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Messages - DarkSynopsis

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SWAT 3 General Discussion / Re: Faulty Nvidia Drivers with Swat 3
« on: February 22, 2017, 02:13:38 PM »
Not really a surprise, we are some what lucky there was any support still happening, believe I just read recently that Blizzard won't be supporting XP/Vista any more, got to move forward at some point.

At least we have options like dgVoodoo that at least with SWAT 3 on my end works a treat!

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CTU General Discussion / Now on Steam
« on: April 22, 2016, 08:03:23 PM »
Game launched on Steam today, not sat down and gave it a solid try yet but a quick look in the menus revealed a Level Editor so you can build custom maps!

Game seems to support Steam Workshop, and looks like custom maps are stored in "Steam\steamapps\common\CTU Counter Terrorism Unit\CTU_64b_Data\Maps_Custom".

If the community wants another place to host maps either for backup reasons or just not fond of Steam Workshop for whatever reason we are happy to do so.

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: March 03, 2016, 10:26:03 PM »
and that time I got nothing, hmm, nothing in the forums software error log is it telling me it failed to send or anything.

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: March 03, 2016, 09:32:33 PM »
Hmm, shouldn't be that, I have the forum open in my browser all the time and got an email.

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: March 03, 2016, 08:19:00 PM »
Had to tell about the size, might feel a little big but might not be an issue once filled out with props, as for the loading time I wouldn't worry about, initial run of the map takes awhile to load due to building the shader cache for the materials, just booting it up again I was in within seconds.

I think the notifications will only go off for the first post you haven't seen.

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: March 02, 2016, 08:16:02 PM »
Got my Raven Shield working, quick screenshot of the main entrance.




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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: March 02, 2016, 02:29:58 PM »
Had a quick run through and noticed a few flaws with collision.

Right Side entrance noticed the floor texture was off and if you look down the end of the hall you can see the wall collision is taking up some of the space for the door which I got stuck on.


You added the front entrance back in but can't enter though it, also the stairs are gone?

3rd floor has various issues with collision, first room on the left? as you come up the stairs seems to have collisions for a wall + door but it isn't there?


First two rooms on the right can't be entered through those door holes but can else where




Hallway between the previous 2 rooms has a collision sticking into the hallway.


Can't even recall this next room just know its on the 3rd floor and again a random collision.


Hope that helped, sure I wasn't descriptive enough about the location of each room :P can run around the map in-game with "SHOW COLLISION" toggled via the console.

Raven Shield: Athena Sword has a remake of Embassy http://tacticalape.ninjasfate.com/ravenshield-athenasword/map/embassy

Yup, HQ is using 400+ cover points so must be important :P

I'll try look into the email thing when I have a moment, not sure why it stopped sending, hadn't noticed since even when I unflag the email as spam it keeps turning up in spam! also need to fix that.

Maybe the thread is no longer set to notify? just noticed mine no longer says "unnotify" seems to have unset itself, just hit notify again so we shall see.

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: March 02, 2016, 06:53:23 AM »
Cool to see some textures even if they aren't HD yet :) beats the generic UDK one, textures taken from original R6 or Raven Shield? just recalled RS had a remake, was going to run around it earlier to see but my game wasn't booting! :(

Nice to see Cover Points seem simple to use and seem to be working, should help prevent Tangos crowding in one area like we saw earlier on.

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 24, 2016, 08:30:02 PM »
I haven't seen the original level in so long that I had just assumed that front entrance was part of it, if you want to stick close to the original might be best to leave it closed off :)

As for doors I had a quick look and it seems you just need to find the package "PT_Props_Doors_P" and under the "Prefabs" section drag in a door.



Changing the mesh of a door to something custom seems like a whole other pain, I think it would go along the lines of converting the Prefab back to Normal Actors, changing the mesh and putting it back together, all while trying to keep the Kismet of the door intact, shouldn't be hard just a pain.

Don't think a custom level ever made it out for TAKEDOWN back when it the editor came out, ran into too many problems with Multiplayer errors and such that it didn't seem worth breaking peoples games for simple things.

About 5 months back I did upload a video for the "Tower Defense" map we had made as a test using the TAKEDOWN assets but we never really tried to push it, just felt like it was time to upload the files almost as a proof of concept.

Does feel like we are working on nothing but you never know, might pull some people back if they see something decent working, who knows, and as you said its practice for EPSILON, I think the scale of the levels in TAKEDOWN are the same in EPSILON so at the end of the day you could put your meshes back together in the EPSILON editor and be ready to go.

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 24, 2016, 12:53:43 AM »
Not sat down and tried the new version yet, did notice that the front entrance doorway is now gone? reworking on that mesh?

I'm curious to see how Cover Points turn out :) not touched them myself since not built anything big enough that I could test with.

Another useful console command is "ToggleDebugCamera" something along those lines, lets you just fly around the map as a camera, lets you get around a bit faster and no worries about getting shot, doesn't help test out collision and such though.

CERO community?

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 22, 2016, 02:21:11 PM »
Ouch losing 10 hours of works sucks :( good chance it would have stopped me working for a few days, then again sometimes just got to push on wards, normally quicker a second time round anyway :)

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 21, 2016, 01:36:49 AM »

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 20, 2016, 09:53:02 PM »
When testing I normally bring up the console and type in "god" so I can get around without worrying about death.

Also useful to use "ghost" to fly around and if you want to get back on the floor can use "walk".

No clue what happens if Tangos have different teams but since did Alt+Drag they wouldn't anyway, wonder if you can delay when they spawn so is a chance to get into a position to see what happens.

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 20, 2016, 04:16:09 AM »
Having another look and just guessing but I noticed your "KillZ" the Red Line in the map editor is in line with the floor, the KillZ is there so that if you fell off the map it would kill you at that point!



Since its in line with the floor it could be killing off Tangos, why some and not others I've no clue but I would suggest going into View -> World Properties -> Zone Info and edit the value of Kill Z to something like -250 so it clears anything you have created.

... As I was typing this out I thought why not test it, nope... didn't make a difference I just saw pretty much the whole ground floor dead and I took out like 6 Tangos and won, thought I would leave it in though since most likely don't want the Kill Z in line with where players stand.

Wondered why I won without going upstairs, tried to go to the second floor next round and after the first flight of stairs inside I fell through the floor, is the second floor missing collision? maybe that is why we are seeing dead Tangos they are falling through the floors!

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 20, 2016, 03:57:47 AM »
Nice, looking forward to seeing it more fleshed out :)

I believe I've figured out the mystery behind Tangos spawning at the Insertions, you seem to also have the Level Loaded -> etc -> Start Match in the _TangoHunt, so I think when the map loads it spawns the 30 tangos then once it streams in the _TangoHunt its spawning another 30 and since you only have 56 TDTeamPlayerStarts some are ending up at insertion.

That is just my theory anyway, just remove the Kismet stuff so nothing is in the _TangoHunt version and it should be good to go :)



As for the Tangos dying on spawn, I've no clue, never seen that, I did think maybe the TDTeamPlayerStarts were to high off the ground and they would spawn in with enough of a drop to kill them, doesn't seem like the case though.

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