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1 - Naboo: Conquest Beta_v4

Posted: Sat Dec 30, 2006 2:43 am
by PvtParts
[Preface] Chapter I: Part I
Naboo: Conquest

Our forces have arrived planetside and are deploying en masse. Our first target is the small city of Kaadara, expect little resistance. However, the ultimate objective remains Theed - conservation of resources is crucial

--

Alright, so this has been pretty much unheard-of. Its a large scale map with urban, forest/wetland, and aerial combat.

A few notes before I go on, this is, and will remain a beta, until I can resolve a few issues. I'm lacking/still waiting for a few models which will make up the entirety of the Royal Guard's arsenal (I just gave them Rekubots nice DH-17), and am having a few issues pertaining to textures, though you may not notice the latter. Aside from that, the only issue is buggy building collomotry. I can't do nothing about it for the player (ai pretty much stays away from buildings)...I suggest either flying really high, really low, or outside the city altogether.

So, please take that into account. I really have been wanting to release some maps because I am dying to see what other people think of them, but due to the fact that I myself lack the ability to model, many of my maps aren't up to par with my standards.

Also, before anything else, I'd like to thank Rekubot. He's really helped me out a lot, from beta testing to modelling, my maps really would be a lot different, for the worse, if not for his help.

...With that said, heres some screens:
(Album)

http://i65.photobucket.com/albums/h229/ ... /nad14.jpg
http://i65.photobucket.com/albums/h229/ ... I/nad1.jpg
http://i65.photobucket.com/albums/h229/ ... /nad15.jpg
http://i65.photobucket.com/albums/h229/ ... /nad13.jpg
http://i65.photobucket.com/albums/h229/ ... /nad18.jpg
http://i65.photobucket.com/albums/h229/ ... /nad20.jpg
http://i65.photobucket.com/albums/h229/ ... /nad19.jpg
http://i65.photobucket.com/albums/h229/ ... I/nad4.jpg
http://i65.photobucket.com/albums/h229/ ... /nad17.jpg

...A brief description (map screen and loading/briefing screen will tell a lot with my maps)...

[Preface] Battle of Naboo
The Trade Federation has landed on Naboo. Unleashing its massive armada upon an unsuspecting people, the beautiful city of Kaadara is now an unimportant obstacle.

...and a link:

Naboo: Conquest

...and finally, credits (universal list - that way I don't forget anyone, so not everything mentioned is in this map):
  • Credit goes to (Alphabetized):

    - Big-Rich (actual name?) - Help with Fambaa's and their shields
    - Dragon93 - Numerous skins including grapple droid and a number of clone legions
    - Ipodzanyman - Blur and sun fx help
    - Lord Bandu - A whole ton of movie-accurate sounds, and a number of models (palm tree, etc)
    - Majin Revan - Much help, files/resources (including ATTE, AAT, SBD, and of course some real sounds), e5s sniper odf assistance (provided his odf which I modified minorly to fit my health ratio, along with standardizing it relatively to my other weapons), and being a source of inspiration for own creations
    - MasterSaitek009 - Base odf setup for Force Freeze/Heal, Madclaw Wookiee framework, along with a number of other units
    - Maveritchell - Help with lightning effects
    - minilogoguy18 - Star Viper and N-1
    - NeVaR - DC-15S Blaster Carbine
    - Penguin - Technical help, and being a source of inspiration for own creations
    - Psych0fred - N-1 sounds, N-1 cockpit model, framework for N-1 weapons odf's, much help with sound, and a number of other models (flash speeder etc)
    - Qdin - DC-17m Weapons, Command/Sec/Pilot droid, numerous models
    - Rekubot - DH-17 Blaster Pistol Model, Gungan Booma Models, and Beta Testing, along with many other models!!!
    - RevanSithLord - Beta Testing
    - Saturn_V for making a staff (Gungan Electropole)
    - Teancum - Much help, and getting things going (kaadu..commando)
    - (my little brother) Teige - helping me test the maps and finding a number of bugs, including some floating rocks on Geonosis: Engagement
    - t551 - Gungan Energy Shield, few other models
    - Vyse - Help with skinning (provided a reference file), and work on clone commando
    - Wide_Boy - A number of models (bunkers/silo/wall/crates)
    - ]v[ - Numerous Units, including a scaled dark trooper and twiliek spy. Also gave me the framework and refreshed my memory, bringing the lightsaber wielding trooper from Ep V's concept art back to my attention
    - -_- (face) - Force Wave Power Framework (released with lost and found files, along with custom sabercolors)
    - 00M-9 - DC-15S Blaster Carbine, Command/Sec/Pilot droid
[/list]

