawn. Light particles do need some love, I'll work on them.

Thanks about the grass, I've tweaked the crap out of it. I'm trying to go for realism and activity with the NPC's.

By the way, I was just looking around in the code, apparently yet another unfinished item on the dev's wishlist: environmental impacts on bullets and weapons. AGP_WorldInfo actor was meant to provide humidity and temperature data to alter misfire rates on weapons. They also had a wind actor which altered bullet direction. Cool stuff. I also came across the xProcMesh and googled... guess what I found:
http://battletracker.com/forum/america-s-army-2-x-forums/america-s-army-editor/america-s-army-editor-tutorials/170038-tutorial-xprocmesh/
How fitting :)
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Offline BlueBlaster

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Re: mAAp Pipeline - Updated with Downloads
« Reply #27 on: Saturday, January 07, 2012, 02:10:45 AM »
Environmental impacts? That's fucking amazing.

Also nice find on that tutorial I made a long time ago. Probably the best tutorial on aaotracker and only 1 comment. Although I remember making tutorials and helping people a loooooot back then.

Also whats up with the 'apeopleied'? Did homey set a 4chan word filter on apply? :)



Came back to say I remember I wrote that as a freshmen in highschool. We've been mapping for quite some time :)
« Last Edit: Saturday, January 07, 2012, 02:32:46 AM by BlueBlaster »



Offline Spanky

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Re: mAAp Pipeline - Updated with Downloads
« Reply #28 on: Saturday, January 07, 2012, 03:08:12 AM »
Yea, I was mindblown when I saw the comments in those actors. Imagine... a game with environmental impacts for bullets and weapons, javelines, vehicles, ai and more in a game 7 years ago. If only the devs had a chance...
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Re: mAAp Pipeline - Updated with Downloads
« Reply #29 on: Saturday, January 07, 2012, 03:38:47 AM »
Updated with a fresh build. I went crazy and added the highest quality shadows on most all surfaces that have nice shadows. Bigger map size but I think it's worthwhile.
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