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Posted: Mon Jul 24, 2006 10:06 pm
by Ipodzanyman
Here are some new wip pics in zeroedit
Image
Image

Posted: Tue Jul 25, 2006 10:57 pm
by Ipodzanyman
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open sound\yav.lvl;yav1cw

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open sound\shell.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
ifs_autonet dedicated
AutoNet Main
AutoNet Multi
AutoNet Gamespy
AutoNet multi main
AutoNet Server
AutoNet Game Options
Updating Lobby and attempting to Launch
-I have been able to narrow the problem down to this, can someone tell me what I need to do?

BTW:
http://images2.fotopic.net/?iid=yx3f66& ... &nostamp=1
http://images3.fotopic.net/?iid=yx3f6u& ... &nostamp=1
http://images4.fotopic.net/?iid=yx3f6v& ... &nostamp=1

should I keep the tree?

Posted: Sat Jul 29, 2006 1:06 pm
by Ipodzanyman
Hoorah :P I have been able to get the map to work...
TA DA, just a preview, mind I'll tone the fog down...
Image

Here's my updated skin I'll add into the side but, please do not use this skin....
Image

Posted: Sat Jul 29, 2006 1:12 pm
by yankeefan05
Just a question: Do u have the DVD version or the CD version, iPod'?

When i inserted an acclamator and a banking clan ship in ZeroEdit, cleaned, munged, went to go play, the map crashed. I have the DVD version and for some reason the ships caused my map to forever crash. (Land Battle)

Posted: Sat Jul 29, 2006 2:59 pm
by Ipodzanyman
I have the DVD version, but I fixed everything, I typoed my fx file, so nothing worked...

Posted: Tue Aug 01, 2006 7:07 pm
by Ipodzanyman
more pics to give you the feel (rain :P)
Image
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__I'm just waiting for Sawyerdk9 to give me the side, and I'll finalize a first version of the map__

btw I am putting in reskinned objects like the rancor, please give more advice thoughts/ ideas for this map, thanks...

Posted: Tue Aug 01, 2006 7:49 pm
by Vyse
Looks really nice Ipodzanyman. I like the idea of having space meshes in ground maps.

Two things; Be carful with the pointy terrain in the first screen. When it's stretch like that you can usally fall through it, also It might be cool if you change the fog color to something else that matches the terrain more. Just a thought. Keep up the good work.

Posted: Tue Aug 01, 2006 9:00 pm
by Ipodzanyman
Thanks Vyse, have you seen Sawyerdk9 any where lately, he seems to be "gone"...maybe he's on vacation or something, oh well, Yes the pointy terrain actually does have holes in the bottom where I plan to make death regions, but those screens may be different from the final map, i'm doing a "map-makeover"....

edit: how do I know which numbers to change the color of fog? and if I wanted the dagobah mist how do I place it?

Posted: Wed Aug 02, 2006 6:03 pm
by Ipodzanyman
I reskinned the laat....

Image
Image

Posted: Wed Aug 02, 2006 10:09 pm
by Ipodzanyman
Does anyone know how to reskin the rancor without crashing the game?

Posted: Sun Aug 06, 2006 7:13 am
by AlPhA29
could you add a rebel transport with some autoturrets at the side??and pnd the imps a bit since the rebs have less reinforcements

Posted: Sun Aug 06, 2006 8:51 am
by Ipodzanyman
Sure, I need more ideas any way...

for the hallway on the cruiser, what should I use because the mustafar stuff doesn't work very well...

Posted: Sun Aug 06, 2006 12:26 pm
by 2_lowiq_clone
try pollis massa hallways, or tantive 4 stuff. another suggestion, maybe puddles or small lakes would add a touch of a wet planet feel that i think your going for. :mrgreen:

Posted: Sun Aug 06, 2006 12:32 pm
by 2_lowiq_clone
also, you can see where the flames start in the ceiling (mustafar-looking lava eruptions). I would suggest moving the start of the flames past the ceiling of the hanger so you can't see the base of the flames.

Posted: Sun Aug 06, 2006 4:29 pm
by Ipodzanyman
ok i'll try that..but it might make this map go over 50 mb for the installer....

Posted: Sun Aug 06, 2006 6:23 pm
by RevanSithLord
Oh, if anyone hasn't mentioned this, or have already but I'm too lazy to read, what about the pathing? The clones really didnt go outside much, cause they were being retarded inside the ship/hangar. So there wasn't really much of a fight. :?

Posted: Sun Aug 06, 2006 6:37 pm
by Ipodzanyman
It was on my list for major improvements^^

btw since Sawyerdk9 hasn't contacted me for over~2-3 weeks, i'm building the side myself:
ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings

WARNING[PC_modelmunge msh\cor_sniper.msh]:cor_sniper has 1364 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 1 Warnings

ERROR[levelpack req\cor_sniper.req]:Could not open munged\pc\cor_sniper.lvl.req for input. DOS reports:
No such file or directory
ERROR[levelpack req\cor_sniper.req]:Could not open munged\pc\cor_sniper.lvl.req for input. DOS reports:
No such file or directory
[continuing]
2 Errors 0 Warnings

ERROR[levelpack cor.req]:Expecting bracket, but none was found.
File : munged\pc\cor_sniper.lvl.req(1)...

ucft <--
ERROR[levelpack cor.req]:Expecting bracket, but none was found.
File : munged\pc\cor_sniper.lvl.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings

WARNING[PC_modelmunge msh\com_icon_spaceflag_carried.msh]:com_icon_spaceflag_carried has 1160 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 1 Warnings

soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav - while munging F:\PROGRAMS\BF2_ModTools\data_MP1\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav, format may be invalid - while munging F:\PROGRAMS\BF2_ModTools\data_MP1\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list F:\PROGRAMS\BF2_ModTools\data_MP1\Sound\shell\shell.sfx - while munging F:\PROGRAMS\BF2_ModTools\data_MP1\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file F:\PROGRAMS\BF2_ModTools\data_MP1\Sound\shell\effects\whooshl3.wav - while munging F:\PROGRAMS\BF2_ModTools\data_MP1\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file F:\PROGRAMS\BF2_ModTools\data_MP1\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging F:\PROGRAMS\BF2_ModTools\data_MP1\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list F:\PROGRAMS\BF2_ModTools\data_MP1\Sound\shell\shell.sfx - while munging F:\PROGRAMS\BF2_ModTools\data_MP1\Sound\shell\shell.sfx
What does this mean, it doesn't crash the game, but the one unit doesn't show up...

Posted: Sun Aug 06, 2006 8:58 pm
by RevanSithLord
Hmm...well... I know I cant answer that. LMAO.
Well, for what you just said for the bot pathing... I have only but to say this:

^_^

Posted: Sun Aug 06, 2006 10:22 pm
by JabbaLovesLava
you did't say anything... you just made a face...
Anyways, the map looks pretty cool.

Posted: Sun Aug 06, 2006 10:43 pm
by Ipodzanyman
thanks JabbaLovesLava!

what is "^_^" supposed to be?