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Messages - Maxbulldog_53

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361
mAAp Project / Re: Simple Questions in the Editor
« on: Friday, May 18, 2012, 03:41:50 AM »
heres the latest problem ive been having. I had a sound added to the blackhawk that i placed in the map and for a while it was working great then all of a sudden the sound went away. It's still there in the properties and you can hear it from outside the map but not when youre in the playing area. Anyone know what might of caused this?

362
mAAp Project / Re: SF Hospital Search And Rescue
« on: Thursday, May 17, 2012, 20:05:33 PM »
Cool. Here's a real life tip. In large rooms that open into hallways, doors are required by law to open outwards. Why? Imagine you are in a club and there is a fire. Everyone rushes to the exit to leave, but if the doors open inwards everyone is fucked because dumb people.

But because this is a video game, it's usually more beneficial to have doors open outwards from whatever side you are on :) This means it needs to be a two way mover and you need an extra keyframe. bTwoWayMover.

hahah dumb people. And yeah its a double mover. Opens both ways :)

363
mAAp Project / Re: SF Hospital Search And Rescue
« on: Thursday, May 17, 2012, 19:14:12 PM »
When you feel that you have finished the map. I challenge you to make your own map from scratch. When you finish, go back to this Hospital map and see if the knowledge you gained gives you any more ideas.

I'm trying to not spoon feed so you can learn all the tricks by yourself.

Yeah I understand that and appreciate it. It makes me feel all warm and fuzzy inside when I figure something out on my own :D

For instance I've been toying around with doors and stuff and I got some pretty cool working doors now! Check it out!
Just some glass doors for the cafeteria:

Double doors:




Single door:



364
mAAp Project / Re: SF Hospital Search And Rescue
« on: Thursday, May 17, 2012, 17:06:20 PM »
Gotta say, the map looks really good and there are a lot more places to explore and VIP to hide. I don't know if it's beer that I have had or the map, but I got lost couple of times, heh. Clearly a map that you "can't" play with just couple of ppl online, but on the other hand makes it more fair for VIP in 1vs1 and 2vs2 kind of matches. I also like the darkness outside, which makes it more easy to sneak around. Now ppl can't camp for example inside the helipad building because it's like a light house in the middle of darkness. This is a good change, makes the overall gaming experience different. If you camp, you miss a lot of enemies sneaking around you.

If I want to say something negative at this point, the doors are out of the walls, which doesn't look that good, but that's a minor thing really. Can't wait to play this with some ppl online, which is the best test for the map. Difficult to say if there are too many rooms to hide or not. Keep up the good work.

thanks man! glad to see you enjoy it. As for the doors coming out of the walls I plan on going back through and realigning all of that. Basically I just threw them in there so they were there. didnt really align anything yet.

365
mAAp Project / Re: SF Hospital Search And Rescue
« on: Thursday, May 17, 2012, 16:26:26 PM »
yeah man just hit me up anytime 8)

366
mAAp Project / Re: Simple Questions in the Editor
« on: Thursday, May 17, 2012, 15:45:21 PM »
haha thanks arch. I kiinda figured my constant load of questions would create something like this :P

367
mAAp Project / Spawn Points
« on: Thursday, May 17, 2012, 15:15:50 PM »
How do I remove grenades and such from a class?

368
mAAp Project / Re: SF Hospital Search And Rescue
« on: Thursday, May 17, 2012, 14:36:12 PM »
SF Hospital spawns are already made of mixed Indigen Forces and Special Forces units. The m16 hasn't a full burst option but other than no huge differences, except maybe that you'll have to withdrew frag grenades from the regular m16 equipped soldiers - This mission is placed in a hospital and that's why those weren't available in the classic version of the map (close quarter combat in a civilian populated area)

Oh yeah I definitely didnt plan having any frag grenades at all. My lip quivers at the thought of flying grenades in hospital.

369
mAAp Project / Re: SF Hospital Search And Rescue
« on: Thursday, May 17, 2012, 13:52:29 PM »
Excellent placement of random objects. That's always one of the hardest parts.

Thanks. Yeah I wanted to go for the most realistic disarray looking basement so i figured just throwin random crates and whatnot would look cool. turns out it does look pretty cool. 8)

*EDIT*

Also too I was thinking about mixing the spawn points between special forces and regular soldiers (guys with m16s) Do you guys think thats a good idea?

370
mAAp Project / Re: SF Hospital Search And Rescue
« on: Thursday, May 17, 2012, 04:17:14 AM »
oh and if anyone has 2.8 and would like to check out what i have so far id be happy to slip ya a copy and check it out ;)

371
mAAp Project / Re: Importing textures.
« on: Wednesday, May 16, 2012, 18:50:13 PM »
You can't in 2.8. The devs removed the option from the editor.


bullocks

372
mAAp Project / Importing textures.
« on: Wednesday, May 16, 2012, 18:32:34 PM »
How does one import an image as a texture so i can place it in game through the editor?

373
mAAp Project / Re: Possibly try my hand at this
« on: Wednesday, May 16, 2012, 17:24:26 PM »
Im still brand new at all this crazy editing stuff but that tutorial that blue posted has been and still is a HUGE helpful resource that I go back to every 30 seconds when im editing :P

374
mAAp Project / Re: SF Hospital Search And Rescue
« on: Wednesday, May 16, 2012, 10:12:56 AM »
looooong?

just your typical skrewy.

*UPDATE*

just some more screenshots of how my map is progressing. Hope you all like what you see :)

Made it a bit darker outside:


Clutter and piping the basement hallways:


More clutter and piping:


Perpendicular hallway to above:


tipped over shelve in storage room:


375
mAAp Project / Re: SF Hospital Search And Rescue
« on: Wednesday, May 16, 2012, 09:37:50 AM »
I wouldnt call it standard, heres a quick guide I made using extracted textures
http://dl.dropbox.com/u/7352483/indepth%20guide.png

................

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