If I did somehow manage to forget you, lemme know!


Oh, and I almost forgot - to really get an idea for the map, I'd do some exploring. This map is very 'pretty'; not to mention vast..and outside the city walls you won't have to worry so much about getting attacked (unless you run into the overly-protective gungans). Theres a lot of really neat looking angles and views, not to mention the fact that the city isn't secured until you capture all known enemy positions - meaning the Fambaa Breeding Grounds and Naboo Security Force Headquarters aren't outta the game.

Hope you all enjoy, and lemme know what you think,

Parts

RE: Naboo: Conquest Beta_v4

Posted: Sat Dec 30, 2006 2:46 am
by Food_Eater
Looks great! Dowling now!

RE: Naboo: Conquest Beta_v4

Posted: Sat Dec 30, 2006 2:51 am
by PvtParts
Hahaha I wish I knew what dowling was..

I can't talk though...read the third sentence of first real paragraph (which starts 11 lines down)...collometry?

I think I was trying to say geometry, and collision, at the same time.

RE: Naboo: Conquest Beta_v4

Posted: Sat Dec 30, 2006 2:58 am
by Food_Eater
No, I kinda said "Dowling" on purpose. I like the way it sounds. Collometry sounds better though.

Anyway, installing now...

RE: Naboo: Conquest Beta_v4

Posted: Sat Dec 30, 2006 3:22 am
by arty
WOW this looks sweet downloading now! (Or as food-eater says: Dowling Now!)

Re: Naboo: Conquest Beta_v4

Posted: Sat Dec 30, 2006 4:06 am
by AceMastermind
PvtParts wrote:Aside from that, the only issue is buggy building collomotry. I can't do nothing about it for the player (ai pretty much stays away from buildings)...I suggest either flying really high, really low, or outside the city altogether.
Which buildings are you having trouble with regarding collision?
As I was browsing through the Naboo world assets, I noticed that many of the buildings have a "msh.option" file containing either "-nocollision" or "-donotmergecollision", you may try messing around with these files to get the results you desire.

RE: Re: Naboo: Conquest Beta_v4

Posted: Sat Dec 30, 2006 5:31 am
by Penguin
- Penguin - Technical help, and being a source of inspiration for own creations
i'm a what now?

PS: sorry bout the model, still need to send it >.< I'm just feeling really lazy at the moment

RE: Re: Naboo: Conquest Beta_v4

Posted: Sat Dec 30, 2006 7:51 am
by Rekubot
Awesome. I'm having a lot of trouble with the S-5 heavy blaster pistol because everytime I texture it the handle and barrel remain black. Seeing as you've released this now I'll get to work on fixing it right away.

There must be a reason why I hate the default Yavin sky, and I reckon it's because the bottom of the sky is always black. Could you use a different sky and then try and make that into a sunset? It might take a lot of effort, but it looks really ugly when flying. Maybe you've already fixed this, I dunno, I'm downloading this version now.

Also, that extra LVL file you sent me still caused the map to crash about halfway through. I'll see if this version's any different.

Thanks for the awesome maps!

Posted: Sat Dec 30, 2006 8:24 am
by Blueline
Nice work! I will be play the map now ^^ :D

Posted: Sat Dec 30, 2006 9:48 am
by Dragon93
ֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱ
You used my skins?, cool, downloading now.
The map looks really good, i like the idea.
ֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱ
- Dragon93

Posted: Sat Dec 30, 2006 11:10 am
by Rekubot
Ugh, now I'm crashing about two minutes in :D. Although I did discover that turning shadows off seriously reduces lag on that map, and it still looks good.

