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Messages - Alex

Pages: 1 ... 77 78 [79] 80 81 ... 217
1171
General Chat / Re: nowy_arm - activation denied
« on: Thursday, August 22, 2013, 15:18:52 PM »
This account was created in the same network. Can't we have both account in one network?
I don't see why that would be a problem as long as the accounts are for different people. Can I get the BT ID to check on this?

1172
mAAp Project / Re: SAI Map images
« on: Thursday, August 22, 2013, 14:37:59 PM »
I know in the editor, the map has your last viewpoint spot saved inside of it, maybe that could be messed with. Still though, not all maps are centered on 0,0 x,y so it would be a little tough. Plus, if you make rooftops have Invisible surface flags, you'll get rendering errors due to the zone portals so you couldn't render the inside of he building, just the outside. I really don't know how the devs did it, they must have spent a shit ton of time working on it.
Honestly I think the easier way would be to just delete all of the roofs to take the shot. However, in the case of multiple floor buildings I have no idea how it was done. Maybe multiple images for each map?

1173
Miscellaneous / Re: Please verify
« on: Wednesday, August 21, 2013, 20:23:39 PM »
Done. Have fun!

1174
General Chat / Re: nowy_arm - activation denied
« on: Tuesday, August 20, 2013, 15:10:56 PM »
The account either had the same IP as a current account or was made on the same computer. It's often both. A sign that someone is trying to made a second account.

1175
Bug Reports / Re: SAI Probs in mAAp Breakout
« on: Sunday, August 18, 2013, 22:01:50 PM »
I'm the one that added the SAI image for MP_Pipeline :)
lol, Oh, well then I guess I give Spanky too much credit. :P  It would be nice if you could explain it whenever you get time. There is no rush.

1176
Bug Reports / Re: SAI Probs in mAAp Breakout
« on: Sunday, August 18, 2013, 21:55:38 PM »
What is shown in the SAI is not the regular overheadImage.
It is very specific. I'll help add that if possible when you are done.
Tonight I have other things to do... the CE's
Well Spanky has it working for mAAp Pipeline so I'll just ask him how it's done. We don't need all the roofs to be removed like they are for the regular maps but that could actually be done..

1177
Bug Reports / Re: SAI Probs in mAAp Breakout
« on: Sunday, August 18, 2013, 21:21:43 PM »
We do not have overhead map images for most mAAp maps so it shows that instead. I'm not sure what's up with the upper left corner though. I'm gonna ask spanky what needs to be done and hopefully start adding some overhead images tonight.

1178
mAAp Project / Re: Petrol
« on: Sunday, August 18, 2013, 13:56:09 PM »
Yup not sure we talk about the same map, because like Killa said, there is no defence. You can hide, like you can do on every map, but you will lose obj (btw not sure what obj is-
There are 3 objectives. One in the bus in the middle, one in the basement in the building on the one side and one on the third floor in the building on the other side. With smoke each side can easily get a side objective a piece, but the middle one is the most difficult.

I'm going to look into making overhead images of a lot of mAAps to use with SAI.

1179
mAAp Project / Re: Petrol
« on: Saturday, August 17, 2013, 23:08:03 PM »
Thanks for the compliments.

Also, I don't think it's any more camper friendly than any other map. It's dual Assault so one team can't just camp and win.

1180
General Chat / Re: Just jackin it.
« on: Saturday, August 17, 2013, 22:47:19 PM »
curios to know what map u made, so i can see your work :)
He made SF Office Assault.

1181
mAAp Project / Re: [mAAp] Pipeline - Maintenance Tunnels
« on: Saturday, August 17, 2013, 01:21:26 AM »
Looks great.

1182
mAAp Project / Re: [mAAp] Pipeline - Maintenance Tunnels
« on: Friday, August 16, 2013, 22:16:41 PM »
I've done 2 tunnels so far, further playing around with the hue and amount of light, this is what I've got thus far:





With the steam in the hallway, it's still pretty tough to see to the end. I think adding a bit of cover will help too.

*EDIT*
Looking at the screenshots now, I think I need to go less on the saturation, it just doesn't look like a fluorescent light should.
It doesn't look like a fluorescent should, but it look fucking awesome.

1183
mAAp Project / Re: [XBOX] AA: Rise of a Soldier
« on: Friday, August 16, 2013, 04:09:52 AM »
Quoteth from the good book: ArmyGameEULA.rtf, page 2, notation 3:
We've already crossed that line.
heh, good point.

1184
mAAp Project / Re: [XBOX] AA: Rise of a Soldier
« on: Friday, August 16, 2013, 03:53:02 AM »
I was wonder what those files were. :P

I'm wondering about the legality of this though. Ripping stuff from ISOs isn't exactly legal.

1185
mAAp Project / Re: [mAAp] Pipeline - Maintenance Tunnels
« on: Friday, August 16, 2013, 00:34:46 AM »
I prefer the dark tunnels and red lights.

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