I love this game mode! You've made a good one, Janne! |
The sky itself is merely a texture!
Go onto atmosphere settings and load some of the ones that Relic have pre-installed. The amount of ambient light that you choose, and the colour of the light itself will make it darker!
Personally, I love the look of around 50% light, with a very dark blue. It looks great in a rainstorm! |
A word to the wise, as much as the notion of ambient sounds is appealing, once the music of a level starts, and gunfire is heard in the background (regardless of how quiet your current area of the map is), you will never hear ambient sounds. |
All TGA's should be 24 bit, for COH2 maps
Absolutely right. Try to ensure that all minimap and loading screen images are 24 bit/pixel, and that should work fine. Save them, name them, stick them in the folder, and export.
It should work a charm! Far easier than it used to be! |
After you have all of the files together in the right folder, ensure that you then load up the scenario and export the package.
If you've already done this, it may be something wrong with the image itself. When you save the tga, do you have any additional options that it asks of you? |
I'm confused at what you're trying to accomplish with the above post, which seems far too complicated for the result you're aiming for.
In essence, there is no way that you can have "layers" of impassibility. If something is impassible because of an object, it stays that way (unless destroyed). This is the age-old answer to why units can't travel under bridges.
However, if you're annoyed at units who are shooting through the lip of a cliff, when they shouldn't be able to see units above or below it, there are several simple work arounds.
Firstly, use the Line of Sight Blocker. This blocker blocks only the outline of the object itself, and infantry can walk over it. Once units have walked past the blocker, they will fight as normal. However, this has a flaw, in which if a unit has stepped over a blocker, they will now be blind to everything behind them. Try to place the blocker "in" the cliff, so that nobody can actually walk over it. Only have it so that they can see over it.
Secondly, increase the height of your cliff, and place a grove into the cliffside. Infantry on high ground can now see over certain objects (and this is well worth testing to get the desired effect). Infantry on the lower ground cannot see a thing, but will become aware of the enemy on the cliff if they are fired upon. This offers a very unique "I hold the high ground" advantage, in that you will always get the first shot.
Thirdly, place impass on the cliff itself, or line the cliff with support walls. This is the least effective method, and units will still often shoot through the floor, but a number of shots from the lower ground will instead hit the support walls, giving another pseudo-advantage. |
You're right to mention this! The blocking should apply to the whole rectangle frame.
If you hit shift+f5, it will show the size of the area that it blocks on the ground in impass (red). The size of the BLOCK lettering signifies its height. |
Congrats to the winners, there were some really good looking maps in this. And I dont think mine were up to the winners standard.
However just a pointer, if you run a map contest again could you try to make comments on all the map entries please. I didn't recive any feed back on my map. However I have been very busy so wouldn't have been able to make many changes but some comments would have been nice (I am new to make maping so as many comments as possible are always nice). I understand that you lot some of the judges.
Thanks for running this maping contest.
I can't apologise enough for the lack of feedback in places! As I've said, we had a brief moment where most of the judges were chipping in, but because we lost a few, and as real-life takes over, it's been hard to keep up.
However, this is just a learning curve in preparing ourselves for the next opportunity!
Thank for taking part!
Congrats to all winners, those maps really look great! Can't wait to play them, when are they up in the map rotation?!
The winning maps have already been transferred over to the Relic team, who will judge which of them are suitable for the map rotation. Until then, go and subscribe to them! They're available to play regardless! |
Many thanks indeed! Thanks to the judges, and thanks to the community for getting involved!
This will not be the last mapping competition, I'm sure! |
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