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#31
If i had the modelling knowledge - I would love to donate a high cliff set so you could build the heights of the environments from KF2...especially in the eastern village. ‎  What you have is spot on from a 2d sense, but obviously in KF2 the bridges above the water were probably more like 10-15m high rather than 3-6m. ‎  I know its trifling, but SOMers really could use a nice outdoor cliff set, and not the crap I made for my game :( or the limited height set that is in the SOM installer.
- Todd DuFore (DMPDesign)
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#32
(SPOILER ALERT)

I'm going to have a lot in store story-wise, but won't reveal anything until I release the game. Except maybe this... Sweatdrop


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#33
I really like games with good stories so I give a hearty two thumbs up!
beerchug
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#34
Poor, sad Necron...he is such an awesome part of KF history ;)
- Todd DuFore (DMPDesign)
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#35
Just finished mapping the big mine, such a complex map!

Regarding the large chasm... I'm not sure if this will work or not, but functional minecarts are a no-no in SOM, so I've made a labyrinth of stone walkways based on the track layout instead. It's functional but looks somewhat off considering this is supposed to be a big MINE. Any ideas or suggestions on what I should do? Or does this look fine?


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#36
I don't think it looks bad, especially if you make a plot point about how operations in the mine have changed to hand carts or such.

I made a railroad set for you if you'd rather go that way. It's attached along with the MQO model. ‎ 


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.zip   Railroad.zip (Size: 727.76 KB / Downloads: 145)
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#37
Wow. Thanks Wolf, that set looks really good. I'm sure it'll make the map look much more natural! I'm going to have to make a few custom pieces to make it work though. One question, I see there is a layer in Meta called MHM, which I assume is collision to prevent the player from falling through the gaps in the tracks, so how do I make it appear invisible like you have it in the air piece?

I went ahead and set up some of those pieces, does this look better? Biggrin

PS: It actually fits the music I'm using for this area much better, too. Very cool stuff: https://www.youtube.com/watch?v=rvhiKvVtlqk


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#38
You're certainly welcome ‎  beerchug

That simple MHM square is what I used with x2mhm.exe to generate the collision for all the railroad Pieces. You don't usually need to use the actual visible model to generate the collision as their complexity often causes problems. I only used the visible models to generate the MSMs. MHMs are always invisible.

If you don't know, when you save as an X format model in Metasequoia, there is a box you can check to save "visible objects only". That makes it really easy to save each Metasequoia object as its own X model by just toggling visibility.
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#39
This is awesome, like the tracks and the music you are adding to the area...that model looks fairly simple, creating a turn for the corners might be doable?
- Todd DuFore (DMPDesign)
Site Founder
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#40
I've made some custom pieces for this set; a diagonal ramp piece for increasing elevation, and an extension piece to allow for overlapping tracks. Going to attempt a corner piece next despite having no clue how I'm going to do this. Smash2

Also, here's the extra parts if anybody wants them.


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.rar   Railroad2.rar (Size: 454.94 KB / Downloads: 162)
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