Sorry for my inactivity, unfortunatly I have had a few problems IRL recently and those do take priority.
Sorry for my inactivity, unfortunatly I have had a few problems IRL recently and those do take priority.
hmm, we still have that UneX offer for lot's of different things that could be useful
An interesting experience, being beaten over the head from across the country...
I've refrained from posting thus far because I really haven't had anything to contribute. I plan to help with the coding at some point, but it's been so long that I'm rusty as all hell and have no experience in Source. Until I have time to get back into the groove and familiarize myself I'm not much good as anything but a sounding board.
For communication, I do have a Vent server set up if you ever need something more immediate than the forums or email. Just keep in mind that this is a 15-slot server that is occasionally shared with several groups of people: space is sometimes limited. I'll send out the server info sometime tomorrow.
No worries. The project files are now available on the SVN server provided by Rambus. PM him to get an account and start whenever you want.Quote:
Originally Posted by Omnituens
Well I haven't received any e-mail yet, but I would like to know: The upload to the SVN worked, right? I'd like everyone to contribute their work thus far and put it in the proper folders so we can sync the project files and be on the same page. I'm assuming everyone is as busy as I am, so no rush. I will upload my updated files as I complete more work on Plaza. Cheers!
I haven't gotten any information on an svn, btw, I'm probably going to be using the animations of the combine soldiers for my models, anyone know if I can just use those? (it would be like the combine soldier in the mod, but with a different look)
oh if the SVN is set up i'll get cracking, PM me if you can as i'm not familiar with the software needed.
did u all subscribe to the mailing list?
and could you all read this:
http://www.moddb.com/tutorials/the-m...-release-model
just to get us all on the same page.
We also probably should start on a design document
I did...
and I put up a to-do list for Phase 1, please elaborate on the different tasks and aspects that still need to be done for the different maps, and comment on which models you would like to see (an extra modeler should be helping me soon)
http://wiki.techhaven.org/NcSource:Phase_1
I've been drunk for the last 3 days. What are we all doing? :wtf:
http://wiki.techhaven.org/images/f/f2/Plaza1gogo.jpg
I need to know whether the plant, gogo and genrep need to be static (less resources, but no shadow), or dynamic (can be blown away)
I'd fix the GR and GoGo in place and maybe leave the plants to get blown up. I'd fix the benches (or at least most of them) in place too.
You may want people to be able to stand on certain things to give them a good killing shot into the next room/street so that certain areas aren't too easily defended. If so, having a bench or plant or a series of items kept in one place would allow that to happen.
Genrep, gogo and citycom should be static I think. I also think that "when" we decide on some gameplay mechanics, they will be tied to some sort of entity. Also, as static models, they can cast shadows, just not sharp dynamic shadows. You can change the lightmap settings to make it more defined.
I'll get to reading that stuff and post some ideas on phase one soon.
Ok, I'll compile the gogo and genrep as static props, and make a physics and a static version of the plant.
I'm working on the vendor desks, but I'm not sure which one to use. The first one I like most, the second one is more like in neocron:
http://www.biglines.nl/ncmod/vendordesk.jpg
http://www.biglines.nl/ncmod/vendordeskdetailed.jpg
I like the second one myself, the first one's not got enough detailing.
Hmmm, I think I still prefer the 2nd model overall, but I do prefer the 3rd to the 1st model.
Personally, I like the second one with the hard edges. The third submission looks good too. Are you making the models "modular like you did the benches? So we can build any of the desks that we come across in NC? That would be awesome.
ye they're gonna be modular
could someone with mapping experience tell me if the following needs a lot of coding to implement in hl2 dm? (2 teams can even be set as default in the sdk)
http://www.interlopers.net/tutorials/22214
models for citycom, gogo and genrep are now static models, and are on the svn, the plant is a physics model, also on the svn.
Excellent! I will get that stuff this evening when I get off work. I will also spend some time this evening working on Plaza some more. I've been playing with the citycom skin but I don't like what I did to it, so I haven't showcased any screenshots of it. I'll get some more work done on that soon and make sure the vtf gets uploaded to the SVN.
Is there any way to "sync" the folders on the SVN so it just uploads/downloads the files that have changed? Sorry I'm a newb when it comes to SVN...
ye, if u have tortoise it does that automatically
i usually use rapidSVN that runs on linux and windows...
every svn should sync instead of overwrite tbh. Totoise SVN just links to a folder that you download it all into (or from where you uploaded it, if it has all the green ticks on it, it means it's synchronise, if you change something, go right click commit, it will upload any new stuff)
shouldnt be too much of a problem atall to add to it, whats your plans for ctf though ? within the neocron city or adding a couple of exterior op zones or something for it ?Quote:
Originally Posted by Biglines
also do you need mappers ? i have alot of experience using hammer for hl mapping, aswell as dif/dts mapping for torque... photo based texturing aswell.
It was an Idea we tossed about, as our version of opwars ;)Quote:
Originally Posted by Kozmos
and we can always use mappers. At the moment we are making general death match maps out of the neocron city as an example, although in the future it might be good to start working on op areas as well. Pick a section which none of us is working on, describe your ideas and most likely it will be suitable enough for one of the phases in the mod (phase 1 being maps for deathmatch only, till later phases which will include more advanced gameplay)
for those that are interested, there's an Ad frame model and straight vendor desk model now on the svn
Ad frame? Pictures please. :D What desk style did you decide on?