Page 2 of 3

Posted: Fri Aug 25, 2006 7:56 am
by Teancum
If you are still having collision troubles, look through Rhen Var Citadel's assets (bring them up in ZeroEdit). There's some small, one sided square panels (around 4x4 feet) That work well for collision if you place them right behind the object with problems. So essentially it looks like they are running into the visible wall, but the Rhen Var msh right behind the real wall provides the collision.

Posted: Fri Aug 25, 2006 2:27 pm
by imp_strikeforce
oh yeah! i had forgotten about those, ill have to give it a shot. and if i use the same texture as the shipped invisible collision blocks i should be able to get them inv too

thanks tean

Posted: Sat Aug 26, 2006 11:06 am
by Leviathan
Off-topic : With time and the Quantity of replies I may have inserted into the Message-Board you are currently consulting, I have learnt engaging additional Conversations inside threads dealing with specific Subjects wasn't actually that recommended, especially in case the respective Leading Originator of the implicated Places would not be that cooperative and eager while having a look at these same Alternate Dealings. However, as the reported Issues apparently disturbing and even worrying Laserblast have appeared as being worth a consideration to me, I would wish to look into them in order to perhaps work out these problems so as to make the active topic even more helpful and informative for around GameToast members, and that's why I would want to argue about these same troubles as soon as possible, basically to ensure the hindered User might go back to the Development of levels built for Star Wars Battlefront I / II Series' Entertainment Softwares rather fastly...

Posted: Mon Aug 28, 2006 4:03 pm
by AlexSecura
Great Conversion of a SWBF-2 with a funny Bot Bug. :lol:

Posted: Mon Aug 28, 2006 9:37 pm
by imp_strikeforce
Hey all- beta version now available. Link in my first post. Emphasis: BETA
This was before it screwed up on me, check it out and enjoy.

quote myself from the mac forums
Hey everyone. i know i prob told you all i was working on this one, but that i was having a major crashing bug that i couldnt not fix. I've tried so many times but its still whacked, nothing i tried is working its so ridiculous i want to put an axe through my monitor... angry.gif

Anyway, so I remembered I had a working version I had saved before the "problem" so i thought I'd release it as a beta to whet your appetites for the real deal, I played it with some friends yesterday and it was really fun, kinda hard too *lol*

Bugs- Look, I know its got issues, its an imperfect conversion after all, I didnt make it. But whatever.

Alright,
I'll make you all a deal.

-Your part:
1. You will post ANY and ALL bugs you find in this map[or any of mine], honestly and
intelligently
2. You will not post the same thing over and over again. if you have an honest opinion, criticism, or grievance with something I've made, speak now or forever hold your peace, but do so in a mature and civil manner, and I will be glad to hear you out. Striaght up. But if you're just flaming or acting like a n00b I wont even consider what you have said. give me a reason to read what you have written.
3. It's so simple. Read what I have written! I'll give you the honest truth: If I post something in my thread about my map, it's worth taking the 60 sec to read the thing. be informed.


My part-
1. I'll always be honest with you. If a map sucks or has issues, I'll let you know, and what I'm doing to fix them. Whatever the case, I'm always straight up with you
2. Hey, I don't have Battlefront 2, and personally I think BF1 pwnz it anyway. So I want any of my conversions to be as good as I can make them. Too many people release maps and whatnot, and hardly any of them you play even after a couple days. I'll always give you my best effort- I want to be able to play these things over and over again.
3. All that having been said, I'm going to be honest with you again: I'm a full time college student, and an executive assistant at a financial corporation, and I don't have hours to waste away trying to get blasted maps to work. I want nothing less than top quality work, but I will take my time. Please understand that.
4. You will get maps- just be patient!! The more you help me out with my maps, the more I will be able to help you out, and make a totally wicked awesome map.


Deal?



Link to the Jedi Temple: Knightfall topic on Gametoast (screenies available here)
index.php?name=PNphpB...iewtopic&t=6578

Download from Swbfmac
http://www.swbfmac.com/maps/cor1.zip

Download from Filefront
http://files.filefront.com/cor1rar/;546 ... einfo.html


Ten Four
Imp

Posted: Tue Aug 29, 2006 1:54 am
by imp_strikeforce
great news, i got the level working again. if im right, it was just one stinkin thing that was screwing everything up, and the only reason it was working originally is because i had spelled something wrong, so the thing that was screwing everything up didnt work, and thus didnt cause me any problems. gosh.
its a good thing i fixed it too, because earlier i was about to destroy my computer...
lol, not quite but ya know what i mean ;)

