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Old 2014-01-30, 02:26   #31
X-Alt
Default Re: [Map] The Battle for Qinling V2

Alright, its up. Unfortunately this is an early version from the "Pre Alpha build" since I did not apply my changes to the minimap itself and it is not shadow-only like the other trees..
http://imgur.com/TM7kVxe
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Old 2014-01-30, 03:12   #32
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Default Re: [Map] The Battle for Qinling V2

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Old 2014-01-31, 02:33   #33
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Default Re: [Map] The Battle for Qinling V2

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Old 2014-01-31, 23:01   #34
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Default Re: [Map] The Battle for Qinling V2

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Old 2014-02-01, 03:31   #35
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Default Re: [Map] The Battle for Qinling V2

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Old 2014-02-01, 04:01   #36
Rabbit
Default Re: [Map] The Battle for Qinling V2

I would post some in game screenshots to spark some interest.
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Old 2014-02-01, 04:08   #37
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Default Re: [Map] The Battle for Qinling V2

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Old 2014-02-01, 04:22   #38
Rabbit
Default Re: [Map] The Battle for Qinling V2

How would you like you flags to work? Also, add this to the bottom of your terrain.con
Code:
terrainCuller.setUseStitchedLods 0
You will have to add it again each time you adjust the terrain, or you can just build and place it in a tmp.con
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Old 2014-02-01, 15:24   #39
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Default Re: [Map] The Battle for Qinling V2

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Old 2014-02-01, 15:58   #40
Rabbit
Default Re: [Map] The Battle for Qinling V2

Well in supply group ID you will see 2 or 3 numbers like 311. What 311 would mean is (3)3rd flag in the route order (away from team 1 whos main flag should be 1) the next number (1) would be how many of the flags with the same first number are active. So if you have 2 flags with the SGI of 311, it means its random which one will be selected, if you made it a (2) both would be selected all the time. The last number (1) is which route it is. I recommend you only use 1 route, and go back through all the control points and adjust the SGI.
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