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Messages - carlosflorez87

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16
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 18, 2016, 10:22:54 PM »
LOL! that's right, they' pretty 'close' and like to hang near each other! Right! Ray cast helped!  and now I'm not getting tangos beside me neither :)

I'm still not happy with AI but we're getting closer right? Do you know if there are more ways to modify the AI behaviour inside the Editor apart from paths? for example, marking some static meshes to use them as cover or something? or by changing TDTeamPlayerStart settings? :o

I'm going to check the .ini to tweak the AI to see what kind of improvements can we make there...

17
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 18, 2016, 09:54:21 PM »
Right! the .upk!! Sorry, I swear I said to myself: "Don't forget to send the .upk...."  ;D ;D ;D

https://dl.dropboxusercontent.com/u/28069679/Tactical%20Ape/R6_M01.upk

I see your point about the FrontEndMenus, and the updated version we have in the Editor... hmm well I'm sure something will come up sooner or later! Like everything has going on so far!  :) ;)

I'll immediately check de "Use Recast". I'm now remembering forgetting to check it back then... I'll let you know how it went in a few minutes.

That's correct, the tango by my side on the spawnning point occurs only when I add the total 6 PlayerStart setup for a correct behaviour un multiplayer. If I put only one PlayerStart on Insertion A, it's ok. But if I add another PlayerStart, anywhere, with 'InsertionB' set, a Tango surely will appear con this second PlayerStart and viceversa (happened all times, I finally had to move the where no direct visual was possible so map didn't start with somebody actually shooting, going to check it again) , hope made myself clear  :o


18
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 18, 2016, 07:38:34 PM »
:) Nice! I found the FrontEndMenus .upk on the Editor! I didn't replaced any of the other images, instead imported a new one called  "MapSelectImg_embassy" and saved the package. Thought that just adding "_embassy" on our .ini file would do the trick but didn't work :P



I would think it's because the package that is inside the editor is different than the one the game uses right? Inside this FrontEndMenus pack, from the editor I couldn't find the images for the new maps like HQ_night, or Hull for example. I was thinking to make the same thing: adding a new texture file where all map images are stored, not replacing any, and then maybe adress to it via the .ini file, but don't know if that's even possible or at least a clue on how to do it. :/

Thanks for checking out my map! Hope you find what's keeping my tangos lazy! :)

19
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 18, 2016, 06:53:53 PM »
I was checking on game level images too... hmmm would like to know where the game has these images stored to make the change according the level (if it's inside a .upk we should add the new texture, wrap it up and replace it right?). I did a little experiments but with no luck. I would say that as the same with levels, the menu has a 'Cooked' version and the Level Editor can't modify it. Well, It's  just a thought , not my forté.  :-\

About my map, I have 62 TDTeamPlayerStart and I've added 5 additional PlayerStarts points to Insertion A and B, but it's not good because an enemy keeps spawining by my side (in any of the 5 other PlayerStarts) and shoots me as soon as map loads, so I removed them to test other things. Could this be a reason for not adding AI Teammates in Tango Hunt?

 :o (Quick question: I wanted to add extra TDTeamPlayerStarts to 'MAPNAME_TangoHunt' Level but couldn't find a way to add them the actors directly on the Level where all actors are placed too, instead they appeared on the 'Persistent Level' and couldn't figure out how to move them to an existing level, not 'creating a new level with selected' as we did before). 

:( I'm worried abouy my static tangos.... I'm sure I saw them move (I posted one screenshot of a dead guy just outside the doo) and kinda hide an seek as in real game (when near or inside the house) but if play with sniper rifle and see the behaviour through the scope, it's just evident they're not moving a bit!!! :(

The first time added like 6 pylons through the level, intersecting each other a little bit, and later I replaced them all with a bigger center pylon. Wich is the best way to set pylons?

I'm adding 2 .rar files one has the 'Cooked' files and the other the 'Uncooked' files (for both levels) Would you please check them on the editor and in-game to see what is happening?  :-[

https://dl.dropboxusercontent.com/u/28069679/Tactical%20Ape/Cooked.rar
https://dl.dropboxusercontent.com/u/28069679/Tactical%20Ape/Uncooked.rar

 ;D

20
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 18, 2016, 09:05:14 AM »
Now that you mention it, I didn't realize that AI was not searching properly, although I managed to enter the house and they did move and came through the door frames firing quite damn sharp. I'll check out after work, maybe bad pylon config or generating trouble with imported meshes, although no error given except the missing UV light information on meshes.

About difficulty, I've messed with "DefaultAI.ini" but I kinda like that extreme range (I ilke to think that If the player can see and shoot from crazy distance, AI should too). :D :D - By the way, an enemy is always spawning in the other Insertion Point of selected. (If I choose InsertionA an enemy appears on InsertionB and viceversa :/ ) is this the normal behaviour?

