Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
Thankyou for reminder that .com is a thing buschans. We forgot to post the last event here, that won't happen again! For sure though the drivers still gather, especially Sat Nights!
Registered Member #2587 Joined: [ 13:13 ] [ 07 Oct 2013 ]
Alright here's how custom objects will be organized. There will be a line in init.con of map that will loaded another init.con file.
Images showing what things will look like:
Any mapper who decides to make custom objects, Kindly place your con files in a folder with your name on it and load it from there. Here's how the init.con file in the objects folder currently looks like:
rem **************************
rem *** Primary Map Assets ***
rem **************************
rem
rem *** Custom Effects ***
rem
include Global/Effects/e_DoorOpen/Effects.con
include Global/Effects/e_Collision_Metal_ForceField/Effects.con
rem ***
rem *** Load Custom object con files from here. ***
rem ***
include Global/ForceFields/Geometries.con
include Global/ForceFields/Objects.con
rem
rem *** Animated Door for entrance/exits. ***
rem
include Global/Doors/Geometries.con
include Global/Doors/Network.con
include Global/Doors/Objects.con
rem
rem *** Materials ***
rem
include Global/DamageSystem.con
rem ****************************************
rem *** Custom Assets from verious users ***
rem ****************************************
rem *** Apache Thunder's Billard Table Game ***
rem *** Table mesh created by BrightRetro. Distrubution is allowed. ***
include ApacheThunder/Objects.con
include ApacheThunder/Network.con
include ApacheThunder/Geometries.con
include ApacheThunder/Effects.con
include ApacheThunder/Materials.con
I have global assets separated from things I made for my own square. So if you create custom objects, using similar structure as above will speed up the merger process.
Note the extra folders in the first image:
Animations Objects Sound StandardMesh Texture
These emulate the folders/archives found in the mod's main folder. The game will automatically load custom meshes from StandardMesh, so your geometry templates do NOT need to path all the way to the map folder. (only the debugger requires this)
Same goes for the texture folder. You can path your textures and geometries the same way as if they were in a custom mod and they will work fine in this map.
However for custom animations, they MUST be loaded from an include command in the StaticObjects.con file. I have found this to be the only way to have custom animations in a mapside mod. Note that battlecraft will remove include lines from staticobjects.con file, so if you are feeling adventurous and want some animated Mesh's (sorry custom handweapons still won't work mapside. ) You can certainly make them work. Pathing to the SKN/SKE files works the same way as textures/standardMesh, you don't need to path out to the map folder. just "animations/Nameofyourskin.skn" and "animations/NameOfYourSkeleton.ske" will work just fine.
Here's what the Animations folder looks like:
Init.con file loads custom animation states. Keep your animations in your own con file and use include command to run them from init.con file. This will help me/fo0k sort through all the custom assets created by each mapper so that we can quickly merge them into the map for release.
That should cover how custom assets will be done in this map. So have at it.