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 B21 Campaigne help 
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Joined: Sat Jan 27, 2007 9:38 am
Posts: 170
Location: St. Louis, MO
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Post Re: B21 Campaigne help
Duh102 wrote:
What would be best for compatibility is a bunker module smasher. You would paste together sections of bunker like normal, but when you save the scene it sticks all bunker modules together into a giant one, BG FG and Mat .bmps in the .rte itself. Another trick would be sticking in the doors, hazards, and actors in the .rte as well.

I like this idea. It would be best, to save memory, if it were smart enough to separate bases that are at a distance from each other, to avoid empty space on the smashed bitmaps. There is one problem with this though. After making a bunker, you wouldn't be able to edit it like normal. What COULD be done, however, would be to make the smashed bitmaps for gameplay but keep the normal definition for scene editing.


Mon Aug 25, 2008 9:28 pm
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Joined: Tue Mar 04, 2008 1:40 am
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Post Re: B21 Campaigne help
I was thinking you could chuck a regular scene.ini into it and out would pop the three .bmps. Beyond my meager programming skills, but a free idea for whoever wants it. I think I'll be making some maps that way manually... A pain to line up the doors and whatnot though.


Mon Aug 25, 2008 9:43 pm
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Joined: Sat May 05, 2007 7:21 am
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Post Re: B21 Campaigne help
I like using Maginot to test combat capabilities, because it's almost impossible to lose.


Mon Aug 25, 2008 10:49 pm
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