Skitso Posted July 31, 2014 Author Share Posted July 31, 2014 Okay, went a bit crazy and made a couple of new props to really make the factory look like one. Here's a small sneak peak: Quote Link to comment Share on other sites More sharing options...
sether Posted August 1, 2014 Share Posted August 1, 2014 Cool! Quote Link to comment Share on other sites More sharing options...
kahvipannu Posted August 1, 2014 Share Posted August 1, 2014 That is really cool looking Skitso. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 1, 2014 Share Posted August 1, 2014 Yeah, looks really good. I only hope the AI makes good use of it. (It's one of the unfortunate issues with buildings that they take so much time to make and yet seldom actually see any action in combat other than as a set of walls.) Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted August 1, 2014 Share Posted August 1, 2014 Looks like a building that should be in STALKER. I like it Quote Link to comment Share on other sites More sharing options...
silencer Posted August 1, 2014 Share Posted August 1, 2014 You should add a plaque - "Beware, Genius at work" Quote Link to comment Share on other sites More sharing options...
kabill Posted August 1, 2014 Share Posted August 1, 2014 It's a shame it's not easy to copy submaps between tilesets, as that building would be perfectly good as an Industrial submap too. Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 1, 2014 Author Share Posted August 1, 2014 (edited) Thanks for coments everyone. Kabill, this is industrial. And also, copying submaps isn't that hard actually. You just need to mass find/replace all assets paths with notepad++ As I'm making these maps, I'm feeling a bit dissappointed and sad GH didn't have more time/money to make more and higher quality maps. I could have made dozens and dozens of these with small compensation within few months time frame. Edited August 1, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
llunak Posted August 1, 2014 Share Posted August 1, 2014 It still feels pointless and error-prone. Is it written down somewhere why that needs to be done? That looks like something that would be good to get fixed. Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 1, 2014 Author Share Posted August 1, 2014 It's the same funktionality thatsingle spectres have. They just need to be in correct folder to work. If you use for example a submap from industrial tilesetin afarm map, the submap has incorrect paths for spectres. What you need to do is copy the spectres in correct directory and modify submap to point in correct locations. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 1, 2014 Share Posted August 1, 2014 Thanks for coments everyone. Kabill, this is industrial. And also, copying submaps isn't that hard actually. You just need to mass find/replace all assets paths with notepad++ Yes, of course. I'd gotten it into my head that it was a Farm map instead (all those trees, I guess!). As for copying, I still wouldn't say it's easy. Or at least, to make it so you need to make sure you set up your file structure to support a mass find/replace command. As I'm making these maps, I'm feeling a bit dissappointed and sad GH didn't have more time/money to make more and higher quality maps. I could have made dozens and dozens of these with small compensation within few months time frame. It is a shame, yeah. It doesn't even take that long to make maps if you just use existing submaps and I think there's enough vanilla submaps that you could probably get a few more good maps out of them without adding anything else. It still feels pointless and error-prone. Is it written down somewhere why that needs to be done? That looks like something that would be good to get fixed. It's the tile atlases. Since these can't be read between tilesets, you need a new set of images and spectres for each tileset with their own file paths. Hence, if you just copied a submap from one tileset to another it's still trying to reference files in the tileset it started with and you need to update the file paths for the new tileset it is in. (If that makes sense?) Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 1, 2014 Author Share Posted August 1, 2014 Yeah, looks really good. I only hope the AI makes good use of it. (It's one of the unfortunate issues with buildings that they take so much time to make and yet seldom actually see any action in combat other than as a set of walls.) I've never modded ai behaviours that much, but what I do know, is that the upper floor tendency can be altered. My problem is, what's the scale? Should I double the value, or multiply by ten, or add 0.1? Any ideas? Has anyone tinkered with this? Quote Link to comment Share on other sites More sharing options...
kabill Posted August 1, 2014 Share Posted August 1, 2014 I don't really know anything other than what it says in aiprops.xml. If I have chance, I might have a play around with it and bundle it into my minor ai tweak mod along with the suggestion you made about raising the minimum accuracy a bit. Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 3, 2014 Author Share Posted August 3, 2014 The rural factory map is now complete. I'll include it to my nex Megamix Map pack update with few other new maps too. Can't say when it is, but soon-ish. Quote Link to comment Share on other sites More sharing options...
radek Posted August 3, 2014 Share Posted August 3, 2014 Skitso u are genius. Cant wait until update. Quote Link to comment Share on other sites More sharing options...
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