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Author Topic: [WIP]..Forever (Maps/mods showcase)  (Read 6739 times)

Sereja

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Re: [WIP]..Forever (Maps/mods showcase)
« Reply #30 on: November 18, 2013, 02:06:16 PM »
Some cut out test scene, from my BF2 Kashyyyk conversion map:
Spoiler (click to show/hide)
Unfortunately, those cable, in some reason, works incorrect at Kashyyyk, and realy stay useless...
Beauty is, the way to perfection.

Hail to the Ukraine!  :mf:

RepComm

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Re: [WIP]..Forever (Maps/mods showcase)
« Reply #31 on: November 18, 2013, 02:23:25 PM »
Some cut out test scene, from my BF2 Kashyyyk conversion map:
Spoiler (click to show/hide)
Unfortunately, those cable, in some reason, works incorrect at Kashyyyk, and really stay useless...
That would be magnificent!
It's too bad.. I really enjoy tripping those silly walkers, so clumsy.
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Kit Fisto

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Re: [WIP]..Forever (Maps/mods showcase)
« Reply #32 on: November 18, 2013, 05:58:13 PM »
Some cut out test scene, from my BF2 Kashyyyk conversion map:
Spoiler (click to show/hide)
Unfortunately, those cable, in some reason, works incorrect at Kashyyyk, and realy stay useless...
That is a brilliant idea! I hope you can get it to work as that would be so amazing to fly that thing and tow the walkers. Such an awesome idea! :o
Check out my YouTube channel! http://www.youtube.com/user/kitfisto15678

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Re: [WIP]..Forever (Maps/mods showcase)
« Reply #33 on: November 22, 2013, 01:39:25 PM »
Make sure you have this in your .lua:

    SetMemoryPoolSize("OrdnanceTowCable", 8) -- need extra for wrapped/fallen cables

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RepComm

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Re: [WIP]..Forever (Maps/mods showcase)
« Reply #34 on: November 22, 2013, 01:48:27 PM »
I know its off topic, but is the tow cable geometry (the black wire thing, which I think the shape is controlled by the exe) able to have a texture map? I think the black colour is just the default no texture bug.
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MileHighGuy

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Re: [WIP]..Forever (Maps/mods showcase)
« Reply #35 on: November 27, 2013, 02:28:37 PM »
No, the tow cable has a texture. It is the grappling hook that doesn't have a texture. I really want to find what that is.

Sereja

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Re: [WIP]..Forever (Maps/mods showcase)
« Reply #36 on: November 27, 2013, 04:05:23 PM »
The cable has texture? Interesting. I didn't found any line, responsible for that... :confused:
Well, my problem, with cable - walker cable targetable collision, not the cable itself. If you ever try to make few laps around spider walker, you also may find this bug.
Beauty is, the way to perfection.

Hail to the Ukraine!  :mf:

MileHighGuy

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Re: [WIP]..Forever (Maps/mods showcase)
« Reply #37 on: November 27, 2013, 04:16:56 PM »
maybe there is some hardpoints or collision in the at-st or at-at models made for that purpose. have you looked in them?

Sereja

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Re: [WIP]..Forever (Maps/mods showcase)
« Reply #38 on: November 27, 2013, 05:14:12 PM »
maybe there is some hardpoints or collision in the at-st or at-at models made for that purpose. have you looked in them?
Sure, any collision can be targetable for cable. There is special lines for that in odf like this:
Code: [Select]
TowCableCollision = "p_front_left_thigh 0.36 0.0 1.06"The problem is - collisions just dissapear on some legs, and cable loose the target. I found some solvation for AT-AT, (it should be loaded from the game memory bank, like this:
Code: [Select]
ReadDataFile("SIDE\\imp.lvl",
"imp_walk_atat");
or from the custom side folder.
Code: [Select]
ReadDataFile("dc:SIDE\\imp.lvl", "imp_walk_atat");But If both lines activated at ones - cable collision will be lost  :blink:
Unfortunately, for any other walkers, this trick, not works, and their legs, loose collision anyway.
Beauty is, the way to perfection.

Hail to the Ukraine!  :mf:

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Re: [WIP]..Forever (Maps/mods showcase)
« Reply #39 on: November 27, 2013, 05:19:58 PM »
That is too bad.. I wonder what the difference is between the grappling gun and tow cable are.. Grappling gun seems to target any collision (Never attempted with primitives)..
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Re: [WIP]..Forever (Maps/mods showcase)
« Reply #40 on: November 27, 2013, 06:53:29 PM »
I don't think they are too similar. And the grappling gun doesn't target terrain.

Sereja

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Re: [WIP]..Forever (Maps/mods showcase)
« Reply #41 on: February 08, 2014, 11:22:59 PM »
Well, here another pics of my WIP project, and I think, it's realy "cool", matby even cold or freezed... it's a Polar Express.

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Beauty is, the way to perfection.

Hail to the Ukraine!  :mf:

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Re: [WIP]..Forever (Maps/mods showcase)
« Reply #42 on: February 09, 2014, 04:27:05 AM »
Well, here another pics of my WIP project, and I think, it's realy "cool", matby even cold or freezed... it's a Polar Express.

WOAH!

I may not be a fan of the creepy faces in that film, but you've got the great set design down to a T!

Great stuff!

Sereja

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Re: [WIP]..Forever (Maps/mods showcase)
« Reply #43 on: February 09, 2014, 05:21:53 AM »
WOAH!

I may not be a fan of the creepy faces in that film, but you've got the great set design down to a T!

Great stuff!

Thank's! :)
Well, this map, may works with stock sides in GCW era, and creepy custom, as alternative. I just have to found any early 20th century units, and put there everything, what I found in my PC. In original film, except kids, friendly ghost and counductor, nobody was there, so I have to improvise...
Beauty is, the way to perfection.

Hail to the Ukraine!  :mf:

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Re: [WIP]..Forever (Maps/mods showcase)
« Reply #44 on: February 09, 2014, 09:25:23 AM »
That looks like an AWESOME modmap, Sereja! I'd play that in a heartbeat! :o

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