<Sigh> I have to retexture the S-5 again...

Posted: Sat Dec 30, 2006 11:44 am
by Ipodzanyman
Nice Job! as you can see lighting fx can really change the mood of the map... :wink:

Posted: Sat Dec 30, 2006 12:17 pm
by Tuskenjedi
Man, all these good maps are coming out right when I'm without my CD...

That looks so great pvtparts, and If you want to know what I think of your map, I'll give it an excellent!

P.S. I think I like collometry better than collision-geometry :P

Posted: Sat Dec 30, 2006 12:23 pm
by Guest
Dling! Very nice map... :)

Posted: Sat Dec 30, 2006 12:54 pm
by Aksel3
Awesome map! Definitely one of the best I've ever played. However, every time I enter the N-1 Starfighter the game CTD after a few seconds.

Posted: Sat Dec 30, 2006 1:54 pm
by PvtParts
Thats really weird - all this crashing. Anybody who got a crash/lockup or anything, if your willing, pm me your BF2Log...I'll take a look at the errors and see if its anything I know how to fix.

I'm 99.9% sure it has nothing to do with sound - because though I am calling for 2 levels out of my mod directory (as opposed to 1 in mod directory and 1 default, or simply either of the two), they seem to work glitchlessly with my computer.

I have a feeling this could be a computer issue. Since the map has a lot of water, try turning lighting quality to low, and turning light bloom off...think Operation: Ferret Master by Archer01..

And Ace, its not that they lack collision, its that its...in the wrong place. The collision seems to be floating from the bottom to above the building, which as you can understand - manuvering through invisible buildings can be somewhat difficult. The only hint is when the AI swerve to avoid them, or if you shoot your gun and it 'expires' on the invisible collomotry.

Oh, and about the credits:

I figure since I have a lot of projects going on at once, and a lot of them using different things, I'll just make a universal list, and attach it to every release. So, I may not have used everything on that list in this map, but I have used/plan to use everything on that list at one point or another.

So like yeah Penguin you had given me some help at one point or another, and I remember getting some general ideas from you...such as putting the rep pistol on rifle anims from your Geonosis map (though I now use 00M-9's model). And yep Dragon93 - in my Downloaded Assets folder (for BF2) I have about 4 zips full of skins you did, clone legions I believe - I'll probably be using them sooner or later (more likely later when I get to Episode 3 maps)

But yeah sorry about the crashing, like I said just send me a log and I'll see if theres anything I can do..but definatly try turning lighting settings to low (including bloom).

Posted: Sat Dec 30, 2006 2:03 pm
by Elmo
Nice lighting :wink: The problem with the N1, is that the ship, doesn't come with certain files... you need to put those files in the ODF folder...

i don't know if it works for pvt parts... but if you want look here:

http://www.gametoast.com/index.php?name ... pic&t=8209 that'l tell you now to stop the crashing. The map looks awesome..

Posted: Sat Dec 30, 2006 2:09 pm
by PvtParts
Oh yeah, I know about that Elmo. See, psychofred actually made an N-1, which I originally planned to use. His N-1 is where I got the sounds and basic template for the N-1's weapons. I took mini's model and put it on psycho's sounds and my modified versions of his odfs to get it how it is now..so I dont think the problem lies with the N-1..though perhaps it does.

I'm curious to see peoples BF2logs...

Posted: Sat Dec 30, 2006 2:46 pm
by cloneknight
cool. this will be the first time i will be able to use the N1 starfighter. really nice idea.

Posted: Sat Dec 30, 2006 2:46 pm
by Elmo
PvtParts wrote:Oh yeah, I know about that Elmo. See, psychofred actually made an N-1, which I originally planned to use. His N-1 is where I got the sounds and basic template for the N-1's weapons. I took mini's model and put it on psycho's sounds and my modified versions of his odfs to get it how it is now..so I dont think the problem lies with the N-1..though perhaps it does.

I'm curious to see peoples BF2logs...
ahh ok