Discuss Open-Assault topics here
Thanks Cobra, if anyone has any questions, feel free to ask, and I will do my best to answer them for you.
As explained on the front page, I'm looking for mappers, modelers, scripters, textures.. anything that will make a game playable basically. The engine portion of it is being worked on by wombat & rookie_one and they are doing a fantastic job. It's on pause for now because they have been busy, which is why I think it would be good to start on Open Assault during the uptime for them.
The datafile support will be the same as in MOHAA incase you're all interested, but we want to make this as realistic as possible.
For now I just want some ideas of how to make this better than what MOHAA is.
The theme is still WW2.
We need lifelike soldier models, realistic & accurate timely settings "maps"
for the skybox, I'm not sure if this can be done via scripting, but I think it would be cool to make it dynamic (so the day changes from sun up to sundown), also more realistic weather effects.
As far as maps are concerned, maps are pretty restricted as far as MOHAA support is concerned. What I would like to see different than in MOHAA is better support for rendering. I'm not sure of the limitations, although I know there is one in MOHAA, if possible I would like to see better and more constructive use of hint brushes because with strenuous testing, results showed that hint brushes stop cham visibility and have better FPS. Just be sure to use everything in moderation because the numvisbytes cap is 2Mb.
Any additional feedback, ideas, questions are welcome.
Thats a nice idea with the sun going down, i think the multiplayer maps need more to them so you feel immersed in a real combat situation, destroyable all kinds, better types of smoke drifting, i want to see that a war has taken place when the map has ended so the towns skyline has changed with combat, so basically immersive fx.
Good idea with the hint brushes too
Hello, do you all think I can be a mapper.
absolutely. We can definitely use mappers. Do you have any portfolios of previous work you did?
Yes, Stalingrad Untamed on Moh Filefront but my skills are getting better.
http://medalofhonor.filefront.com/file/Stalingrad_Untamed;91671#Download I havent checked the map but it appears you decompiled and modified one?
I don't have a problem having you help us out, and I certainly need as much help as I can get, but I want to let you know I want this to be top notch. This isn't something that would even be copy paste possible, because what I'm looking for is better. After all that the point of this game, not to create another MOHAA but something that's more realistic & better. The file structure will be the same, but I can guarantee to make a map use hint brushes & other LOD structural features in a map it will be a tedious job. So the more you know the better off you will be. I just want to let you know in advance. I appreciate the fact that you show interest in this though.
I know how to build new maps. and I'll try to be a "top notch" mapper.
Count me in!
I can Map
I can model,I am learning the MoHAA exporting process
looks good. I appreciate the responses.
If you can start to work on something together and see where this goes.
Once again the theme will be WW2. I want it to be as time line accurate as possible. Now I personally don't know the details of WW2, so I would suggest going over some history to see the battlefields that were taking place at that time and try to recreate that setting.
Remember what I said about the hint brushes. Placing them constructively throughout the map WILL cut down wallhack & cham visibility which would be a HUGE advancement over any other FPS game. Therefore I leave it up to you to play around with what you know and see what you can come up with.
If you can also play around with the skybox to see if anything can be done as I posted in my first post. Making the day dynamic by making it sunrise through sun down.
Remember be creative and have fun.
As far as weaponplayer models, once again try to make them as accurate to the time of WW2.
On a side note, is there ANY way you can skin models directly through the modeler itself, or would it have to be rendered clientside like in MOHAA? The reason I ask, is because if models COULD be textured through the modeler at compile time, that would also cut down on pk3 chams since the hacker would have to import the model and retexture through there versus simple shader editting.