Build-A-World

A section featuring all of Kell's projects and files.
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Moderators: Skyfaller, Col.Kell

Do you think custom levels would be worth experimenting with using MechVM?

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Skyfaller
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Re: Build-A-World

Post by Skyfaller » Sun Nov 16, 2008 1:25 am

I have copied information on the tags into a new thread:
viewtopic.php?f=17&t=406
For changing and moving around stuff, you need to edit the OBJ tag.
Download MechVM

If you have problems with MechVM, please attach the files MechVM.cfg and install-report.txt from the folder where MechVM installed your game.

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Col.Kell
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Re: Build-A-World

Post by Col.Kell » Sun Nov 16, 2008 12:09 pm

Wow,
That's quite alot of stuff to swallow, but will help out none the less. Now I may finaly figure out how to fix up the .xel textures on my .I.S. mechs in MW2:31cc (such as the Crab and the Catapult), re-adjust their insignia and cockpits, and make them look like normal mechs! Thanks for that link.

I have experimented with TSK files in the past. All I did was speed up the animation of the Kitfox, but still, it was some progress in modding. :)
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Col.Kell
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Re: Build-A-World

Post by Col.Kell » Fri Nov 21, 2008 1:18 pm

It seems to be working!
J.J.Franzen's tutorials are helping out a lot in making my own MWM's (MercNet Missions).

I have made just remnants of progress, the only significant creation I made for a single-player mission is a "dumb" mech;
mw2_001.png
You can see on radar the enemy contact
mw2_001.png (19.78 KiB) Viewed 3251 times
mw2_002.png
Now here is the new mech.
mw2_002.png (20.37 KiB) Viewed 3251 times
mw2_003.png
Now this Warhawk, or Col.Kell, hehe, just sits here and does nothing. Nothing.
mw2_003.png (39.31 KiB) Viewed 3251 times
mw2_004.png
Might as well just be another part of the scenery.
mw2_004.png (34.56 KiB) Viewed 3251 times
I understand alot why there are almost no single-player MWM's; they are very, very hard.
And I am using ONLY the good ol' MSDOS command prompts (not dosbox, the original MSDOS.) to build/edit the .WLD text files. and I then run "C:\TOOLS\>strip1.bat DEM2" to process the DEM2.WLD's into a MWM.

I'm still learning... :P
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Skyfaller
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Re: Build-A-World

Post by Skyfaller » Fri Nov 21, 2008 1:39 pm

Good luck!
Download MechVM

If you have problems with MechVM, please attach the files MechVM.cfg and install-report.txt from the folder where MechVM installed your game.

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Col.Kell
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Re: Build-A-World

Post by Col.Kell » Fri Nov 21, 2008 7:55 pm

Yay. :)

I have constructed my own mercnet mission, I call it "Precious Cargo".

This map is still going through the debuging and beta-stage, but so far I can tell you that it has a "Galluza" theme to it, and there is a dropship among the forest.
The whole purpose of the level is to "capture" the dropship to get your ticket home.

I need to fix some issues, like some of the scenery fusing together and stuff like that. And then tweek the minor things that have an impact on the game. I.S. Mechs, FFA, environmental

If I am lucky, I might get it done by next week or earlier.
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Col.Kell
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Re: Build-A-World

Post by Col.Kell » Sat Nov 22, 2008 7:58 pm

It's finished.

The ffa multiplayer MercNet map "Precious Cargo" is done! :D
kell.mwm.zip
"Precious Cargo" ffa MercNet Map.
(6.39 KiB) Downloaded 337 times
Basicly, as I have said before, this is a take-off on the NetMech map Galuzza.
The only differencies include a change in the PLT1 file, music, some mech debris, a dropship in the middle of the map, and a count-down timer.

This IS just a test map so I could get the feel for map editing.
And I believe that it is possible to edit NetMech maps too.
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Col.Kell
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Re: Build-A-World

Post by Col.Kell » Sun Nov 23, 2008 3:18 pm

Sorry, one mistake;

The MercNet mission doesn't seem to be recognized by the game under the name "KELL.MWM". You will have to rename that file "DEM1.MWM", and start MercNet up again.

...my bad. :oops:
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