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Re: Undead Revolution

Posted: 12 Sep 2012, 15:40
by [FGS]Chees
ShadowRunner wrote:.....land shopping centre.

DREAMLAND SHOPPING CENTRE

Chees, select the wall textures you want in the texture menu, hit the export (as pcx) button and send me a package of textures, and I'll send back blank, graffiti, blood, scratched, etc versions...
Ok will do ShadowRunner thanks :-D

Re: Undead Revolution

Posted: 12 Sep 2012, 18:52
by ShadowRunner
Only have a mouse, not a pen, but I'll do my best, there are millions of tuts for blood and spatter etc...

Re: Undead Revolution

Posted: 12 Sep 2012, 19:04
by chin.democ.
You know I could really help out in this mod when Cozmo RPG is released, I really could use some more missions for it though.....know what I mean Rodney........ ;-)

Re: Undead Revolution

Posted: 12 Sep 2012, 19:13
by ShadowRunner
Need someone take the WW2 Paris map and plonk Cozmo RPG stuff in and chuck out a Paris Cozmo map, with err missions.
and err Chinny's Paris models.

Also when UR mod (Undead Revolution) is done, I can hand you the whole of Area51 in one map, ready for a bit of tidy and UR actors/mappage plonked in.

Also NY, especially all the subterranean levels, in one map would be great for UR I think.

I think it's ok to have a flagship map, which is polished to polishedness, but these awesome RPG mods could easily chuck out cheap and very quick maps using the very large maps we have already. UR mod in DXSG_CMD_V1 with that music and scaryness would be great. So would maybe Cozmo RPG in DXSG_Nexus, which is huge too.

Re: Undead Revolution

Posted: 21 Sep 2012, 12:30
by ShadowRunner
Hengsha is getting fiddly and slowing down towards the end so I haven't started any textures yet, I guess you will take a while though too though Chees? How is the map going?

Re: Undead Revolution

Posted: 22 Sep 2012, 21:05
by [FGS]Chees
It's slow going tbh Shadow as it's going to be a huge map overall. I know Cozmo is busy with College and wot not I think so that slows it down. I map almost every day if I can and spent the last week blending my part of what I've done into what Cozmo has done so far (style wise that is) outside the Mall. You know what I'm like though I'll change anything I don't feel happy with....and then still not be happy with my end result :-D If I stop adding shops and parking lots and major things it will be a quick job finished tomorrow but that's not my style if I'm honest :) either way I'm sure the end result of this RPG will be epic :D

Re: Undead Revolution

Posted: 22 Sep 2012, 22:28
by jager774
Can't wait to play this \:D/

Re: Undead Revolution

Posted: 23 Sep 2012, 13:01
by ShadowRunner
Yup, I know the feeling.

The default maps are a good example, of ideas v time/budget. They aren't perfect and obviously you can see time and budget was limited and some maps contain errors. 8mb maps on a Pentium 2 isn't fun. A perfect map means sod all, if you can't keep to a timeline. Also bear in mind that the community improves their skills all the time. At the moment no-one has achieved what Facetown has got working already, so while Facetown is unfinished there is no great pressure, but that could easily change in future. Another example is TREM's mini-puzzle game, like DXHR, it's possible the RPG hacking game is released before the TREM one.

My mum kept one client for over 30 years, it's pretty unusual as clients usually get bored after a number of years.
I asked how she did it. "You can be Leonardo da Vinci, but if you are not on time, overbudget or stick to the brief you are completely unemployable." And it seems this is where most people fail, finding solutions on time and to budget.

So it's a trade-off, you have to find the balance between excellence and production. The trick is to be clever with your time and budget/assets. Low-budget stuff can own, if thought out carefully, 28 days later is a good example, two key scenes in that movie carry the rest of the movie entirely, the deserted Waterloo bridge and the deserted M1, give the impression this was a huge production. The rest could have been filmed in a university warehouse by students perhaps.

Re: Undead Revolution

Posted: 23 Sep 2012, 18:41
by Cozmo
Like Chees said, I've sadly been busy with college. Even this weekend I've had stuff to do, but I had a little free time, and had a cool idea on how to fix a mod I failed ages ago: http://www.dxalpha.com/forum/viewtopic.php?t=17510

I JUST GOT IT WORKING! :o It's tidier now too. Now to re-add all the other features, do loads of testing, make it more user-friendly and then we can use this to fill Cozmo_RPG_v2012 with missions and eccentric money-giving NPCs, and flesh out UR! Will release it soon I think!

(Seriously this mod will save hours of time! Eg. new priest mission would take only a few mins to make with this.)

Re: Undead Revolution

Posted: 23 Sep 2012, 20:27
by chin.democ.
Sounds amazing Cozmo, making our own missions will be the most epic mod ever to hit DXMP. =D>

Seriously pumped to see this!!!!! \:D/

Re: Undead Revolution

Posted: 23 Sep 2012, 21:12
by atrey65789
chin.democ. wrote:Sounds amazing Cozmo, making our own missions will be the most epic mod ever to hit DXMP. =D>

Seriously pumped to see this!!!!! \:D/


Well that and FT :D

Re: Undead Revolution

Posted: 23 Sep 2012, 22:02
by [FGS]Chees
Sounds good Cozmo \:D/
I'm not far of finishing this mall ready for testing any time soon, after the textures are applied that Shadowrunner is doing.

Re: Undead Revolution

Posted: 23 Sep 2012, 22:31
by ShadowRunner
Ah, I could be another week on Hengsha easily... hope that is ok...
Also did you send the steam?

That sounds amazing Cozmo, will make it very easy to make different cities different. Paris_Cozmopolitans can all speak French lol...

Re: Undead Revolution

Posted: 23 Sep 2012, 23:02
by [FGS]Chees
Ahh knew i forgot something Shadow!
I'll PM you the file and actor/settings tomorrow.

Re: Undead Revolution

Posted: 24 Sep 2012, 03:32
by ShadowRunner
No worries but that will be great, tomorrow will be perfect timing actually.

I plan to actually make the effort to learn some skills doing this, so probably will practice getting things right before massive production. I'll chase you guys when I have something cool to look at. It's not like mapping, I expect it to be fairly quick.