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-   -   Pointe du Hoc (alliedassault.us/showthread.php?t=8555)

Legends 10-08-2002 03:57 PM

So...
 
So how about Havocs's map, the main point of this "thread"? How's your map goin Havoc?

Havoc_covaH 10-08-2002 09:22 PM

Well atleast AA.com is working better now. Now I don't have to have lunch whenever an image loads, lol.

I'm havin the same type problems as you Oddball. But the most mine bottling one is that when I compile my map, it'll be say 20% done and it says it has about 6 hours left to compile, I go to sleep wich is about 9 or less hours, and the verdammed thing is 22% and has 12 hours left! Now for some reason, I have to double check the location of the MOHAA directory on MBuilder just to compile something.

Another problem: I can't seem to post images on here so I try to send them to somebody else; cheap yahoo says one verdammed tga image is too verdammed big, and I can't transfer it to their server either because it gives me a stupid verdammed excuse saying it's too verdammed big. VERDAMMIT.

While I think of ideas for the map, I make smaller maps. Not that I take my whole time on them, but I only do it just to clear my mind or if something's wrong with my PDH map. Here's a few good ones: Tunnel Rats, City in the Sand, House2House, City Siege, and Leningrad.

If I for some reason decide to quit my PDH project and give it to Oddball, I will start a Leningrad project.

Overall, beta testing for my map should be ready in about 3 weeks or less. I've tested the map myself only about 4 times, until I got the problem above in the second paragraph.

This prefab site may give you a boost on your map, Oddball
[url:0b08d]http://www.wulfman07.de/nukex14/index.php[/url:0b08d]
Just about the whole site is in German, but I think you'll find your way around, lol.

Keep cool guys, when the beta comes out I think you'll enjoy (or should I say that later?).

Oddball.woof 10-08-2002 09:36 PM

Thanks Havoc
 
couldn't connect to your link though.
I have many times come near to giving up too, its a hard project harder than most I think more than people realise.

Havoc_covaH 10-08-2002 09:45 PM

Verdammed links! Communists! Cheap vodka!

Ya, towns are easier to make, but when you have a big cliff penninsula with the exposed wilderness and lots of bunkers, put on your seatbelt.
How did you make your cliff?

Havoc_covaH 10-09-2002 02:19 PM

BTW, nice weapon skins, bender. I didn't download them but they look good.
I'm thinkin if we all might make a good mapping team. It's just a thought, but this map(s) me and Oddball are doing has made us a little famous. If we do create a team, bender could probably do the website.
I'm currently waiting another "20 hours, 12 minutes, and 29 seconds" for compiling to finish hake: sleep: .

=[DOA]=VonMeyer 10-09-2002 06:37 PM

Damn man im so anxious to beta test this map.

Superkat 10-09-2002 08:03 PM

ditto ;)

btw, bender stole my name... my last name is bender. freak:

Oddball.woof 10-10-2002 09:45 AM

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.

Oddball.woof 10-10-2002 09:54 AM

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.

Havoc_covaH 10-10-2002 03:14 PM

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.

Oddball.woof 10-10-2002 08:05 PM

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

Havoc_covaH 10-11-2002 03:34 PM

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.

Da Reaper 10-11-2002 04:10 PM

Press 1 to change the grid size and align it with the little indent on the bottom of the barrel

Oddball.woof 10-12-2002 12:20 AM

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.
.

Havoc_covaH 10-12-2002 02:08 PM

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.


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