Author Topic: Map. (teaser)  (Read 6383 times)

Offline sn00x

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Re: Map. (teaser)
« Reply #30 on: 22-08-2014, 20:08:26 »
Neither is the skirt textures of the trenches adjusted to the terrain :)

Offline jan_kurator

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Re: Map. (teaser)
« Reply #31 on: 22-08-2014, 23:08:24 »
I simply suppose that these objects aren't lightmapped yet, so that's why they don't look so great yet...
two more editor pics of a german checkpoint.
Lightmapped or not, these are editor screenshots and lighting in editor will never looks as good as in game.

Offline Jimi Hendrix

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Re: Map. (teaser)
« Reply #32 on: 23-08-2014, 14:08:24 »
 Looks really good so far sn00x!

 I can definitely picture my Devildogs squad ambushing that check point!


 Which reminds me, there are no Official Fh2 maps that i can think of that have a German Checkpoint with the gatehouse and such are there?


Keep the updates coming.....you have many followers.

 ;)



Offline Ts4EVER

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Re: Map. (teaser)
« Reply #33 on: 23-08-2014, 17:08:41 »
Funny you should mention it, but there is a Russian map that uses this gatehouse static. Problem is: in the public version it is heavily bugged and won't lightmap correctly.

Offline sn00x

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Re: Map. (teaser)
« Reply #34 on: 29-08-2014, 00:08:45 »
That guardhouse is a great addition!

A fun little quite open mg position, altough it has quite good overview of the area, there is enough craters to sneak a battalion past it. No, but you'll have fun, kuuterselka style for those few who know it. Btw, any testers still have my map laying around? Cant seem to locate it after my last reinstall of OS.

Edit: nvm, found it. Cant belive its been 4 years allready. :o

« Last Edit: 29-08-2014, 00:08:59 by sn00x »

Offline jan_kurator

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Re: Map. (teaser)
« Reply #35 on: 29-08-2014, 01:08:48 »
No, but you'll have fun, kuuterselka style for those few who know it. Btw, any testers still have my map laying around? Cant seem to locate it after my last reinstall of OS.
You should really visit internal forum again one day  ;)

Offline sn00x

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Re: Map. (teaser)
« Reply #36 on: 29-08-2014, 13:08:40 »
I dont even remember the loginsite, i dont think my user is still available anyway.

Offline jan_kurator

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Re: Map. (teaser)
« Reply #37 on: 29-08-2014, 13:08:25 »
I dont even remember the loginsite, i dont think my user is still available anyway.
Try to contact MAD if you're interested, I think me've moved to the new site since your last login.

Offline sn00x

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Re: Map. (teaser)
« Reply #38 on: 31-08-2014, 12:08:29 »
So i ran into thise fine piece of error message at %0!

Text: Unable to find GamePlayObjects.con, though it is there?

Offline Stubbfan

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Re: Map. (teaser)
« Reply #39 on: 31-08-2014, 13:08:36 »
You sure it's really there in the correct folder structure in server.zip? IE 'GameModes\gpm_cq\64'.

And that info.desc actually points to that gamemode.

Come see me at WAW Ts, i usally idle there. ts.bfewaw.com

Offline sn00x

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Re: Map. (teaser)
« Reply #40 on: 31-08-2014, 13:08:02 »
Im out welding my vw bug right now, found the mistake i so foolishly made, i wrote qpm_cq instead of gpm_cq.

Offline sn00x

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Re: Map. (teaser)
« Reply #41 on: 01-09-2014, 12:09:56 »
Have in mind that lighting, overgrowth, undergrowth etc is WIP, nothing is final.

This is some of the approaches.

After going through the gameplay of the map, i see that Pushmode will have to be introduced here to gain the feeling of actually advancing on the german positions.






« Last Edit: 01-09-2014, 13:09:59 by sn00x »

Offline Stubbfan

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Re: Map. (teaser)
« Reply #42 on: 01-09-2014, 14:09:52 »
pics no workie for me.

Offline sn00x

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Re: Map. (teaser)
« Reply #43 on: 01-09-2014, 19:09:35 »
Strange.. its photobucket like the others?

Offline Mudzin

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Re: Map. (teaser)
« Reply #44 on: 01-09-2014, 20:09:13 »
works for me...