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13-06-2013, 07:48 AM
(This post was last modified: 19-06-2013, 03:44 PM by Sethja8.)
let's get the requirements for a post here done first:
-Run Aground
http://filesmelt.com/dl/scn_ni_port_assault3.sco :BIG NOTE: after downloading the file, you have to remove the "3" at the end (before the .sco) for it to work! +i don't know how to rename the map to "run aground" and the edit is on a generated port assault map.
scn_ni_port_assault ni_port_assault 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000000500005840005a4f300000194000010340000013e
0
0
outer_terrain_beach
this map is definitely still a work in progress but i hope to update it with constructive criticism. i've had much experience with the scene editor before but as i said, i don't know anything outside of the editor itself.
speaking of which, i want to update this as much as possible until it gets into the mod, if possible. so all suggestions or problems are appreciated
things to be added:
-more flora, fence fixing along the path, more background items (perhaps?), ...
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Along with the .SCO file we also need a scene code that you can find in scene.txt
VLKA_Benschie - Royal Guard, lvl 22 Alchemist
VLKA_Tanngnjostr - Master Peltast, lvl 16 Blacksmith
VLKA_Tanngrisnir - Marauder, lvl 19 Armorsmith
VLKA_Victim - Warden, lvl 37 Arrow Magnet
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added
i must have forgotten to put it in yesterday night, it is for port_assault which is what i edited it on, i hope that works since i've not known how to rename it properly
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did AI mesh work on the entire map (or at least where the bots should be going) and i think it works, but i can't seem to properly test it ingame so i'll have to go by gut instinct that i did it correctly
also fixed some texturework up, i still feel it needs more flora but that can be edited later
also, scene.txt and .sco updated
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Just post a few screenshots of the AI mesh and that should give us an idea if you did it correctly.
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tried loading it into my map editor but no luck.... what multiscene are you using in the strings.txt?
VLKA_Benschie - Royal Guard, lvl 22 Alchemist
VLKA_Tanngnjostr - Master Peltast, lvl 16 Blacksmith
VLKA_Tanngrisnir - Marauder, lvl 19 Armorsmith
VLKA_Victim - Warden, lvl 37 Arrow Magnet
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(17-06-2013, 05:47 PM)Benschie link Wrote:tried loading it into my map editor but no luck.... what multiscene are you using in the strings.txt?
it must be 16 since it's behind port assault which is what i did the map on
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kk will try again today
VLKA_Benschie - Royal Guard, lvl 22 Alchemist
VLKA_Tanngnjostr - Master Peltast, lvl 16 Blacksmith
VLKA_Tanngrisnir - Marauder, lvl 19 Armorsmith
VLKA_Victim - Warden, lvl 37 Arrow Magnet
Posts: 8
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Joined: Jun 2013
(17-06-2013, 05:54 AM)Jarold link Wrote:Just post a few screenshots of the AI mesh and that should give us an idea if you did it correctly.
Here are five ;
http://filesmelt.com/dl/mb_warband_2013-...-40-30.jpg
http://filesmelt.com/dl/mb_warband_2013-...-51-75.jpg
http://filesmelt.com/dl/mb_warband_2013-...-24-82.jpg
question: does it need to be flat to the ground or is this acceptable?
http://filesmelt.com/dl/mb_warband_2013-...-13-59.jpg
question: will they find their own way off of the ai mesh path or do i need to fill this in?
http://filesmelt.com/dl/mb_warband_2013-...-00-78.jpg
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