Naboo: Theed Hangar

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

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Koolaid7g
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Post by Koolaid7g »

Progress update:

I was able to successfully implement glow into my maps, so that opens a whole new can of worms :P

I tried out transparency with mixed results. Using the same texture, it sometimes wotked, sometimes not. More testing to come.
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Post by Koolaid7g »

Update! Check the screenie!

Image

Plus, I was able to successfully implement one of my secret projects too, so now to begin on hangar- modeling!
Linus

Post by Linus »

That's cool! Great job!

- Linus
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Post by trainmaster611 »

So you finally came up with some updates! :roll: Is that obiwan on page 8? His hair was a bit closer to blonde if you can fix that. :eobi: The Naboo Fighter I think had longer noses on the two engines on the side.
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Post by RevanSithLord »

Hey, Train, that sounded a little sarcastic. Besides he has a life other than modding for this game, so eh.

So, chill. lol. The N-1 looks fine to me. Looks cool.

YES. That was Obi-wan on page 8.


Questions answered.
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Post by Koolaid7g »

Ya, I agree with 'Train about the N1 and Obi. I'm still having a heck of a time with that Obi skin, as I'm trying to use Ewan's visage from the Ep.1 era as opposed to the later versions. As such, finding a decent profile pic (or anything close) hasn't been a walk in the park. But by the time final release comes around, I'm sure that that problem will be addressed. As for the N1, I went back and double checked- yup, you're right. Not only that, but the ship's nose was out of line with the engines too, so I took care of those bugs. Good catch!
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Post by trainmaster611 »

Thanks. Just for the record, I wasn't trying to sound sarcastic. :calmon:
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Post by Sniper_eye »

Koolaid7g wrote:Update! Check the screenie!

Image

Plus, I was able to successfully implement one of my secret projects too, so now to begin on hangar- modeling!
Looks very, very good koolaid! I see you took my suggestion in mind :D

Question: how long did it take you to model the naboo fighter?
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Post by JabbaLovesLava »

Protector_Pulch

Post by Protector_Pulch »

Is the Naboo starfighter flyable ? If not, it could either be launchable (so that there's an animation of them flying out of the hangar when you press a specific button/repair it/destroy it) or they could be turrets,in the way anakin used his one in ep 1.
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Post by Koolaid7g »

@ Sniper- It took me the better part of 4 odd some hors to model it. Texturing, however, took almost twice that to get it juuuuust right.

@ Jabba- Thanks! That should help!

@ Protector- I'm going to use the Starfighter as a prop as opposed to a flyer. However, my plan was to later on have a few strfighters take off as soon as the Naboo Security Forces take control of the Hangar CP
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Post by Linus »

Do you need any Droid-Textures, Koolaid7g?

- Linus
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Post by Koolaid7g »

@ Linus- Thanks sir, but I'm pretty well set on droids. Well, if you can muster up a fully functional B1 droid sans the backpack, that'd be great!
Linus

Post by Linus »

What do you mean with the word ''sans''? I've never Heard / Read it before...

- Linus
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Post by Sniper_eye »

Koolaid7g wrote:@ Sniper- It took me the better part of 4 odd some hors to model it. Texturing, however, took almost twice that to get it juuuuust right.
lol, juuuuust right :D
Alpha

Post by Alpha »

"Sans" means without, Linus. :)
Linus

Post by Linus »

Oh, well, thank you very much, Alpha. Kool', I'm truly sorry, but I can't complete your quest. It's impossible to open and edit the existing *SWBF II Unit-Models. I guess that you could convert a Model from Jedi Academy instead...

- Linus
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Post by Koolaid7g »

No worries sir. Perhaps I might even take a page out of OOM9's book and try to make one myself! I doubt my success though...
Last edited by Koolaid7g on Thu Sep 28, 2006 1:35 pm, edited 1 time in total.
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Post by Teancum »

Hey Koolaid, your Naboo N1 would make a great addition to the SWBF1 Conversion Pack vehicles. Interested?
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Post by Koolaid7g »

Hey folks, I'm taking a short break from modeling and trying to add a custom Ep. 1 music track list (Ex: CISFel01_Act03_lp with RepCor01_Act05_lp just to name a few). I set it up exactly as Rends said to do for the imported ATST sounds. That parrt I got to work. However, I have had no such success with the music.

I've added: ReadDataFile("dc:sound\\nth.lvl;nthcw") and OpenAudioStream("dc:sound\\nth.lvl", "nth")
OpenAudioStream("dc:sound\\nth.lvl", "nth")
OpenAudioStream("dc:sound\\nth.lvl", "nth_emt")

to the LUA in the respective places.

Also, the the nth sound folder, I have the reqs there pointing to the nthcw_music_config, where I have my new compiliation of tracks.

Any ideas?
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