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Author Topic: need some help with a problem (mapping related)  (Read 4466 times)
0 Members and 6 Guests are viewing this topic.
davidf78 Offline
Community Mapper
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Posts: 93


« on: January 01, 2010, 03:52:59 pm »

hey guys is there any way i can make a regular destructable building into an oob visual. i want to add pleanty buildings to my map but there is only one cluster of building that is visual only. is there anyway to take a civilian building and just use the shell as a visual (with corsix's tools) i dont want it to burn, destroy, or be garrisonable just like nice. regular building take the render calls of the chart and will make my map useless. any ideas are welcomed
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Unkn0wn Offline
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Posts: 18378


« Reply #1 on: January 01, 2010, 03:58:39 pm »

Not that I can think of no.
I wouldn't worry too much about the OOB area. Smiley

I generally use actual buildings, it's the only way. Should be fine if you dont use a lot.
(Which of course isnt an option if its a city map)
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davidf78 Offline
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Posts: 93


« Reply #2 on: January 01, 2010, 04:05:12 pm »

there is one cluster of building i will have to use. the map wont have building variaty but it will be playable. i am guessing the only thing i can do is model and texture some buildings in a 3d program and import them to the game. the problem is my other PC crashed and thats where i had all my programs
« Last Edit: January 01, 2010, 04:07:38 pm by davidf78 » Logged
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #3 on: January 01, 2010, 04:23:53 pm »

What he means, unknown, is using OOB-style buildings WITHIN the map playing area itself. As in, buildings that are just for eye-candy, but don't really do anything.
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Unkn0wn Offline
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« Reply #4 on: January 01, 2010, 04:25:52 pm »

Oh, I misunderstood that Tongue
I wouldn't use OOB-buildings inside the playable area though, it's a complete no no imo.

Just using normal buildings shouldn't affect your performance that much, unless you're making a city map that has tons. (And even then, just look at some maps like Carentan, they're not laggy)
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davidf78 Offline
Community Mapper
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Posts: 93


« Reply #5 on: January 01, 2010, 06:29:47 pm »

this is the visual building cluster, non garrisonable. that means i the majority of the buildings will be that. and then this is what i wished it looked like. i ether have to replace the buildings or reduce the number

of course the only buildings that i wanted to be garrisonable are the red roof tile ones
« Last Edit: January 01, 2010, 06:31:43 pm by davidf78 » Logged
Mysthalin Offline
Tired King of Stats
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« Reply #6 on: January 02, 2010, 12:36:14 am »

The question has to be asked.
Will my tankspam not get stuck in that map?
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LeoPhone Offline
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Posts: 0


« Reply #7 on: January 02, 2010, 05:42:12 am »

lol, we already have this map, and it didnt work:

http://forums.europeinruins.com/index.php?topic=10255.0
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Unkn0wn Offline
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« Reply #8 on: January 02, 2010, 05:44:36 am »

Except his is probably created with EIR in mind, unlike that conversion of yours Smiley
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davidf78 Offline
Community Mapper
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Posts: 93


« Reply #9 on: January 02, 2010, 11:56:40 am »

The question has to be asked.
Will my tankspam not get stuck in that map?
   
no i made the streets wide enough to fit 2 hellcats side by side with some space to spare. this just made me think of something, i can see engineers buildign hedgehogs every where. in addition i will add no build blocks along all streets in the city this should prevent it from happening( i still have to test my theory). yes the map is with EIR in mind i will provide prenty of ways to flanck enemies. there are 2 strongholds the manor to the south & the church to the north.
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