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@ Nobody - Stargate Issues

Posted:
Fri Oct 06, 06 10:23 pm
by Jon
I'm giving ShadowRunner a hand with his latest idea for DXSG_Silo_TheDayAfter - I could do with a few resources:
- Info and dimensions on transport rings
- Original stargate brush from DXSG_CMD
- Any additional mod info needed for mapping side of things
Help would be appreciated, but isn't really a huge priority at the moment, i seem to be the only one that has made a start on this project
Original Topic Discussion (DXMS Forums)

Posted:
Sat Oct 07, 06 12:36 am
by ~ô¿ô~Nobody~
A stargate map is always a great idea!
Yes.. i could give you the Brush.. possibly in a seperate map, so you get the textures for them too.
I would give you my stargate utx package, that contains the texture of the Stargate Ring
PS: the dimensions for the ring-transporter, i already posted in the topic for the A51 TheDayAfter map
but here they are again

Posted:
Sat Oct 07, 06 8:47 am
by Jon
Stargate package would be great, and a map with the Stargate in would be a welcome bonus!

Posted:
Sat Oct 07, 06 11:54 am
by ~ô¿ô~Nobody~
As mapper you possibly know that you cannot load mod which base on DXMTL, that would crash the Editor.
If you want I could send you a kind of dummy MTL, that you need to replace with the original DXMTL while you're editing.
By that, you could even open mods like SuperRocket_Lite and SG_MOD152, which are required for a SG map.
It would be like that..
You get a file called DXMTL152b1.u.ed and a bat file with the following contents
- Code: Select all
@ECHO OFF
ren DXMTL152b1.u DXMTL152b1.u.ned
ren DXMTL152b1.u.ed DXMTL152b1.u
UnrealED.exe
ren DXMTL152b1.u DXMTL152b1.u.ed
ren DXMTL152b1.u.ned DXMTL152b1.u
So, if you start the editor over that bat file, it first renames your original MTL by adding the ending .ned, then it renames the MTL file with the ending .ed to DXMTL152b1.u and at last it starts the editor.
If you close the editor again, it will rename the files back.
I'll just add the both files (the bat and the dummy MTL) as attachment. Both need to be placed in the DeusEx\System folder.
PS: The map with the Stargate Brush, i'll send you over PM.

Posted:
Sat Oct 07, 06 1:13 pm
by Spiderbot01
Im making the base :O *does a dance*

Posted:
Sun Oct 08, 06 9:07 am
by MainMan
~[A]Nobody~ wrote:As mapper you possibly know that you cannot load mod which base on DXMTL, that would crash the Editor.
If you want I could send you a kind of dummy MTL, that you need to replace with the original DXMTL while you're editing.
By that, you could even open mods like SuperRocket_Lite and SG_MOD152, which are required for a SG map.
It would be like that..
You get a file called DXMTL152b1.u.ed and a bat file with the following contents
- Code: Select all
@ECHO OFF
ren DXMTL152b1.u DXMTL152b1.u.ned
ren DXMTL152b1.u.ed DXMTL152b1.u
UnrealED.exe
ren DXMTL152b1.u DXMTL152b1.u.ed
ren DXMTL152b1.u.ned DXMTL152b1.u
So, if you start the editor over that bat file, it first renames your original MTL by adding the ending .ned, then it renames the MTL file with the ending .ed to DXMTL152b1.u and at last it starts the editor.
If you close the editor again, it will rename the files back.
I'll just add the both files (the bat and the dummy MTL) as attachment. Both need to be placed in the DeusEx\System folder.
PS: The map with the Stargate Brush, i'll send you over PM.
You use this instead of the mtl-extender now?

Posted:
Thu Oct 12, 06 3:26 pm
by ~ô¿ô~Nobody~
no.
THAT MTL is no real MTL and NOT usable in the game.
It just makes it possible to load MTL extended mods in the editor. (i.e. for loading SG_MOD152 into the editor for placing ring-transporters)

Posted:
Thu Oct 12, 06 4:54 pm
by MainMan
~[A]Nobody~ wrote:no.
THAT MTL is no real MTL and NOT usable in the game.
It just makes it possible to load MTL extended mods in the editor. (i.e. for loading SG_MOD152 into the editor for placing ring-transporters)
No, I meant do you use that
method (creating a dummy) instead of using the MTL-extender method?