Posted: Tue Aug 29, 2006 11:53 am
by rebel_scum
Yes I do know what you mean...I think the neighbors do as well. ;)

Posted: Wed Aug 30, 2006 8:23 am
by Leviathan
Off-topic : The least I can currently say regarding the actual meaning of your previous Statement is that it isn't that easily assimilable, if you see what I may be talking about through this same sentence. Indeed, now you have mentioned Issues and Troubles inherent to a level having been primarily intended towards Star Wars Battlefront, and since I have progressively become rather interested in looking into and working out such annoyments for a significant time, I was wondering whether you would eventually mind teaching me a little more concerning the Difficulties you have encountered and reported earlier, so that I could enhance the Amount of Entries present inside my very own Knowledge Base referring to unexpected problems being mostly experienced while developping Projects for the first Title of the Star Wars Battlefront Series. Above all, as you seem to have fixed them for good, be sure providing me even more Precise Details about them could appear as being rather interesting and profitable for anyone implicated into this Discussion... :wink:

Posted: Wed Aug 30, 2006 5:37 pm
by imp_strikeforce
wewt! i understood that post no problem! :D

anyway, um, like ive said i couldnt figure out what was wrong with the level for the longest time, the only reason i can provide right now for its previous screwup was what i had written in my last post.

um, i think i've always been open about the issues im dealing with in these conversions, i mean i've never witheld anything from the community. [except for my top-secret conversion secrets :lol:]
im happy to let anyone know what im trying to fix or the problems im running into here, i can use all the advice i can get. i have the worst luck with modding ever sometimes... and most of the time its just a stinking stupid problem. if i dont post anything, its probably because i dont know what the heck is wrong, but other than that im always very clear.


big new development in the scum/strikeforce mod team. scum is working on learning xsi, and making pretty good progress as far as i know! so once we master that, we should be able to fix every single stupid collision problem we have in the conversion process. which would be so amazingly savage!! :lol:

Posted: Wed Aug 30, 2006 7:21 pm
by rebel_scum
So I hope ;)

Posted: Fri Sep 01, 2006 1:59 am
by imp_strikeforce
[not much of an] update

so as per my horrible luck at modding, seriously i have THE worst, jedi temple was working fine and progressing nicely, and then all of a sudden it wont munge a world file. it will munge everything else for me, but not the actual world, and i have ABSOLUTLY NO CLUE WHY!!! the only thing i remember doing was adding something to the sky file. thats it. so i managed to fix it without losing my data, twice. then it happened again, just randomly and now i cant fix it.

so dang frustrating you have no idea. everything working fine, and then without doing anything it all stops working. *sigh* its a miracle my computer is still intact...


imp out

Posted: Fri Sep 01, 2006 2:05 am
by Walrus
Hang in there... :(

Posted: Sat Sep 02, 2006 3:15 am
by Adreniline
Have you consistantly been backing up your work? If not, it may prove helpful to create a "new" world, and copy over all of your current map information....sometimes that will help, and also, don't forget to clean from time to time....

Posted: Sat Sep 02, 2006 3:37 am
by imp_strikeforce
all of the above. dude no offence but im no noob to this, i was going off my backup project files and it still wasnt munging.

update- got it working again coming along nicely again. i still dont know what the problem was...

Posted: Sat Sep 02, 2006 4:15 am
by Adreniline
I meant no disrespect in any way, I am sorry if I offended you, I was only offering my small knowledge of mapping in attempt to help you get it up and running,

My apologies,

--Adreniline--

Posted: Sat Sep 02, 2006 5:08 am
by imp_strikeforce
i know you didnt mean it that way dude, i wasnt mad or anything. i was just really frustrated with my projects always screwing up for seemingly no reason, and i end up wasting hours fixing something i dont even know what it is. no need to apologize, its my bad- sorry man. i should be more greatful for the advice/help ppl give me.

on a happier note: screenz!!
Image
Image
Image
Image
Image


and an official update-

-got bots to actually move around, removed a few barriers and stuff

-fixed some more collision by the rep/imp spawn and stairways in the library. you'll notice there are lil black gaps between the stairs, thats the collision i put in, im trying to make them glow like lights on stairs, but right now its not working.

