Wolf: MP


(BackSnip3) #262

You could change your model’s name, and use the new path in the .def or whatever script file for the vehicle. Then you can see what’s happening. :slight_smile:


(BackSnip3) #263





Updated allied model, in limbo menu. :slight_smile:


(FFSturm) #264

Looks really good. Maybe add a little fabric detail map on clothes?


(BackSnip3) #265


There is but it’s not visible in limbo menu. :confused:


(Donnovan) #266

Completely amazing!


(BackSnip3) #267

Poor attempt at starting to remake the forward bunker. :slight_smile:





(sanDIOkan) #268

please take inspiration from rtcw not from that cheap copy called et :slight_smile:
start from where everything started: mp_beach
(u can also use parts of map island from qw)


(Raga) #269

[QUOTE=sanDIOkan;397629]please take inspiration from rtcw not from that cheap copy called et :slight_smile:
start from where everything started: mp_beach
(u can also use parts of map island from qw)[/QUOTE]

yes please mp_beach for qw :slight_smile:


(.Chris.) #270

We will be taking inspiration from RTCW, ET and ETQW and finally Bri… Bazinga!.

Another RTCW/ET style project (Overdose) is doing a mp_beach conversion, to avoid comparisons between the projects think we will be best doing something different. Would hate for us to be told we were copying them, they already claimed EA/DICE copied their gloves in BF3 or something…

When we were discussing which map we should use to start developing we picked Battery as it’s a relatively simple map to construct, there are no escortable vehicles and such that we have to mod in, we can do that later, so that ruled out Goldrush, Fueldump, Railgun and Supply Depot. Oasis would be too time consuming remaking all the ruins so that was ruled out. Radar? well ET:QW already has a radar conversion though with Strogg stuff all over it. This left us with Battery. To be honest I didn’t play RTCW so only know the maps that were converted to ET so didn’t consider them.

With Battery we can show off a bit making nice beach terrain and ocean. Add a warship on the horizon that gets shot down at end and stuff like that.

We will be basing it on the version using the ETpro mapscripts for the back door.


(sanDIOkan) #271

ice? radar? village? there are many maps with no escortable vehicles that are rtcw’s and cool
and btw adapt volcano, salvage and island wouldnt be that bad.


(.Chris.) #272

I’m not going to port a map I don’t know and we’re not going to be only using ported maps.


(FFSturm) #273

http://img688.imageshack.us/img688/9597/beach2w.jpg

It’s still alpha stuff. Playable and nearly finish, but still needs a lot of polish.

http://s17.postimage.org/q7rltz2ct/beach1.jpg
http://s7.postimage.org/ix2zkuli1/beach6.jpg

Any kind of help with the terrain would be heavily appreciated (it will reduce the time consume by x5).

Edit: Why flame lol? calm lol, It’s not supposed to be RTCW 2 xD


(Boktor) #274

Nice! I haven’t played RTCW in years but I recognized the map instantly


(sanDIOkan) #275

tbh u don’t need to make a brand new game… u can make a modern rtcw with the original qw’s gdf and total new axis characters just removing the stroggs. then use maps from original rtcw and also qw (the maps without vehicles where really cool : island, volcano and salvage)

this way u make a realizable project in less than a year.
oh btw ask help to modders on mod database
add cool effects like sikkmod/doom3 hd wouldnt be that bad
http://www.moddb.com/mods/cverdzislav
authors

  • Sikkmod 1.2 for Base (Sikkpin);
  • Sikkmod 1.1 for Roe (Sikkpin);
  • High-poly Models meshes (Sikkpin);
  • High-poly weapon LWO (Rockmong);
  • Enhanced Doom 3 models 1.1 (EvilEngine);
  • Wulfen Texture Pack 1.0 (Wulfen);
  • Monoxead Texture Pack 1.0 (Monoxead);
  • Xio’s Skin Pack 5.0 (Xio);
  • 6th Venom HQ Mainmenu (6th Venom);
  • D3 Fullshadows 1.4 (Dafama2K7);
  • 1024x Textures 1.3 (Dafama2K7);
  • 1024x1024 Jumbo Size Monster Skins (Sadicimus);
    …and other

(FFSturm) #276

this way u make a realizable project in less than a year

  • Sikkmod (in etqw… I see.) “Sikkmod is canned, no more upgrades sadly”
  • High-poly Models (o.O)
  • Retexture (I would say Texture, rather than retexture, there is nothing to retexture. It’s a completely different game, different assets.)
  • New GUIs (obviously)
  • Etqw flashlight edition (No, just no)
  • 1024x 2048x 4096x 8192x Textures. (because i’m worth it)
    -New one added: Apply hundreds of lights to the scene, because deferred shading renderer is included.


Simple, in less than a year xD



(Dashiva) #277

Weird. As I sit here I’m looking at the UDK editor which has my version of the first forward bunker in it from beach, see www.casualtygames.org . There’s gotta be another map that we can do, lol. Village? Frostbite? I was always a big mp_castle fan, that seems like it might be doable.


(sanDIOkan) #278

castle was fun but not good for real matches
too unbalanced for allies that get raped at the spawn from the beginning


(BackSnip3) #279

sanDIOkan, please…

@Dashiva, and EVERYONE ELSE: SEAWALL BATTERY and MP_BEACH are not the same!
THANKS!


(Dashiva) #280

[QUOTE=BackSnip3;397758]sanDIOkan, please…

@Dashiva, and EVERYONE ELSE: SEAWALL BATTERY and MP_BEACH are not the same!
THANKS![/QUOTE]

Yeah. Trust me after 1000 hours of RtCW and ET (each) I’m aware of that. I was just commenting on multiple people wanting to create the same maps over and over. I was never a huge fan of beach (more village and mp_ice) anyway. Please, though, if you’re going to make battery don’t make the battery ramp destructible by satchel. That was the dumbest design decision I’ve seen in any map on any FPS.


(Shownie) #281

If you are going to change that, you should make the ramp in any other material, since satchel can blow a wooden ramp. Maybe make the ramp in steel or something, otherwise it will look dumb :slight_smile: