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Damn man im so anxious to beta test this map.
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ditto ;)
btw, bender stole my name... my last name is bender. freak: |
LOL
We'll all probably be too busy playing spearhead soon, then the SDK will be out and things ought to get alittle better and quicker sorting out decent looking maps.
I will probably release an alpha first here and TMT with Bots as a taster. Though more delays Radiant just reset ALL my targetnames to T1 - xxxx!!!!!!!!!!!!!!!!! How the hell it managed to do that I have no idea, I have been editing terrain AGAIN. I am going to do a couple of versions one to get it done then a reworked version they way I intended, even Larger with linked maps areas, rounds will last ages and repawns change depending on the action and objectives completed. But first will be a simplified version with quite a few concessions to the need to get something out soon. Here hoping things get moving a bit more soon. |
Cliffs...........
Easygen first but it made thousands of brushes, so I used LOD based on a greyscale image of an aerial recon photo taken at the time.
Problem with that is you cant control how the patches will be arranged which can make texturing a problem. I am still experimenting to fond the right mix of LOD and brushes. I have the Gensurf plugin too but haven't managed to get anything useful from it yet, Balr14 at TMT has given me some tip on Gensurf and he's the expert on Gensurf Terrain. |
Damn Oddball, you got lots of crap to do, lol.
Me and Superkat made our cliffs out of numerous shapes of brushes, unfortuneatly, that gave me a hassle when I needed to extend the length of the cliff. You just have to make a permanent decision on how long you want the cliff to be. I stopped the compiling process when it was at 47% and I played it. The big wave on the right side of the penninsula stopped. However I think it might have been because I was using a northafrikan_shoreline texture, the surface wasn't water, or compiling wasn't done. It could have been the compiling because all of my entities were gone, lol. If I tried to walk through a place where I had a sandbag, I would stop. Actually, there were a few entities, but they were all weapons (MG-42's, cannons, etc.). I have created a nice looking rope texture, and I have modelled a realistic DUKW, which was actually in PDH! I also added a Pak40 (german tow cannon). The Pak40 will probably be used for the objective, or if I can get really technical, I could make an area that has to be held for a certain amount of time. I have no idea how to do that yet, but no worries, just an idea. Once I can compile again, I'll attempt once more to give you some screenies. I know you guys probably want to see the DUKW mostly, lol. |
nice........
I'd love a dukw!!!!!
Did you make it from brushes as there's no way to incorporate new models yet until someone does a mod for 3dMax to MOH? I did a new cliff line more accurately based on aerial phots but its too long and I will stick with what I have now. I have new ropes too with grapping hooks on the cliff. The shoreline is really tricky as its a curve and no one seems to know how to get realistic beach waves. I have looked into all the water textures and found they used batched ones in omaha and the original maps but how the applied them is still a mystery. I may need to make my own version of that too and a new sky box to match. That doesn't include the new stuff to do like the other 3 bunkers, AA postions, minefields, barbwire, farmhouse, objectives, exploding objects that are a secret at the mo, Finish the bocage, add more trenches, mortars, horizon gun flashes,then script the bugger, tidy up, and beta test .....................ahahahahahahhhhhhhhhhhhhh |
I made most of the DUKW out of brushes, but I got lazy and used a halftrack for the windows in front and stuff like that. I also took the wheels from my prefab Pak40 and put em on the DUKW. I'm thinking about re-texturing the hub caps cuz they look kinda funny. I'm still not sure what kind of color the DUKW itself should be, first I had it greenish, but it just didn't look right. I currently have it pale white with some rust. I tried to look for something with the higgins boat color, but no luck.
Do you know any ways I can turn the DUKW into a prefab? I know I can easily turn the .map file into a pfb. file, but I don't know how to remove everything except the DUKW besides selecting every single brush. The DUKW itself takes me 10 minutes just to select all the brushes and move it, lol. Can I see a pic of your cliff? Or atleast part of it? Ya, my ropes have grappling hooks too. They probably did very complex scripting. Afterall, they made the product. Maybe Omaha has a texture that entdefs can't find. Hell, maybe it's not even tik. or tga. I got a digital camera that could become useful for custom textures. I think scripting is the least part I like about mapping. It's been 2 days now that I am still trying to figure out how to align the MG-42 and its bipod. Nothing seems to work. I don't understand.... If you don't mind, Oddball, I'd like to send you some screens to put on your website. Let me know if you're too busy or you can't. |
Press 1 to change the grid size and align it with the little indent on the bottom of the barrel
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hi..............
Do you know any ways I can turn the DUKW into a prefab?................
