Steamroller - AA 2 Remake/Port

ModtoolsModtools Posts: 282Player
edited March 2016 in Mission Editor
And here it is Steamroller
I fixed the old version and figured out how to convert the maps right

The new Story:
After years of the Civil War in Kalistan the City Rjabur was badly demaged. The last few forces of the mercenaries sent out by the cervenian gouvernement to help the Dictator of Kalistan were entrenched in this district of Rjabur.

Thx to Altan aka EliZ for his work , finally i understand the packaging

Link:DOWNLOAD

Only the lighting is bugged.

Have fun :awesome:
Gz Modtools
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Comments

  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    LOL. You sure you ain't Altan or Lobo? Ladies and Gents we have another well oiled map making machine. :+1:

  • ModtoolsModtools Posts: 282Player
    edited March 2016
    thank you wolvy :-D next map is coming soon if i get the eternally referenced packet problem *beeeeeeeeeeeeeeeep* yep (this was the false work i know) :angry:
  • ziozio Posts: 109Player
    <3 [TOS Violation] yeah. Please do cortyard or pcr, too. :D
  • ModtoolsModtools Posts: 282Player
    edited March 2016
    why TOS violation ? next will be i hope so shantytown :awesome:
    how i hate to search an externaly reference in 5555 meshes and brushes -.- but i found it :-)ktk4tott.png
    yes i know its a bit naked :-P
    but this is the naked unshaved face of modelling -.- all collisions are gone so i must set them up via my hand :-P (love you perpolycollision :-D really the guy invented you was my friend)
    all materials were instances so i must set them all up for new
    all decals (and that were really much (grafitties) are setted to None even if i add the materials before the rip)
    so it will took today and perhaps tomorrow - perfect i have written my exams so let the show begin
  • ModtoolsModtools Posts: 282Player
    edited March 2016
    ok sorry for the inconveniance i shouldn t sear a package containing non AA:PG Assets
    this can be readed and the shaders cant be compiled well so server will crash

    Steamroller will be fixed i am at work


    [EDIT]FIXED THE ISSUE
    there were seared and unseared parts uploaded (LOOOOOOL :anguished: )
    Reuploaded the correct loading file which loads in an ending time :awesome:

    Gz Modtools
  • [SWISS]Merlin[SWISS]Merlin Posts: 172Player
    :) - i start to love you... - or did i already love you. i did already i guess :)
    thanks a lot once more!
  • -Flops--Flops- Posts: 354Player
    edited March 2016
    I will say i like these ports of the old maps modtools they are great fun to play . But saying that here are some bugs that need attention . Like big black solid (mind out of the gutter) shadows coming through the walls and such . The weapons cache you did is awesome to , looks great plays great , but everyones sounds are 50 sec behind the play . i hooah off the start and it didnt play in game till i got to the top of the shipping receiving stairs . goes for every sound to to , i thought it was just me but everyone said they were having same issue .
  • ModtoolsModtools Posts: 282Player
    thank you flop will look what does happen with the soundengine
  • ziozio Posts: 109Player
    edited March 2016
    How hard would it be to add some new textures to these ported maps? Same look but higher res. Or maybe a shadereffect for concrete walls to make them more crisp/realworld like.
    This would improve the visual look.
  • (Beer_me)lobo(Beer_me)lobo Posts: 649Player
    steam roller was an all static mesh map in aa , but the texture resolutions are way out for aapg ,i have the same map sat on a shelf because it looked so bad texture wise
  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    Send the money order check to my house and you'll have perfectly sized textures. :p
  • ModtoolsModtools Posts: 282Player
    edited March 2016
    i am making this all in my free time so pls i do my best to make you happy..
    First i port the maps "LIKE THEY ARE".
    After this look tunnelcollapse and shanytown i try to reskin and improve.
    GoA]z!o[N]cya[ i dont know what you think but your post was a bit in the false wording
    i dont know if i should be offended.

    THX Lobo and Wolverine for your support .
    I am a one man army :awesome:
    GoA]z!o[N]cya[ if you want you can join the party and help me
    i think you dont know how much work is rebuilding old maps

  • ziozio Posts: 109Player
    Nope it was truly meant to be a simple minded question with no offense. But I hope I was able to clarify that via pm. ;)
  • ModtoolsModtools Posts: 282Player
    yep sorry for that !
  • ModtoolsModtools Posts: 282Player
    #UPDATE AND BUGFIX
    hello guys sorry that it did take such a long time to fix the issues on this map.

    first section(sound)
    *I did solve some soundproblems playing multiplesounds
    in a terrible loop so you cant hear anything other

    second section(collision models, walkways, blocking volumes)
    *the most collisions of the stairs are now repaired (circumshipped)
    and can be used without a aimbouncing into the sky :-)
    *the walkways between the houses and towers has now proper collision models i hope

    third section(lighting)
    *before there were some "black holes", (unreal deep dark shadows)
    and "light bleeds" (light where no light should be anymore)
    i think i solved this by adding more lightbounces,
    increase the emission boost and diffusion boost
    also i made the shadows dark blue and not black
    after this i increased the saturation level and the light brightness
    *rebuild all lightmaps and UV Levels
    ([TOS Violation] yeah my night was over by doing that with 200 assets...)
    [i know there are some fragments remaining
    but they seem to be caused by the staticmesh and are little]


    SO now i think the map is really playable and it has earned it to be mentioned in BETA state now

    Have FUN
    your modtools
  • iNv|roKis-iNv|roKis- Posts: 420Player
    That makes me never want to make a map.......
    Bhop is a string of jumps with no interruptions.
  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    iNv|roKis- wrote: »
    That makes me never want to make a map.......

    And imagine, all that good work is being done for free, so the community can enjoy.

    That's why I always tell people, good or bad maps, you should respect and help the community LD's for all their hard work. And always give them constructive criticism. All the work is done on motivation, so when there is negativity, the motivation is lost, and there isn't an urge for mapping anymore. In the end you lose them.

    So as a community we should always keep them motivate, so they can make us fun maps to play and extend the lifeline of the game.
  • iNv|roKis-iNv|roKis- Posts: 420Player
    i dont even comprehend what is going on in that screenshot.
    Bhop is a string of jumps with no interruptions.
  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    Wallhacks :lol:
    If my trollery drives you crazy, you'd better put on your seatbelt.






  • ModtoolsModtools Posts: 282Player
    hahahah :awesome: got a laugh flash couldnt edit the map till now.
    Always i look at adzic's post i must laugh again :*-D :+1: :+1: :+1:

    OK rebuilt lighting once again because the shadows where blue with red stripes :-D
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