Kind thanks lads, you are as luke-warm water is any sore feet
Yes, TC_Underground has a great hall and smallish buildings with (once upon a time) working elevators.
This map, and TSA_Extremity where my initial inspirations.
Today I played with sandbox some more and got the elevators working in game too (!)
However, they seem to be bugged: the slanted ones, when start moving just loose "physics" and the BA falls behind or gets "ghosted over"?
I'm at a total loss here, probably they need be encapsulated so the engine "sees" them as moving bodies?
All in all, I consider my work on Aegis done here, as all that matters is present (asset wise)
I think I will delve into rigging the Invader slowly, and may seek someone actually knowledgeable of the process of making a map from the scratch?
(initial art) with CryBlend (or BCry tool) for mesh optimizations
export works via PyFFI via ColladaCGI (Python 2.6.6) to CryEngine 2
(v11) works 32 out of the box, 64 after minor tweaks (cga
export to CryEngine2
for testing and Sandbox2 editor.
CryMOD_tools1.1 (with v11 support for 3dsMax)
Any other tools might work for art, but most probably will fail to export the needed files for CryEngine2, YMMV.
attached:Aegis's 400m landing strip (BA standing on the outer gate's edge)