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Re: WIP: Rhen Var: Fortress
Posted: Sun Jan 06, 2008 7:15 am
by Taivyx
Is it just me, or have those textures gotten a lot better?
Maybe it's some great outdoor lighting........
Whatever method, all those stock assets look so much more high-quality than they really are.
If you want, I can model random stuff. I've gotten a lot better since my last non-canonical attempt (the mouth-gun thingy).
Re: WIP: Rhen Var: Fortress
Posted: Sun Jan 06, 2008 11:52 am
by Eggman
The screens are looking very nice, and I like your ideas for the modes. While I agree that it does look a little empty as far as units go, you're right when you say the game has its limitations, so what you're doing with having different modes focus on different parts of the map should work out well to counterbalance those limitations.
Re: WIP: Rhen Var: Fortress
Posted: Sun Jan 06, 2008 5:30 pm
by RepSharpshooter
Taivyx wrote:
Is it just me, or have those textures gotten a lot better?
Maybe it's some great outdoor lighting........
Whatever method, all those stock assets look so much more high-quality than they really are.
If you want, I can model random stuff. I've gotten a lot better since my last non-canonical attempt (the mouth-gun thingy).
Thanks, and you can export them on your new CAR!!! [/Price is Right] No, your new Mesh Exporter!!
WOOT

(MshEx-ported)
For more:
Note this is JK514's skin, I just used it to test adding override textures a while back.
This weapon model and a few others will make up the new side which will go into the new modes. Hopefully I'll get a new unit ingame as well.
This is going to be a semi-auto shotgun which will fire the Flechette ords.
Re: WIP: Rhen Var: Fortress
Posted: Sun Jan 06, 2008 5:36 pm
by FOOLIS
Sweet Gun

