Rhen Var: Church (UPDATE)

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Who thinks I should convert this map to BF1?

I do!
6
43%
I don't!
8
57%
 
Total votes: 14
THEWULFMAN
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Re: Rhen Var: Church

Post by THEWULFMAN »

[Padawan]Helkaan wrote:There is a Starkiller skin in the BFX assets. About Rham Kota, there are many JK models you cen convert with permission, as far I know Delta-1035 made one a short time ago, but it was for WulfMan's TCW mod, so don't expect it to be released for now...

He did make one, but it wasnt for my TCW mod, lets get this clear. I found the model he used, and reskinned it and added the cape myself becuase he never responded to my pm request of me having it. If you want, pm me, I will make a TFU style Rahm Kota Skin, and you can have it. and btw, its just jango fetts body with a stock jedi head. I am trying to hex edit some armor to it to.

And you can find reverse saber anim in the BFX assets.
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Re: Rhen Var: Church (UPDATE #1)

Post by [Padawan]Helkaan »

@WulfMan: Ah, thanks for pointing this out. I found Delta's skin and your Kota model similiar.... That's why I did believe.
@modmaster: Wulfman is talking about MandeRek's kitbashed mando soldier. It's jango with a jedi head. If you're interested search in the help me find a asets topic, it was reuploaded few times ago.
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Re: Rhen Var: Church (UPDATE #1)

Post by modmaster13 »

Hey this is another update because I am working on another church entrance, I have no pics yet because it is zeroeditor. :cpu:

Do you guys want catacombs and a tomb? Let me know. :wink:
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Re: Rhen Var: Church (UPDATE #1)

Post by Anakin »

have you started with custom sides??
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Re: Rhen Var: Church (UPDATE #1)

Post by modmaster13 »

Anakin wrote:have you started with custom sides??
No, I am working on the map itself. :cpu:

Update #2:

Ok I added FragMe's terrain cutters so the catacombs will be underground:
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I spy with my little eye...a CP!
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Re: Rhen Var: Church (UPDATE #2)

Post by [Padawan]Helkaan »

Suggestion: You could reskin Sky's modular tunnels to fit with the Rhen Var snow sheme and put them in your map.
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Re: Rhen Var: Church (UPDATE #2)

Post by modmaster13 »

[Padawan]Helkaan wrote:Suggestion: You could reskin Sky's modular tunnels to fit with the Rhen Var snow sheme and put them in your map.
I'd rather stick with the tunnels instead of a cave, nice suggestion though. :thumbs:
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Re: Rhen Var: Church (UPDATE #2)

Post by THEWULFMAN »

I love the lighting :shock: :thumbs:
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Re: Rhen Var: Church (UPDATE #2)

Post by Firefang »

THEWULFMAN wrote:I love the lighting :shock: :thumbs:
I agree, the lightning is just great in this map. Keep it up!
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Re: Rhen Var: Church (UPDATE #2)

Post by Anakin »

[Padawan]Helkaan wrote:Suggestion: You could reskin Sky's modular tunnels to fit with the Rhen Var snow sheme and put them in your map.

ähm what's your problem with the texture?? i like it

:thumbs: :thumbs:
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Re: Rhen Var: Church (UPDATE #2)

Post by [Padawan]Helkaan »

The texture of Sky's tunnels is maron/red/orange/dusty. That's why.
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Re: Rhen Var: Church (UPDATE #2)

Post by Anakin »

oh i think i didn't know this tunnels
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Re: Rhen Var: Church (UPDATE #2)

Post by modmaster13 »

THEWULFMAN wrote:I love the lighting :shock: :thumbs:
Do you want this map in your mod? What percent of your mod is done?
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Re: Rhen Var: Church (UPDATE #2)

Post by THEWULFMAN »

modmaster13 wrote:
THEWULFMAN wrote:I love the lighting :shock: :thumbs:
Do you want this map in your mod? What percent of your mod is done?

If you want me to "plugin" the map to my mod I can do that. What percent? hm, I would say 85% :D

But my moddoesnt come with any new maps. Only the exspansion packs will.
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Re: Rhen Var: Church (UPDATE #2)

Post by modmaster13 »

Idk if I will be able to finish b4 you finish your mod, I mean if you like this map, you can defiantly use it. :bowdown:
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Re: Rhen Var: Church (UPDATE #2)

Post by THEWULFMAN »

Since the map isnt actually included in the mod itself, you still have to download it seperately, then all you need to do to have combatibilty, is just need to keep the number of cps the same. When the number of cps is fixated(decided upon), send me a beta, and your conquest lua script. Also if you can send me your spawn path names.
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Re: Rhen Var: Church (UPDATE #2)

Post by modmaster13 »

THEWULFMAN wrote:Since the map isnt actually included in the mod itself, you still have to download it seperately, then all you need to do to have combatibilty, is just need to keep the number of cps the same. When the number of cps is fixated(decided upon), send me a beta, and your conquest lua script. Also if you can send me your spawn path names.
Ah...compatibility...I forgot about that. I will defiantly do that once you finish your mod and when I finish this map. :wink:

Another Update:

Ok I started to extend the church more so there is a third entrance. But there is one problem, Before I made this WIP topic, I tried adding more objects and it froze at the loadscreen. Ik there are some limitations. If I wanted to add more objects, could I just make a new layer? Sorry if that is confusing. :?

Ok...should I convert this map to BF1? :cpu:
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Re: Rhen Var: Church (UPDATE #3)

Post by THEWULFMAN »

You can only load like 1036 objects or so in a match. Any more and you get da freeze. Solution? Remove some objects. :angel:
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Re: Rhen Var: Church (UPDATE #3)

Post by modmaster13 »

What if I make a new layer?
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Re: Rhen Var: Church (UPDATE #3)

Post by THEWULFMAN »

That deosnt matter.its how many objects areloaded altogether. If you have 2 layers, eac hwith 700 objects, abnd both are loaded for the match, it will crash. boom. :o
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