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Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Mon Jun 16, 2008 9:43 pm
by Syth
RepSharpshooter wrote:
How would the ai go places without any objectives? In the cantina club, I think they were given flyer paths or something, and they looked like possessed people running frantically in a big loop. Optimally we'd want them just slowing walking around the streets.
hgmm i never played cantina club but i don't why theyd do that. I think you have to set the goals of teams other then 1 and 2 so they have something to do, which isnt hard. But it isnt high priority, if you do though I can give them walk animations.
Re: Dynamic Map Idea (all lots open for taking)
Posted: Mon Jun 16, 2008 10:06 pm
by Taivyx
A lot as good as that requires some actual effort on my building model
Maybe we should make a deadline for the building models
Re: Dynamic Map Idea (all lots open for taking)
Posted: Mon Jun 16, 2008 10:09 pm
by Eggman
Might be a little late for suggestions about the armed/unarmed teams, but I was thinking that at points around the perimeter of the city you could place cp's as checkpoints where players could switch teams, and then closer to the city have the autoturret perimeter. This way, armed players who were roaming around outside the city can switch to the unarmed team and safely enter the city without the need to be killed first, and unarmed players can switch to the armed team if they wish to leave the city and go hunting or whatever.
Oh, and I'd like to reserve lot F3 (it might be a while before I'm able to do anything with it though).
Re: Dynamic Map Idea (all lots open for taking)
Posted: Tue Jun 17, 2008 10:00 am
by Caleb1117
Are you going to have a sign/name for the bar Rep?

Re: Dynamic Map Idea (all lots open for taking)
Posted: Tue Jun 17, 2008 10:26 am
by Fluffy_the_ic
Two things:
1: Rep, do you mind if I request a change to I2? 2 reasons: I like crowded places in video games for some reason, and I like water. I2 is the closest to water.
2: Also, I exported three buildings, gonna scale down two, but they crash the game from a lack of Poly Counts. Do they have to be triangles.
Re: Dynamic Map Idea (all lots open for taking)
Posted: Tue Jun 17, 2008 10:42 am
by Syth

ya, the models must be converted to triangles
Re: Dynamic Map Idea (all lots open for taking)
Posted: Tue Jun 17, 2008 10:46 am
by FragMe!
Did you get any munge errors in particular one that said missing msh this is not good (or something like that)
If you did then it is usually that you may not have branch selected everything. I get that error when I dummy out using 5.11
If you did select everything correctly did you remember to check the triangles box on the XSI export as mentioned in the first post. You don't have to convert them to tris in XSI the export will do that with the above mentioned box checked.
Re: Dynamic Map Idea (all lots open for taking)
Posted: Tue Jun 17, 2008 12:38 pm
by MasterSaitek009
Caleb1117 wrote:Are you going to have a sign/name for the bar Rep?

Caleb, that sign just gave me a great idea. I think that I'll do a hat shop on my lot!
Think of it, rows of flags all with different models. When you pick up a flag it'll look like you're wearing the hat. There would also have to be a capture region(aka hat return booth) so that you could take off your hat and try on another.
It would be a lot like the hat machines in Lego Star Wars II.
So, Rep, is there any chance you could pick player models that don't have hats?
With my noobish modeling skills I think that I should be able to model a few.

Re: Dynamic Map Idea (all lots open for taking)
Posted: Tue Jun 17, 2008 2:30 pm
by Blade
Hm, so can ANYONE get a plot? I know I'm new to modelling, but I'm sure I can make a relatively... simple... building. (I have already, look at the model showcase thread if you wish

)
If it's possible, I'd love to start working on something like that. And if not, no biggy either
oh, and if I do get in on it, I'd like either J3 or K1, not too close to the battle arena, don't wanna get destroyed by a renegade rocket or anything

Re: Dynamic Map Idea (all lots open for taking)
Posted: Tue Jun 17, 2008 2:52 pm
by tsurugi13
I call K4! With my awful modeling skills I'm going for the one in the back.

Re: Dynamic Map Idea (all lots open for taking)
Posted: Tue Jun 17, 2008 3:59 pm
by The_Emperor
MasterSaitek009 wrote:
Caleb, that sign just gave me a great idea. I think that I'll do a hat shop on my lot!
Think of it, rows of flags all with different models. When you pick up a flag it'll look like you're wearing the hat. There would also have to be a capture region(aka hat return booth) so that you could take off your hat and try on another.
It would be a lot like the hat machines in Lego Star Wars II.
So, Rep, is there any chance you could pick player models that don't have hats?
With my noobish modeling skills I think that I should be able to model a few.

Qouted for awesomeness. That is one sweet and doable idea.
Re: Dynamic Map Idea (all lots open for taking)
Posted: Tue Jun 17, 2008 5:23 pm
by SlyCoopersButt
Now that sounds like a brilliant idea! Top hats are a must! Reminds me of when I gave SOTE wampas top hats in a Doom 2 mod. But having a score point may be an issue due to scoring right? If that wouldn't work I do believe it would be fine to have no score point for returning them since flags return to their orignal location automatically after a few minutes.
Re: Dynamic Map Idea (all lots open for taking)
Posted: Tue Jun 17, 2008 6:55 pm
by Grev
Um, it may be too late to pitch suggestions, but if we have all armed units on one team, that leads to tk. Even if there's ai, thats no fun.
Like 2 civilian units on each team, male and female, and so you dont have to have seperate weapon units, have an unlimited shield, for protection. But when you switch from the shield, you can use a weapon and fight. You can also have a talk button, anbd localize updates and info onto it, and a buildable speeder so you can bring people to your house or a place to fight and etc.
It seems like a good idea, and takes away the need for random ai.
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 18, 2008 12:06 am
by redgroupclan
Hmm...So many choices..Now that I know how to model I know what theme type my lot will be! I'll be ready to claim a lot as soon as I figure out my dilema with converting to msh...When I place my object in ZE it turns out a grey cluster of chunks that I cant recognize as my model..
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 18, 2008 12:31 am
by Caleb1117
redgroupclan wrote:Hmm...So many choices..Now that I know how to model I know what theme type my lot will be! I'll be ready to claim a lot as soon as I figure out my dilema with converting to msh...When I place my object in ZE it turns out a grey cluster of chunks that I cant recognize as my model..
Did you merge all the parts of your model into one mesh before you exported?
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 18, 2008 1:20 am
by redgroupclan
You mean place them all under MS3DSceneRoot null then middle click them?
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 18, 2008 8:47 am
by FragMe!
Hello All
Can we keep this topic on DMI
If you have questions about mshex please post them in either the released assets topic or in XSI forum.
Thanks
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 18, 2008 10:58 am
by RepSharpshooter
Lol

Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 18, 2008 11:36 am
by Fluffy_the_ic
RepSharpshooter wrote:Lol

Nice. But you
might want to make a better a different anim, one where they're leaing over the table with their hands on it.
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 18, 2008 12:06 pm
by RepSharpshooter
I can't I don't have a full exporter : P
Someone else will have to do it.