Title: Mac and Cobra have the pre-beta Post by: Cocobolo on July 02, 2003, 07:19:24 pm SO I got Mac and Cobra the pre-beta yesterday of the latest mod, tentatively titled "No Easy Day". Right now I'm working with some actor files to get GR to stop choking up.
Basically, there are 3 rosters, with many of the characters in these rosters without helmets. That means that you can't use the standard faces like we did in IDF, you have to assign new ones to each actor. (standard face textures, except for the cuba ones, all have the helmet straps in the texture.) The problem is, each texture you assign must also have a desert and jungle variant for use in all 3 mission packs. First I tried to assign 3 different textures using the actor files, for each of the 3 map types, with each face matching closely the character models for each set, the same way it's done in the MP files ... But that didn't work and GR didn't like that at all, and would crash randomly in the selection screens. What GR was doing was taking the first face texture listed, and applying that to all the characters regardles of the desert or jungle orientation. A huge waste of time editing hundreds of files, I had to go back in and make a compromise. So I decided to use the same face textures for all 3 sets of actors, regardless of the normal/desert/jungle orientation. The textures I did are mostly bearded, unkempt looking Delta and DEVGRU operators, and they actually look good on all the models. There's a large assortment of them, so that's working out ok so far. Now I just have to apply this concept to all the files, (in process) and create desert and jungle variants of all original Delta and Devgru textures. This is the way around, GR wants to see 2 additional tetures for each main face texture, example... Delta06_head.rsb (main texture) Delta06_head_desert.rsb, Delta06_head_cuba.rsb But doesn't seem to care if they are the original faces or not, it just automatically assumes there are 2 other variants. It's frustrating, because this is not how GR works in MP, which allows for use of different textures for faces, the same way GR allows use of different atatchments for each map type. Oh well, almost there. Mission scripters can expect a full beta release with the team later, Coco Title: Re:Mac and Cobra have the pre-beta Post by: Suicide_Commando on July 02, 2003, 10:03:01 pm Sweeeeeeet. ;D
RSE was really lazy when making the game. As you said only MP actors areaffected by the different strings in the atr file. All the others, again, as you said utilize the regular, desert and cuba tags. As long as those chr and rsb files are named accordingly you don't even need to update the actor file. Oh and post some new screenshots! ;D heh Title: Re:Mac and Cobra have the pre-beta Post by: Whisper_44 on July 03, 2003, 12:14:09 am (http://dynamic.gamespy.com/~damnr6/yabbse/YaBBImages/beer.gif)
Title: Re:Mac and Cobra have the pre-beta Post by: WardenMac on July 03, 2003, 06:45:24 am It has a few bugs :), but I can say I am impressed by what I have seen so far. Even more so than I was with the initial beta for IDF, and thats saying alot. Be patient, let coco work out these issues and get ready for a truly fantastic mod.
Title: Re:Mac and Cobra have the pre-beta Post by: Calum Keen on July 03, 2003, 09:01:01 am Time frame for full release gentlemen?3-4 weeks?
Really looking forward to this one!!! Title: Re:Mac and Cobra have the pre-beta Post by: X69RZX on July 03, 2003, 08:38:48 pm ;DSweet! I can't wait to start scripting some dope missions. :D
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