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7,62 Tactical action game, sequel to Brigade E5

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  #311  
Old 11-07-2010, 04:51 PM
R@S R@S is offline
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Quote:
Originally Posted by Dr.Q View Post
One more question: is it possible to add new static sectors onto the world map? I'd really like to see BE5 Cali Cantinos Airfield once again.. And the Reloaded maps have such a nice airport
As Nat said, the Airfield map from reloaded is already added. But be advised, the maps from reloaded uses a new mesh for the chain-link fences, something the e6 engine has problems with. I noticed while testing that if a grenade explodes near the fence it will CTD. To avoid frustration, stay away from them when fighting, it's the only way to avoid it, sorry.

Maps from BE5 is in a different format, I don't think they're compatible with 7.62

Quote:
Originally Posted by Nat_Crelk
Is it the Deadhead convertor (the last link) that you've sent to me in the PM ?
Or his convertor is another one ?
And could you put it in the modding part ?
Yep, the ActExp.dle is the exporter in the link I sent you(mod kit). Put it in the 3ds MAX 5 plugin folder and you'll get the ACT file format as an option when you export a model. Since western computer systems use a comma(,) as a seperator, you need to change it to a dot(.) in the regional settings of you OS. (Control Panel -> Clock, Language and Region -> Change the date, time or number format -> Additional settings -> Decimal symbol: . (not comma) )

Last edited by R@S; 11-07-2010 at 04:55 PM.
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  #312  
Old 11-07-2010, 05:02 PM
Nat_Crelk Nat_Crelk is offline
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Quote:
Originally Posted by R@S View Post
Yep, the ActExp.dle is the exporter in the link I sent you(mod kit). Put it in the 3ds MAX 5 plugin folder and you'll get the ACT file format as an option when you export a model. Since western computer systems use a comma(,) as a seperator, you need to change it to a dot(.) in the regional settings of you OS. (Control Panel -> Clock, Language and Region -> Change the date, time or number format -> Additional settings -> Decimal symbol: . (not comma) )
Nice to see you in direct on the forum !

As I haven't tried to add the plug-in to 3DSM, I wonder why I need to change the coma to a dot ?
I don't understand why have I to do so.

Thx
Nat
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  #313  
Old 11-07-2010, 05:09 PM
R@S R@S is offline
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Quote:
Originally Posted by Nat_Crelk View Post
As I haven't tried to add the plug-in to 3DSM, I wonder why I need to change the coma to a dot ?
I don't understand why have I to do so.
If you open up an ACT file you'll notice it's full of numbers separated with a dot, comma and semi-colon. In Russia, where the ACP exporter was created, they use a dot as a separator. In western countries we use a comma. The exporter takes the symbol for a separator from the OS, and if you have a western OS that will be a comma and it will result in a corrupted ACT file the game can't use. That's why
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  #314  
Old 11-08-2010, 12:25 AM
Nat_Crelk Nat_Crelk is offline
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Ah ok.
Thanks for all.

I've found a website which you probably know about but if not, there's the linky.

And there's another one. Here you've many other links too.

These are two weapons sites I want's to share, because you'll probably find one thing or two which could be interesting to add to your mod.

Nat
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  #315  
Old 11-11-2010, 12:33 AM
Kyle Kyle is offline
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R@S,

Now you're in the model-making business too?

WOW!

Your blood cells must look like a stream of 7's, 6's, and 2's!

I'll check out the first post for the latest updates, but I've been having some system issues. The latest?

I need to replace my system battery (yes, my computer IS that old!).

Have to run. Keep on amazing us!
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  #316  
Old 11-11-2010, 12:41 AM
Kyle Kyle is offline
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If you're going to custom-build weapons into the game, my vote is for this one:
http://www.world.guns.ru/assault/as109-e.htm

Looks like we'll be seeing the HK M27 IAR a lot pretty soon. Might as well get ahead of the curve if it's possible to do so!
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  #317  
Old 11-11-2010, 07:28 AM
R@S R@S is offline
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What's the latest you ask. I finished the weapon upgrade script for the base mechanic yesterday evening. I'm gonna start on the Skyrider missions this weekend, I've already added the Fuel containers from HLA.

I've finished modelling the USP .45 and are currently working on the textures for it. I'm still learning how 3ds MAX works and haven't quite figured out how the get the lightning right when rendering the texture TGA's. But that's a minor thing and wont be that hard to figure out, it just takes time trying all the different render settings.

I saw that HK M27 a while ago and I also liked the look of it. I'll see if I can make a model without too many polygons, the game doesn't like that.
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  #318  
Old 11-15-2010, 01:39 PM
Hurzwa Hurzwa is offline
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Hi R@S,

is it possible to make the guns which you scavange from dead enemies worn out like in BE5 or the actual HLA?
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  #319  
Old 11-15-2010, 09:46 PM
IceShade IceShade is offline
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I think that was an engine problem..

Just like the fact that your body armor is instantly repaired on zone change.
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  #320  
Old 11-16-2010, 02:45 PM
kelevra kelevra is offline
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Quote:
Originally Posted by Hurzwa View Post
Hi R@S,

is it possible to make the guns which you scavange from dead enemies worn out like in BE5 or the actual HLA?
Yea that would be a huge improvement, not only for realism but also for gameplay.

Btw, compliments for this great mod, I really enjoy it

Last edited by kelevra; 11-16-2010 at 02:48 PM.
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