Page 8 of 13
Posted: Thu Jul 20, 2006 5:55 am
by William Wallet
Haha tell me about it. My Myth-mapmaking has gone out the window lately in favour of filmmaking. Bahah.
...
Posted: Fri Jul 28, 2006 4:12 am
by TheHelmet
I've started looking into scripting for a solo/coop project.. and I've almost managed to complete another multiplayer map, it's in the uploads folder on hotline if someone wants to have a sneak peak.
http://hl.udogs.net/files/Uploads/%20Us ... nBeta1.zip
(BB linking sucks
)
Posted: Fri Jul 28, 2006 6:39 pm
by Horus
It's the ' in the link that causes the problems, replace it with %27 when posting a link with ' in it.
See the link below.
http://hl.udogs.net/files/Uploads/%20Us ... nBeta1.zip
Posted: Fri Jul 28, 2006 8:04 pm
by Pyro
Sorry, it is true I had ST ready to go with the exception of the unit guide that I was going to make explaining the little differences some of the units had. But at the last minute I figured I might as well add the multiplayer map I was going to make. I have to beta test it some more, since it isn't a regular multiplayer map. It will have a group of heroes like the original Shiver level and the solo for Shiver's Turn. Five different teams each with their own set of heroes. More details later. I would have said something earlier but I didn't think anyone would remember ST.
And well I have been busy in the past few weeks, now it seems I can get back to it and Myth altogether.
Re: ...
Posted: Sat Jul 29, 2006 12:49 pm
by A-Red
TheHelmet wrote:I've started looking into scripting for a solo/coop project.. and I've almost managed to complete another multiplayer map, it's in the uploads folder on hotline if someone wants to have a sneak peak.
http://hl.udogs.net/files/Uploads/%20Us ... nBeta1.zip
(BB linking sucks
)
That's good to hear. I really liked Chalk Hills.
Posted: Sun Jul 30, 2006 7:18 pm
by Eddaweaver
Point, is your new tagset compatible with the B&G one; can it be used on maps for the B&G tagset?
Posted: Mon Jul 31, 2006 11:09 am
by Point
the tagset should work on all b&g maps though my units wont replace the old ones... ie they should play the same as they did on the og b&g...
the tagset in theory should work even with the older civil war and other b&g map versions. as far as the new units they will work with maps they are placed on only... the tagset should release with 8 or 9 maps... if i can get some time to work on it. also still need a scriptor for gettysburg....
..
Posted: Tue Aug 01, 2006 8:48 am
by TheHelmet
Cool, thanks a lot Horus, that ' has been bugging me since the beginning of summer, didn't really look into a way of solving it
A-Red: It plays a bit differently since I tried tweaking it to accomodate both for 4team and 2team meshes and it has a lot of water that hopefully
leads to great wighting opportunities.
Point: I would have offered to help but I'm not that seasoned a scripter, and I've got 3 separate projects going, one of which is a kind of mini-Mazz thing so I'm swamped.. plus semester starts august 23rd so I don't want to start something I'm not sure I'll have time to finish..
Posted: Thu Aug 03, 2006 10:11 pm
by carlinho
Greek Plugin updates:
I'm right now doing some models to create a huge singleplayer map of a Greek city by the sea.
Surrounded by walls and with a Acropolis like Athens, the idea is it would be attacked and sieged and destroyed by enemies and would have to be re-conquered.
here's some pics from the models I already made.
A kind of Parthenon(it has less columns to avoid going over vertices limits)
and the Propylae (entrance to the acropolis)
and a closer look at a better textured propylae interior
it will take me ages though to try to make sort of this
So I'll probably simplify it with less buildings and simpler models...
Posted: Thu Aug 03, 2006 11:41 pm
by Eddaweaver
That's impressive.
If there are enough suitable units I suggest you split it into a maps pack / tagset like with Blue & Grey, so the units can be played on standard maps.
By the way do look in the TFL Multipack to see whether there're any models, sounds or scenery which may be useful for this project.
Posted: Fri Aug 04, 2006 1:12 am
by carlinho
THanks Edda!
where could I find TFL multipack? and is it possible to transport models from TFL to myth II?
looks great carlino...
Posted: Fri Aug 04, 2006 2:37 am
by Point
carlino before you do more be sure to check the render sizes...256x256 i still think is the max image dimensions or some cpu's will crash online.
the units look great in offline play the best renders i think ive seen though the resolution might just be too much for myth...
Posted: Fri Aug 04, 2006 4:27 am
by Eddaweaver
carlinho wrote:THanks Edda!
where could I find TFL multipack? and is it possible to transport models from TFL to myth II?
Sorry I meant to write The Fallen Levels, but there may be something of use in the TFL Multipack too. You don't need to port models from Myth TFL as the TFL models are in the TFL Multipack and The Fallen Levels, even the easter-egg caravan.
http://projectmagma.net/tfl_solo.shtml
http://projectmagma.net/tfl_multi.shtml
http://projectmagma.net/bg.shtml
Point wrote:carlino before you do more be sure to check the render sizes...256x256 i still think is the max image dimensions or some cpu's will crash online.
the units look great in offline play the best renders i think ive seen though the resolution might just be too much for myth...
"CPU's"? Do you mean computers with a lack of ram?
256x256
Posted: Fri Aug 04, 2006 12:45 pm
by Point
no ram only would cause lag on the high resolution renders.... the myth engine used to crash online on pc's when bitmaps had more than 256 pixels in any one direction.. probably a video card limit... though 256x256 might be an engine limit... either way it would be smart to ask myrd or test extensively before the next round of renders... since shrinking them down adds all kinds of new issues and busy work. and coop crashes online are never fun...
if larger than 256 works then weha
Posted: Fri Aug 04, 2006 2:00 pm
by Point
if larger than 256x256 then things are going to look alot better out there in the myth world