Rhen Var: Temple 2.0 RELEASED!

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

Moderator: Moderators

Lord Bardar
Under watchful eyes.
Posts: 566
Joined: Sat Dec 08, 2007 2:32 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Zoo York

Re: Rhen Var: Temple 2.0

Post by Lord Bardar »

Image

do a Godzilla map.
User avatar
Foefighter
Private Recruit
Posts: 20
Joined: Fri Dec 28, 2007 5:10 pm

Re: Rhen Var: Temple 2.0

Post by Foefighter »

whoa! this map is awesome, i've never seen giants in a map before, and the ebon hawk takes the cake! this is crazy(in a good way), but that's to be expected :wink: considering who made it.

and is the yellow laser the ebon hawks'? or the green?
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Re: Rhen Var: Temple 2.0

Post by SBF_Dann_Boeing »

both
Caleb1117
2008 Most Original Avatar
Posts: 3096
Joined: Sun Aug 20, 2006 5:55 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set
Location: X-Fire: caleb1117 ಠ_ಠ

Re: Rhen Var: Temple 2.0

Post by Caleb1117 »

Hey Dann, PM me a link to the Hawk if you could, please.
FragMe!
Gametoast Staff
Gametoast Staff
Posts: 2244
Joined: Sat May 13, 2006 12:34 am
Projects :: Not sure keep changing my mind.
Games I'm Playing :: F1 and SWBF
xbox live or psn: No gamertag set
Location: Origin name GT_FragMe
Contact:

Re: Rhen Var: Temple 2.0

Post by FragMe! »

Ya regarding the big dude collision. I have tried just about everything I know, including making a scaled up version in XSI of the wampa nothing seems to work. Adding collision in xsi didn't work either it just gets ignored during the munge. It might be one of those dumb junk encoded into the game things.
Below are two pics one of a wookiee with it's collision generated by the game and the other over the oversized wampa with the collisionrootscale set to 5. You can see it does get taller but not any fatter and that is the problem. I do not know if these collisions are based one the models msh or the skelton msh (too many to resize) There are two spheres there that should get bigger to but they don't. Sorry I couldn't do any more with this but it defeated me, maybe someone else know a magical line to put in to make them grow fat.

Image
Image
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Re: Rhen Var: Temple 2.0

Post by SBF_Dann_Boeing »

:( ....

hm...any clue why it ignores the new collision added in xsi during the munge?

I guess i'll have to make all the weapons in that mode seeking.

Here's the Hunter Unit (for hunting giants)
Image
Image

His Plasma Orb Launcher Thingy
Image
Syth
General
General
Posts: 784
Joined: Thu Apr 13, 2006 8:46 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: happy fun island

Re: Rhen Var: Temple 2.0

Post by Syth »

nice
{501st}Commander_Appo
1st Lieutenant
1st Lieutenant
Posts: 441
Joined: Thu Jun 14, 2007 2:40 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Earth
Contact:

Re: Rhen Var: Temple 2.0

Post by {501st}Commander_Appo »

Good job Dann,the map is back on progress :thumbs:
Hebes24
Sith Master
Sith Master
Posts: 2594
Joined: Sat Jun 03, 2006 5:15 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: In An Epic Space Battle!
Contact:

Re: Rhen Var: Temple 2.0

Post by Hebes24 »

Still looks great, as always.
FragMe!
Gametoast Staff
Gametoast Staff
Posts: 2244
Joined: Sat May 13, 2006 12:34 am
Projects :: Not sure keep changing my mind.
Games I'm Playing :: F1 and SWBF
xbox live or psn: No gamertag set
Location: Origin name GT_FragMe
Contact:

Re: Rhen Var: Temple 2.0

Post by FragMe! »

SBF_Dann_Boeing wrote::( ....

hm...any clue why it ignores the new collision added in xsi during the munge?

I guess i'll have to make all the weapons in that mode seeking.
As mentioned it believe it is something the game does when munging, like making big spheres around vehicles so you can't get into the explorer from the side :x (I think I figured that one out though). But I will tell you getting chased down by one of these guys is pretty scary and they do have enough collision to kill you. You start running away from them, look behind you and they're gone only to drop 10 feet in front of you after their jump. :P
Grev
Hoth Battle Chief
Hoth Battle Chief
Posts: 3132
Joined: Sun Dec 09, 2007 11:45 pm
Projects :: No Mod project currently.
Games I'm Playing :: Minecraft
Location: A Certain Box Canyon

Re: Rhen Var: Temple 2.0

Post by Grev »

You know, Im dointhis in my map, but maybe since the hunters are fighitng such a huge thingy, maybe give em a Rocket chaingun? Give the chaingun emp ord. VERY VERY COOL.. look at my xfire profile screens to see some of the action...
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Re: Rhen Var: Temple 2.0

Post by SBF_Dann_Boeing »

FragMe! wrote:
SBF_Dann_Boeing wrote::( ....

hm...any clue why it ignores the new collision added in xsi during the munge?

