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> Grand Canyon Remake, ::::TEASER PICS!!::::
daTSchikinhed
post Apr 17 2007, 04:12 AM
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Mr. Moosey!
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So, I hope you guys like some of the pics. I'm nowhere near done, but thought i'd show it to you anyways..

THe lighting is set in the hopes of a post apocalyptic, dusty/bloody atmosphere...

anyways, the pics. I made the cities bigger and more vibrant, and took away the top-right player and made it a little town. Moving vehicles and even a train will come in at a bit later time... ninja.gif

The city has been expanded, and all veinholes removed. Here's the city.
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A memorial to a legend. rip.gif ... and yes, that control station is capturable for a bit of extra power. The Dam itself is immune
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The minimap. What else..
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Yoshi
post Apr 21 2007, 12:27 AM
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Hum-vee
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Was the first to master all forms of triggers whether basic or complex. pwnt. tongue.gif

Correction for moving vehicles. DO NOT use repeating triggers to repeat vehicle movement. One simple trigger firing is good enough. What you want to do is have the vehicle end up at the starting waypoint (that is assigned on top of the vehicle) and use the script line "Jump to line #" This will cause an endless loop in the unit's movement script.

Primarily, you want to use AreTeamMembersRecruitable and Recruiter checked if you want to have the team able to be created. Waypoint would be.. well.. the waypoint that is assigned on top of the vehicle.

In relation to moving trains, you want to have the Locomotive be the ONLY taskforce member of the team. Be sure to write down or memorize all the members' of the train's IDs (located at the lower left corner when you highlight a unit) except for the last car (assuming that you use the Cargo Car as the last member). Leave the locomotive's settings the same. The rest have the "Follows ID" setting be the unit ID of the unit in front. Afterwards, script the locomotive's movements, place Locomotive as the taskforce member, create the team that has AreTeamMembersRecruitable and Recruiter checked with the waypoint placed directly on the top of the unit (or leave it blank for this matter).

Now, for triggers:

You'll need to set up one basic trigger or more depending on how many teams you're making. You can have only 6 or 7 actions used in one trigger so be careful.
The basic template is:

Trigger Name: Starting Teams
Repeating: 0

-------

Event 01: 47 Elapsed Scenario Time
Value: 0

-------

Action 01: 4 Create Team
Team: Team 01

Action 02: 4 Create Team
Team: Team 02

etc. etc.


If you have the text trigger fix that I posted up for FS, text triggers should work fine. If you want to have a custom string in it, you HAVE to have everyone have the same tutorial.ini as you do. Other than that, if you have anymore questions, I'll be glad to answer em. I'll be on msn if you wish to IM me to ask anything. ( chunsayoshi@hotmail.com )

The map is looking very good though. There's nothing wrong with building repeats. I do it all the time in my campaign. Westwood also does it too. It's alright, imo, to repeat a building maybe 2 or 3 times, but after that, it gets really nasty looking, except for the business office buildings that take up 1 x 1 plots. I don't mind repeats on those as well as abandoned warehouses for temperate maps.

This post has been edited by Yoshi: Apr 21 2007, 01:38 AM


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Posts in this topic
- daTSchikinhed   Grand Canyon Remake   Apr 17 2007, 04:12 AM
- - Tartan Bunny   good work! i love red atmosphere! i thin...   Apr 17 2007, 04:16 AM
- - BloodReign   I hope you don't redo WW's mistake about n...   Apr 17 2007, 01:01 PM
- - daTSchikinhed   oh they have power.. right up until you take the D...   Apr 17 2007, 09:25 PM
- - Crash-King   Sounds pretty nice daTS, Wasn't this Aro's...   Apr 18 2007, 05:08 PM
- - daTSchikinhed   haha trying to sound professional, are we crashkin...   Apr 18 2007, 09:17 PM
- - Clazzy   QUOTE The two repeated buildings is an apartment c...   Apr 18 2007, 10:15 PM
- - Crash-King   QUOTE (daTSchikinhed @ Apr 18 2007, 11:17...   Apr 19 2007, 05:08 AM
- - Pixcell   what lighting settings are you using?   Apr 19 2007, 02:37 PM
- - Crash-King   What I meant about the road thing, In real life, t...   Apr 19 2007, 07:54 PM
|- - Ixith   QUOTE (Crash-King @ Apr 19 2007, 03...   Apr 19 2007, 08:42 PM
- - daTSchikinhed   hmm.. triggers is where i fail miserably. I'm ...   Apr 19 2007, 10:01 PM
- - Crash-King   Triggers! I know a bit about them. What do you...   Apr 20 2007, 05:34 AM
- - daTSchikinhed   moving cars, a train, and maybe a text trigger.   Apr 20 2007, 05:44 AM
- - warlord   ..lol whenever i offer to help with triggers i get...   Apr 20 2007, 07:17 AM
- - Crash-King   To make moving vehicles, place down all vehicles y...   Apr 20 2007, 12:24 PM
- - Denmon0728   Iam actually the unkown king of triggers so if u ...   Apr 20 2007, 04:36 PM
- - Team Black   wrote the tutorial on triggers. pwnt.   Apr 20 2007, 05:02 PM
- - Crash-King   Thanks for correction Yoshi, We can call you the b...   Apr 23 2007, 02:52 PM
- - The DvD   Looking forward to the map, as I think GC is ...   Apr 23 2007, 04:50 PM
- - warlord   I always thought the old Grand Canyon was boring. ...   Apr 27 2007, 06:46 AM
- - daTSchikinhed   Just to let you guys know, i'm back to work on...   May 18 2007, 01:36 AM
- - jadems   Whoa, how cool, do we have a release date on this ...   May 18 2007, 05:58 AM
|- - BloodReign   QUOTE (jadems @ May 18 2007, 01:58 AM) Wh...   May 22 2007, 01:25 AM
- - Pixcell   i think that slope to the left of the dam looks to...   May 21 2007, 08:42 PM
- - BlackieChan   Pixcell, read daTS's last post.   May 21 2007, 11:24 PM
|- - Ixith   QUOTE (BlackieChan @ May 21 2007, 07:24 P...   May 22 2007, 02:17 AM
- - daTSchikinhed   I remember this project... I just got back to work...   Oct 4 2007, 02:11 AM
- - jadems   Well, it's been about 6 months now.   Oct 4 2007, 03:46 AM
- - daTSchikinhed   Yup... had a lil bit of life to deal with   Oct 4 2007, 04:37 AM
- - Lin Kuei Ominae   it's good that you add a train. they are to fe...   Oct 4 2007, 06:58 PM


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