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Re: Battle of Teth (B'omarr Monastery)

Posted: Sun Mar 21, 2010 8:06 pm
by Teancum
Shouldn't this:

Ambush(ambushpath6, 5, 4)

be this?

Ambush("ambushpath6", 5, 4)

Re: Battle of Teth (B'omarr Monastery)

Posted: Sun Mar 21, 2010 8:18 pm
by ForceMaster
:thumbs: Thanks friend, it work now!

Edit: Release of the 1.0 version very very near....

Re: Battle of Teth (B'omarr Monastery)

Posted: Mon Mar 22, 2010 3:24 am
by lucasfart
Awesome! Can't wait for the release. How big will it be, roughly? because if its over 80-100mb, i probably wont be able to download it....

Also, if you're adding the change in skydome after a certain point in the campaign, thought it might look a bit better if you used a fadeout effect just before the sky is loaded. I was just reading it before, and if you want to use it, just say and i'll find it and post it for you

Re: Battle of Teth (B'omarr Monastery)

Posted: Mon Mar 22, 2010 1:35 pm
by ForceMaster
lucasfart wrote: Also, if you're adding the change in skydome after a certain point in the campaign, thought it might look a bit better if you used a fadeout effect just before the sky is loaded. I was just reading it before, and if you want to use it, just say and i'll find it and post it for you
Wow! how you do it? :D

Re: Battle of Teth (B'omarr Monastery)

Posted: Mon Mar 22, 2010 1:46 pm
by Maveritchell
ForceMaster wrote:
lucasfart wrote: Also, if you're adding the change in skydome after a certain point in the campaign, thought it might look a bit better if you used a fadeout effect just before the sky is loaded. I was just reading it before, and if you want to use it, just say and i'll find it and post it for you
Wow! how you do it? :D
Fades are easy; one line in your script:

Code: Select all

BeginScreenTransition(0, 0.4, 0.7, 0.7, "FADE", "FADE")
You don't need to use it, though (and in fact I wouldn't) if the player triggers it when they are inside a building - it'll just look out of place since they won't immediately see why the fade was used.

Re: Battle of Teth (B'omarr Monastery)

Posted: Mon Mar 22, 2010 1:52 pm
by ForceMaster
Well, in this map the changes of sky are timed, 5 min each one.

The player can not triger it. I can use it to soften the sky change? looks very sharp now.

EDIT: I try it... it "close" the view in black. It may not be what I need or should I modify it a bit. which are the values in parentheses?

Re: Battle of Teth (B'omarr Monastery)

Posted: Mon Mar 22, 2010 2:51 pm
by Maveritchell
ForceMaster wrote:EDIT: I try it... it "close" the view in black. It may not be what I need or should I modify it a bit. which are the values in parentheses?
That is what the fade command does. The values just represent lengths of time in each specific part of the fade (pre-start, fade-out, black, fade-in). There isn't any way to just slowly fade out a single model. Since it's just a timed event I would leave it as it is and make the changes in the sky very subtle.

Re: Battle of Teth (B'omarr Monastery)

Posted: Mon Mar 22, 2010 11:26 pm
by ForceMaster

Re: Battle of Teth (B'omarr Monastery)

Posted: Tue Mar 23, 2010 5:49 am
by vocanus
:bowdown: awesome force master, very good job friend

Re: Battle of Teth (B'omarr Monastery)

Posted: Tue Mar 23, 2010 7:30 am
by lucasfart
It might be a bit early to ask this, but what have you got planned next, if anything?

Re: Battle of Teth (B'omarr Monastery)

Posted: Tue Mar 23, 2010 10:22 am
by ForceMaster
lucasfart wrote:It might be a bit early to ask this, but what have you got planned next, if anything?
Well, for now I'm thinking make the Space of Christophsis, I have all the models for that. these can be done has normal assault mode or an designed campaign.

What do you think? :wink:

Re: Battle of Teth (B'omarr Monastery)

Posted: Tue Mar 23, 2010 4:35 pm
by lucasfart
Sounds like a good idea. I'm sure with your genius skills you'll make it awesome :D

Re: Battle of Teth (B'omarr Monastery)

Posted: Tue Mar 23, 2010 5:09 pm
by Filipinio
Battle of Teth was a legandary BF2 map, as like your other ones, im sure your next map will be as great as them...

thank you for the experiance

Re: Battle of Teth (B'omarr Monastery)

Posted: Tue Mar 23, 2010 6:26 pm
by ForceMaster
Although the battle space Christophsis not quite explicit in the movie, one can assume that the cruisers of the republic are trying to break the blockade of the separatists to bring reinforcements to the mainland, because the planet is in the process battle in Crystal city. I forward some of my intentions :maulsaber: :

Walkers vulturedroids (in progress)
fiddler_on_the_roof's Nu-class shuttle (flyer)
Venator with multiples hangers (CommandPost)
Acclamator with side and top hangers (CommandPost)
Y-wing TCW
"FromHyperspace" ZE animations
New Lucrehulk and Munificent ships. (CommandPost)

WIP may be in the next month. :D

Re: Battle of Teth (B'omarr Monastery)

Posted: Tue Mar 23, 2010 6:36 pm
by Filipinio
YAY!

i can feel tha the map will be awsome already

Re: Battle of Teth (B'omarr Monastery)

Posted: Wed Mar 24, 2010 1:38 pm
by ForceMaster
an snack? :wink:
Hidden/Spoiler:
Image

It is from the Battle of Kaliida, it will be released after the Crhsitophsis space map

Re: Battle of Teth (B'omarr Monastery)

Posted: Wed Mar 24, 2010 2:09 pm
by Lephenix
Awsome !!!

Re: Battle of Teth (B'omarr Monastery)

Posted: Wed Mar 24, 2010 3:30 pm
by CressAlbane
Cool! Can't wait for the releases!

Re: Battle of Teth (B'omarr Monastery)

Posted: Wed Mar 24, 2010 4:25 pm
by Blade117
:eek: "Oh My God!"
My response following the viewing of that screenshot.

Re: Battle of Teth (B'omarr Monastery)

Posted: Wed Mar 24, 2010 5:20 pm
by Darth_Squoobus
ForceMaster wrote:an snack? :wink:
Hidden/Spoiler:
Image

It is from the Battle of Kaliida, it will be released after the Crhsitophsis space map
Is it possible to enter the space station?