Since you'll be replacing all, imp, rep, cis.lvl's you might as well make the swampspeeder accessible without making a whole new side.
And fixed jetpack effects would be nice too.
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Agreed,the real EMP launcher effect is better from BF1,you can still find it in the modtoolsCaleb1117 wrote:Incase you haven't already, you should give the Republic Jettooper his EMP explosion effect back.
That always buged me, in BF2, they call it an EMP launcher, but it's really just a rocket laucher, looks nothing like EMP.

Thank you! I really appreciate it!Syth wrote:oooo cool... good idea here. ya know, I have some effects you could use. Like vibrant lasers (A number of people have nice laser textures, unless you want to make your own)
OH! just remembered i got a realistic droideka shield effect, be perfect for this. I also have a Bothan skin with black-sun symbols, a vamped vader skin... ill just upload some things that would be good for this. Just DL it and use what ever ya want for this (other people can to)
http://files.filefront.com/somestuffzip ... einfo.html
Some other things that you fiddle with is imp engineer geometry (Death star gunner on every map?) and shotgun laser textures varying for each faction.
I'll do that, it'll still have the shipped values though.Caleb1117 wrote:Incase you haven't already, you should give the Republic Jettooper his EMP explosion effect back.
That always buged me, in BF2, they call it an EMP launcher, but it's really just a rocket laucher, looks nothing like EMP.
I can't change how the game works, only how it looks, in order to save online compatibility. It would be cool to have maybe actual geometry for the flechettes, instead of the streak.AQT wrote:RepSharpshooter: Here is an idea for the awarded shotgun aka the Flechette shotgun aka easy lightsaber-wielder killer.According to the following link:
http://starwars.wikia.com/wiki/Flechette
Jedi have trouble deflecting blasts fired from Flechette weapons because the blast aren't laser bolts but rather sharp metal shards. Is it possible to make it so that Jedi or any other lightsaber wielder can't block the blasts from the Flechette shotgun? If not at least change the blasts to metallic grey instead of that ridiculous shipped purple; unless you are planning to still replace the awarded shotgun with the T-21. Thanks for the consideration.

Agreed 100%Caleb1117 wrote:Incase you haven't already, you should give the Republic Jettooper his EMP explosion effect back.
That always buged me, in BF2, they call it an EMP launcher, but it's really just a rocket laucher, looks nothing like EMP.

I have this amazing ability to post in a topic really close to when the page changes and have my post accidentally ignored...authraw wrote:Wow--very impressed.
I'm glad it will be online-compatible, but what about conversion-pack compatible?
Also, I'm not sure if it would be within the scope of this project or not (forgive my ignorance as I have no idea how in the world you're doing this...) but it would be nice if you could add compatibility for an additional KOTOR era to be included in people's maps. I don't mean that you actually create a KOTOR era for the already-existing maps, only that you modify the source code to allow custom maps to include a KOTOR era along with CW and GCW. That would be really nice to have.




Tean talked about hex editing the mission lvl in order to have two rep.lvl's, so Geonosis would be historically accurate.Syth wrote:What did you change with the mission.lvl?
I'll look into it. That's not my main objective however.wazmol wrote:Maybe you could edit it to have more gamemodes? For example like the Pack?
However rather than for example holecron (sp?) have KotOR?
Just an idea...

And if we hex edited it so the Ep II ARC Captain was there instead of the Galactic Marine it would still work online. We would see ARC Captains, they'd see Galactic Marines (so long as the only differences between the two units were models)RepSharpshooter wrote:Tean talked about hex editing the mission lvl in order to have two rep.lvl's, so Geonosis would be historically accurate.Syth wrote:What did you change with the mission.lvl?


I don't think he can do that.Achronos-117 wrote:Fix the clone sniper's sniper rifle, his thumb seems to be holding nothing.


-Never noticed thatAchronos-117 wrote:Woah, this is looking good Rep! I have a few questions/ideas to give you:
Fix the clone sniper's sniper rifle, his thumb seems to be holding nothing.
Change the award weapons to have a more diverse amount of blaster colors.
If you can, change that "stump" on the clones' helmets, they're thinner than usual.
The HUD looks sorta distracting with the blue holo thingy on it.
Questions:
Are you only tweaking the game graphically?
You said the some stuff are env-mapped, what does that mean?
Is it possible for each weapon to have a different corssshair?
Are you able to have different HUDs depending on soldier class?
You could tweak the env map so that is would make reflections. You'd just have to make it the right way. I'll see if I can make a rifle with a scope that is reflective as part of this.Caleb1117 wrote:ENV, or environment mapping, makes the affected mesh reflective, like the Sith troopers in my map, though it tends to come off more shiny then reflective.