I guess i'll have to make all the weapons in that mode seeking.
As mentioned it believe it is something the game does when munging, like making big spheres around vehicles so you can't get into the explorer from the side :x (I think I figured that one out though). But I will tell you getting chased down by one of these guys is pretty scary and they do have enough collision to kill you. You start running away from them, look behind you and they're gone only to drop 10 feet in front of you after their jump. :P
yes but all your shots go thru them.
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Re: Rhen Var: Temple 2.0

Post by SBF_Dann_Boeing »

I've changed skins up a tad
Image

The Hunter Tank to used against the giants. They shoot rapidfire plasma bubble things and such
Image
RepSharpshooter
Gametoast Staff
Gametoast Staff
Posts: 1351
Joined: Tue Jul 10, 2007 4:10 pm

Re: Rhen Var: Temple 2.0

Post by RepSharpshooter »

FragMe! wrote:Ya regarding the big dude collision. I have tried just about everything I know, including making a scaled up version in XSI of the wampa nothing seems to work. Adding collision in xsi didn't work either it just gets ignored during the munge. It might be one of those dumb junk encoded into the game things.
Below are two pics one of a wookiee with it's collision generated by the game and the other over the oversized wampa with the collisionrootscale set to 5. You can see it does get taller but not any fatter and that is the problem. I do not know if these collisions are based one the models msh or the skelton msh (too many to resize) There are two spheres there that should get bigger to but they don't. Sorry I couldn't do any more with this but it defeated me, maybe someone else know a magical line to put in to make them grow fat.
Hidden/Spoiler:
Image
Image


Could you hex edit the collision primitives using the TRAN6 (What I call uniform scale)? This is just coming out of the blue I don't think I really know what's going on. But maybe it's useful.

BTW Nice skins dann!
Grev
Hoth Battle Chief
Hoth Battle Chief
Posts: 3132
Joined: Sun Dec 09, 2007 11:45 pm
Projects :: No Mod project currently.
Games I'm Playing :: Minecraft
Location: A Certain Box Canyon

Re: Rhen Var: Temple 2.0

Post by Grev »

I like the skins, but I think the heavy trooper in the pic looks like his face was drawn on with the paintbrush tool. Idk how, but change that a tad.. It looks to... odd to me...

Other than that, perfecto!
{501st}Commander_Appo
1st Lieutenant
1st Lieutenant
Posts: 441
Joined: Thu Jun 14, 2007 2:40 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Earth
Contact:

Re: Rhen Var: Temple 2.0

Post by {501st}Commander_Appo »

Good job on the progress Dann
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Re: Rhen Var: Temple 2.0

Post by SBF_Dann_Boeing »

New imp skins:
Image
Image

I improved the railgun a little
Image

Psych0fred's HAG model
Image
User avatar
Delta 47
Jedi
Jedi
Posts: 1127
Joined: Sun Dec 23, 2007 12:07 am
Games I'm Playing :: BioShock
xbox live or psn: Delta811
Location: MI, USA
Contact:

Re: Rhen Var: Temple 2.0

Post by Delta 47 »

Wow I like those skins much better :) That tank in the last pic looks awesome! :D
Grev
Hoth Battle Chief
Hoth Battle Chief
Posts: 3132
Joined: Sun Dec 09, 2007 11:45 pm
Projects :: No Mod project currently.
Games I'm Playing :: Minecraft
Location: A Certain Box Canyon

Re: Rhen Var: Temple 2.0

Post by Grev »

oooh! Nice, I love the rail gun spruce up! I believe its shooting nades?
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Re: Rhen Var: Temple 2.0

Post by SBF_Dann_Boeing »

The Map is basically 98-99% done. You can expect it within the next few days :)

Here is the Altar/Spire/Thing where the giants are "summoned" (where they spawn :P).
Image

And of course you get to play as them, and squash those hunters like ants (seriously they look like ants from up there)
Post Reply