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tutorials gas smoke ai 30cal and more at www.smallsumo.tk
Posted: Fri Mar 26, 2004 1:05 am
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.
Posted: Fri Mar 26, 2004 2:36 am
by hogleg

Schweeet

Posted: Fri Mar 26, 2004 3:48 am
by fuhrer
this page cant be found

Posted: Fri Mar 26, 2004 4:26 am
by small_sumo
fuhrer wrote:this page cant be found

Which one?
Posted: Fri Mar 26, 2004 4:31 am
by berightback
the one at the very bottom. its your home page i think.
Posted: Fri Mar 26, 2004 4:44 am
by small_sumo
Oh dam the whole site is down ............. great timing.
Posted: Fri Mar 26, 2004 9:43 am
by Bjarne BZR
Smoke nades? Got to get me one of those!
Posted: Fri Mar 26, 2004 1:54 pm
by small_sumo
I think leveledit is past its hit limit?

Posted: Mon Apr 05, 2004 2:00 am
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.
Posted: Mon Apr 05, 2004 10:30 pm
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

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....
Posted: Tue Apr 06, 2004 2:52 am
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.
Posted: Tue Apr 06, 2004 11:22 am
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?

)
Posted: Wed Apr 07, 2004 2:37 am
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.

Posted: Wed Apr 07, 2004 12:43 pm
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 )?
Posted: Wed Apr 07, 2004 4:16 pm
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.