Man, that new version on TATDMM is just great! Essential tool to distribute along custom contents! :)

As a quick question, would it be too hard to figure out how to change the image Map Img of the custom level?, (the ones showwed up on the Menu) and both insertion points imgs too???! that would polish even more custom levels.


21
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 18, 2016, 02:09:17 AM »
I've just finished blocking out my level, everything was done in 3DS Max, and imported into Level Editor, no BSP used, I wanted  to try the workflow between both programs (I'm getting used to Level Editor, just crashed a couple of times, but I can actually enter and exit play mode in viewport without crashing).  I wanted so bad to try Tango Hunt mode!!! this is how it went:







Everything went fine as usual! That Tango Hunt tutorial rocks! super easy to follow :) :) :) :) I just can't stop thanking you! A week ago I was so much interested on creating maps for this great game but didn't know where to start.... Now I can create any map I want, and play it on Tango Hunt (wich happends to be my favorite gametype) and on top of all, you just solved the Multiplayer mysterious issue!! :D :D :D Congratulations man, really! My total respects! you're a pro modder! do you work at videogame industry??

I'm also adding links to both files of my map :) If you want to try them!

https://dl.dropboxusercontent.com/u/28069679/Tactical%20Ape/TD06_mission.umap
https://dl.dropboxusercontent.com/u/28069679/Tactical%20Ape/TD06_mission_TangoHunt.umap

I'm just glad to have found this forum, TacticalApe f*cking Rocks!!!!! :D :D :D

I'll be posting more screenshots and as usually a lot of questions and a couple of walkthrough requests! :)





22
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 17, 2016, 09:54:13 PM »
 :o :o :o :o  ;D ;D ;D ;D  :D :D :D :D Man! This is just too much!!! I'm glad that what started as an exploration excercise just evolved in the best  and most complete guide on the web about TAKEDOWN Modding :) You're the boss  8) I really think we should wrap this up in a nice PDF and pass the voice over to 505 Games maybe, to show them what TacticalApe has achieved.

I haven't had much time this day  :'( been busy at work and some other errands, but hell, the night is still young and I have to test EVERYTHING on this post! as soon as I have a decent scenario to try them on!



Thanks again for sharing all your knowledge with the best vibe all time (Y)

23
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 17, 2016, 09:03:03 AM »
:) Man, I'm just glad you got things working now!  It was a shame that things didn't work out before, maybe back then, the modding for TAKEDOWN would have seen it's days... But well actually it would be a bigger shame if the problem remained unsolved! I'm at work now, I'll be checking the Tango Hunt tutorial on afternoon and keep working on my level! :)

24
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 17, 2016, 02:53:13 AM »
:( :( !! Oh damn! I've never seen an error like that.... But definitely it's on your end (at least we know that not everything is lost!)... I haven't done anything extraordinary but this:

1. "Go to: Steam\steamapps\common\Takedown Red Sabre Level Editor" and in the search field put "*.exe* and it should show all executable files inside the editor.

2.What I did was right-clic every file on that search result and go to: Properties > Compatibility > Execute this program as Administrator.



I was having a lot of trouble since the editor couldn't find some resources to properly work because didn't have permission to access other Files; I'm running on Win-7 64. Other than that, I haven't made any other major changes. Let me think a little bit tomorrow after having some rest if I remember something... But try this, maybe that can help.

25
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 17, 2016, 02:44:37 AM »
!!! WOW! Nice post back there!! Unfortunately I have to go to sleep now! it's 2:37 and I have to go to work tomorrow  in aprox. 5 1/2 hours (Damn being poor! :P) and haven't sleep all day, just modding!! :) So I'll give it a try tomorrow as soon as I get out of work.

I was going to bed, but then I was thinking about the custom meshes. Maybe you're having problem with packaging or something... I thought that if I was able to import a texture, I could import a Mesh....



VOILÁ!!!! :D :D :D :D I didn't do anything extraordinary or different of my previous post. Just exported a FBX file from 3DS Max, imported the same way as the texture was imported, to the same package also and that's it!!!! :) :) :) :)

Man I'm really excited right now!!! PLEASE tell me how it went!!! I don't think I'll be able to sleep, I want to keep working on this!! :) but gotta go! Please give it some runs and hope to get in contact in a few hours!

26
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 17, 2016, 02:10:21 AM »
LOL! Gold rule #1: "Never, ever, EVER minimize Takedown Editor"

No, I'm not replacing any textures or materials inside the Editor, I guess is time for me to contribute with a walkthrough:  :)

1. Inside Content Browser create a New Package: Clicking on the 'NEW' button at bottom-left corner of the Content Browser. I created it in: TakedownGame > Content. (Don't know if location has something to do).



