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> Bb_dar_maps, Let's keep them all in one... :-)
SWAT_ Pointman
Posted: January 19, 2005 03:56 am
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QUOTE (JaMaN @ Jan 19 2005, 12:39 AM)
QUOTE (SWAT_ Pointman @ Jan 18 2005, 11:40 PM)
QUOTE (JaMaN @ Jan 18 2005, 11:08 PM)
RE_Police map looks cool but let my do a suggestion, change the S&W .44 in the room up garage stairs for a Desert Eagle, just to fit more with Resident Evil 2.

Magnum fits more and besides what police stations have deagles?

Yeah but this is the Police Station of Resident Evil 2 game and in that room you find the Desert Eagle with Leon...and the only revolver you will find in that station is a Colt SAA for Claire after you kill Brad Vickers Zombie and toke the secret key from him.

Im just taking the facts from the game, and DE .50AE fits more with Resident Evil 2 than the S&W .44

yea thanks and also maybe you could add these models to your map http://www.svencoop.com/forums/showthread.php?t=26017 they don't work with BB though.


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Hobo Ninja
Posted: January 19, 2005 03:59 am
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Rusty made RE models but you cant use custom models for one map...you just have to download them and use them if you want.
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SWAT_ Pointman
Posted: January 19, 2005 04:09 am
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QUOTE (Hobo Ninja @ Jan 19 2005, 02:59 AM)
Rusty made RE models but you cant use custom models for one map...you just have to download them and use them if you want.

omeaga said you could use custom models for a map man if BB can't do that then it has realy weak code.


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Radman
Posted: January 19, 2005 11:41 am
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QUOTE (SWAT_ Pointman @ Jan 19 2005, 04:09 AM)
omeaga said you could use custom models for a map man if BB can't do that then it has realy weak code.


Yeah, you can use custom models for one map...

Or atleast you should be able to... I hope so anyway cause I sent Omega Rustys RPD cops and the RPD SWAT replacemts for the marines.


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Hobo Ninja
Posted: January 19, 2005 02:06 pm
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I dunno....You could put them in there as a idle model using cycler or w/e but I dunno if you can have it replace player and barney and marine models for just one map....I didn't think there was but maybe im wrong.
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OMEGA5.1
Posted: January 19, 2005 05:27 pm
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When I make the finished pack, the models will be in their respecful folders... The player (you) will need to replace your old ones manually... This is for the players.

As for world models, such as bb_cemetary or whatever, the stones and trees were models that did not need replaced, but ratrher, just extracted to the right folder.
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OMEGA5.1
Posted: January 19, 2005 06:46 pm
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I dont believe you can add models directly to a BSP.
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hunter
Posted: January 19, 2005 07:33 pm
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we deffiantely need policeman in the game though


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OMEGA5.1
Posted: January 20, 2005 06:15 am
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yea they'll be there...
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OMEGA5.1
Posted: January 20, 2005 01:40 pm
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Beta4 is going well and many bugs are being fixed!
Fire burns you, better lighting, yet more texturing, and barneys are a few
to name!

Beta4 will include the following:
-Basement
-Barneys
-More Texturing
-Lots of "Easter Eggs"
-Updated weapon locations

I'm still putting the outside area out of the picture for now... Its makin too many polys for now (aka 1700!) so I am going to remake in a future beta.
I am going to start playin with missions and figuring out how they work, so you can expect them in B6 or so....

Anyway, check the first post for early pics (and I do mean early) and info.
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Radman
Posted: January 20, 2005 01:56 pm
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Best custom map i've seen....

It looks AWSOME dude and i cant wait for the release!...


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OMEGA5.1
Posted: January 21, 2005 06:43 am
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Want to give an update on Police_Con10

Basement and garage layouts are finished and textured as well as lighted.
Only a few emergency lights are on the first time you enter the basement. You must fint the generator and turn it on for the normal lights to come back on.
I believe this will add to the multiplayer zombie vs human aspect because you could have a group of humans in the garage killin zombies... Then a player zombie cuts the power, shutting off the lights... The zombies can then rush the room and kill the humans! A neat aspect that I am pursuing. The lights need to be altered just a little bit because its tough to see as a zombie with the lights off (because of the red filter that appears over the screen).

Barneys have been added. They can follow you and whatnot, but once they die, they are gone for good! Use them wisely!

As always, check the first post for pics and info.

------------------------------------------------
As for bb_dar_hilltops

stones have been added, mainly to protect the player-zombie spawn points. Adding a few weapons in the other base as well as some trees.

Due to the fact that I wanted this to be more multiplayer based, no health will be added so zombie players spawn more frequently. Also fixing, adding zombie NPC spawn points.
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Radman
Posted: January 21, 2005 01:53 pm
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Omega,

I dont know if you got my Private message but i did a reskin on a police car model i found and made it look more like Raccoon Police Dapartment sqaud car off the games.

Heres a picture.

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Log onto AIM or give me your e-mail address if you wanna use it.

::note::

Changes are as follows:

RPD replaced NYPD

Changed the blue and white stripe look to black/grey

Added the RPD logo to the sqaud car.

::also note::

Im just getting into skinning, so i know the model isnt too great...


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Gneralas
  Posted: January 21, 2005 02:07 pm
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These are some really good maps!

Just an idea on the police station, the lights should be shootable or turn-offalbe to make it scarier! ph34r.gif


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OMEGA5.1
Posted: January 21, 2005 07:04 pm
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Sorry Radman, Just got the PM....
Anyway, my email is:
sephirothstorm52@msn.com

Those cars are looking Awsome!
Send to me ASAP!
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