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Messages - ELiZ

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1486
mAAp Project / Re: AA2.8.5Converter.v.1.3
« on: Monday, August 26, 2013, 22:03:43 PM »
UTPT has support (partial...) for early versions of AA and all scripts are messed up - include 2.5 & 2.85. Can you write decompiler..?

BTW: Can I put my hand on the source code?

Newer version of this program does indeed decompile as well as convert.
Unfortunate for you is that the last few version has been totally private.

And no source will be given to anyone outside of the core 25Assist dev team.

1487
mAAp Project / Re: SAI Map images
« on: Monday, August 26, 2013, 04:03:30 AM »
Your in Europe right? Do you work night shifts or are you nocturnal.

When I'm not on a fixed schedule, I'm keeping a 26 hour days.
Fits my internal clock, but it also makes me to be awake at some odd hours now and then.
I'm from Sweden btw

1488
mAAp Project / Re: SAI Map images
« on: Monday, August 26, 2013, 03:18:37 AM »
Done
Code: [Select]
MP_Square

1489
mAAp Project / Re: SAI Map images
« on: Monday, August 26, 2013, 02:43:38 AM »
Done
Code: [Select]
MP_Urban_Assault_SE

1490
mAAp Project / Re: SAI Map images
« on: Monday, August 26, 2013, 01:48:25 AM »
These 4 done today:

Code: [Select]
MP_Breakout
MP_Monkey_Island
MP_SF_Refinery
MP_Shipment

Theses 13 remain
Code: [Select]
MP_Aztec
MP_Berg
MP_Bridge_Construction
MP_City_Block
MP_Glass_Kill_House
MP_Ice
MP_PBall
MP_Rummage
MP_SF_Contingency
MP_SF_Office_Assault
MP_Square
MP_TehYetisLair
MP_Urban_Assault_SE

1491
mAAp Project / Re: SAI Map images
« on: Monday, August 26, 2013, 01:08:27 AM »
I'll give it a go for Pipeline so don't bother with that one yet. I haven't even finished the lighting in the tunnels yet.

MP_Pipeline have had a SAI image from the first release :)

Nothing special, almost decent

1492
mAAp Project / Re: SAI Map images
« on: Monday, August 26, 2013, 00:52:00 AM »
Best would be if you can get viewport to the same location and rotation time after time, allowing 1 ss to be taken of floor1, and then a second of underground, then you can merge the 2 in Photoshop.

1493
mAAp Project / Re: SAI Map images
« on: Monday, August 26, 2013, 00:46:36 AM »
Can you make sure the rotation of the Viewport is

Code: [Select]
Rotation=(Pitch=-16384,Yaw=0,Roll=0)



1494
mAAp Project / Re: SAI Map images
« on: Monday, August 26, 2013, 00:36:01 AM »
Here is the 1024x1024 taken from the Editor's Perpective view



I'm not an gfx artist, so there could probably be work done to make the image look good.

I added the actor
Code: [Select]
Begin Map
Begin Actor Class=AGP_Viewpoint Name=AGP_Viewpoint1000
    Location=(X=0,Y=0,Z=2000)
    Rotation=(Pitch=-16384,Yaw=0,Roll=0)
    bSelected=True
End Actor
Begin Surface
End Surface
End Map

I then Hid the icons for all the Actors I didn't want visible inside editor.

1495
mAAp Project / Re: SAI Map images
« on: Sunday, August 25, 2013, 23:50:17 PM »
I've Prepared SAI Images from two maps that isn't included already

t_maps_sai_mp_breakout
t_maps_sai_mp_sf_refinery

I took the MP_Breakout from the DropBox a few hours ago.
The problem in taking the picture is how to handle multi level Maps

These remain:

Code: [Select]
MP_Aztec
MP_Berg
MP_Bridge_Construction
MP_City_Block
MP_Glass_Kill_House
MP_Ice
MP_Monkey_Island
MP_PBall
MP_Rummage
MP_SF_Contingency
MP_SF_Office_Assault
MP_Shipment
MP_Square
MP_TehYetisLair
MP_Urban_Assault_SE

I'll continue with adding new SAi images.
Tell me here if you plan to Edit a map enough to warrant a new SAI Image


 

1496
mAAp Project / Re: SAI Map images
« on: Sunday, August 25, 2013, 23:45:54 PM »
I've found the setting that makes it work in 2.8.5
It's a option called "No Zone Culling"
And it's located in the same as the other show commands Right Click\View\Show blablabla

I'm mapping out the Flags to see if this option exist in 2.5, but not documented or visible in the editor

None of the flags available were any good to change this.

I'm working out a workflow that allows me to take any picture(be it 512x512 or 1024x1024), and then afterwards correct the x,y,Zoom to match that in the picture.

Only really limitation is that the image must be taken 100% from above with no other rotations.

1497
Bug Reports / Re: Update 7.44 & SF training........
« on: Sunday, August 25, 2013, 21:26:23 PM »
If you cant wait for the update edit your User.ini and look for this:

Code: [Select]
bHUDHideCompass=True
Change it to
Code: [Select]
bHUDHideCompass=False
Now the Radar will show in Offline(Training) mode, until next time you go online again.
As Spanky mentioned, next update will have a fix for this

1498
General Chat / Re: New Console Font
« on: Sunday, August 25, 2013, 18:04:00 PM »
Pretty sure it would take more work than it's worth to re-do that. ELiZ would basically have to write a whole new HUD with weapon, ammo amount, nade amount, health meter and all of that. Pretty sure of that anyway.
100% Accurate

1499
General Chat / Re: New Console Font
« on: Sunday, August 25, 2013, 16:52:30 PM »
Here is the Wider Version again in 640x480


Here is the original

1500
General Chat / Re: New Console Font
« on: Sunday, August 25, 2013, 16:40:48 PM »
This is what playing on that resolution with the wider font(+40%) would look like.


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