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Messages - carlosflorez87

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31
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 16, 2016, 04:00:47 PM »
Hi DarkSynopsis, no, your steps were not vague! clear enough, just tried to complement them in case somebody finds the same bumps but couldn't figure them out (although is not a very complicated thing to do) Just an excercise to keep everything documented for further research :) .

Great info on Cooking Maps, I would make some research too on YouTube so we stay on the same tune. By the way I'm having some trouble viewing even Editor's assets in the game, like custom assets, they're fine on the editor but not showing in the retail buid; maybe is due to "Cooking" too?.  I'm thinking on a new walkthrough if you will? :) [Walkthrough II - Placing Editor's Assets]


32
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 16, 2016, 02:01:42 PM »
Finally! I'm at home with the rest of the day free for modding. Time to create my first TAKEDOWN level and run it correctly with your guide!. Here are my comments:

The first bump I ran into was adding a TDPlayerStart. Since I'm no UDK or UE expert, It took me like 5 minutes getting this task done, but figured it out anyway. Maybe we could add something like this to make point 3 a little more clear: (since the aiming is to achieve a very easy-to-follow tutorial, what do you think? woudn't be too much detail? The aiming is to be detailing in thing specifically of the TD level editor, not UDK)

...To add a TDPlayerStart* , open up the 'Content Browser*' and clic on the second tab 'Actor  Classes' and go to Actor > NavigationPoint > Player Start > TDPlayerStart or in the search field type 'TDPlayerStart' and Clic & Drag to the viewport area where you want the player to start...

Continuing with the lesson, the second bump was actually at point 4. Adding the "Level Loaded" and "Start Match", again regarding the scope of maintining this as newbie friendly I will suggest adding:

...4. Open Kismet* and Add a "Level Loaded (Right-Clic > New Event > Event Loaded) and Add a 'Start Match' item (Right-Clic > New Action > Takedown > Start Match...

Next and last bump was in point 5. after clicking the 'Build All' button, the following screenshot appeared:



Do I have to worry about these warnings? can we create like an insight about what these error means? (Maybe if we want broaden the scope of the project and create a fully detailed documentation regarding TAKEDOWN modding  ;))
 
The rest of the points where just crystal clear. I think this could be the most detailed guide on the internet to actually run a custom map on TAKEDOWN! :) Nice work!

Ok, after finishing all the steps. The first attempt was to try and run it in the editor and clicked on the 'Play Button' and this message appeared:



What could this message mean? Could be the reason for the sky not showing on the game?

After ignoring this message, clic on Yes and I was fully able to test my first map!!!! Now the final try on the game!!



As I was expecting everything is working perfectly despite the shown errors. I think this kinda concludes our basic walkthrough. We learned that there's no need to place textures or even a sky to get our level running. At least with these procedure we can start blocking out our levels (wich I believe is a huge step in reviving TAKEDOWN modding, or if not reviving at least provide a solution for people who's still interested on exploring this game) to move forward as we keep tackling the future problems we may (and will!!) encounter.

Thanks for your time, help and support DarkSynopsis I will keep digging with the Editor and hopefully post some blocked out ideas I have. I'm loving TACTICALAPE's forum, very kind, human, and certainly engaging!  :D :D

33
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 16, 2016, 09:14:55 AM »
Wow! Thanks for the quick reply DarkSynopsis!! I'm looking forward on trying your guide, I think is clear enough even to a novice modder, so great tutorial. As soon as I'm out of job (aprox. in 3 hours) I'll give it a try and give you my comments!

34
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 15, 2016, 10:38:32 PM »
 ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D I'm REALLY GLAD to read this Let's revive TAKEDOWN!

35
Takedown Red Sabre Modding / Mapping / Walkthrough
« on: February 15, 2016, 09:34:08 PM »
Hello everyone,

I would like to know the minimum required elements to get a level running inside the game via TATDMM, also if possible a short walkthrough. I'm thinking something by this, just by guessing:

 I would supose that the minimum elements should be a BSP for the floor (do I need to configure collition or something?), a PlayerStart (do I have to apply some tweaks or config?) and a light to actually see the scene.

After the map is saved and the "Build All" button applied, I guess I should follow the instructions on using TATDMM (creating .txt file and placing it in the correct folder, along with the .umap on its correct folder too (for my .txt file I'm copy/pasting the example from the instructions and replacing wherever 'TA_Test' appears for a "MY_MAP".

Apart from this short guide, is some additional configuration needed? Am I missing something? I'm trying to run a very simple map but can't get it done. Appreciate the help, thanks!


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