Maps

Everything about RvS and its mods.
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Maps

Post by Trinity. » Wed Apr 25, 2007 2:39 pm

What do I need to use to make maps for RVS?
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Post by [a]ferret » Wed Apr 25, 2007 4:54 pm

a pc with raven shield.
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Post by Trinity. » Tue May 01, 2007 10:26 am

Thanks smartass.

I'm talking about a program or whatever that I need to mod RVS on my Mac.
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Post by Monoman » Tue May 01, 2007 2:47 pm

You need exactly what ferret said. There are no modding tools for RvS on Mac.
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Post by [a]ferret » Wed May 02, 2007 2:00 am

Did you see that Americas Army Mission Editor? (bascially unreal ed) I wonder what damage you can do with that thing..
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Post by Trinity. » Wed May 02, 2007 4:40 am

Well could someone please explain to me how to make RVS maps with a Mac please?
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Post by Monoman » Wed May 02, 2007 4:39 pm

Didn't AA switch to the newer Unreal Engine on the last update? I doubt it would work if it did. Although I don't know how much of the game format changed between engines.

Trinity, you cannot make a RvS map with a Mac. The map editor only comes with the PC version of the game.
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Post by [a]ferret » Wed May 02, 2007 5:30 pm

I learned a process, you can use Unreal Editor to open a ut2 file (a map file) and export the wireframe. Open the .utx files it uses and export those as dds. Import the wireframe into Raven Ed and import the .dds files into a new .utx file (becuase rvs wont use the original for too many reasons to list). The only problem is that you have to retexture the entire level.. but its not that bad if you have endless amounts of time (which I dont anymore)

this is how i started my aztec project.. which I'll probably get back to as soon as my work schedule is back to normal (& the real reason i havent finished a damn thing ive started lately)

I wonder if you can export those lovely .aao files and find some half-ass good way of playing Weapons Cache on RvS.
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Post by [a]ferret » Wed May 02, 2007 5:34 pm

oh.. and not to mention create all new actor files for sunshine, ambient lighting, zones, static meshes (rvs ones), ladders, doors, smoke, ambient sounds, skyboxes & skybox lighting, insertion zones for all the gametypes.... blah blah... =) good fun.
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Post by TheSlothist » Fri May 04, 2007 2:39 pm

Monoman wrote:Didn't AA switch to the newer Unreal Engine on the last update? I doubt it would work if it did. Although I don't know how much of the game format changed between engines.

Trinity, you cannot make a RvS map with a Mac. The map editor only comes with the PC version of the game.
YA gay nubs can't make a map editor for mac even though its easier to program and code on macs
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Post by [a]ferret » Fri May 04, 2007 5:25 pm

rumor has it that Ryan Gordon is going to port not only the new engine of unreal to linux and mac, but the editor itself.. i would like to back that up with a link.. but I'm too lazy to google it.
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Post by [a]ferret » Fri May 04, 2007 5:30 pm

http://www.beyondunreal.com/daedalus/si ... hp?id=6277

okay.. i'm not as lazy as i thought.. but don't let this fool you. I'm sitting down.
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Post by Monoman » Sat May 05, 2007 8:45 pm

I had heard that rumor too. Doesn't really help much now though since it will only be useful for new games that use the new Unreal Engine.
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Post by Trinity. » Mon May 14, 2007 7:33 am

I talked to Ryan in an email awhile back since I know some of the AA [DEV] team and they said they've dropped support for Mac and Linux as a result of Ryan Gordon not porting anymore Mac/Linux versions after 2.5
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Post by TheSlothist » Mon May 14, 2007 12:20 pm

Fuck them.
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