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-]alw[-deftones

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  1. heres an awsome map idea with the weed.. a big hilly map, with all weed bush, only weapon you get is flamethrower. team a vs team b, you fight with the flame throwers and use the buring patches of fire and smoke to your advantage. plus it adds the cool haha factor.
  2. that would be great for transporting ! bring the clan in the old andro and crash them all into the water together . awsome map. lol
  3. well not just having to be in a car with them, but like maybe hookers can have say the ability to heal with 300 heal points, and tha number reduces for each number that the injured player loses. here's how it can be fun. hookers could heal themselves, but they cant carry weapons. or hookers cant heal themselves, but can carry weapons. ahhh, the love for medics in fighitng games.
  4. been trying to reply to you pm but i keep getting invalid error. =(.. pm me at gamersedge.org
  5. nope, didnt know the term radions until this thread, only radion i know is made by ati... lol jk i know its radians. i guess coders value the radian system but end-users prefer simplistics less work = more fun = the undo function would be a blessing because as sdk said, if you delete by accident.. or if you make a accidental rotation, woould just make it less of a headache to repair. also redo because you can quickly use undo and redo back to back to make comparrisons before and after a change. oh and i feel that the polygon count is useful so you can keep a running tally of accessory polygons on a map. like say i want to make a race, and want to limit poly counts to a certain number to help prevent graphic lag for people playing on shitty computers. i swear its like some people are playing on a calculator
  6. AND AN UNDO / REDO FUNCTION !!!!!!!!!!!! contol Z = undo control R = redo
  7. the namings thing would be good but my most hoped for change is the rotations thing, way to hard, difficult to expect mapping noobs to know how to figure that number out either. another note aboutthe night objects is that depending on what time of the night it is, the objects may display differently. even roads will show differently as the mesh overlays the lighting map. (i assume). also, just a side note: would it be possible to show stats about an object ? like while browsing throught them ? say something like.. name : tunnel1 collision : yes polygons : 58 ----------- this way people can know ahead of time if objects have collisions and stuff. probabably pretty hard to code i assume =P. sry if it seems that im just being a persistant nit-picker but im just trying to give realistic expectations for what i hope will be a great game.
  8. yeah it can be a pain, especially when ou build some complex roadwork and then have to do it all again from scratch.
  9. **Sorry if this is posting in the wrong section of forum.** Hey, guys this is -]alw[-deftones, we got a post on our forums by ransom and im returning the favor. Im pretty well versed in using unreal editor. also im an admin for a mapping community that makes maps for americas army. (not totaly allowed yet lol). Here are a few thoughts that would help give mappers and easier time to map and give more funcitonality. mind you, i dont know what your limits are so if you feel like getting in touch im always available on alw's forum via pm or on vent if you can catch me. Ortographic views. meaning like top, side, front and perspective. i dont know if its possible or if it woul be too laggy to make but having a system where there is an actual grid or something would make lineing things up and rotations so much easier. top,side and front should be wire frames. the grid unit change like 1 box per unit or per 5 units should be adjustable. Rotations and Angles. ive noticed that if i want to turn a road upside down i have to angle the Z rotation to something like 1.35237892384724 which is horrid. why not 180 Degrees etc. it would leave room to be super specific like i want this road at an angle of 30.66 degrees. Selections. being able to select more then one object at a time would prove vital. say if i create an entire jungle or something and want to copy that jungle over. or a complex set of roads or buildings. being able to either add one by one or using a marquee like in photoshop or on your windows desktop would be so much easier. Viewing. the draw distance in the map editor compared to max dd in game is not the same. it clips at much shorter distance. this also hinders checkpoint placement on race mode. Staticmesh viewer. being able to rotate, and move the camera angle while previewing meshes should be done manualy. those spinning forever mesh previews make my head spin and i sometimes cant see the entire object. Time change in editor. some objects react different to time, there are tons of objects like neon lights and building windows that cant be seen in the map editor unless you use an "outside" tool to change the game time. this way you can see them when you in edit more, mesh selection mode or test mode. Namings. the editor should name the objects they place after thier actual names. like flag (1), then if you place more it does flag (2), flag (3). etc. makes things assloads easier. Being able to select. some objects are not selectable again after you deselect. like fences. this is a pain in the ass and makes me have to hunt through my object list to find it again. so if there is a way to make sure for certain that those objects are selectable an reselectable no matter what would be very very pro. ----------------------------------------- Im sure DM will have tons of new game modes and things that we can do, so having and overall well thought out layout will help make this editor really take solid shape. My suggestion would be to study unreal editor and draw up a layout for it on paper or in photoshop first and make a barebone version of it then give it full functionality. i wish i could help you out with these but i just know unreal editor, 3d studio max, and photshop, also a bit of html, css and embedding javascript all for web design. checkout my website at http://www.designbydrexler.com i can build low poly cars like todays modern cars, ie. bmw's and h2's lol would be sweet to see those implemented. anyways, thanks for the hardwork. mta:sa has been a blast cant wait to see the future. -]alw[-deftones
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