Biffa's Real Estate Pack 1 (released)

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Biffa
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Biffa's Real Estate Pack 1 (released)

Post by Biffa »

Done finally, I had to break my fingers to stop myself adding to this and tweaking.

Will be working on brushes now for Stridors map maker but hopefully the future terrain packs will feature church/mosque, barricades, urban buildings, vehicle wreckage and hopefully some walls and fences. Urban, Rural or wreckage, up to you map makers I'm easy.

DOWNLOAD HERE:

http://www.4shared.com/file/51670289/69955e6a/Biffas-RealEstate-pack1-PCK.html

Any serious problems let me know, thanks. [8D]

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rickier65
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RE: Biffa's Real Estate Pack 1 (released)

Post by rickier65 »


Just grabbed your Real Estate - Looks great - I'm working on a map for Hedgehog of Piepsk using Stridors MapMaker - so it looks like you'll be 'flipping ' your houses in Piepsk sometime this week.

Thanks!
Rick
benpark
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RE: Biffa's Real Estate Pack 1 (released)

Post by benpark »

These are really great. I can't wait to try 'em out.

I suppose I would place a vote for a mix of some urban buildings and wreckage would be mighty helpful for where my next map test would be situated.
"Fear is a darkroom where the devil develops his negatives" Gary Busey
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Erik Rutins
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RE: Biffa's Real Estate Pack 1 (released)

Post by Erik Rutins »

Excellent work! I just loaded up the demo map and they look fantastic. We should integrate these into the Map Maker.
Erik Rutins
CEO, Matrix Games LLC


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Biffa
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RE: Biffa's Real Estate Pack 1 (released)

Post by Biffa »

Thanks, use them for whatever you guys wish, it'll just be nice for them to be used. I'm just glad I got them out and can move on with some other ideas and stuff that needs doing.

One thought for map makers is to create terrain that can help them come up with fantastic ideas, e.g. a burnt out convoy or a totally levelled village or a supply dump, just stuff that gets challenges and ideas flowing. My modelling isn't great but I'm up for a challenge. [X(]
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Stridor
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RE: Biffa's Real Estate Pack 1 (released)

Post by Stridor »

Biffa,

Great work, you little real estate logo's crack me up.

For future reference could I suggest the following way to package your mods.

In your zip file have the appropriate directory structure so people need only unzip it into the PCK main directory or else use JSGME to make a swapable mod system.

Any maps you do would then go into Media/Your Map

Your models and textures should go into

Media/Mods/Your Name/Your stuff ....

and you should create a legal xml file called resources.xml which lists out your resources like this

<resources>

<resource id="myhouse" filename="Mods/Your Name/myhouse.x" />
<resource id="myhouse.dds" filename="Mods/Your Name/myhouse.dds" />

</resources>

No extra work on your part but it will make the installing of mods really plugable, sensible, serviceable and consistent. The Map maker also scans the Mods subdirs for the addon models and resource xml files so anything which you install with the above format will be useable by the MM.

Otherwise excellent as always

S.
benpark
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RE: Biffa's Real Estate Pack 1 (released)

Post by benpark »

How do I get these into the scene editor?
"Fear is a darkroom where the devil develops his negatives" Gary Busey
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Biffa
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RE: Biffa's Real Estate Pack 1 (released)

Post by Biffa »

When I've done the 'brush pack' for the Map Maker I'll have a go at the resource script above that Stridor mentions, as he says this will enable all of these new models to be available via the programme.

At the moment you have to xml script them into your media.xml by hand, see the Readme and Resource List in the folder that you downloaded, once you do that you can access them in the usual way via the Scene Editor.

For my testing I used the media.xml inside the kharkov_L1A folder which you can find in Panzer Command Kharkov/Media folder.

Hope that helps, I'm not hot on messing with scripts tbh, I usually cry a bit then go limping to Stridor [:'(]
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