Posted:
Thu Oct 12, 06 5:21 pm
by ~ô¿ô~Nobody~
erm.. if you use the MTL extender.. don't you use a dummy for compiling too?
it came with the extender.. called DXMTLDummy.u

Posted:
Thu Oct 12, 06 5:36 pm
by MainMan
~[A]Nobody~ wrote:erm.. if you use the MTL extender.. don't you use a dummy for compiling too?
it came with the extender.. called DXMTLDummy.u
Yes I know. That wasn't my question, never mind


Posted:
Thu Oct 12, 06 5:40 pm
by ~ô¿ô~Nobody~
I just don't know what you want..
Of course you could make your own fake MTL file that is called DXMTL152b1, compile your mod with that and use the original MTL to host the mod.. that would extend your mod without extender too
but the extender helps in 2 things..
you don't need to do a changing of the fake and the original MTL all the time..
and the most advantage is, that you can work with MTL's unreadable variables

Posted:
Thu Oct 12, 06 5:48 pm
by MainMan
~[A]Nobody~ wrote:I just don't know what you want..
Of course you could make your own fake MTL file that is called DXMTL152b1, compile your mod with that and use the original MTL to host the mod.. that would extend your mod without extender too
but the extender helps in 2 things..
you don't need to do a changing of the fake and the original MTL all the time..
and the most advantage is, that you can work with MTL's unreadable variables
That's what I was talking about. That bat file up there does that - makes a fake MTL file, etc, but it does it for you. What I was asking was, why are you telling him to use that, instead of the MTL-Extender?

Posted:
Thu Oct 12, 06 5:59 pm
by ~ô¿ô~Nobody~
ahh no, that are 2 different issues
Yes, you are right, you could also have a simple MTL extender with that bat file.
But here, that bat file is to avoid the disadvantage of the MTL extending.
If you load MTL with UnrealED, it wil crash.
If you load a MTL extended mod with UnrealED, it will crash too.
The point of it, is to be able to load an already MTL extended mod into the editor, without making the editor crash.
So.. WITHOUT needing a special version of the MTL extended mod to add its contents into a map.

Posted:
Thu Oct 12, 06 6:30 pm
by MainMan
I don't use a special version, I just do the stuff in UEd before extending it.

Posted:
Thu Oct 12, 06 6:54 pm
by ~ô¿ô~Nobody~
What about you don't have an unextended version?


Posted:
Thu Oct 12, 06 7:02 pm
by MainMan
~[A]Nobody~ wrote:What about you don't have an unextended version?

Delete it and compile it again


Posted:
Thu Oct 12, 06 7:10 pm
by ~ô¿ô~Nobody~
Since you don't get it, I'll give an example..
Jon makes a SG map and POSSIBLY wants to add SG-related stuff like ring-transporters or super_rocket weapons.
Since both mods are MTL extended, he could not add the stuff because the editor would crash, whenever he loads the mods.
And instead of making special versions of every MTL extended mod, i solve the problem at its root and offer a loadable MTL fake file

Posted:
Thu Oct 12, 06 7:25 pm
by MainMan
Ah!

Posted:
Thu Oct 12, 06 11:56 pm
by [FGS]ShadowRunner
Jon - don't do anything of course until it's ready. It's not ready. I expect to post a finished version with trigger lights and a texture correction tomorrow.
The ring locations and superwep locations are all marked in the post "DXSG Map problem" on [A]. It's not just rings and rockets. we need TRC's, CSLAMs too as listed in the post.
Nobody - can u show Jon a broken ring and how to make one in the editor plz. There is a room prepared in the map for a broken ring, shown in the post.
And Spidey - yes you make the base, the base in a different map to the one Jon is talking about. You make the base for DXSG_Silo_TheDayAfter, a DXMS production
So Jon I should sometime tomorrow have a map ready for rings.
Also Jon - correct your terminology please.
a map with the Stargate in would be a welcome bonus!
What you mean is " a map with the ring transporter and dial"
Ring Transporters are not Stargates. Stargates are not ring transporters.
Oh and thanks.

Posted:
Fri Oct 13, 06 12:31 am
by ~ô¿ô~Nobody~
ShadowRunner wrote:Ring Transporters are not Stargates. Stargates are not ring transporters.
THANK YOU SHADOWRUNNER
I told that thousands of thousand times already!
But noone seems to get it. At least one who got it!
PS: If you use that package, that i posted with the bat file and the special MTL, then you could load SuperRocket_Lite into the editor and already add the special weapons to your desired places, without making the editor crash.


