Drecks and I have teamed up to bring you this old good one from the mod days of RO. One of the very first multiplayer fps maps I ever played, so there's some serious nostalgia at work here. The original is fun, and with some work to bring it up to date this one will be too.
This version is so...
Once simple way to get models from RO to RO2 is
Open RO SDK Beta (that's the one for Ostfront). Open the map and or package where the model you want is. Select it and in the main program window select File --> Export Selected. .obj format. Convert it to .fbx with the Autodesk FBX...
Has anyone gotten a DoorMarker (Actor Classes, Navigation) to work? I have doors set up using kismet matinee on interpactor door, they work great, but I can't get the bots to open them or go through them.
I just installed RO2 on a new machine. I played a few games online, it sounded like it always had. Then I worked on Ogledow for a while in the SDK, hit Build --> Play Map (in editor) and launched it. The game sounded far better than I'd ever heard it. The mg firing especially sounded richer...
Just bought a new machine today. I'm transferring all my files over via my network. I've installed Steam and it shows RO RO2 etc in my Library.
How do I get Steam to recognize my files so I don't have to download them all again?
Edit: I might have found the answer here...
I had a GeForce 9400 GT. Used to get 20-25 fps on at Medium gfx settings in multiplayer games. It was slow and low gfx, but playable. Never a crash.
A few weeks ago I installed a GeForce 640GT. At Ultra gfx settings the game looks great and runs fast. However, in RO2 multiplayer I now get to...
Ogledow is now compatible with the new patched version of RO2.
Files for Players and Servers are in the first post of the thread at http://forums.tripwireinteractive.com/showthread.php?t=72721
Just throwing this out in hope for suggestions.
When I run Kursk with 60 tanks I get about 25 fps; when i run it without tanks fps is about 70. I think it is all the dust created and the tank meshes.
I spent a couple of days thinking it was my map, but it is the tanks.
I'll spread out...
I think I've seen somewhere (but can't find it now) a command to get my current coordinates in a map. I'd like to drive around, find a good place to position my tank for a TankCover position, use GetPos (or whatever the command is called) and use that to set a TankCover marker in the SDK.
I plan to have the first beta of The Battle of Kursk: Belenkhino ready for testing Friday morning. Any brave server admins interested in hosting?
Takes place on the original battlefield.
Playable area of the map measures nearly 5 kilometers square.
At this point it is fairly...
Where do I modify the offset for the mapzone textures? I took a screenshot of the map in the SDK, then made my textures so they cover the Objectivevolumes, but in-game they are smaller and offset.
How do I make Mapzone Textures that line up on hte objectives?
I'm going to want several hundred pylons in my map I think. Is there a performance hit for using too many or are the paths a passive addition? It takes a really long time to build, but that I can deal with if it won't impact gameplay too much.