Terminator Salvation [Please Lock]

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General_Nate
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Terminator Salvation [Please Lock]

Post by General_Nate »

Hello! this is a Terminator based map by me. This map will take place on earth the day Skynet brought forth their forces.

The map is 100 % done now.

Beta testers were of the following:

AQT
Nova Hawk
RevanSithLord
general_mitch


[Note, all of these are out of date]
Hidden/Spoiler:
Image
The Terminator (old skin)

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A Resistance trooper.

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Just a funny pic of a resistance trooper looking at his finger. :lol:

Image

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More water!

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This is the old Sknet.

Image

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Here are some screens!

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One of the Skynet buildings. What do you think? should it be bigger, smaller, or what?

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The prison yard

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The Resistance base. I'm trying to improve it, any ideas?

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This is the main choke point. Each side comes down the stairs at the same time.

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The warehouse. The Terminators have to come through here to get to the main choke point. [See above]

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The inside of Skynet.

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A tree fort like thing. It makes a very nice sniping place.

What do you guys think?



I give you, AQT's new Terminator skin!

Hidden/Spoiler:
Image
Hidden/Spoiler:
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And also AQT's new Resistance skin!
Hidden/Spoiler:
Image


And finally, credits go to:

AQT for the Terminator and Resistance skin. Dude, your the MAN. At least, I think your a guy... :roll: :)
Squeddie for a lot of the props and buildings.
RepSharpShooter for the DMI props.
FragMe! For being awsome, the cars, and some buildings.
Taivyx for the M-16.
Vyse for the Vibro sword.
Culvar for some props.
Gametoast for being there. (Without them, you wouldn't be reading this post now.) :yes:
Last edited by General_Nate on Sun Jan 24, 2010 3:27 pm, edited 37 times in total.
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DarthD.U.C.K.
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Re: Terminator!

Post by DarthD.U.C.K. »

it looks good for a start but i would definitelly spend more time on the terrain and the environment
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General_Nate
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Re: Terminator!

Post by General_Nate »

Yeah, I will add some stuff around the edges, and change the sky. If I had a good grass texture, I'd throw that in there too.
Last edited by General_Nate on Thu Jul 30, 2009 12:43 pm, edited 1 time in total.
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Re: Terminator!

Post by Fierfek »

Yeah - trust me, once you change the sky, your map will look twice as good.
And it doesn't matter what texture you use - just get rid of the yavin one.
Perhaps a tatooine one? Like a "facility in the middle of the desert" setting?
But, looks good for a start!
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Re: Terminator!

Post by General_Nate »

No, no. Grass is what I want. There are houses too, you just can't see them. I'll get pics of them soon.

Edit: Hey! 100th post, YEEHOO!
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Par3210
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Re: Terminator!

Post by Par3210 »

great work friend! Still beta testing my map? I'd be delighted to beta test this one when it's finished. :wink:
And if you need a promo video maker I can do that for you :)
Last edited by Par3210 on Thu Jul 30, 2009 12:44 pm, edited 1 time in total.
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Re: Terminator!

Post by General_Nate »

Yes Par, I will still be beta testing your map. And yes, I would like it if you would beta!
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Re: Terminator!

Post by Par3210 »

cool! Gratz on your 100th post btw.
Would you mind sharing on how you set the M16 up?
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Re: Terminator!

Post by General_Nate »

Ok. Here is my odf for the resistance trooper:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "all_inf_default"
GeometryName = "all_inf_soldier.msh"


[Properties]
UnitType = "Trooper"
GeometryName = "all_inf_soldier"

WEAPONSECTION = 1
WeaponName = "M16"
WeaponAmmo = 6


VOUnitType = 1

VOSound = "all_command_follow SC_Follow"
VOSound = "all_command_stopFollow SC_StopFollow"
VOSound = "all_command_stopVehicle SC_VehicleWaitUp"
VOSound = "all_command_getIn SC_GetIn"
VOSound = "all_command_getOut SC_GetOut"
VOSound = "all_response_follow SC_FollowResponse"
VOSound = "all_response_stopFollow SC_StopFollowResponse"
VOSound = "all_response_stopVehicle SC_VehicleWaitUpResponse"
VOSound = "all_response_getIn SC_GetInResponse"
VOSound = "all_response_getOut SC_GetOutResponse"

VOSound = "all1_inf_pc_com_hostile SpottedVO"
VOSound = "all1_inf_pc_com_bacta NeedMedicVO"
VOSound = "all1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "all1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "all1_inf_pc_com_transport NeedPickupVO"
VOSound = "all1_inf_pc_com_backup NeedBackupVO"
VOSound = "all1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "all1_inf_pc_com_defend DefendPositionVO"

VOSound = "all1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "all1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "all1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "all1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "all1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "all1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "all1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "all1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"

