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Author Topic: mAAp Pack v7!  (Read 5001 times)

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Crunk

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mAAp Pack v7!
« on: Monday, June 21, 2010, 20:29:34 PM »




So I've been a busy little bee working on my Insurgent Camp  :o

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Re: mAAp Pack v7!
« Reply #1 on: Monday, June 21, 2010, 20:46:54 PM »
Almost had me. Should be mKFp Pack ;)
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Crunk

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Re: mAAp Pack v7!
« Reply #2 on: Monday, June 21, 2010, 20:49:42 PM »
hahaha

Just wait until its closer to completion... I plan on registering a new account on AmericasArmy.com and posting a help thread.

"HELP some haker come and crash server and now enemy look like this.  is it a viruss????"

The replies should be pretty lulzy.

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Re: mAAp Pack v7!
« Reply #3 on: Monday, June 21, 2010, 21:02:14 PM »
Yea, just remember to rename the screenshots :)
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Crunk

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Re: mAAp Pack v7!
« Reply #4 on: Wednesday, June 23, 2010, 17:40:58 PM »
Ish coming along nicely



I was kinda scared because I couldn't figure out how to import staticmeshes that contained moar than one material (think things that have an alpha, like cars with glass, etc.) but thankfully I figured it out.  That 6GB RAM is coming in handy when I have the 2.5 editor, KF editor, 3dsmax, and occasionally the Killing Floor game open at once :o

I think I might have to widen the doors though, the zombies walk with their arms out so they take up a lil moar room than expected.

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Re: mAAp Pack v7!
« Reply #5 on: Wednesday, June 23, 2010, 17:45:36 PM »
At what point does the whole zombie insurgent camp scenario play out?
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Crunk

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Re: mAAp Pack v7!
« Reply #6 on: Wednesday, June 23, 2010, 18:32:10 PM »
I was thinking of maybe importing the meshes of the op4 from 2.5 into KF and placing them around the map in dead-looking positions with blood splatter projected on the walls and stuff, so it's kinda like you came to fight them but end up fighting whatever killed them... but since its like a 6 or 7 step process to import any mesh and I still have a ton to do, I'm not sure if I will.  No other maps really need a storyline so it's not at the top of my priorities.

Cotton ran the map for like 30 mins last night without my asking to so I guess it's pretty fun.  Sometimes I open the map just to check a few things but I end up playing a few rounds, lol.

I wonder how they got some things to work in KF though.  Like for the flashlights, I think they just attach a projector to your character.  Because I think all lighting would be computed @ build time, so I doubt the flashlight works as a real light source.  They also have some cool things like newspapers that blow around, but with collision so they bounce off the walls instead of clipping them.

Even though 2.5 is dead and theres no reason to make maps for it anymore I can't help thinking about if there are ways to bring this kinda stuff into America's Army.  A*A could really use flashlights, laser sights, and real shotguns.

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Re: mAAp Pack v7!
« Reply #7 on: Wednesday, June 23, 2010, 19:22:51 PM »
A*A could really use flashlights, laser sights, and real shotguns.

They're all in there. Just needs a bit of fine-tuning and enabling.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

cotton

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Re: mAAp Pack v7!
« Reply #8 on: Wednesday, June 23, 2010, 19:31:40 PM »
Yeah.  It's actually pretty fun.  Just being able to play on IC with zombies when you usually play with people that kill.. well me.

Crunk

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Re: mAAp Pack v7!
« Reply #9 on: Wednesday, June 23, 2010, 20:15:56 PM »
A*A could really use flashlights, laser sights, and real shotguns.

They're all in there. Just needs a bit of fine-tuning and enabling.

The meshes are all in there but the attachments aren't operational.  The flashlight just sits there and doesn't do anything, the shotgun is just a hacked up m82, and the laser - while visible on the gun, doesn't project onto walls or anything.

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Re: mAAp Pack v7!
« Reply #10 on: Wednesday, June 23, 2010, 20:33:17 PM »
Fine-tuning like I said. Everything is there, just needs a little uscript love.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Crunk

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Re: mAAp Pack v7!
« Reply #11 on: Thursday, June 24, 2010, 17:19:17 PM »
Killing Floor is 75% off today only so its $5.  Tomorrow it jumps back up to $19.99.  That's like the price of a good wrap/hoagie & small drink so I think it's worth it.

Spanky doesn't a small part of you wanna map still?  On KF you can import all the stuff you want, and the map is automatically downloaded for players who join the server.

I started a closed beta last nite with a couple Ak4's but within 10 mins of being up, the server was full with random people :D

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Re: mAAp Pack v7!
« Reply #12 on: Thursday, June 24, 2010, 17:36:01 PM »
I'd map if I got paid. Doing it for free is just a waste of time especially when I don't play multiplayer games.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Crunk

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Re: mAAp Pack v7!
« Reply #13 on: Thursday, June 24, 2010, 18:34:05 PM »
Yeah I see what you mean.  I still kinda wanna push Urban SE a lil further but since I don't play A*A anymore, it's just not as fun.  I guess it's only fun if you play the game you wanna map for.

I took a long break from mapping but even then I'd be playing MW2 and shit thinking "Ok how can I make this work in Unreal" :D.  It must be in my blood now.  I guess if KF dies I guess I gotta find another Unreal 2.x game :D

Mapping for a co-op game kinda takes some of the pressure off... theres less of a push for fps efficiency & map balance since zombies don't shoot back.

Crunk

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Re: mAAp Pack v7!
« Reply #14 on: Monday, June 28, 2010, 05:13:46 AM »
Crunk recorded a quick video:


Had to widen some doors and whatnot because the dev's didn't expect zombies walking around with chainsaws on their map :P

Not sure what to do with the doors (adding movers) cuz I think they'll look really shitty when scaled up.  Gotta find a way of keeping the taller zombies out of the tunnels too... they are blocked from spawning there but the assholes keep walkign down there with their head sticking above the ground lol :D
« Last Edit: Monday, June 28, 2010, 05:17:30 AM by Crunk »

 

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