Eagle_Eye
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DFLW Tutorials
Please post links to any tutorials you may have..
This thread is only for posting tut's. not asking questions.
Any questions should be in a post in main Map forum..
Any other posts besides lonks to tut's will be deleted.
Regards
Eagle Eye
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t.f.s
Private

Posts: 82
Registered: 3-2-2004
Member Is Offline
Mood: same as always
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Thanx for a place to do this!
i have made a map making manual any one should be able to use to make DF2 and Land warrior maps (both editors are almost exactly same)
http://dflw.2ya.com
Its the very 1st link at the top left corner and wont take a age to open even on dial up,
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Eagle_Eye
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Updated Med Help File
Iceman & Eagle_Eye have upgraded the original mission editor manual and placed it in a new format, which is easier to use. It is fully indexed and
cross referenced. It includes more explanations on some subjects.
We hope you will take the time to comment on this help file. Your comments will decide we revamp other med manuals.
The file size is 1.5 meg. You can download it at the link below..
http://www.dfbarracks.com/downloads/index.php?action=df&fid=...
Regards
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Eagle_Eye
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Paratroops
Para troops are easy to do...
place a man of to the side of your map...way on the other side. make him group 3 for example
now place a teleport target where you want the para to come from...make the teleport target the same group..group 3..you'll need to give the teleport
target a number..like you do with a waypoint..edit it's item attributes..over on the right hand side...you see number 0...change that to 1..you must
number each teleport target with a different number.
these must be the only 2 things in that group...
now raise the z value if the teleport target to 100...edit it's item attributes...type 100 in the left box where it says Z.
now place an area trigger near the teleport point..say it's area trigger number 1
create an event..if group1 in area trigger 1 teleport group 3 to teleport target 1..
save and export the map...play the map...run to the area trigger and watch for the paratropper...
Regards
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-Hairy
Corporal
 
Posts: 178
Registered: 3-17-2004
Member Is Offline
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Skinning DFLW......
Well I actually figured it out on my own. After pouring through thread after thread on old and new DFLW sites I was able to put the pieces of skinning
together.
It's all pretty dang simple as it turns out.
Note - Before I did anything I extracted all skins and textures out of the game. .PCX and .TGA files.
Decide which character or object you want to reskin and then find its corresponding graphics files from the PFF file. I've only been reskinning people
so far and have found out some weird things about them. The two I've done so far have had three separate skin files, one of which was a different file
type, two .TGA and one .PCX. There are some other people that draw on only a single graphics file. About the graphics. The game badly distorts the
details of a skin. So putting a lot of detail into a skin is a useless gesture. You will have to settle for blurry bodies and slightly more detailed
faces. Concentrate on highlighting details in light and dark colors as anything inbetween tends to just blob together.
So take the old skins into a graphics editor of your choice, and of course one that is compatibale with the file types. Then change around whatever
you want and then save the file with its original name back in the DFLW main folder.
Load DFLW with /d added to the command line and your new skin will be immediately imported into the game. And that's it!
For some as yet unknown reason all of my custom skins have been deleted from the DFLW folder on a few occassions. So make sure you make a back-up or
all your hard work will be gone.
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Jokerleet
Grunt
Posts: 7
Registered: 8-8-2004
Location: Tennessee
Member Is Offline
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The Infamous 'Making Vehicals Move'
Making Vehicals Move In DF:LW & DF:TFD
1. Create Your Map
2. Place a vehical on your map
3. Go to the top tool bar. Find 'edit'. Under the menu find groups. On the left choose a number and write what you want to call your vehical
4. Press ok
5. In 'edit' find waypoints. Choose a number and write what you want to call your waypoint route. (If you don't want it to loop check in 'waypoint
doesn't loop')
6. Press ok
7. Now place your first waypoint, right-click and Choose 'Item Attributes' in the waypoint window select your waypoint list. On the side since it's
the first waypoint put a zero.
8. Create another waypoint, click 'Item Attrubiutes' choose the waypoint route and change it to number 1 (Continue until you're finish)
9. Place your startplayer, right click and choose 'Item Atturbitues' in Group select '1 - Blue ..' Press Ok. Unselect All.
10. Now click edit and click 'events'
11. Double click new Trigger
12. In Tigger Type choose 'Groups'
13. In Trigger Conditions choose 'Any Alive'
14. In groups choose 1 - Blue Player
15. Double Click on 'New Action'
16. In action type choose group velocity
17. In group choose your vehical
18. In velocity set how fast you want it to move.
19. Double click on the second New Action and Choose 'Redirect Group To'
20. In Group choose your vehical, in waypoint list choose the waypoint route.
You can do the same with a helicopter just edit the Z-Value
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Xx_jet_xX
Jet Lag
    
Posts: 746
Registered: 4-18-2004
Location: California
Member Is Offline
Mood: Whats next?
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My 2 tutorials ive made:
Teleport tutorial
COOP map tips
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