Yes use a brush to surround the DUKW ans select inside, then got to Region drop down menu and click selected brushes, this makes a region of all the brushes selected and you wont 'see' anything else, if a few other bushes got thru with it select all the brushes again using the single brush and then deleselect just the brushes you dont want land make a region of the DUKW then save it as a prefab and a separate map file just in case. What this Region does is place a non textured brush around the area you want to see and stop you seeing the rest, its still there and can be brought back into view by turning off the Region. Its a great help for editing areas of big maps and avoiding overloading radiant. Can I see a pic of your cliff?.......... not much different from the old pics but I am short of ftp space till TMT start running my Textures guides off their server rather than from links to my ftp site. Otherwise I would have put a new slide show up and a demo of an in game avi option I found in the console. still trying to figure out how to align the MG-42 and its bipod............. As last post said use 1 unit grid, go in close up with 'show models as bounding boxes only' this way you'll just see the squares of the bounding boxes, TAB between view and move the MG into the already selected spot you choice for the Bipod.match the boxes up so they appear as one. If you switch back to see the models the bipiod ought to be aligned, not fare from the end of the muzzle, check each view to make sure there are no gaps. screens to put on your website......... sure, however the web publishing program I used is out of its trial date, still I'll see what I can do but I have been to busy to do anything to the site myself for ages. Scripting is a bummer for me too, the tip is to try learning C++ and/or Java which will give you an idea what you're doing apparently. ALso check out all the tuts you can find on the web including the Quake3 and RTCW stuff which although slightly different content will give you some ideas of whats going on. Look through ALL the tiks,shaders,scr etc you can find original MOH and user. . |
Yeah, I'll try all of that stuff you guys just posted.
No problem about the the website thing. As far as map news, I'm going to try and work on PDH all day. |
Quick comment, It seems that there are many people out there trying to make this map. Is it just me or what?
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OmG those screenies look great! How long did they take to compile?!
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Ok, I've added a whole bunch of things to PDH.
1. Communications building. 2. Storage house. 3. Command center/bunker. 4. Enlisted quarters. 5. Walls and gates 6. 2 small guard posts 7. Small town (can't go inside it; blocked by gate, but looks good) 8. Water tower. 9. Fuel tank. 10. Rocks for cliff-it looks more realistic now. I've moved the two huge bunkers into a different position so that I could have room for the rest of the base. I'm going to try and add a road that runs through the bunker area and stops near the cliff for the realism of supply methods. The cliff faces do not have the same shape and look a lot more like an actual photo of PDH. I've got a webmaster working on a web page for me and when that's done you guys will be able to see screenshots, upcoming projects, stuff like that. Oddball, if you're free, I'd like to speak to you on the AlliedAssault.com TDM server. It's a lot faster than waiting for a message each day. If anyone else is trying to make this map, me and Oddball will be the one's to finish it first. Status: I think beta time is coming ever so closer. |
Early Map Beta preview download available..enjoy :-)
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I guess nobody likes my map cuz I don't have screenshots, heh.
Right now I don't know what the hell is going on, PDH won't compile for some verdammed reason. Where is the SDK when you need it... Just a few weeks more... |
I'm thinking about making my PDH a TDM instead of OBJ...
What do you think? I mean it'll just look like Oddball's when I'm through. |
Whatever
Whatever you want it to be Havoc. An objective map would be cooler, though.
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If you could see it now, it wouldn't look too good of an obj. I doubt my experience is good enough for an obj anyway, but I think you'll be satisfied when or if you play it.
I am currently stuck once again with a compiling problem: PDH won't compile. I have been able to compile other maps, but the textures are "abnormal". They are not the size that they are supposed to be, and they look kind of tiny. Static objects (furniture, sandbags, etc) don't show up. When compiling PDH, it only creates a prt file. No BSP, no VIS, just prt. I don't know what the hell is going on. This time the problem is serious, it's turning into a large obstacle in my map's conclusion. BTW for all you new people looking at this forum, it was posted by me. |
POINTE DU HOC TDM CANCELED
I am quitting my part of Pointe du Hoc.
There have just been stuck with this compiling problem and I don't think I'm going to come too far. Yeah it's just a problem that I have to sit down and take my time on, but I've been doing that for over 3 weeks or so now. Going to try and give Oddball.woof my map and hopefully, it will help him a lot. Don't forget that the Pointe du Hoc project itself is not over, as you may have seen, Oddball's work on PDH so far has foreshadowed a beautiful outcome of which I'm sure you all will enjoy. Then of course, move on, lol. So for all of you excited viewers, keep an eye out for Pointe du Hoc sometime this year and I'll see you around. This post will still be up for any further conversing about the map. |
????????????????
Dammit man, after all this time. I never thought it would come to you quiting. Woof 'll hopefully keep HIS awsome map going, at least. :( .....
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Dammit man, after all this time. I never thought it would come to you quiting. Woof 'll hopefully keep HIS awsome map going, at least. :( .....
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!!!!!!!!!!!!??????????????!!!!!!!!!!!!!!!!!!!!!!!
Dammit man, after all this time. I never thought it would come to you quiting. Woof 'll hopefully keep HIS awsome map going, at least
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dammit man , tripple post hake:
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i jus read 7 pages! i wanna play this friggin map, is it still in the works? it looks like you guys aoutdid yourselves, guess i jus' gotta wait.....
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Yeah it's still in the works, haven't heard from Oddball in a while now though.
Sorry to give up your hopes on my map, Legend, but you probably would have understood me now if you were in my position. |
Sorry Guys
I have been busy, I am now working on the Band Of Brother Mod which isn't giving me time to complete the map, its not forgotten just on hold, also with Spearhead out soon its worth waiting because its supposed to support larger maps, and I need someof the other things in it to make Pointe really sing!.
Currently I am working on part of a map of Carentan but I promise to restart work on Pointe Du Hoc soon. I needed a break from it anyway, it will give me a fresh look at the map. |
THE END of Pointe Du Hoc?? :(
So, has everyone given up on this. No ones written here for about a month or two, maybe more. Whats happened to the maps. Everyone? Anyone? cry:
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Not given up
Will resume once SpearHead/sdk situation sorted and will continue anyhow
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