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Announcing: UTAPAU: SINKHOLE

Posted: Sun Sep 04, 2005 8:08 pm
by Alpha
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INTRODUCTION
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I'm currently making my first map (UTAPAU:SINKHOLE) and am in need of suggestions. I probably won't be doing new sides because this is my firts one, unless someone can make them for me. :) No new objects either. What I mainly need now, before I can put up some quality screenshots, is what buildings and objects to use. I'm currently using the Kamino buildings and they look good on the map, but nothng else seems to fit and there aren't enough Kamino buildings for a good variety. Any suggestions would be welcome.

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PROGRESS
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1) 5 CPs
2) No New Classes (In the future possible E3 Clones)
3) No Vehicles (Adding Gunships for CW and CIS)

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OTHER INFO
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-Only playable in Clone Wars Era






Any Suggestions are welcome. Screenshots will be posted as they are completed.


-Alpha

RE: Announcing: UTAPAU: SINKHOLE

Posted: Sun Sep 04, 2005 8:11 pm
by dipstick555
ok the beta dosent need epIII troopers but the final dose
ask OMM-9 or delta dash, they will surly help!

RE: Announcing: UTAPAU: SINKHOLE

Posted: Sun Sep 04, 2005 8:32 pm
by Alpha
OK, I will eventually. I finished the basic beta map today. Yay! It has five command posts. 1 owned by each side and another Gaia one that is close to each side's base. The third Gaia post is farther way from both and will take a whiel to get to except by gunship. :) I need to work on adding vehicles and once I get it down, the beta will be done. :D

-Alpha

RE: Announcing: UTAPAU: SINKHOLE

Posted: Sun Sep 04, 2005 8:32 pm
by Lord-Bandu
i have a suggestion. obviously make a sinkhole in the terrain. (youv probably already done that.)

heres something you probably havent done.

1st backup your datamod.

then..

get the hoth terrain cutters doorways and put LOADS side by side inside the sinkhole goin around the perimeter .... then save the terrain (.TER) exit and then take out the hoth terrain cutters from your MSH and ODF folders.

Next time you go into ZEROEDIT you should have a ledge cut into the terrain and the hoth terrain cutters will be gone.


****Im pretty sure this will work ,however backing up your datamod is VERY IMPORTANT cos i dont want to be the guy who wrecks your 1st map ...in case it doesnt work.****

I know that it is possible ...let me know if it works or not. if it doesnt il have a re-think.

RE: Announcing: UTAPAU: SINKHOLE

Posted: Sun Sep 04, 2005 8:33 pm
by Alpha
Sorry, I might sound stupid here, but what are the terrain cutters?

RE: Announcing: UTAPAU: SINKHOLE

Posted: Sun Sep 04, 2005 8:37 pm
by Lord-Bandu
not entirely sure what the names are but they are the doorways for the cave tunnels. try for the doorway that is near the shield generator.


here is a utapau texture for you to use if you wish ...

Image

RE: Announcing: UTAPAU: SINKHOLE

Posted: Sun Sep 04, 2005 8:42 pm
by Alpha
Cool! That would look perfect on the sides of the cliffs! Thanks! I also changed the edges of my sinkhole to not be the perfect circle like I had it and it looks so much better. Where'd you get that, just as a curriousity.

I'll just open this in Photoshop and save it as a TGA to make it a texture, right? And what do I use as the detail texture, or do I need one?

-Alpha

RE: Announcing: UTAPAU: SINKHOLE

Posted: Sun Sep 04, 2005 8:51 pm
by Lord-Bandu
this is a texture done by a JK3 modder (forgot his name :( )


yes do that ...il look for something of mine for the detail. il let you know if i find anything else worthwhile tommorow

RE: Announcing: UTAPAU: SINKHOLE

Posted: Sun Sep 04, 2005 9:18 pm
by Alpha
Thanks. Also, if you ever get a lot of spare time you have no idea what to do with (:p), do you think you could make a republic side for me with the clone troopers all the same weapons wise, but with Episode III skins (including a jet trooper plz :) ) ? Only if you have time though. :) Thank you for all your help so far!

Also if anyone has any ideas for other command posts, please post them. :) I think I'm going to add a hanger base next. :D

-Alpha

Re: RE: Announcing: UTAPAU: SINKHOLE

Posted: Sun Sep 04, 2005 9:35 pm
by Grievous
Lord-Bandu wrote:this is a texture done by a JK3 modder (forgot his name :( )
Sorry to be off-topic, but this modders name is Sith-J-Cull.


On-topic- Good Luck! :D

RE: Re: RE: Announcing: UTAPAU: SINKHOLE

Posted: Sun Sep 04, 2005 9:52 pm
by Alpha

RE: Re: RE: Announcing: UTAPAU: SINKHOLE

Posted: Sun Sep 04, 2005 10:31 pm
by Lord-Bandu
Ya its Sith J cull . Diet Dr. Pepper my memory :) . He gave me permission to use his stuff a while back.



alpha you need to make the viewing distance further in your sky file. keep it up :)

Posted: Sun Sep 04, 2005 10:59 pm
by Guest
indeed lol what bout tri fighters and vulture droids

Posted: Mon Sep 05, 2005 9:53 am
by EraOfDesann
I noticed that your map has that "Geonosis tint" that mod maps have by default. To get rid of it you just do the following...

Go into your sky file.

Put two slashes (//) in front of ObjectVisibility, Ambient Color, TopDirectionalAmbientColor, CharacterAmbientColor, and VehicleAmbientColor.

Save your sky file after putting all the slashes in the right places.

Now just clean and munge then test. The orange tint should be completely gone if you did that ^ correctly.
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I'm always bugging people about that. :lol:

Posted: Mon Sep 05, 2005 10:37 am
by Guest
i would put in an at-te for good measure. plus it was on utapu at the time. once again vulture droids and tri fighters would be good too.

Posted: Mon Sep 05, 2005 10:57 am
by Alpha
@Lord Bandu: I'll do that. :)

@EraofDesann: Thanks! I'll work on that in a second.

@ARCtrooper27: THis is my first map, so I don't know how to add vehicles or reskin. I'm still new at putting them in in the first place.

-Alpha

EDIT: What value do I change the visibility to?

Posted: Mon Sep 05, 2005 10:58 am
by Jawa_Killer
haha tri fighters.How do you think he could add a tri fighter?or has anybode made one Oo!

Posted: Mon Sep 05, 2005 11:01 am
by Alpha
Someone had worked on a model and was asking how to put it in the game a while ago.

Posted: Mon Sep 05, 2005 12:03 pm
by Lord-Bandu
increase the largest value ..maybe double it ...... so your distance isnt geo brown

Posted: Mon Sep 05, 2005 12:08 pm
by Alpha
OK, thanks. Also can someone tell me how to add vehicles in a different way than Majin Revan's tutorial?