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Delta Force Anything to do with the Delta Force series of games, DF1, DF2, LW, TFD, BHD, DFX, AF etc. |
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#1
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Tunnels
I really need some help doing these. I know which sections are the tunnels on the map editor, but how do you know the heights, and how do you link them up???
Can some1 pls help me. Oh yea its for the DFLW 1.92b map editor |
#3
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the basic rule is that most tunnel sections should be -8 z's but it depends on the entrance piece, i know one is -12.
its abit of trial and error but it's pretty easy to figure out. as Acid said, check the tuts ( mine also ) then at least u will have the blink groups sorted out then u will be able to see where the misplaced tunnel pieces are underground. you may notice that some entrance pieces have a number next to them int he mission editor. that is the depth that the pieces attaced to it need to be. and always use absolute height to get the pieces at the correct height |
#4
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Stevie..
Tunnel sections are -8, the stairs all go down -8 meters except for one which is only -5 meters. Most of the stairs/downward ramp have a -8 in the graphic you see in the editor if you zoom in close. Also, to help making tunnels a little easier, I just posted a link to a modified Comanche 4 editor to use with DFLW that has a side view 3d Wire Frame Window!
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#5
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8 , 12
8, 5 yeah hmm, well virtually the same thing lol, goes to show i hate tunnels id much rater be on the hills |
#6
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I know what you mean LOL
Wanna try something neat in a map? Click the NO VOXELS box, make your map on the terrain, then select FOG level 1 and FOG COLOR BLACK, when you go into the map, the ground and everything except for the buildings and people will be black - looks great (played a few TDM maps like that on =HAR=Battlefield) and another variation I tried was to put the water level 1 meter lower than the compound area on a map - do this only on a map with a walled in fighting area where players can not take off to other places, then also clicked NO VOXELS and don't use any fog - looks like you're walking on water! Also, depending on the sky you use, can make some interesting ground colors
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