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Nov 25, 2007 14:44:45 GMT
Post by richard on Nov 25, 2007 14:44:45 GMT
ok we need tp pull together and make our own version of RTCW ET'S map Fueldump ( unless someones already made one somehwere ? or seen one already done ? ) anyways my idea is similar to the ET version but our tank would be automatic ( as cannot have it being damaged/repaired and so on. but it would drive unescorted to the bridge ( bridge is already built ) at the bridge would be 2 sets of boulders ( barriers ) that need to be dynamited ( axis would be able to turn up intime to defend the 2nd barrier and frustrate the allies etc ) the tank would wait until the bridge is cleared then move to the blocked tunnel and blow it as normal then move into the tunnel at the far end of tunnel have the 3rd barrier which again would need to be dynamited once past this the tank can go on and blow the 2 holes into the depot compound ( unless we have some capture flag idea to stop the tanks progress from that point and allies to hold it for it to continue and if axis hold it it reverses back etc ? ) lastly blow the fuel tanks to win the round thats it should be easy enough ideas ?
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Nov 25, 2007 17:15:19 GMT
Post by Twist3r on Nov 25, 2007 17:15:19 GMT
Hrm pull together? Can't you just take the et version and modify the truck/bridge/barriers/script files. Maybe you are planning to do that list way, just to clarify that
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Nov 25, 2007 19:54:56 GMT
Post by richard on Nov 25, 2007 19:54:56 GMT
unfortunately its not that simple , ET uses different shaders and everything , unlike converting q3 maps to rtcw , thats why i am throwing it open to whats left of the RTCW community a lot of work will be involved in such a project.
problem being now adays is a lot of the old school mappers have moved on ... even from ET to ET|QW etc
what i know is this ..... FuelDump is basically the Rtcw forest map , with the snake like tunnel cut thru it , so we need the .map file of forest to begin the work etc
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Nov 25, 2007 20:24:04 GMT
Post by HeRMe! on Nov 25, 2007 20:24:04 GMT
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Nov 25, 2007 21:49:22 GMT
Post by richard on Nov 25, 2007 21:49:22 GMT
SORRY
i had meant the .map file ( original including all the textures etc ) bit like how they include the .map file for mp_beach in the radiant package etc , the mp_forest.pak3 was made by The Unforgiven (Keith Jaskot) i wonder if he had started from scratch and had decompiled the bsp to .map and had added everything again ?
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Nov 25, 2007 22:21:38 GMT
Post by HeRMe! on Nov 25, 2007 22:21:38 GMT
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Nov 25, 2007 22:47:54 GMT
Post by HeRMe! on Nov 25, 2007 22:47:54 GMT
oh and fueldump is way way bigger than forest by the way, something tells me you would need to make it from 0.
why not take another map meant for many players such as breakout
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Nov 26, 2007 22:52:56 GMT
Post by Twist3r on Nov 26, 2007 22:52:56 GMT
unfortunately its not that simple , ET uses different shaders and everything , unlike converting q3 maps to rtcw , thats why i am throwing it open to whats left of the RTCW community a lot of work will be involved in such a project. Hrm.. are you sure about that? As i know homie converted braundorf some time ago and im pretty sure he just exchanged textures, changed some files but kind of 'left the compendium' the same. Maybe you should get in contact with him and check whats possible
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Nov 28, 2007 13:15:19 GMT
Post by c0MBat on Nov 28, 2007 13:15:19 GMT
hi,
In general: ET-maps can do more, so there's a big chance you have to delete everything that RtCW can not do...
- ET uses almost same textures as RtCW
most textures are used for both games, the ones that are different can be simply added to .PK3
- ET uses different entities, shaders and scripts:
Homie had to delete a couple of ET-entities from Braundorf_b1, like: trigger_ammo, trigger_health and func_constructables
most shaders dont give a problem, but if they do: use other textures or copy shader-info into the (RtCW-version of) Fueldump.shader
in scriptfile are many commandlines that do not work for RtCW, i never made a tank move the way Fueldump does, but its gonna take a lot of work to redo the moving tank! original Fueldump uses info_train_spline_main-entities (??) to move the tank (script_mover)
I have a mapfile of Fueldump, but it got 17,173 brushes and 792 entities, i can hardly move around with my editor to check out the .mapfile (but my pc is 3 years old)
- also i would like to know: you have permission to edit that map?
~c0MBat~
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Nov 29, 2007 14:10:21 GMT
Post by richard on Nov 29, 2007 14:10:21 GMT
thats why i said we have to make our own version of it
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