VOSound = "all1_inf_chatter_AcquiredTarget_Above_VOUnitNum41 AcquiredTarget +Above +VOUnitNum41"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum42 AcquiredTarget +VOUnitNum42"
VOSound = "all1_inf_chatter_AcquiredTarget_left AcquiredTarget +left"
VOSound = "all1_inf_chatter_AcquiredTarget_right AcquiredTarget +right"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum43 AcquiredTarget +VOUnitNum43"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum191 AcquiredTarget +VOUnitNum191"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum192 AcquiredTarget +VOUnitNum192"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum193 AcquiredTarget +VOUnitNum193"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum194 AcquiredTarget +VOUnitNum194"
VOSound = "all1_inf_chatter_NotShootingCriticalHit_VOUnitNum49 NotShootingCriticalHit +VOUnitNum49"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum49 AcquiredTarget +VOUnitNum49"
VOSound = "all1_inf_chatter_NotShootingCriticalHit_VOUnitNum50 NotShootingCriticalHit +VOUnitNum50"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum50 AcquiredTarget +VOUnitNum50"
VOSound = "all1_inf_chatter_NotShootingCriticalHit_VOUnitNum51 NotShootingCriticalHit +VOUnitNum51"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum51 AcquiredTarget +VOUnitNum51"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum52 AcquiredTarget +VOUnitNum52"
VOSound = "all1_inf_chatter_NearbyEnemySlaughter NearbyEnemySlaughter"
VOSound = "all1_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter"
VOSound = "all1_inf_chatter_KillingSpree4 KillingSpree4"
VOSound = "all1_inf_chatter_KillingSpree8 KillingSpree8"
VOSound = "all1_inf_chatter_HeadshotKill HeadshotKill"
VOSound = "all1_inf_chatter_Grenade Grenade"
VOSound = "all1_inf_chatter_MissileIncoming MissileIncoming"
VOSound = "all1_inf_chatter_AcquiredTarget_IsSniper_VOUnitNum44 AcquiredTarget +IsSniper +VOUnitNum44"
VOSound = "all1_inf_chatter_FriendlyFire FriendlyFire"
VOSound = "all1_inf_chatter_RebelsShootDeadBody RebelsShootDeadBody"
VOSound = "all1_inf_chatter_RebelsShootDeadBody_VOUnitNum42 RebelsShootDeadBody +VOUnitNum42"
VOSound = "all1_inf_chatter_GivePowerup GivePowerup"
VOSound = "all1_inf_chatter_AcquiredTarget_IsTurret AcquiredTarget +IsTurret"
VOSound = "all1_inf_chatter_RepairStart_IsHover RepairStart +IsHover"
VOSound = "all1_inf_chatter_RepairStart_IsWalker RepairStart +IsWalker"
VOSound = "all1_inf_chatter_RepairStart_IsFlyer RepairStart +IsFlyer"
VOSound = "all1_inf_chatter_RepairEnd_IsHover RepairEnd +IsHover"
VOSound = "all1_inf_chatter_RepairEnd_IsWalker RepairEnd +IsWalker"
VOSound = "all1_inf_chatter_RepairEnd_IsFlyer RepairEnd +IsFlyer"
VOSound = "all1_inf_chatter_RepairStart_IsTurret RepairStart +IsTurret"
VOSound = "all1_inf_chatter_RepairEnd_IsTurret RepairEnd +IsTurret"
VOSound = "all1_inf_chatter_AcquiredTarget AcquiredTarget"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum176 AcquiredTarget +VOUnitNum176"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum175 AcquiredTarget +VOUnitNum175"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum177 AcquiredTarget +VOUnitNum177"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum2 AcquiredTarget +VOUnitNum2"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum172 AcquiredTarget +VOUnitNum172"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum174 AcquiredTarget +VOUnitNum174"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum173 AcquiredTarget +VOUnitNum173"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum171 AcquiredTarget +VOUnitNum171"
VOSound = "all1_inf_chatter_AcquiredTarget_Above_VOUnitNum41_InHover AcquiredTarget +Above +VOUnitNum41 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum42_InHover AcquiredTarget +VOUnitNum42 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_left_InHover AcquiredTarget +left +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_right_InHover AcquiredTarget +right +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum43_InHover AcquiredTarget +VOUnitNum43 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum191_InHover AcquiredTarget +VOUnitNum191 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum192_InHover AcquiredTarget +VOUnitNum192 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum193_InHover AcquiredTarget +VOUnitNum193 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum194_InHover AcquiredTarget +VOUnitNum194 +InHover"
VOSound = "all1_inf_chatter_NotShootingCriticalHit_VOUnitNum194_InHover NotShootingCriticalHit +VOUnitNum194 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum49_InHover AcquiredTarget +VOUnitNum49 +InHover"
VOSound = "all1_inf_chatter_NotShootingCriticalHit_VOUnitNum49_InHover NotShootingCriticalHit +VOUnitNum49 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum50_InHover AcquiredTarget +VOUnitNum50 +InHover"
VOSound = "all1_inf_chatter_NotShootingCriticalHit_VOUnitNum51_InHover NotShootingCriticalHit +VOUnitNum51 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum51_InHover AcquiredTarget +VOUnitNum51 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum52_InHover AcquiredTarget +VOUnitNum52 +InHover"
VOSound = "all1_inf_chatter_NearbyEnemySlaughter_InHover NearbyEnemySlaughter +InHover"
VOSound = "all1_inf_chatter_NearbyFriendlySlaughter_InHover NearbyFriendlySlaughter +InHover"
VOSound = "all1_inf_chatter_KillingSpree4_InHover KillingSpree4 +InHover"
VOSound = "all1_inf_chatter_KillingSpree8_InHover KillingSpree8 +InHover"
VOSound = "all1_inf_chatter_HeadshotKill_InHover HeadshotKill +InHover"
VOSound = "all1_inf_chatter_Grenade_InHover Grenade +InHover"
VOSound = "all1_inf_chatter_MissileIncoming_InHover MissileIncoming +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_IsSniper_VOUnitNum44_InHover AcquiredTarget +IsSniper +VOUnitNum44 +InHover"
VOSound = "all1_inf_chatter_FriendlyFire_InHover FriendlyFire +InHover"
VOSound = "all1_inf_chatter_RebelsShootDeadBody_InHover RebelsShootDeadBody +InHover"
VOSound = "all1_inf_chatter_RebelsShootDeadBody_VOUnitNum42_InHover RebelsShootDeadBody +VOUnitNum42 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_IsTurret_InHover AcquiredTarget +IsTurret +InHover"
