Author Topic: Walkthrough  (Read 25328 times)

DarkSynopsis

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Re: Walkthrough
« Reply #45 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.
« Last Edit: February 20, 2016, 03:59:49 AM by DarkSynopsis »

DarkSynopsis

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Re: Walkthrough
« Reply #46 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!

Re: Walkthrough
« Reply #47 on: February 20, 2016, 09:18:28 AM »
Nice for you trying my map. I'll check the Killz red line :O read something about that, somewhere but didn't really thought of it :)

About falling off from the 2nd floor.. sorry" my mistake!  ;D ;D I forgot to define the collision for the new imported meshes; didn't realize because on my run test didn't managed to get near the stairs :-[ . I'll make the  improvement in a couple of hours when I'm out of work and also send you the .upk with collition meshes! :)

Can tangos have different teams too? but wouldn't be the case neither since I alt+dragger all entities, so they should have the same properties... I'm sure the solution will eventually come up! :)
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DarkSynopsis

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Re: Walkthrough
« Reply #48 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.

DarkSynopsis

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Re: Walkthrough
« Reply #49 on: February 21, 2016, 01:36:49 AM »

Re: Walkthrough
« Reply #50 on: February 22, 2016, 01:37:18 PM »
OMG! :O Thanks man! I didn't thought about that, not even when you told me that 2nd & 3rd floor didn't had collision!  ::) That's a great relief, I think our tango configuration is ready to go! I'm still working on level mesh!! :(

I almost gave up yesterday when I lost almost 10 hrs of work :( I made a horrible mistake overwriting the file and later when I recovered the time doing the level again, 3DS Max's 'Ribbon issue' corrupted my file and had to use a backup one.... Felt really frustrated and angry but, hell, shit happens, right? Tonight I'll be finishing the whole level mesh (in a clean way, the previous mesh versions were too shabby), all collision meshes fully working, basic texturing apllying and an overview applying the cover points for the tangos! :D

« Last Edit: February 22, 2016, 03:11:33 PM by carlosflorez87 »
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DarkSynopsis

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Re: Walkthrough
« Reply #51 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 :)

Re: Walkthrough
« Reply #52 on: February 22, 2016, 03:20:10 PM »
It's true :) at last, after repeating so many times the same building phase, I really got a faster pace on room building :).

A good rest is always good too, last night while I was working while upset, I made 10X more 'little mistakes' than normally do (i.e, clicking the wrong vertex, getting off the grid, deleting the wrong face, using ctrl+z too much!) and that was clearly exhausting and advancing at a very slow rate. Over last night I'm now ready to keep working!! In the end is not an option quitting now that Christian has seen our work at Serellan forums, right?! :D :D
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Re: Walkthrough
« Reply #53 on: February 23, 2016, 02:51:40 AM »
:D Man! I thought I was never going to end! Although I'm not finished yet!!!! :/ I'm done with the blocking! I won't put a single block any more! :P I think all map is playable; found a rendering bug on one set of stairs, but nothing serious! :)

I'm looking forward for tomorow if I can finally start applying some basic textures! those purple squares are driving me sick :P Sorry for the delay, but I didn't count spending so much time on this (well, if I hadn't lost those precious 8 hours, the level would be more polished.

I don't think the work of the past day can be seen in the editor, but in 3DS Max, building elements are separately built, with clean vertex and sticking to a 16units grid. With a well organized level, future tweaks can be done easily (like scaling the whole world down).

