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Posted: Sun Mar 16, 2003 2:10 pm
by Butch
An assault on the port, and making sure no U-boats get away.
Shall I send it?
Posted: Sun Mar 16, 2003 2:15 pm
by mohaa_rox
Posted: Sun Mar 16, 2003 2:26 pm
by Butch
there ya go, but there was a problem with my real email address, so i had to use my secondary one, any emails please send to the one displayed on my profile
Posted: Sun Mar 16, 2003 2:39 pm
by jv_map
Come on guys, discuss this somewhere else.
This thread was about a train

.
Posted: Sun Mar 16, 2003 2:40 pm
by Butch
sorry, I'll stop
anyway, matt, I think it's a great idea, and good luck!
Posted: Sun Mar 16, 2003 7:31 pm
by matt_moh
Sorry I'm not up with all this stuff, but how do you create a shader and where do you put it? I'll use the rumbleing idea though, maby a small exec global/earthquake.scr for the whole ride and then mabe a slight jolt everytime the train crosses a gap in the rails.
So far I have 6 different levels planned out, some are from MOH Frontline and others I made up. The first level takes place on the Nijmgen Bridge. You have to cross it, dissarm explosives, destroy artillery, and fend off a few vehicles. At the end of the mission, you meet up with some British Paratroopers. The second mission takes place on a moving opel truck as you move further north towards Arnhem. At the end, the truck is destroyed and you are forced to stow away on a train headed for Arnhem. This is where the third mission takes place, on the train. The 4th mission will also take place on the train, but a seccond enemy train will be next to yours, which you will have to hold off until you reach Arnhem. Level 5 will be similar to Arnhem Knights from Frontline, but your objective is to find a King Tiger tank. The final level takes place during the battle of Arnhem Bridge. You must escape Arnhem and cross the bridge in the tank.
So far Nijmegen Bridge is nearly finished along with the train for levels 3 and 4. I'm going to experiment with some advced cinematics using the func_camera for the beginnings and ends of most of my levels. I'll try to post some screens of what I have done soon.
Posted: Sun Mar 16, 2003 8:16 pm
by CancerBoy
That sounds really, really cool matt_moh. Looking forward to see what you've done!
Great ideas and sounds like you're on your way to getting them done.
The side-by-side train thing would be very cool.
Posted: Mon Mar 17, 2003 8:22 am
by wacko
For writing and using a shader, first take a look in the original pk3-files using e.g. PakScape
There you will see how it's done: shader-files in folder main/scripts named mytexture.shader and textures in folder main/textures/mytexture.
You could take a look at a tut about lightbeams, where I made a custom shader and I think I exlained a bit...
Writing a special tut about shaders can be compared with writing a tut about scripting: Don't know where to begin and what to skip, there are so many different kinds of textures...
I found a "Quake3:Arena Shader Manual" somewhere in the net which explains rather too much. But with comparing the original textures/shaders with their appearance in MOHAA, and a lot of try and error it's not that hard.