My 1st Creation
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ok
Thanks for your suggestions - I knew about the ladder but I will do the others suggestions aswell - as I said its not a beta yet
.MDT Webmaster, Mapper, Moddeler & Concept Artist
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ok mohaa_rox
Ill send you the map and the script file so you can take a look
I tested it with another player and the "kill the officer" objective worked great
I need to add the Stealing documents part to the script as I dont know how to add it/where to put it (i made a small stealing documents map before to make sure i could do it - that also worked fine)
Thanks for all your help
I tested it with another player and the "kill the officer" objective worked great
I need to add the Stealing documents part to the script as I dont know how to add it/where to put it (i made a small stealing documents map before to make sure i could do it - that also worked fine)
Thanks for all your help
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer

http://www.shiftys-bunker.tk Under Construction
.Map Reviewer

http://www.shiftys-bunker.tk Under Construction
To Do
Heres wot ive done from your suggestions
The Locked doors should now work (dont know why they didn't)
Heres wot ive got to do
The Reason why the Documents cant be taken is that this isnt scripted yet
Add more lights
Change all the textures inside the walls that can't be seen to caulk
In your precache file it should be:
exec global/DMprecache.scr
There a couple of errors in the obj_warhall.shader, try this:
Code:
obj_warhall
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
clampMap textures/mohmenu/objloading/obj_warhall.jpg
}
}
Nazi banners are backwards. The swastika should rotate clockwise
The tank is buried in the concrete.
You may want to change the sound of your metal doors a bit. Select your metal door brush and enter these:
doortype: metal
The Locked doors should now work (dont know why they didn't)
Heres wot ive got to do
The Reason why the Documents cant be taken is that this isnt scripted yet
Add Pathnodes to the AI guyYou may want to make this column more destroyed. That would be nicer
Add more lights
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer

http://www.shiftys-bunker.tk Under Construction
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ok
ok mohaa_rox i sent it to you using yer dads email again
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer

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-
Innkeeper
- Colonel
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Actually changed my opinion about the precache file. I saw that you had called 'global/DMprecache.scr' in the maps script. I have found that 'DMprecache.scr' is of little benefit. Just take your log file and add to the *_precache file all the things that show up in the console log.
Also in the '.urc' file you need to remove the '.tga'
Also in the '.urc' file you need to remove the '.tga'
Code: Select all
resource
Label
{
name "Default"
rect 96 48 448 336
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "obj_warhall"
}Innkeeper - moderator
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Buy the best and cry only once
The Scripting was done very early on when I had completely no undestanding of it i put 'DMprecache.scr' in because it started as a deathmatch and I thought you had to change it.
.MDT Webmaster, Mapper, Moddeler & Concept Artist
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-
Innkeeper
- Colonel
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DMprecache. scr is a generic precache that covers the official multiplayer maps. And really doesn't do that good a job.
You really need to have a precache with your map, so why not just put everything needed in that one file.
You really need to have a precache with your map, so why not just put everything needed in that one file.
Innkeeper - moderator
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Buy the best and cry only once
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- General Death
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Only suggestions I have that I dont think have been mentioned is:
1) the trees outside of the facility. I think 80% of them could be removed and using a patch mesh with the treeline texture you could get the same "forest" effect. Move the other 20% of the trees in front and behind that mesh to help give it depth.
2) The large doors inside the facility shuold prob move slower then what they do now.
All of the other suggestions I had have already been mentioned. Ill be more then happy to look at the future beta releases of your map anytime ya want.

1) the trees outside of the facility. I think 80% of them could be removed and using a patch mesh with the treeline texture you could get the same "forest" effect. Move the other 20% of the trees in front and behind that mesh to help give it depth.
2) The large doors inside the facility shuold prob move slower then what they do now.
All of the other suggestions I had have already been mentioned. Ill be more then happy to look at the future beta releases of your map anytime ya want.

Thx
This is why this is the best forum no stupid flames - just ppl who want to help
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer

http://www.shiftys-bunker.tk Under Construction
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Now im stumped any chance you can go a bit more in depth?I think 80% of them could be removed and using a patch mesh with the treeline texture you could get the same "forest" effect.
would i just put inThe large doors inside the facility shuold prob move slower then what they do now
speed:whatever (whats a good value?)
I'll of course let you guys no when u can take another look
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer

http://www.shiftys-bunker.tk Under Construction
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- General Death
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As far as a treeline example this is the best I can do at the moment:

If its still to vague then I can make a sample map for ya.
As far as the doors its been along time since I have changed the speed of a door but "speed" as the key value sounds right....what valus of speed to use you would be best to play with....sorry its been awhile...

If its still to vague then I can make a sample map for ya.
As far as the doors its been along time since I have changed the speed of a door but "speed" as the key value sounds right....what valus of speed to use you would be best to play with....sorry its been awhile...

ok thanks
Yeah if you could send me a sample map that would be great
and I just played around with a sliding door the speed:whatever worked fine for it
and I just played around with a sliding door the speed:whatever worked fine for it
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer

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- General Death
- Moderator
- Posts: 1116
- Joined: Thu Nov 21, 2002 2:33 am
- Location: NC, USA
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Cool
Thanks very much

.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer

http://www.shiftys-bunker.tk Under Construction
.Map Reviewer

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