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 WWII Scene 
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Joined: Wed Feb 04, 2009 4:07 pm
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Location: Galacia
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Post WWII Scene
This scene brought to you by:
Me (for porting)
Flammablezombie (for requesting I post it)
And who ever made it in the first place (let me know who)

It's a nice little scene that works well for capture-the-base games.
Two bunkers face eachother and have small trenches.
The bunkers (or one of them):
Attachment:
bunker_background.bmp
bunker_background.bmp [ 440.51 KiB | Viewed 19734 times ]

And it:
Attachment:
WW2bunkerz.rte.7z [490.33 KiB]
Downloaded 2069 times


Wed Aug 12, 2009 1:13 pm
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Joined: Thu May 15, 2008 11:40 am
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Location: In heaven, everything is fine.
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Post Re: WWII Scene
Some suggestions:
-No looping
-Increase distance between two bunkers
-Add multiple trenches/outposts in-between bunkers.
-Gloomy BG

Currently, it's not the WWII map as I expected, but it's still lots of fun.


Wed Aug 12, 2009 1:53 pm
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Post Re: WWII Scene
Yikes that thing looks ancient.
Someone should definitely replace the sprite for that. Eeeeesh.


Wed Aug 12, 2009 5:08 pm
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Joined: Wed May 20, 2009 10:06 am
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Location: Sweden
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Post Re: WWII Scene
TRENCHES!!! MY FAVORITE FORM OF COVER!

Thank you good sir for converting this :hat:

I also second this:
The Decaying Soldat wrote:
Some suggestions:
-No looping
-Increase distance between two bunkers
-Add multiple trenches/outposts in-between bunkers.
-Gloomy BG

Currently, it's not the WWII map as I expected, but it's still lots of fun.


Wed Aug 12, 2009 6:24 pm
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Post Re: WWII Scene
I'll try implementing
The Decaying Soldat wrote:
-No looping
-Increase distance between two bunkers
-Add multiple trenches/outposts in-between bunkers.
-Gloomy BG

That.
By the way, anyone know who made it in the first place?


Wed Aug 12, 2009 9:31 pm
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Post Re: WWII Scene
LowestFormOfWit wrote:
Yikes that thing looks ancient.


Opps, didn't notice it's a re-release. I just commented as if Captin would work on it :???:

Yea, the bunker module looks old, and unfitting with current modules. And it can shrink a bit, most spaces in it are nothing but solid concrete.


Thu Aug 13, 2009 12:55 pm
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Post Re: WWII Scene
I messed with the textures a bit.

Image


Wed Aug 19, 2009 9:11 pm
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Joined: Wed Jan 14, 2009 7:12 pm
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Post Re: WWII Scene
That looks so much better. Upload pl0x. And also, is it just me or does the coal soldier you're using look different?


Wed Aug 19, 2009 11:11 pm
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Post Re: WWII Scene
♥♥♥♥, I remember this scene. I kicked ass in a 1 on 2 match against my friends. Also the original upload had some oversized, badly sprited MG42. The new textures by Crow are great.


Thu Aug 20, 2009 12:12 am
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Post Re: WWII Scene
Crow: Looks like sex, time to upload :U

And yeah, is that a resprited Coalition soldier? Looks cool.


Thu Aug 20, 2009 1:31 am
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Post Re: WWII Scene
Crow wrote:
I messed with the textures a bit.

Now THIS is WWII.


Thu Aug 20, 2009 3:16 am
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Post Re: WWII Scene
OK, here it is. Note that if you want ground textures like the ones in the image I posted, you'll have to replace the Base textures folder with the one I've included in this .rte. I made it not loop as TDS suggested, but for some reason when I did that enemy dropships wouldn't come, so I re-enabled looping. Anyone know why this happens?

Also, yes, the coalition soldier is different from the vanilla soldiers in a number of ways. I'd upload my version of the coalition rte, but people don't seem to like edited vanilla factions very much.


Attachments:
WW2bunkerz.zip [1.02 MiB]
Downloaded 727 times
Thu Aug 20, 2009 7:26 pm
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happy carebear mom
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Post Re: WWII Scene
Crow wrote:
Anyone know why this happens?

The way enemies are spawned is not quite working as it should. It spawns them some distance away from your brain to the right, so if you have a brain set to be center or right, the enemies will be spawned such that their SpriteOffsets will be on the right side of the map, and thus disappear pretty quick. You can fix this with Lua.

Crow wrote:
you'll have to replace the Base textures folder with the one I've included in this .rte.

You can include a customized materials file that overwrites the Base.rte settings instead of messing with the actual files themselves. Just copy Materials.ini from wherever it is, edit the lines for dirt, harddirt, etc, and include your new .bmps where it asks for textures. All this in your map .rte, that is.
Same thing with your coalition, just copy all your edits to another .ini, and your .bmps to the folder, and reference those from a CopyOf = coalition.


Thu Aug 20, 2009 7:31 pm
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Post Re: WWII Scene
Won't that conflict with the Base.rte Materials.ini?


Thu Aug 20, 2009 8:19 pm
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Post Re: WWII Scene
That's the point. You define your own materials in the new materials.ini, same as the regular ones but different index, and set them to be your new texture.


Thu Aug 20, 2009 9:38 pm
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