Fluffy_the_ic wrote:@msfw: Your english actually is perfectly fine. Didn't know it wasn't your first language until you said that it wasn't good english.
Fluffy_the_ic wrote:Leonhart, this looks pretty sweet. But about the AT-TE, as msfw said, there's too much ash and it covers up all of the detail. Dents and such aren't always part of the model, they're usually prat of the skin, so you want to make details partially see-through most of the time.
^That was exactly what I meant to say. The idea of ash sticking to the atte in game sound like an awsome idea!
Hidden/Spoiler:
@Fluffy_the_ic, my nickname is spelled mswf, not msfw
@ DEVISS - Have you considered the existance of some possibly problematic planning hubs/connections? AI can't comprehend two stories, so if your new bridge goes directly over the lower level of the map, AI on the bottom will attempt to reach planning hubs on the top and step off the edge. AI on the top will attempt to reach planning hubs on the bottom and step off the edge. You'll probably have to either edit the planning hubs in some sneaky way, or shift the bridge's location, if it goes over the lower level. Or you could put teleport regions so that the AI, if they step off the edge, are immediately shoved back on it.
Fiodis wrote:@ DEVISS - Have you considered the existance of some possibly problematic planning hubs/connections? AI can't comprehend two stories, so if your new bridge goes directly over the lower level of the map, AI on the bottom will attempt to reach planning hubs on the top and step off the edge. AI on the top will attempt to reach planning hubs on the bottom and step off the edge. You'll probably have to either edit the planning hubs in some sneaky way, or shift the bridge's location, if it goes over the lower level. Or you could put teleport regions so that the AI, if they step off the edge, are immediately shoved back on it.
i have nothing of zeroeditor xD so i can't understand that sorry
In ZE, click on the "planning" tab. You'll see a whole bunch of big circles. These are called hubs, and these tell the AI where to go. They help the AI not get stuck on corners or step off bridges.
The problem: hubs don't have a set height. AI will try to head towards a hub, even if it is a floor above or below them. If your bridge passes over a hub, AI on the bridge will try to get to that hub, and possibly step off the bridge in the process. Likewise, if you put hubs on the bridge, AI on the bottom will try to get to them, and possibly step off the edge.
I tried to put the barriers, but below, in the original map. I do not know how to move, to put on the new bridge: S
also if you are using the stock mygeeto bridge, the player can see through the bottom of the bridge because there is no msh there
yes, understand
as is my first map, there are things that do not yet understand, but from Wednesday to be working again because I do not have much time;)
someone said I do not put many units on the battlefield because it would be very easy to shoot the enemies, but I say thath will be very difficult to survive xD, I assure you. Also the battle with many units is more exciting
Dom380 wrote:yay an update I thought this project had gone dead
no!!!!! xD thousand apologies!!! i couldn't update because i haven't time for improve this.
THANKS for all comments!!! the beta version>>Comming Soon<<