I'm sending you the files :) hope you like this version! should be more entertaining than previous, (better than seeing those tangos falling down XD )

https://dl.dropboxusercontent.com/u/28069679/TD06_mission.umap
https://dl.dropboxusercontent.com/u/28069679/TD06_mission_TangoHunt.umap

Still need to make some adjustments, the level feels huuuge right??? I like the tangos behaviour despite haven't set any cover points yet! :) That'll be my task tomorrow (textures & cover) :)
« Last Edit: February 23, 2016, 09:56:53 AM by carlosflorez87 »
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Re: Walkthrough
« Reply #54 on: February 23, 2016, 02:54:20 AM »
Nearly forgot the .upk!  ;D ;D ;D

https://dl.dropboxusercontent.com/u/28069679/R6_M01.upk

By the way, the 'ghost' and 'god' modes were one of the best tips ever!!  ;D Don't know why I didn't find it on google, is there CERO community for this game? :( 
« Last Edit: February 23, 2016, 08:59:02 AM by carlosflorez87 »
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DarkSynopsis

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Re: Walkthrough
« Reply #55 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?

Re: Walkthrough
« Reply #56 on: February 24, 2016, 09:55:15 AM »
:) I hope you like it. I've been very busy at my job, this week haven't worked as much as I would want to... :(

I closed the front entrance doorway to make it consistent with the original level. What do you think? Having it closed, kinda makes it a little boring. I was thinking (when we learn how to make doors :D ) add closed doors and having them blowed up with the breaching charges. For that, we would have to set all tangos guarding the door to make it a really difficult entry point, but the player would have the option, right?

I have this whole afternoon to check on the Cover Points! If I get the catch, I'll make a walkthrough on that!

Will try that console command too, it's difficult to have 'catching eye' screenshots always from the player's POV.

I mean, like you said in a previous post, it seems like nowadays  we're the ones interested on TAKEDOWN (very much the same, years back when you were on this too) :( despite having 5,123 analysis on Steam, 1800 positive reviews, I thought some of those people should be interested on level creation or something, but nothing can be found on internet about user creation levels and things. Have ever a custom map for TAKEDOWN seen the light of day on the internet?

I'm trying to move a little forum on TAKEDOWN's community hub on Steam. Getting a little replies but not much neither... as you can see, neither in Serellan Forums TAKEDOWN is an active topic :( :( are we working on nothing? At last, I think this is a great training when Serellan releases EPSILON's Level Editor. We can be ahead of the rest when this happens and maybe then we can release something big and drive community. :D
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DarkSynopsis

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Re: Walkthrough
« Reply #57 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.

Re: Walkthrough
« Reply #58 on: March 01, 2016, 01:29:43 AM »
Hi again man!! :) sorry the long time! Last week was hell, too much work! but now things have calmed down a bit, time to return to TAKEDOWN!! :D :D

I have finally finished the main blocking phase, all walkable areas have been modeled and working fine! also worked on the textures too! :) I took the original R6 texture files and, tweaked them a little bit on PhotoShop, and then imported them into the editor :) I found this a very neat way to keep track of all textures needed; also helps a lot in the material creation. I'll have all materials and textures ready, so in a future when texturing phase II starts, We'll just have to replace the R6 textures for new HD textures! Copy+Paste :D

I've also played a little bit with 'Cover Points', for now, I'm just placing 2 of these points on the map, just to see how they work and behave, after getting the hang of it, I'll use them a little more, for now, they seem very easy to config, so far so good, the Pylon is also generating paths to this points :)

I never thought just one level requierd so much time, work and that amount of effort! but whew! finally it's looking better :) resembling a lot more to the original level don't you think? I'm happy with the results so far.

I have to say again that this wouldn't be possible without you're help, on one side, for all the technical support and tutorials! (Y) and on the second hand, I was very close on giving up this level (or at least for a couple of weeks) but then I felt that all the efforts would be wasted, and after all we have discovered, it would be really a shame. My main goal was to finish it and post some interesting stuff, this forum thing and comunications really keeps me motivated!! :) :) :)

Well, enough talk! here are some screenshots, I really hope you like how the level is so far. As usually, I'm sending the files and hoping for a little feedback! :)










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Re: Walkthrough
« Reply #59 on: March 01, 2016, 01:35:39 AM »
Cover points are working!! this image shows the unique points in my map, I just set them to lean right or left on the doorway:



And on one of the previous post screenshot, the tango is actually leaning right!!



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