VOSound = "all1_inf_chatter_RepairStart_IsHover_InHover RepairStart +IsHover +InHover"
VOSound = "all1_inf_chatter_RepairStart_IsWalker_InHover RepairStart +IsWalker +InHover"
VOSound = "all1_inf_chatter_RepairStart_IsFlyer_InHover RepairStart +IsFlyer +InHover"
VOSound = "all1_inf_chatter_RepairEnd_IsHover_InHover RepairEnd +IsHover +InHover"
VOSound = "all1_inf_chatter_RepairEnd_IsWalker_InHover RepairEnd +IsWalker +InHover"
VOSound = "all1_inf_chatter_RepairEnd_IsFlyer_InHover RepairEnd +IsFlyer +InHover"
VOSound = "all1_inf_chatter_RepairStart_IsTurret_InHover RepairStart +IsTurret +InHover"
VOSound = "all1_inf_chatter_RepairEnd_IsTurret_InHover RepairEnd +IsTurret +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_InHover AcquiredTarget +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum176_InHover AcquiredTarget +VOUnitNum176 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum175_InHover AcquiredTarget +VOUnitNum175 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum177_InHover AcquiredTarget +VOUnitNum177 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum2_InHover AcquiredTarget +VOUnitNum2 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum172_InHover AcquiredTarget +VOUnitNum172 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum174_InHover AcquiredTarget +VOUnitNum174 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum173_InHover AcquiredTarget +VOUnitNum173 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum171_InHover AcquiredTarget +VOUnitNum171 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_Above_VOUnitNum41_InWalker AcquiredTarget +Above +VOUnitNum41 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum42_InWalker AcquiredTarget +VOUnitNum42 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_left_InWalker AcquiredTarget +left +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_right_InWalker AcquiredTarget +right +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum43_InWalker AcquiredTarget +VOUnitNum43 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum191_InWalker AcquiredTarget +VOUnitNum191 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum192_InWalker AcquiredTarget +VOUnitNum192 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum193_InWalker AcquiredTarget +VOUnitNum193 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum194_InWalker AcquiredTarget +VOUnitNum194 +InWalker"
VOSound = "all1_inf_chatter_NotShootingCriticalHit_VOUnitNum194_InWalker NotShootingCriticalHit +VOUnitNum194 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum49_InWalker AcquiredTarget +VOUnitNum49 +InWalker"
VOSound = "all1_inf_chatter_NotShootingCriticalHit_VOUnitNum49_InWalker NotShootingCriticalHit +VOUnitNum49 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum50_InWalker AcquiredTarget +VOUnitNum50 +InWalker"
VOSound = "all1_inf_chatter_NotShootingCriticalHit_VOUnitNum51_InWalker NotShootingCriticalHit +VOUnitNum51 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum51_InWalker AcquiredTarget +VOUnitNum51 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum52_InWalker AcquiredTarget +VOUnitNum52 +InWalker"
VOSound = "all1_inf_chatter_NearbyEnemySlaughter_InWalker NearbyEnemySlaughter +InWalker"
VOSound = "all1_inf_chatter_NearbyFriendlySlaughter_InWalker NearbyFriendlySlaughter +InWalker"
VOSound = "all1_inf_chatter_KillingSpree4_InWalker KillingSpree4 +InWalker"
VOSound = "all1_inf_chatter_KillingSpree8_InWalker KillingSpree8 +InWalker"
VOSound = "all1_inf_chatter_HeadshotKill_InWalker HeadshotKill +InWalker"
VOSound = "all1_inf_chatter_Grenade_InWalker Grenade +InWalker"
VOSound = "all1_inf_chatter_MissileIncoming_InWalker MissileIncoming +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_IsSniper_VOUnitNum44_InWalker AcquiredTarget +IsSniper +VOUnitNum44 +InWalker"
VOSound = "all1_inf_chatter_FriendlyFire_InWalker FriendlyFire +InWalker"
VOSound = "all1_inf_chatter_RebelsShootDeadBody_InWalker RebelsShootDeadBody +InWalker"
VOSound = "all1_inf_chatter_RebelsShootDeadBody_VOUnitNum42_InWalker RebelsShootDeadBody +VOUnitNum42 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_IsTurret_InWalker AcquiredTarget +IsTurret +InWalker"
VOSound = "all1_inf_chatter_RepairStart_IsHover_InWalker RepairStart +IsHover +InWalker"
VOSound = "all1_inf_chatter_RepairStart_IsWalker_InWalker RepairStart +IsWalker +InWalker"
VOSound = "all1_inf_chatter_RepairStart_IsFlyer_InWalker RepairStart +IsFlyer +InWalker"
VOSound = "all1_inf_chatter_RepairEnd_IsHover_InWalker RepairEnd +IsHover +InWalker"
VOSound = "all1_inf_chatter_RepairEnd_IsWalker_InWalker RepairEnd +IsWalker +InWalker"
VOSound = "all1_inf_chatter_RepairEnd_IsFlyer_InWalker RepairEnd +IsFlyer +InWalker"
VOSound = "all1_inf_chatter_RepairStart_IsTurret_InWalker RepairStart +IsTurret +InWalker"
VOSound = "all1_inf_chatter_RepairEnd_IsTurret_InWalker RepairEnd +IsTurret +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_InWalker AcquiredTarget +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum176_InWalker AcquiredTarget +VOUnitNum176 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum175_InWalker AcquiredTarget +VOUnitNum175 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum177_InWalker AcquiredTarget +VOUnitNum177 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum2_InWalker AcquiredTarget +VOUnitNum2 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum172_InWalker AcquiredTarget +VOUnitNum172 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum174_InWalker AcquiredTarget +VOUnitNum174 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum173_InWalker AcquiredTarget +VOUnitNum173 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum171_InWalker AcquiredTarget +VOUnitNum171 +InWalker"
And I just put all the .msh-es in my .msh folder. And then I put all the odf's in my odf folder. That's all I did. Hope this helps.
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Par3210
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Re: Terminator!

