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Tutorial: How to create maps with NeoGK


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45 replies to this topic

#41
Lenna

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Thanks. It was basically just some searching and copying & pasting (with some editing). Pretty fun, although a bit disappointing since only partially successful. I just wonder why they did not enabled those props in Warband map editor natively. They are all fully textured and majority of them also have physics object. It's a pity. Take that big stone dome-like structure. On one hand, its Outside object is available, but, on the other hand, its exact Inside counterpart is absenting. I heard (not sure if it's true) that the max amount of scene props, which can be initiated, is limited; so, maybe, they just wanted to save some spots for props potentially added by other mods subsequently…

 

aQnjcXe.jpg

 

Anyway, if someone has an idea about that native-compatibility fix, please write your suggestion. And if anyone is interested, I can share the compiled scene props list so you can test it by yourself (if that would be allowed eventually). Also, if anyone has Armağan's e-mail, so we can contact TW directly, and ask them to patch the native-compatibility in 1.174 version, that would be nice too :).


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#42
KingArthur

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Really nice work Lenna. ;)

By what i know the new props must be added to module_scene_props.py to be available in mltiplayer. An example is the zz_active_point used by neogk, it's a new prop added to scene props. Or the cart added for the invasion mode.


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#43
Aratar

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Well, I'm just excited about the possibilities. Thank you for working on this.


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#44
BlackDeath

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Lenna+KingArthur...:  :linux 1:    :linux 1:

 

We (who read this)...: :popcorn:

 

^_^


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#45
Kathrin

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What happened to the download link..?



#46
BlackDeath

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What happened to the download link..?

Website is down for a while it seems, so keep trying with the link some time later, may be something temporary :dunno:




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