-fixed up the sky, still not finished but now ships are flying all around and things look alot better

-"bookcases" in the jedi library are now destructable

-one thing im trying to do as well, is give the whole level a blueish glow effect. since its at night and in movies stuff always glows blue at night, unrealistic but kewl :D

-oh yeah, the lights on the pillars STILL dont work! i have every single effect in there, and still nothin. can anyone help me there?

i think thats it for now. possibly a new version soon

imp

Posted: Sat Sep 02, 2006 11:08 am
by Leviathan
Off-topic : Well, I have to admit learning about the News concerning the Choices having been made by your Work Colleague is actually rather pleasant, since it could incidentally mean the numerous Star Wars Battlefront II levels you have both planned on porting towards the targetted Pandemic Studios® Creation might appear as being way more appreciable and completed than ever before, and in order to make this sort of Trigger even more satisfying for anyone around this Location, I was wondering if releasing the Avid® / Softimage dotXSI files associated to the user-made Geometries you could integrate onto the aimed Star Wars Battlefront Playable Environments could be sooner or later considered, so as to let eager GameToast members to have an Opportunity to alter and perhaps even revamp some of the Entities shipped with the maps discussed previously...

Posted: Sat Sep 02, 2006 12:13 pm
by imp_strikeforce
the only collision stuff im using is what came with the game. the blocks in the common folder and the stuff in the rhen var assets. interesting thing about the blocks though, ive found that while they do provide collision for the player, laser/rocket fire and grenades are not affected by the com_inv_col blocks. which is really weird, so now im using more of the rhen var stuff, becuase that has complete collision for players and weapons.


big update. ok the map officially rocks now. ai are savage :D
see my previous post for details and photographic evidence...

updated version, i call it Gamma
http://www.swbfmac.com/maps/cor1.zip

Posted: Sat Sep 02, 2006 9:05 pm
by PlayerX
imp_strikeforce,

Wow, what an update! I was just playing the old Jedi Temple map last night and hoping that there'd be a new version to come soon. The AI is pretty savage indeed, and I love it :) Actually decided to register here in order to say thanks for the hard work on porting the SWBF2 maps to BF1 (my lowly PC and video card can't handle BF2). It's definitely appreciated.

FYI: There's still a hole in the collision detection somewhere in the ceiling of the hallway btw, I was flying around as the jet trooper and flew above the polygons of the ceiling and got trapped there (not sure where the leak is, I was just flying about madly dodging fire).

Also, is it possible to create random starting points for the two sides? It seems as though both factions start from the same place and each one winds up capturing the same control points every time, and the duration of the main fight ends up taking place in the hallway every time (it gets a little repetitive as a result).

Again, great map. Playing it with Karnage's republic side 501st troopers is incredible fun. What about eventually adding perhaps the Jedi as a third non-player side so the 501st have someone to purge? :)

Posted: Sun Sep 03, 2006 2:48 am
by imp_strikeforce
wow, thanks dude! i feel honored, you registered just to comment on my map :D welcome to gametoast!

yeah, some of the cielings dont have collision either, but if you could screenshot any of those places for me so i can fix em that would be great.

i know what you mean about the starting points for the ai, the battle sorta does follow the same structure every time. i dont know if thats something i can fix, i cant make the ai start at random spawns every time, but there might be something i can do. this is a very important aspect for the replay value of this map, thanks for bringing it up! ill c what i can do.
but i mean, this is a smaller map, and im thinking it might just be like jabbas palace, and the ai will always go the same way, and the battle will only change if you or your team takes on of the usually untakeable enemy cps.

hmm... have to think about that one

all my conversions are MAP ONLY, meaning im not gonna add any sides or jedi or anything. i could put jedi in as a third faction for the imps/clones to purge but that would turn this into a campaign map, which isnt a bad idea, but i dont really have time for anything else, and thats not what rebel_scum's and my conversion projects are aimed at.


a couple of things you could help me out with feedback on:
1-do you like the blue glowing thing between the stairs in the library?
it was meant to give it collision, but also to make it like a little glowing thing between steps, i thought it might be kewl. didnt turn out exactly how i thought, they dont actually glow, but i think its still neat.

2- what do you think of the character/ambient glow? im still playing around with those effects, i have never used them before. im thinking of maybe putting a sun[or in this case moon-but i dont know if corascaunt has a moon...] in just without any texture for it. you wouldnt be able to see the "moon" but it would cast a blueish ambient glow on the map, or at least the parts that arent effected by the current .sky file settings. ooo yeah! and then i would also put in godrays, which are like the big beam of light pouring through the cieling in the center room or the light that shines through the trees on endor, but they would be the same blueish glow as the "moon" and i would put them so they shined through the appropriate windows as if the light were coming from the "moon". i mean seriously, if you have that big beam of light in the middle room, there must be a light sourece creating that right? like some moon or something. and if there is, then it wouldnt just shine through in one place. at least thats what im thinking.

anyway, sorry lol thats alot to read