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[POSTPONED] Ravine Multi v2 [PD Port]
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Kode-Z
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 PostPosted: Sun Nov 02, 2008 8:44 am    Post subject: [POSTPONED] Ravine Multi v2 [PD Port] Reply with quote Back to top

I've been thinking about modifying Ravine for a while now. It has bugged me that due to the lack of elevators in GE whilst the level is good, it wasn't as good as it can be.

I am planning on adding ramps between the big gaps, and deleting the pipes from the map amongst other things. This was a request/idea from GE MASTER.

Be prepared for a new Ravine! Very Happy

If you have played Ravine GE and would like to suggest anything, please post your ideas here! They are most welcome! Very Happy


Last edited by Kode-Z on Wed Nov 19, 2008 5:26 pm; edited 4 times in total
 
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Kode-Z
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 PostPosted: Sun Nov 02, 2008 5:21 pm    Post subject: Reply with quote Back to top

This is my first time with modifying a BG file. When I'm done do I just have to "Save As Project" or do I have to export the new BG file first?
 
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SubDrag
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 PostPosted: Sun Nov 02, 2008 5:40 pm    Post subject: Reply with quote Back to top

It depends what you do. There are two save as modes - one reexports all the rooms, prob you don't want that, so you will need to use non-export room and export bgfile directly into same folder.
 
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 PostPosted: Sun Nov 02, 2008 5:55 pm    Post subject: Reply with quote Back to top

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SubDrag
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 PostPosted: Sun Nov 02, 2008 6:32 pm    Post subject: Reply with quote Back to top

If you save as project it will install whatever was in that folder (DO NOT PUT 2 levels in same folder!!) or install PD pak it will.
 
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Kode-Z
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 PostPosted: Sun Nov 02, 2008 6:58 pm    Post subject: Reply with quote Back to top

Some pics!

The yellow pipe area (modified):


Where I'm going to place a ramp:


That's it for now - more updates soon!
 
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 PostPosted: Sun Nov 02, 2008 7:56 pm    Post subject: Reply with quote Back to top

I like the idea of the ramp being there in place of the pipes. Does it make clipping easier? Or did you just do it to spice the map up more?
 
Kode-Z
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 PostPosted: Mon Nov 03, 2008 4:30 am    Post subject: Reply with quote Back to top

Skorpion wrote:
I like the idea of the ramp being there in place of the pipes. Does it make clipping easier? Or did you just do it to spice the map up more?


Clipping the pipes is doable, but very time consuming. Ramps are easier to clip, and seeing as Ravine has ramps in it anyway, they won't look out of place if you know what I mean! Very Happy

A quick question for those who play GE multi - how many dead ends do you think is ideal in a map?
 
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 PostPosted: Mon Nov 03, 2008 4:34 am    Post subject: Reply with quote Back to top

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 PostPosted: Mon Nov 03, 2008 7:28 am    Post subject: Reply with quote Back to top

Kode-Z wrote:
Skorpion wrote:
I like the idea of the ramp being there in place of the pipes. Does it make clipping easier? Or did you just do it to spice the map up more?


Clipping the pipes is doable, but very time consuming. Ramps are easier to clip, and seeing as Ravine has ramps in it anyway, they won't look out of place if you know what I mean! Very Happy

A quick question for those who play GE multi - how many dead ends do you think is ideal in a map?
About 2 is good with some good weapons in it
 
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Kode-Z
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 PostPosted: Mon Nov 03, 2008 10:15 am    Post subject: Reply with quote Back to top

A quick question for SubDrag - is it possible to change the texture applied to a vertice, or would I have to import a room with the red catwalk and use that? I had the idea of using the yellow pipes vertices for the ramps.
 
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SubDrag
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 PostPosted: Mon Nov 03, 2008 4:39 pm    Post subject: Reply with quote Back to top

Your best bet is to do that manually - there's no way in editor to do it, it's tough since the same texture is usually drawn with many triangles at once, but in your case it might be ok. Look for C0 texture commands in indice file and adjust the texture.
 
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Kode-Z
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 PostPosted: Tue Nov 04, 2008 9:59 am    Post subject: Reply with quote Back to top

Ok, I'll give it a try...
 
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Kode-Z
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 PostPosted: Tue Nov 04, 2008 4:18 pm    Post subject: Reply with quote Back to top

Testing new textures:


Just trying new textures - it's amazing how a level can have a new feel with new textures! Very Happy
 
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SubDrag
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 PostPosted: Tue Nov 04, 2008 4:47 pm    Post subject: Reply with quote Back to top

Yeah wow, so different looking. Kinda like it.
 
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