Post by Par3210 »

thanks a bunch! I was fumbling around with all the odfs wondering what to do with them :lol:
Thanks again! :D :D :D
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General_Nate
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Re: Terminator!

Post by General_Nate »

No problem!
Anyway. I'd like to change the sky, but I dont have anythig good in mind. What do you guys think the sky should be? (And I want it a daytime sky)
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Par3210
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Re: Terminator!

Post by Par3210 »

endor?
i think it comes with the trees which are stuck onto the bottom of the sky so it looks like trees from a distance.
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General_Nate
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Re: Terminator!

Post by General_Nate »

Doesn't that have the death star in the sky?
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Fierfek
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Re: Terminator!

Post by Fierfek »

General_Nate wrote:Doesn't that have the death star in the sky?
I think so. Maybe naboo or tatooine?
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Re: Terminator!

Post by Par3210 »

You can remove the death star thingy or hide it with some tall props I supose. That's the only nice daytime sky I can think of. Besides Tatooine.
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Re: Terminator!

Post by General_Nate »

Hmmm, Tatooine. That might work, but it might have two suns in the sky. And naboo is nightime.
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Re: Terminator!

Post by Par3210 »

yeah. Hmmmm...
I don't know, really. :lol:
Btw I love that dumpsite that is in the pics!
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Re: Terminator!

Post by General_Nate »

No, I just checked. 1 sun. Yay!
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Re: Terminator!

Post by Par3210 »

:D
If you do need help with lua coding or anything else, do PM me and I'll help you as much as I can. :wink:
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Re: Terminator!

Post by General_Nate »

K, thanks!

Also, how do you change the sky? Do you just replace the ABC.sky with a new one and then just rename the new one to ABC.sky? Or is there lua coding in there some where?
Sorry for coming across like a noob.....
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