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FMC Senior Member


Joined: Oct 07, 2004 Posts: 612 Location: Germany
Status: Offline
Clan: «eS][Clan»
Nick: «eS][FMC»
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Posted: Mon Aug 01, 2005 10:41 am Post subject: |
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The is now available These are the changes from beta 2 to beta 3:
I changed the lightning of the blue base - it appears more blue now.
Edited the terrain at the walls between the bases, you have not to use the web anymore to go from one base to the other.
Removed 10 emitters from the jumppads for a better performance.
And the most important change: I added blocking stuff to the flag platforms, to the bases and the web's center. IMO it's more easy to capture the flag and there should be less spamming now.
I still need your help for the level music and a level description. The level preview is not actual anymore because of the changes but I won't update it now, there maybe more changes come  |
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INIQUITOUS Ex. «eS][Clan Member»
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Joined: May 12, 2005 Posts: 401 Location: Barcelona
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Posted: Mon Aug 01, 2005 2:30 pm Post subject: |
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cool. i think you need to change the sound on the jump pads. at the moment the sound doesnt fit with this type of theme IMO. but maybe u changed that. im gonna go test it now good work. |
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LombudXa «eS][Clan Leader»
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Joined: Jul 07, 2004 Posts: 2583 Location: omnipresent
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Posted: Mon Aug 01, 2005 3:54 pm Post subject: |
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Nice
Will update the servers soon  |
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FMC
Joined: Oct 07, 2004 Posts: 612 Location: Germany
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Posted: Mon Aug 01, 2005 7:21 pm Post subject: |
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| INIQUITOUS wrote: | | cool. i think you need to change the sound on the jump pads. at the moment the sound doesnt fit with this type of theme IMO |
I used this sound because the normal jump pad sound is a bit boring IMO. If you find a better matching sound please tell me in which package it is. |
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INIQUITOUS
Joined: May 12, 2005 Posts: 401 Location: Barcelona
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Posted: Mon Aug 01, 2005 8:26 pm Post subject: |
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yeha i know what u mean FMC. there are only a few "offical" jump pad sounds ill hav a look through and see if i can find anything more suitable for your map. it justs sounds out of place IMO. thres hundreds of sounds,im sure we can find one....could even hav Ophelia calling you a douchebag if you want lol jk |
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LombudXa
Joined: Jul 07, 2004 Posts: 2583 Location: omnipresent
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Posted: Tue Aug 02, 2005 9:49 pm Post subject: |
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Servers updated  |
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FMC
Joined: Oct 07, 2004 Posts: 612 Location: Germany
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Posted: Thu Aug 04, 2005 11:24 am Post subject: |
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I think I should add some small chambers and place the swawning point there. So the way to the base is a bit longer and a flag capture is a bit easier.
But I got another problem ATM and Ini, maybe you could help.
In the last update I added a kind of crystal to the center - the yellow one that's used as a lamp. This crystal causes an error in the UnrealEd (Missing resource: TexEnvMap CubeMaps.Skins.Skin0_EnvMapCoords) and I have no idea what this means The crystal is the static mesh actor 39 "jmalienwellc.jm-alien-deco2", I tried to give it a skin from the alientex texture package but it didn't work
Do you know what's the problem or do you know another similar crystal in another package that I could use? I didn't found one. |
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ScorpioProX «eS][Clan Member»
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Joined: Aug 21, 2004 Posts: 955 Location: Within darkness you will find me.
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Clan: «evolved Systems»
Nick: «eS][ScorpioPro»
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Posted: Thu Aug 04, 2005 11:45 am Post subject: |
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well fmc maybe you can make more phats in the lava? and a 3th spider web ontop of the one we got now...so there are 3 levels were ppl can walk and fall trough...or make small halls too the sides of the map with maybe a transporter there to the other hall on the other side of the map. soo small hall 3 or 4 m with on the end a transporter witch get you too the other hall.
Some for will help not too but not too much i think. Hmm you could make a smal floting map in the middel were you can jump on with help of a jump pad from the flag room...and abels you to run too the other side...you could even make it spin slowly...omg if only i was a mapper...got 100 000 ideas... |
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Safety, the feeling you have before you realized I'm there too.  |
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LombudXa
Joined: Jul 07, 2004 Posts: 2583 Location: omnipresent
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Posted: Thu Aug 04, 2005 1:57 pm Post subject: |
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| ScorpioProX wrote: | | omg if only i was a mapper...got 100 000 ideas... |
There's nothing with hinder you to do so  |
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INIQUITOUS
Joined: May 12, 2005 Posts: 401 Location: Barcelona
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Posted: Thu Aug 04, 2005 2:23 pm Post subject: |
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ill hav a look right now FMC, and see what your talking about m8  |
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ScorpioProX
Joined: Aug 21, 2004 Posts: 955 Location: Within darkness you will find me.
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Posted: Thu Aug 04, 2005 2:55 pm Post subject: |
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| LombudXa wrote: | | ScorpioProX wrote: | | omg if only i was a mapper...got 100 000 ideas... |
There's nothing with hinder you to do so |
Time man, time... |
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LombudXa
Joined: Jul 07, 2004 Posts: 2583 Location: omnipresent
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Posted: Thu Aug 04, 2005 2:57 pm Post subject: |
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yaya  |
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INIQUITOUS
Joined: May 12, 2005 Posts: 401 Location: Barcelona
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Posted: Thu Aug 04, 2005 3:20 pm Post subject: |
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hey FMC, bit of little bugger this problem, ive come across them before tho, and i solved it the problem was, it was trying to load the texture for that crystal but the texture file was missing parts of the shader. the shader itself loaded up and thats why you could see it but the actual texture is supposed to be shiny, and its the shiny part it couldnt find. but ive made you a new texture and put it in the ylevel package and a new mesh with the texture already applied in the mylevel package of this map "crystaldeco" that i made for you , all you have to do is open this map and copy and paste the new mesh.but first make sure you delete the old mesh on your map and do a texture cull, by going in the texture browser the going to "edit" then to "cull unused textures" then close unreal ed and open it again just make sure its all clean and in order. then copy the new mesh.
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FMC
Joined: Oct 07, 2004 Posts: 612 Location: Germany
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Posted: Thu Aug 04, 2005 6:54 pm Post subject: |
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Thank you very much Ini, you made it
I just found another problem that I cant solve
I want to make the distant fog stronger but I always get a HOM effect if I set the "DistanceFogEnd" value lower than the level dimension (the map has a diameter of about 8000 units).
UnrealWiki says I have to set "ClearToFogColor=True" but it doesn't work. |
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INIQUITOUS
Joined: May 12, 2005 Posts: 401 Location: Barcelona
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Posted: Thu Aug 04, 2005 7:43 pm Post subject: |
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yes it will be a HOM effects just like in JB-IndusRage2-Gold
but, i think i might be able to help!, try setting the distance fog end to 8000 and the distance fog start to -7000, remember that minus! that seems to help it out a lot, the only place now where the HOM is apparent is in the "window" areas on each far side of the map(where you see the sky box ). so too fix this problem you could try making the distance fog end about 8500 or 9000 and try making the distance fog start about -8000, play around until u get the right numbers remember if you fly into a wall while trying to see the HOM, it will create its own HOM, so when you see a HOM, makesure your not inside a wall , failing that you should probably zone off both of those window areas and blend the fog in, it shouldnt be a problem unless you actually cross over the zones "line" which you cant in this map. also making them different zones will mean they wont have to be rendered if you cant see them good luck and ill try some more things incase that doesnt help you enough. |
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