Company of Heroes: Eastern Front

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1
Mapping / Re: [WIP] Rostov (8)
« on: November 12, 2009, 06:39:33 PM »
yes the paper effect is from an action marker and it is simple to do:

1) place an "action marker" down
2) select the marker and go to "edit action", for visual effects select "fx_attach" from the drop down menu under "New Command"
3) then select "fx" to pick which effect you want, and "apply change"

you can also adjust the size of the effect, direction, and other things. To actually do this you will need you game patched to the most recent patch, and you will have to extract the game's fx files from the "WW2Art.sga" and put them at this location:
My Documents\My Games\Company of Heroes\WW2\Data\Art\fx
inside this folder there is a folder called "fx_ambient" that is were the vast majority of the good effects are located.

2
Mapping / Re: [WIP] Rostov (8)
« on: October 31, 2009, 02:45:00 AM »
If you do not see a folder you probably just need to create it (I know I had to create 1 or 2 for this location)

3
Mapping / Re: [WIP] Rostov (8)
« on: October 27, 2009, 12:42:29 AM »
Wow! Screen shots look very good! Just wondering if I Dow load this map fro. that link will it autimaticly come up in the map selection in COH?

You would have to place the map file with the other .sga maps you have downloaded,
(my location: My Documents\My Games\Company of Heroes\WW2\Scenarios)
but after that it should run in any version of the game or mod you are running.

4
Mapping / Re: Saving and loading APS files?
« on: October 26, 2009, 11:18:22 PM »
I can load APS fine in the 2.600 version, but the WB always crashes when I try to save. Last version that worked was probably 2.300 (the patches prior to ToV), and of course it should be above 1.71 to have all options.

yes it is possible to have multiple copies; just need to copy all files to another location when it is at the verison you want.

5
Mapping / Re: [WIP] Rostov (8)
« on: October 26, 2009, 02:13:32 AM »
@wartyx; I like the fact that you will be adding in your own loadscreens, it will make the mod look more professional!

@nbeerbower; I do it the same way I do in any version, create the options file, since the map runs through a mod the weather option actually shows up in game, without having to run the map in dev mode.

@everyone else; I have the first version for you to criticize. Let me know if the resources are good, if there are any bugs, or something you just don't like and I will try to fix it!

http://www.filefront.com/14796097/8p_Rostov.sga

6
Mapping / Re: [WIP] Rostov (8)
« on: October 25, 2009, 10:52:05 PM »
Don't worry about the loading screen nor the minimaps.

I assume that the EF modders will be making their own for the final versions?

7
Mapping / Re: [WIP] Rostov (8)
« on: October 25, 2009, 06:38:47 PM »
wooaa... great map looks very good... but a lancester wreck?  ;D
own release or in next ef update?
I hid the British symbols  ;D , but I figured some one would comment on that.

I may be able to get the map out this evening (my time) if all goes well, else it will probably be out tomorrow. All I have left is one small area to touch up and then the side components (loadscreen, menu minimaps, weather options, etc...)

8
Mapping / [WIP] Rostov (8)
« on: October 25, 2009, 03:59:45 PM »
I saw the need for more 8 player maps in the EF mod so I though about doing a conversion of one of my older maps. The conversion is more involved than Kiev, in fact the original was a desert.

"Rostov" takes place on the outskirts of the city of Rostov. The Germans have had great success in their advance into Russian and with their new airfield, out side the main city and near a small village, they are in a great position to attack moscow. However the Russian winter is starting to fall and the Red army is eager to strike back!

First version to be tested:
http://www.filefront.com/14796097/8p_Rostov.sga



9
Mapping / Re: Halbe (6p)
« on: October 16, 2009, 05:09:34 PM »

10
Mapping / Re: "Kiev (6p)" Ice and Steel reworked
« on: October 15, 2009, 08:30:36 PM »
Well the map was made prior to choosing Kiev for the name (Prior to knowing about the mod infact), and adding a river to the map at that point would have been tricky if not rather difficult (although I do have a lot of nice tricks for frozen rivers).

The quickest explanation is that the map is an industrial complex on the outer edge of the city and not in the urban center, were the Dnieper River appears to be.

11
Mapping / Re: "Kiev (6p)" Ice and Steel reworked
« on: September 03, 2009, 03:27:28 PM »
Not sure what happened to it, anyway here is a new link (nothing has changed in the map) :
http://www.filefront.com/14456519/6p_Kiev.sga

12
General Discussion / Re: Towing Weapons With Truck?
« on: August 20, 2009, 03:24:27 AM »
Sounds like a cool idea, but I bet making the animations for such a task would take a while and be some what difficult.

13
Announcements / Re: Eastern Front News #15.08.2009
« on: August 16, 2009, 11:09:42 PM »
Great map video, cool looking new units! Also the new look to the site is great! Keep up the great work.

14
Mapping / Re: Halbe (6p)
« on: July 29, 2009, 01:53:43 AM »
The sad thing is I have everything I need to fix the problem except a way to detect what game type was selected on the menu (unless I made the VP ticker amount the way to select). The underlying problem is that the g_VPConditionsLoaded and g_CheckAnnihilate flags are being set to nil when a scar file is detected (which only happened since ToV).

I will of course keep the older versions around in case the problem is fixed in the future, or if another solution is found, and if there is I can always update the 2 maps again.

It is annoying considering all the thing you can do with some simple scar code.

15
Mapping / Re: Halbe (6p)
« on: July 28, 2009, 10:04:47 PM »
I had to update this map to fix issues with the map not ending and VP points not working (same problem as Kiev). The only major change is the rail bridge, rather than replace it with a standard one I just permanently destroyed it (bridge type can't be rebuilt and impass was drawn through the bridge); since the river bed is easy enough to pass and the bridge was rarely used in SP and MP matches I played the map in this shouldn't be a problem. This update should also fix a small issue with the impass zones disappearing since ToV.

If there are any problems with this version let me know.

http://www.filefront.com/14733965/6p_Halbe.sga

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