Announing: Tech Map

Post everything from general questions, to modding questions, to map WIPs to releases. (SWBF1 only)

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Post by Teancum »

Okay, the mesh is done, but i don't have any ordnance collsion (which means bullet, rockets, etc will fly right through it). I need to figure out some sort of hack to get around it.
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Post by Teancum »

There's still a LOT to do on the AT-XT, but if you want to try it:

PLEASE NOTE: There is no orndnance collision. This means that rockets, lasers, etc will go right thru it.

http://portfolio.iu.edu/smmelton/aatech.zip
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Post by Emperor_Syndacyte »

Sorry to be off topic but where do you post requests?
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Post by Teancum »

Well, I suppose you'd post requests here. We've haven't had requests for Battlefront 1 in a long time since everyone usually just goes ahead and starts working on their project. However, if I remember right, you have a Mac, so you're absolutely justified in posting requests, since the mapping tools won't work on a Mac.
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Post by Emperor_Syndacyte »

:) Yep I usu a mac. wait so sorry i didn't quite understand that do i post requests in map/mod announcements?
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Post by Teancum »

Probably SWBF1 General. I can move it if folks think it needs to be moved.
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Post by Emperor_Syndacyte »

Ok thank you!
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Post by Teancum »

Updates:

-The A-Wing, R-41 Starchaser and Moldy Crow are almost done. Bandu is finishing up the final meshes so I can do last-minute tuning and then we're set.

-Fred and I are still working on the AT-XT. At this point, we Fred is adding collision spheres to the head, since the most recent exports didn't have any collision for the head. Once that's done, I just need to re-tune it a bit and it will be ready for final beta testing

-Fred has not given up on the AT-PT. We're still investigating the animation problems, and I'm setting up everything else in the meantime.

-We'll soon have another walker amongst us thanks to Fred, the AT-RT. Currently it's all in-game, but all testing for this will be internal. We need to add another bone to get the animations to play properly. It works fine, all except for the rider. If we use a hardpoint, he doesn't animate with the walker, if we use a bone, we can't adjust it to the right height.

-The Hovernaut is done, except for one bug. If you exit while in the pilot's position, you'll get run over. Currently searching for a workaround

-The Falcon has been dropped. There's really no point in finishing it, since BF2 will probably have it in an addon or something, and if not, I'll be using the X-WA upgrade version

-Fred hunted down the Flash Speeder's mesh, which is actually called the Nubian Speeder. This will be corrected for the release, along with Fred being able to re-export the mesh so it doesn't sink in the ground.

-I'm trying to wrap up some of my current vehicle projects so that I can move on. Hopefully by new years we'll have at least the A-Wing released. Hopefully the R-41 and Moldy Crow as well.


-The next Tech Map will be using some currently made map. In other words, I'll use a shipped map, or ask someone if it's okay to use their Data folder to use as a Tech Map.
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Post by Teancum »

ooooooooh man --- we've got some great stuff in store for you all.

-Fred and I have a number of 'projects' that I don't dare announce until they get moving, but let me just say that you'll be excited about them. Plenty of new vehicles, possibly a few new units, and probably a number of new props. Suffice it to say you won't be disappointed. I will reveal one, the Light Attack Speeder. Originally designed to be the Rebel Combat Speeder, it was scrapped. Well, Fred's bought it back, and I'm finishing it up. You can find it on Lucasarts Battlefront 1 web site. Click Navigate > Gameplay > Vehicles > Alliance > 2nd from bottom.

-The A-Wing is DONE! That's right, D-O-N-E DONE! We have collsion, weaponry working properly, the cockpit view, physics. Everything is all rocked out. I think I might extract the BF2 odf and copy the performance values so that it flys just like the BF2 version. Other than that, it's ready for release. Special thanks to Bandu for the collsion mesh, Nimlot for BConstructor, and Darksaber for the original model. Those who have current map projects, PM me if you'd like the files before I release them.



I'm in fairly constant contact with Lord-Bandu for collsion meshes on XWA upgrade models, and Fred and I are getting lots of 'dropped' vehicles back in game. Fred and I have begun talking about getting a B-Wing working. Stay tuned over the next 3-4 months for that.
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Post by Leviathan »

Those are great news, Teancum ! But could you give us more details about those "new units" you've mentioned ? Also, has psych0fred really "bought" the Light Attack Speeder ?...
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Post by -_- »

great job bud! Cant wait! =D
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Post by EraOfDesann »

Superb work! Thank you!
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Post by Exclamation »

A-Wing done! A new attack speeder! The AT-RT?!!

What started out as a great tech map is really becoming fantastic!
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Post by Guest »

Teancum
Can you create A4 Juggernaut?
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Post by Leviathan »

As long as the animations' problem has not been worked out, all Juggernauts produced by some of the GameToast members will be static... (And especially their wheels...)
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Post by Teancum »

We'll see about the Juggernaut
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Post by Teancum »

Can I get a "w00t w00t" ???

1-A-Wing -- done (final testing being done by Fred and I)
2-R-41 Starchaser --- DONE! (final testing being done by Fred and I)
3-AT-XT - I just talked to Fred as well, he's rebuilding the it with the exact same structure as the AT-ST. He says he knows exactly what to do from here on out, so we're looking really good.
4-AT-RT - I've found a way to 'hack' the walker so that things look right, except that the feet sink in a bit. Aside from rebuilding every single animation, that's the best we're going to get.
5-CIS Fightertank (also called GAT or Ground Armored Tank) - I have the files and am setting up the turret to rotate and pitch indepenent of the body. It needs some new aimers, and it's on Fred's list
6-Light Attack Speeder - In game, most of the values are set, it needs aimer nodes for the turret and then I'll tweak it.

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Post by -_- »

looks great! cant wait Tean!
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Post by Ace_Azzameen_5 »

Great. The Mod tools for SWBF2 are highly likely to use the same or similar assests as the SWBF1 tools, right, or at least the MSh format?

Oh, and, speaking of SWBF2, I just got it. I think we should start the SB2UP project or something, whose mission would be to replace some of the sub par-ish capital ship models in battlefront two, probably using the XWA community models. I think a good start would be the Medium Transport, as it has no turrets and missions wouldn't have to be changed to accomadate a new model if it was properly sized. Next maybe would be the Banking clan ship, becuase Trageton's model is just so much better, and it has what, four sub targets?

Of course there may be a framerate issue, but, who cares?
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Post by Exclamation »

Woah! That AT-RT is just as if it is out of SWBF II! My little brother was just asking if we would ever get those into SWBF 1... as I played with my Lego one. :D
Ace_Azzameen_5 wrote:Great. The Mod tools for SWBF2 are highly likely to use the same or similar assests as the SWBF1 tools, right, or at least the MSh format?
Here's hopin'. ;) Good find with the XWA ROTS ships, btw. :)
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