tutorials gas smoke ai 30cal and more at www.smallsumo.tk

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

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small_sumo
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tutorials gas smoke ai 30cal and more at www.smallsumo.tk

Post by small_sumo »

Tutorials and other misc items available now. I have added many new things among them are MPowell's Gas and smoke grenades for AA, and a 30cal for allies, also a new fancy ai pack.
My long promised copy paste style tutorial on mapping is now ready for download and 80% written, its enough for guys who are fully keen and cant wait any more to look at and get started. I will finnish writing it tomorrow hopefully. Remember to talk about any problems to me by mail at small_sumo34@hotmail.com or at .map forums.
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Post by hogleg »

:D Schweeet :D
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Post by fuhrer »

this page cant be found

:?
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Post by small_sumo »

fuhrer wrote:this page cant be found

:?
Which one?
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Post by berightback »

the one at the very bottom. its your home page i think.
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Post by small_sumo »

Oh dam the whole site is down ............. great timing.
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Post by Bjarne BZR »

Smoke nades? Got to get me one of those!
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Post by small_sumo »

I think leveledit is past its hit limit?

:(
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Post by small_sumo »

We are back in action now so you guys can go and check it out now. Hehe "now" twice lol, good engrish.
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Post by Bjarne BZR »

Sweeeeet :)

They are soo cool these smokers :)

Looks very realistic, but there are problems with it. I have no idea if they can be solved, but If they were: I'd nag my local server admin into submission and make him addit to the server.

1) Effects detail settings affect the smoke density :cry: You couldent hide even a small monkey in that smoke on lowest setting.
2) The spread is realistic outside, but inside it would be a LOT thicker and more localised.

Without knowing what I'm talking about, I'd suggest:
1) Using a core of non transparent effects... that way it would be dense at all effect detail settings.
2) Make it smaller in width, a compromise between outside and inside conditions. Ress spread out, "rounder in shape".
3) Make it a "smoke explosion". Less "fffffft" an more "bam!". :)

These suggestions are all based in gameplay, not realism. Because when seeing the smoke nade in action when the effects detail is up is awsome. At least to look at, but I think it would be hard to use in an effective way as it is designed right now....
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Post by small_sumo »

Yep your right, maybe if we add a half-life style sprite it would at least block the view of a guy who is on the other side of the smoker, until you are on the same side as him and you appear suddenly lol.

Btw mpowell1944 made these so the genius is his.
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Post by Bjarne BZR »

I take back one of the complaints: The "smoke units" bounce off walls, so the smokers will actually work better indoors, just as you would like it to do.

Hail MPowell1944 !!!

( are you giving this feedback to him, or must I hunt him down? :) )
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Post by small_sumo »

Would you be interested in modding it so it will work with low detail? I dont have the brain quals to do that, it would be good to make it foolproof.

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Post by Bjarne BZR »

Hmmm... well... I dont know the first thing about modeling and tik files and that sort of scripting, but maby I should give it a try :?:
Is the resources in the mod all editable, or do I need some form of source files ( like the case with *.map -> *.bsp )?
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Post by small_sumo »

Nah its all in the tik mate, I tried some palying around emr the big explosion in the hood at sea map is a modded effects tik, with your brains you'll be all over it like a rash.

Good luck.

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