Re: WIP: Rhen Var: Fortress
Posted: Sun Jan 06, 2008 8:30 pm
by Taivyx
RepSharpshooter wrote:Taivyx wrote:
Is it just me, or have those textures gotten a lot better?
Maybe it's some great outdoor lighting........
Whatever method, all those stock assets look so much more high-quality than they really are.
If you want, I can model random stuff. I've gotten a lot better since my last non-canonical attempt (the mouth-gun thingy).
Thanks, and you can export them on your new CAR!!! [/Price is Right] No, your new Mesh Exporter!!
Dude!
Although I'm kind of confused with what you mean by the method of UV Mapping you have to use.
Re: WIP: Rhen Var: Fortress
Posted: Sun Jan 06, 2008 11:55 pm
by Maveritchell
You look like you're missing some polygon faces on the back of that gun.
Re: WIP: Rhen Var: Fortress
Posted: Mon Jan 07, 2008 12:42 am
by RevanSithLord
Maybe it's cause the camera is glitching through the back of the weapon?
Re: WIP: Rhen Var: Fortress
Posted: Mon Jan 07, 2008 11:53 am
by Caleb1117
RevanSithLord wrote:Maybe it's cause the camera is glitching through the back of the weapon?
Possably, that does happen.
Re: WIP: Rhen Var: Fortress
Posted: Mon Jan 07, 2008 5:55 pm
by RepSharpshooter
RevanSithLord wrote:Maybe it's cause the camera is glitching through the back of the weapon?
That is what's happening.
Re: WIP: Rhen Var: Fortress
Posted: Sun Feb 17, 2008 10:18 pm
by RepSharpshooter
I better bump this before it falls into the dark depths of gametoast...
But I have resumed work on it. I've modeled a new weapon:
I already exported it and put it ingame, it looks great, if I may say so. It's for the deathmatch mode I added today (thanks to zerted's release). The DM mode will have a republic commando with various other people, hence the ACP array gun. I hope to make a repeater from Republic commando as well. Then I will also try to include a custom unit with my custom weapons.
Campaign mode is iffy (probably a NOT)
The whole map is near completion. I just need to scrub it up and add details. Most of the work now is in the sides.
The KOTOR mode is a little crappy with everyone having swords. I'll have to get rid of the swords (or most of them). You just die way too fast.
Re: WIP: Rhen Var: Fortress
Posted: Sun Feb 17, 2008 10:24 pm
by Maveritchell
Reduce damage and eliminate the knockback on the swords. Without that melee units aren't viable as anything other than heroes.
Re: WIP: Rhen Var: Fortress
Posted: Sun Feb 17, 2008 10:37 pm
by RepSharpshooter
How is that possible?
Lighsaber odf
Code: Select all
[WeaponClass]
ClassLabel = "melee"
[Properties]
HUDTag = "hud_lightsaber"
RoundsPerClip = "0"
ReloadTime = "0.0"
LockOnRange = "60.0"
LockTime = "0.4"
AutoAimSize = "1.0"
MinRange = "0"
OptimalRange = "2.0"
MaxRange = "4"
HitEffect = "com_sfx_sabrehit"
AddHitEffect = "com_sfx_bif" // hooya
AddHitEffect = "com_sfx_zap"
AddHitEffect = "com_sfx_blammo"
AddHitEffect = "com_sfx_pow"
HitSound = "imp_weap_lightsabre_hit"
DeflectEffect = "com_sfx_sabredeflect"
DeflectSound = "imp_weap_lightsabre_deflect"
OnSound = "com_inf_saber_ambient"
TurnOnSound = "com_inf_saber_on"
TurnOffSound = "com_inf_saber_off"
MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"
AutoTurnScreenDist = 0.05
AutoPitchScreenDist = 0.2
ShieldScale = "5.0"
HealthScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
ArmorScale = "1.0"
VehicleScale = "1.0"
BuildingScale = "1.0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
I've tried the scales, and it appeared to have no effect. Maybe I did it wrong.
Re: WIP: Rhen Var: Fortress
Posted: Sun Feb 17, 2008 10:44 pm
by Maveritchell
You need to edit the weapon's .combo file, and not the .odf. I made a infantry melee .combo (which does lower damage, no knockback, and no blaster deflection). It's not tough to make but if you want a template or just want to save yourself some time I could send it to you.
Re: WIP: Rhen Var: Fortress
Posted: Sun Feb 17, 2008 11:21 pm
by Fluffy_the_ic
Looka great, Rep
Re: WIP: Rhen Var: Fortress
Posted: Mon Feb 18, 2008 1:09 am
by woner11
I can't wait for release!!! This looks so

Re: WIP: Rhen Var: Fortress
Posted: Mon Feb 18, 2008 5:51 am
by The_Emperor

nice slugthrower
Re: WIP: Rhen Var: Fortress
Posted: Mon Feb 18, 2008 7:47 am
by Silas
Maveritchell wrote:You need to edit the weapon's .combo file, and not the .odf. I made a infantry melee .combo (which does lower damage, no knockback, and no blaster deflection). It's not tough to make but if you want a template or just want to save yourself some time I could send it to you.
could you upload that to filefront or something? i realized that the map im making could use much less powerful lightsabers, vibroswords, etc.
Re: WIP: Rhen Var: Fortress
Posted: Mon Feb 18, 2008 11:03 am
by Maveritchell
Silas wrote:could you upload that to filefront or something? i realized that the map im making could use much less powerful lightsabers, vibroswords, etc.
I'll do one better (it's in .zip format only because it has to be to be uploaded) and upload it to this page. It uses the standard human sabre animations, so you don't need to call an animationset in the .odf.
Re: WIP: Rhen Var: Fortress
Posted: Mon Feb 18, 2008 9:05 pm
by RepSharpshooter
@The_Emperor Thanks!
@Maveritchell Wow, thanks for that! I'll have to grab it tomorrow and try it out, this'll sure balance it out.
Update: got a new weapon for the Trandoshan for the Death Match Mode:
ACP Repeater
Re: WIP: Rhen Var: Fortress
Posted: Mon Feb 18, 2008 9:11 pm
by NullCommando
Whoah Rep awesome!

I loved that weapon in Republic Commando!