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fallow

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  1. I guess I may just make a few folks mad here. Personally I felt that this map wasn't polished nor finished. The textures I give a 5, that was the biggest drawback in the map. No detail textures, just tiles. inside the buildings made me dizzy with either lack of texture or the tiling on the walls I also found that you could walk through doorways and fall through stairs, in one of the back streets theres a triangle you can see through in the ground to the bottom of the sky box below the marketplace was too open, and AI could shoot through walls. What I did like was the room design, and the ability to gt onto roofs, but I noticed the distinct lack of sherman levels and shermanlevel heights. The AI didn't follow anyhwere above ground I'm just wondering if I missed the polished version and just got some half finished beta. or were you guys so desperate for a BHD map that you took what was offered? anywa my 2 cents and I don't man to sound flaming but there are far more polished maps out there with innovative ideas that deserve credit too.
  2. CMC was ok, but it had no command map because it was beyond the limitations of GR in size this setupt does looke very cool though for SP and Co-op missions the multiple levels would be difficult if not impossible under the current engine restrictions but for MP it could be done, though finding your enemies may be a little difficult.
  3. fallow

    3dsm 5

    sounds like you didn't intall you pluginns correctly try thisMike Schell Map Tute
  4. I found in my own maps, very strrp surfaces can indeed be climbed but the chaacters must walk up and to the side and that is impractical, and looks stupid what id like to see is gravity you get shot off an object and you land on the ground below
  5. can I have more than one shermanlevel1.5 stairs? can I have more than one shermantransition with the same number ? IE:1_1.25 do the values need to be on 5/10/15/20/25/30 etc... or can I have them as any number 1/2/3/4/5 etc... ....... help would be most appreciated.
  6. Making your own Dynamic Grass is very very easy Make a helper point in your top view name it ^foliagesetup(2)(m01_groundcover.qob)(3) you can cut and paste it into max np Just remember to group it with the room your floor is in, and tag that floor in the map editor High Grass export and blam! got yourself some dynamic grass MR also the first number in the string relates to the density the vairables are 0, 1, 2. hope this helps
  7. you may need to have all your water textures in your map folder if you are using STOCK RSBs in that case you also may have to tag the first tex in the RSB editor using the line tool, trace the edgef your riverbank, and then apply a normal modifier to it you may need to check/uncheck the flip normals modifier then apply your texture you may need to apply it to each individual polygon, deending how the texture flows. hope this helps
  8. Has the Platoon succumbed to Hackers too? I haven't been able to get in there for days. Maybe its that group, thet took offense to killing Georgian Rebels all those months ago. Does anybody remeber that post by some militant nutcase?
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