Posted:
Fri Oct 13, 06 7:01 am
by Jon
ShadowRunner wrote:Also Jon - correct your terminology please.
a map with the Stargate in would be a welcome bonus!
What you mean is " a map with the ring transporter and dial"
Ring Transporters are not Stargates. Stargates are not ring transporters.
Oh and thanks.
I mean what I say, and I say what I mean. You don't follow every single stargate episode to not know the difference between the two. It so happens that the map I'm making would look really suave if I could put a stargate into it, for added effect. Ring transporters have already been described to me, and I've already made space for them.
Not having a dig, just frustrated


Posted:
Fri Oct 13, 06 4:09 pm
by [FGS]ShadowRunner
It's just getting confusing, discussing various different maps in the one thread about DXSG_Area_51TheDayAfter. Spidey is referring to a totally different map, but ppl might not know it. If i hadn't read your post carefully, I might have surmised wrongly, that you A. want to edit my map and B. put a stargate in it, something already discussed and decided against with Nobody.
Also Nobody - I didn't actually ask Jon to help, if you would prefer to do the rings then go ahead, personally I would prefer and be grateful for whichever is quickest, which I suspect is Jon, and you seem happy for Jon to do that, so Jon I appreciate your offer to help put the rings and weps on.
So hopefully my frustration also will diminish and later today I will have a "ready" map for you guys. I will delete beta 8 and upload the "ready" beta9.
Final point - I realize that the superweps are a big part of the fun too on DXSG. In DXSG_Area51_TheDayAfter, there is no bar, no secret cabinets, secret walls etc. I'm hoping the superweps and scale and style of the map, will be enough to keep ppl interested. But if you give me the word, I can add some very hard to find secrets. Nobody - it's your decision.
Oh another Final point - The SKYBOX!!!. Will need the brush in the sky which displays the destinations and their RT codes. Nobody - Jon - can I leave that to you guys? Or tell me how to do it.

Posted:
Fri Oct 13, 06 5:09 pm
by ~ô¿ô~Nobody~
It's still your map ShadowRunner. If you want to add secrets, feel free to do it.
You may add ring-transporters as well. There's just the problem that I don't have an actual container map, from where you could copy out an already existing ring-transporter.
So, I need to add the ring-transporters.
It's just that my holidays end this weekend and I need to do some school relevant stuff yet. So I won't have that much time the next week.
Therefore I'd like to add the ring-transporters at the very end, when the map itself is ready, that i don't need to do it more than one time.
Concering to the destinations..
That Shape with the destination codes on it were always added at the very end.
I made a simple 256x256 texture with paint and wrote down the codes.
Then I imported the texture into the map (not in a seperate package), and textured a shape in the skybox with it.

Posted:
Fri Oct 13, 06 5:25 pm
by Jon
I'm away for the weekend so I can't do anything until monday night

Posted:
Fri Oct 13, 06 6:22 pm
by {17}Ales
~[A]Nobody~ wrote:It's still your map ShadowRunner. If you want to add secrets, feel free to do it.
You may add ring-transporters as well. There's just the problem that I don't have an actual container map, from where you could copy out an already existing ring-transporter.
So, I need to add the ring-transporters.
It's just that my holidays end this weekend and I need to do some school relevant stuff yet. So I won't have that much time the next week.
Therefore I'd like to add the ring-transporters at the very end, when the map itself is ready, that i don't need to do it more than one time.

Concering to the destinations..
That Shape with the destination codes on it were always added at the very end.
I made a simple 256x256 texture with paint and wrote down the codes.
Then I imported the texture into the map (not in a seperate package), and textured a shape in the skybox with it.
Heh? where do you live.

Posted:
Fri Oct 13, 06 6:26 pm
by ~ô¿ô~Nobody~
How is my reply related to my location?


Posted:
Fri Oct 13, 06 6:28 pm
by {17}Ales
Because I started school ages ago.


Posted:
Fri Oct 13, 06 6:35 pm
by ~ô¿ô~Nobody~
lol
Summer holidays are far over here too.
But i've had autumn holidays from 2nd till 13th.

Posted:
Fri Oct 13, 06 6:43 pm
by {17}Ales
~[A]Nobody~ wrote:lol
Summer holidays are far over here too.
But i've had autumn holidays from 2nd till 13th.
Hmm hang on ive got holidays commin up soon just need to finsh this week and next week then its time to relax.*ales falls asleep and dreams*

Posted:
Fri Oct 13, 06 7:47 pm
by [FGS]ShadowRunner
Well I'm happy if Jon says he wants to do it, because DXMS rocks and he'll do it professionally.
It's my map? It's monte martinez's 14_Area51_Bunker edited and then edited again for DXSG. I'm just part of the process. I would really like you the DXSG author to be happy with it, so if and when u played the map and you'd prefer anything edited again, it's no problem, let me know.
Hmm. but I would really like to make a DXSG map from scratch. I think Jon should, his talent for historical architecture etc, and already DXMS are making a proposed one together, which Spidey referred to.
OK I think ppl will be disappointed without secrets. I could tell you what secrets I will add, but then it wouldn't be a secret and I'd have to kill all of u.