2. Imported the image file for the texture into the newly created package. [ ABOUT IMPORTING THE FILE: Clic on the IMPORT button at the left-bottom corner of the Content Browser  and select the file from your HDD. [ ABOUT THE IMAGE FILE: Is a 1024x1024 .tga created with Adobe Photoshop: Save As > Type:Targa (*.TGA) ]

3.On the Import Dialog that opens up, make sure the Package name corresponds to the newly created Package and asign a Name to the Texture, also Grouping field adds like a Tag for organization (optional). The options below leave it like this (default) since this will be the texture for the diffuse map, and clic OK.



3.Once we have our texture imported inside the package, lets create the new material inside the same package too. Right Clic on an empty space > New Material. Again, check the Package name, add a Grouping tag, and a Name for the Material and clic OK.



4. The Material Editor opens up. Having the recently imported texture file selected on the Content Browser, go to the viewport section of the Material Editor and Hold T+Clic to create a "Texture Sample" element and join the black node of the 'Texture Sample' box to the 'Diffuse' node as seen on the image and clic the green Check Icon at the top left of the Material Editor and close the Material Editor.



5. In the Content Browser, Right-Clic on the created Package now containing a Material and a texture and clic on Save (In the image is seen as 'Guardar' since my OS is in spanish. (IMPORTANT)

 

6. From the Content Browser Clic and drag the new material to the desired BSPs.

 

7. Close Content Browser, Build All, Save, Cook, Copy&Paste, Run.

 

That should be it. Hope I got it clear and hope it works for you too! Please keep me posted how it went!  :) Didn't run on any of the errors you posted!

27
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 17, 2016, 12:46:50 AM »
So far so good!!

I'm actually working really smooth with the editor right now (It's not that I'm doing something complicated) but the more I use it, The more I get the hang of it, for example, I'm learning that some regular actions like minimizing, or something like that, can make the Editor crash real quick;  the important thing is to keep that in mind, save often, create backups, and save again before attempting any 'drastic' actions; the Editor does not take too much time in loading after a crash, so  this crashing thing doesn't bother me at all (I remember working with the first versions of CryEngine 3 SDK and it was very similar)



It's not that I've done much, but I would like to share something: It's possible to apply custom textures to a BSP (don't know if you DarkSynopsis had troubles doing this?) as can be seen in the image: I placed my level's blueprint texture over the floor BSP. I'm building on top of it to keep things simple since I have a blueprint. As a way of learning, I wanted to try the Cooking process once again and also try if my custom blueprint material would show in the game and hell yeah it's showing!!!  ;D

Learning this, now we know that we can: Block out levels with BSPs, add Editor assets,  apply custom  textures to our levels (and maybe the given static meshes, gonna try that on my next upload) and finally 'Cooking' our level to make it fully playable! in an accurate, documented and consistent way of doing so!!

I'll keep working a little bit more as I advance in my level  :)

28
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 16, 2016, 09:50:29 PM »
Sure you're  right about you were the only guys working on this... there's actually no info on any other site about TAKEDOWN modding!! (well, there's some activity at Serellan forums but activity motivated by TacticalApe too) I can imagine how frustrating and demotivating it was  :(

But now I'm really glad you got your interest back!  ;D ;D ;D I'm sure we can push even forward with this. I would love to read about setting up Tango Hunt Working! Then we could talk about actual gameplay test!!  :)

I'll be working on my map right now! and I really hope we get to play it Co-op/Multi, I know we will find a way around!!

29
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 16, 2016, 09:21:07 PM »


10/10!!  ;D Thanks a lot man! This walkthrough went even sweeter!! The actual delay was me arranging the objects in the scene  ::), the steps you posted were 100% accurate. I think walkthrough part II can be concluded!!

I'm glad that all the process is being documented, so we keep track of everything and that, I think, will help a lot when problems come. With this post, I think anyone who is interested in creating levels for TAKEDOWN can now start to build and test many ideas that can be interesting for this game.

My map has default UE3 Skybox so we can conclude that is supported by Editor.

For now I'll play a little bit with the editor, trying to complete a level worth seeing (and I've been planning too), using the given assets and hopefully my next post will be come with som screenshots, a downlad link; and surely a LOT of questions  ;D ;D ;D

I'm actually thinking on the next Walkthrough  ::)  ::) are you in DarkSynopsis?  8) It's obvious that your help has been extremely important for this project. I'm thinking... "Part III: Placing enemies, entities and actors" what do you think??  ;D

Thanks again man!

30
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 16, 2016, 08:06:43 PM »
:O :O :O WOW! man that's just great! I'm going to try it RIGHT NOW and let you know how it went :) :D

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