Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Mon Oct 13, 2008 7:14 am Post subject:
XTX progress report
post 1000 I released the voxel truck pack
post 2000 I gave an excellent preview of the Tiberian Odyssey campaign
Now for post 3000 I'm pleased to finally give you some XTX eye candy.
Behold:
This schmecksy monstrosity of a train station is the work of Lin Kuei Ominae, which is actually several buildings in one - and even features a transparent glass roof!
You may recognize some other objects in this shot, like the street lights and railroad crossings that are in Odyssey and Twisted Insrrection - that is because these mods already feature material from XTX, though the public version is currently under way.
As soon as the first internal build is together, we'll start work on some snow theater XTX, as well as some marble madness tiles. Cheers, PPM! _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index Last edited by Team Black on Mon Oct 20, 2008 11:06 pm; edited 1 time in total QUICK_EDIT
of course.
and it's up to you if you use the outer railway entraces or the one in the middle. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Only if it's converted to terrain (made into a tunnel), but that 'll be quite a pain for both Lin Kuei Ominae and the mappers to get right... Too much trouble for a too small achievement really. _________________ QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Mon Oct 13, 2008 4:47 pm Post subject:
the power plants are outdated,
or at least they should be.. I made a new one for it. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
Looks nice. Will the rail barriers rise and lower with the gate logic in-game? _________________ I just registered for posting in the TO Forums and to prove its awesome-ness! QUICK_EDIT
Looks nice. Will the rail barriers rise and lower with the gate logic in-game?
yep, but for this to work, the mapper has to use an invisible dummy unit which always stands on the gate (to keep it open) and if a train comes near, leaves the gate for this while (to close the gate), then returns back on the gate.
A lot of trigger work for the mapper, but the barriers as gates work already. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I see a problem with that gate logic thing through the triggers... Though a dummy unit would be useful, but what would you do if that dummy unit happened to be killed? And if there was a trigger made to replace it, what will happen if that one as well was destroyed? Wouldn't that cause problems? QUICK_EDIT
You can make units invincible... Like tiberium trees.
But still there's the nasty problem if the player uses a shitload of units close to the gate and the dummy unit can't move away from the gate properly, it will most likely try to take a shortcut by moving on the rails, and if the train comes it's BOOM and the dummy is dead. Trains crush everything, even Immune=yes.
Correct me if I am wrong. _________________ I just registered for posting in the TO Forums and to prove its awesome-ness! QUICK_EDIT
@Julius Clonkus: the railway crossings are just eye-candy. imo you shouldn't worry too much about them and if they work correct. And since when does a player has problems to pass a civil gate while there isn't even wall next to the gate.
In addition, if i have to pass a city, there is no more a city when i'm through. _________________ SHP Artist of Twisted Insurrection: Nod buildings
No offence but it's just that it's been on the forum for a while and me: the new guy, finds it before some people find it who have bin a lot longer on PPM as me
Again, sorry if I've offendid someone QUICK_EDIT
It's okay, but understand, not everyone has time to check every new post made every day. I was never aware that there was a new version, probably because I had moved to South Africa around the time it was posted, and had no internet access. _________________
Back to the topic at hand, I take it we're not going to use cliffs or shores like these?
Yeah TB spoke to me about this a while ago and he said were not using those shores and cliffs now but instead using the original TX style. _________________
@vefbl4: TO and TI are two completely different mods, going different ways and different styles. Yes, they may be using some of the same terrain pieces, but that's pretty much the only similarities I can see, some of the Terrain Pieces... Besides the argument that the Nod Sidebar for TI looks like the TO one... Other then that, only the terrain pieces is what I can see that is similer in both mods.
Anyways... The Expansion to the terrain expansion is looking pretty good, TB. Keep at it with your staff QUICK_EDIT
Besides the argument that the Nod Sidebar for TI looks like the TO one... Other then that, only the terrain pieces is what I can see that is similer in both mods.
I Don't think it does at all. Compare them, they're nothing alike. Just cause they have similar colors doesn't mean they look the same, It's Nod for God sake, what other colors are we going to use? Pink and Yellow? QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Mon Oct 20, 2008 2:35 am Post subject:
I'm not quite sure what you mean. Incompatible because of the thin stripe cliff? are the names of the cliffs conflicting with the XTX temert.ini?
- we can edit the tiles as we need to, I'm assembling a completely new build.. _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
small 1 cell big city cliff train tunnels are afaik already on the todo list. With these and the city cliff slopes it should be an easy job for the mapper to create your train crossing. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Mon Oct 20, 2008 7:29 pm Post subject:
I don't know if tunnels should really be less than height=4, for the sake of big units like mammoths and disruptors and stuff _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
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