just because im bored...


(89blitz) #21

Another Awsome bit of work, but yet when i see that it reminds me of etqw when they call for a supply station but still awsome work must of been hard :smiley:


(RayBan) #22

here’s a link to the chute_test2, map is included in pk3.
http://raybanb.googlepages.com/chute_test2.pk3

basicly, spawn as an allied player, then walk into the ‘lz’ landing zone in the
middle ( wood area ) to start the plane on its run.

@nUllSkillZ
the model for hbot as its layed out wouldnt work for an et player, it would
need its arms and legs redid, since they are hydraulic looking and wouldnt be
able to morph proper.

it would be nice if there were some scripts for blender to import and work
with mdc/mdx. you could however create a model with the intention of using
it in et, weight the verts and assign them ( name groups ) to the proper bone
names… then it might be possible to export a mesh to md3, or some other
format that can then be imported into gmax or something to export to
mds… or was it mdx… then use the command line tools to make an et
player model…

thinking about it however, i can forsee tons of cursing while attempting it…

im shure it can be done however.

EDIT:
@nUllSkillZ
that map is an older project im gonna be getting back to once my current
one is done and released,

its a baserace style map

all the terrain uses alphamod brushes to control blending, so i was free
to weave the terrain in a non-uniform fashion.

its all soup… just soup…


(Avoc) #23

I suspect you could also trigger the plane to drop the crate when you have completed one another objective, say, captured a spawn or something?

Thank you again :smiley:


(RayBan) #24

yeah, the plane will make its run and drop the crate in any way you want
to trigger it.

you just need to call the trigger ‘activate’ in scriptblock ‘airdrop1’ and it
does the rest. you can trigger that ‘activate’ any way you want.

i was kind of sloppy when i did the script, but the whole process can be
done in a number of ways.

you could also do a few airdrops at the same time, or have some drop sooner
than others, depending on how fast you set the planes speed.


(Avoc) #25

Just curious, did you do the terrain manually?


(RayBan) #26

yeah, i dont like using heightmaps, or easygen and so on, so i make one
brush, clone it and just go on from there, once the layout is more or less
done, ( its all flat at that point ) then i lock the x,y and just ajust the verts
on the z-axis. its a pain to start it… but in the end its worth it. plus it generally
creates a lot lower tris than terrain thats aligned along an x/y grid. less
brushes and a better effect.


(nUllSkillZ) #27

If it’s Baserace style there should be blue and red colored parachute boxes.
So every team knows what boxes are to take.
BTW do the boxes vanish if an enemy player touches them?


(RayBan) #28

well, the airdrop wasnt meant for this map, although i did have the thought
planes could drop bonus objectives, that if the right team touched them
they would auto-construct mg’s or even a launch-pad, and the dropped
objectives would stay for around 30 seconds, and if not touched would
just dissapear.

but there are colored crates for the teams to grab, 2 on either side of the
map in baserace stlye,

i liked the baserace idea, but one of the things that bothered me was over
the course of the map, it would get laggy from all the constructs that built
up. to get around that, i have simplistic constructions, all the tents are
basicly built, you just upgrade them, and the flags on the top of the tents
tell you their level, ie… a medical tent, an ammo tent, and a command post
tent. each delving out increased health/ammo/recharge as they upgrade.

when the map starts out, there are pads to drop off crates, and bobbing
messages to indicate which level it will upgrade to when a crate is placed
there. the bobbing messages only appear when your team has taken
a crate. walls, mg towers all upgradable. but it shouldnt get laggy near the
end of constructions over time, since the final builds are all negligable
in tris. at least, that was the idea.

EDIT:
but getting back to the airdrop thingy, if someone wants to make use of
it, but doesnt want to use the box, as long as they have a model for the
objective, i can ajust it and add the tag_chute to it for their own use.

just let me know, but they must have a model for it already, since i currently
have little time to create any due to prior commitments. adding the tag
and other ajustments is a small thing which i can do quickly.


(MrLego) #29

Patrick Duffy for a leg PMSL!

Classic SP episode.

Rayban this looks cool - it’s nice to see people still making non trick-jump levels for ET.

If you want to try something different for a terrain, there is a program called Earthsculptor that a lot of us have been using for Quake Wars terrains.

It still ends up with a heightmap but it gives a lot better control on how your terrain looks.

You can import it into Blender, model it and export it as an ASE model in about a half hour.


(Zer0Cool) #30

great work.

The animated parachute is a md3? or is there smth i havent seen?


(stealth6) #31

nice parachute and map!!

When can we be expecting the map to come out?? sounds fantastic!

I don’t think only tj maps are made though…

I make frag maps, but mostly ctf or adrenaline maps not objective kind


(Berzerkr) #32

Made new fabric textures (256x256, Tiles, .tga) for the tents.
Splinter Camo for the Axis and normal green for the Allies.
Maybe there have to be adjusted/reworked a bit until there fit to 100%

Tent Fabric


(aaa3) #33

omg that parachute thing is awesome!! grats!
btw, is that an Me 262 that drops it?


(RayBan) #34

@MrLego
thanks for the terrain editor, i downloaded it and gave it a try. it seems ok.
i would probably have to play with it more to get used to it.

@Zer0Cool
yeah, its an md3. 120 frames of animation, although most of those frames
are just idle for script timing purposes.

@stealth6
the current map im doing will be released soon, i will post info about it when
its ready, but it probably wont have the airdrop in it since its a ctf and i dont
see an opportunity to add it… although it might be in there… hard to say at the
moment.

@Berzerkr
thanks for the textures, i added them to a tent ase model pack i have on
my google site, if anyone needs some army style tents, you can get some
ase misc_models here,
http://raybanb.googlepages.com/

im slowly updating that site since i lost a lot of stuff in my hard drive crash.

@aaa3
im not shure what kind of plane it is… its some kind of axis jet… since im
using a texture with an alpha channel for the plane, i had a tough time
searching for ww2 airplane meshes i could import into blender. i will make
some more though once i can find some decent models.

EDIT: as for the site, i know the link to the haunted grandfather clock is
not working yet, since i have to find the original pk3 i put up before to
add to the site, just in case anyone mentions its not working. i’ll add more
models and stuff to the site as i find them.


(stealth6) #35

ctf?! You just doubled the excitement xD


(Loffy) #36

Rayban, your work is a candidate for inclusion in the upcoming book “Uber Cool Things in ET”.


(RayBan) #37

this is a projector model i made in blender, its in ase format to be used as a misc_model.
reels spin, film rolls… sound effect included and a test map named projector_test.bsp

if anyone ever needs one, here it is.

http://raybanb.googlepages.com/projector_test.pk3


(Cambodunum) #38

awesome … i will find a place in my map :wink:


(Avoc) #39

[QUOTE=RayBan;174538]this is a projector model i made in blender, its in ase format to be used as a misc_model.
reels spin, film rolls… sound effect included and a test map named projector_test.bsp

if anyone ever needs one, here it is.

http://raybanb.googlepages.com/projector_test.pk3[/QUOTE]

Very nice! Would it be possible to make an animted texture, or a few frames of animation, run on the screen?


(Zer0Cool) #40

textures/video/warvideo1
{
{
videomap video/warvideo1.roq
rgbGen identity
}
}

This is the shader he uses. You can change/add what you want but you have to give it a new name. with

animMap <frequency> <texture1> <texture8>
you can play up to 8 single pics without using *.roq