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Messages - Maxbulldog_53

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316
mAAp Project / Re: Latest Project
« on: Tuesday, May 29, 2012, 19:01:44 PM »
get in
kill all mother fuckers
get out

Essentially Yes. lolz

But really its supposed to be setup like an office building. I want the map to be a double assault map because i think aa has too many assault defense maps. Not sure on how the objs are gonna work yet.

317
News / Re: Round 7 (May 31) - Thursday Night Fights
« on: Tuesday, May 29, 2012, 09:24:37 AM »
oh man :( maybe we can include this in the next update and call it America's naked Army 2.XXX

318
News / Re: Round 7 (May 31) - Thursday Night Fights
« on: Tuesday, May 29, 2012, 07:43:34 AM »
I'll be there with my nipple tassles and testicle bells

Soo instead of the digital camo thing. How bout skrewys new idea?

319
mAAp Project / Re: Old Versions
« on: Tuesday, May 29, 2012, 07:42:44 AM »
cool. Ill have to give it a download. Could be interesting who knows?

320
mAAp Project / Latest Project
« on: Tuesday, May 29, 2012, 07:40:41 AM »
So I've recently started my first map from scratch and heres some screenshots of what i got so far:
Ill post a video shortly as well.









Oh and yes that is the elevator from breakout :)

*EDIT*

Heres the video:
http://beta.xfire.com/videos/57741e/

321
mAAp Project / Re: River Village
« on: Friday, May 25, 2012, 17:41:19 PM »
hey guys, I read your conversion thread and figured my time is too important for doing this myself, I mean, me convert a map? yeah right get fucked.
so what I propose is one of you lesser people, one of you pieces of shit do it for me. chop chop now times a wasting.

lolz. i guess nobody can see the converting tutorial?

322
mAAp Project / Re: 2.8 Map Converting
« on: Friday, May 25, 2012, 17:17:18 PM »
When i converted Interdiction i setted up a -285 class file for each kind of material i had to use for a decent porting, being it sound, a static mesh or a texture (so there's a S-285, an M-285 and a T-285). You can use them too if you need some object that hasn't a suitable similar option in the 2.5 packages (briefly, don't place things that already are on 2.5). When updating a file, no matter being a map or anything else, remember to upload it on Dropbox and let us guys know, possibly using the changelog.

Ah, btw you can also detect and possibly switch materials links in the file code, but i'd bet Spanky already told you about that.


Im not sure i follow. How do you set up these files? I didnt know there was a way to convert maps that wasnt just going in and changing all that crap manually.


P.s. you don't want to manually convert a whole map like Hospital editing the code, trust me. Many other maps are far more suitable (smaller sizes and a smaller object count).

323
mAAp Project / Re: 2.8 Map Converting
« on: Thursday, May 24, 2012, 18:53:25 PM »
Yeah im building over the one thats already there. NEVER again will you catch me trying to convert a 2.8 map to 2.5 haha

324
mAAp Project / Re: 2.8 Map Converting
« on: Thursday, May 24, 2012, 17:13:42 PM »
Build AmericasArmy_Build_[2004-06-01_02.01.01]

OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel PentiumPro-class processor @ 2195 MHz with 4090MB RAM
Video: NVIDIA GeForce 9300M GS (8562)

General protection fault!

History: ASceneManager::CheckForErrors <- FPathBuilder::definePaths <- UEditorEngine::Exec_Paths <- UEditorEngine::Exec <- (PATHS DEFINE) <- UUnrealEdEngine::Exec <- WPageOptions::BuildPaths <- WPageOptions::OnBuildClick <- WEditorFrame::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop


this is the critical error i get when i do a build all.




325
mAAp Project / Re: 2.8 Map Converting
« on: Thursday, May 24, 2012, 16:54:32 PM »
Aright well I got everything converted and when I open the map in the 2.5 editor it's all there. But i can only view it in wireframe mode and I can't open it in game? Help someone?

326
mAAp Project / Re: 2.8 Map Converting
« on: Thursday, May 24, 2012, 11:38:22 AM »
so what happens when i come across aao files in the process of converting? what do i do with them?

327
News / Re: Round 6 (May 24) - Thursday Night Fights
« on: Thursday, May 24, 2012, 11:30:38 AM »
Remember that everyone will need the same copy :D

yup. thats whats awesome is everyone will be in TS so it should be fairly easy to get the copy around.

328
News / Re: Round 6 (May 24) - Thursday Night Fights
« on: Thursday, May 24, 2012, 04:02:31 AM »
in addition as long as I can convert my version of hospital to 2.5 by tomorrow night we will be testing out as a 5th map in TNF!

329
mAAp Project / Re: Ice Might Finally Get Interesting
« on: Thursday, May 24, 2012, 02:43:38 AM »
looks legit. Ice might be a little better now that its not just run around a hillside and get shot by people hiding under the ice :P

330
mAAp Project / Re: Simple Questions in the Editor
« on: Thursday, May 24, 2012, 02:42:27 AM »
*EDIT*

Problem solved. I found out that the editor has a limit of 64 zones and I had exceeded that. Deleted a few not needed zones and all is well. :)

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