Page 2 of 4
Re: Field Assault
Posted: Fri Jun 15, 2012 8:25 am
by Bob
ARCTroopaNate wrote:Also the CIS has 6 units ATM while the Republic has 8
I'd say Keller can go as hero class. That would make 7 classes vs 6.
As 7th class for the droids, how about SKDs? Slower than stock but with bigger health and a more powerfull blaster than the B1's blaster rifle. Could make up for the Rep's Gunner.
Re: Field Assault
Posted: Fri Jun 15, 2012 8:41 am
by THEWULFMAN
Spartan, can you do me a big favor? Can you please stop making your images link to themselves? Three reasons.
1) The links are broken.
2) It doesn't make a lot of sense why you'd want to do it in the first place.
3) When I click my middle mouse button to scroll down the page it opens up the (nonfunctional) link. Which is annoying, as it prevents me from scrolling down the way I normally do when looking at images, and it's opening up broken links.
Thank you very much in advance.
In regards to your sides, I would really like to see some new CIS skins. We've seen a hundred thousand different clone skins, with only like, a couple dozen CIS skin variations. Be imaginative, create your own unique CIS skins. Right now I see a bunch of stock CIS skins, maybe a new one here or there. They don't
feel new, at least.
You can have a lot of fun, making new CIS skins. I'm speaking from experiance.
P.S. I'm not trying to distract people from your work, I just wanted to show you examples.
Re: Field Assault
Posted: Fri Jun 15, 2012 3:43 pm
by SpartanA259
Ok so here is the new layout for the anti-Armor and officer units.
Officer gets a sub-machine gun and pistol
Anti-Armor gets a blaster rifle and a rocket launcher
The Republics light infantry soldier is now a close quarters unit
@Bob Im probably not going to have a hero for the Republic and what are SKDs?
@ARCTroopaNate both sides are still a work in progress
For the CIS if anyone can give me any ideas that would be great because all I have right now are B1 droids in snow camo armor and a their mando leader in silver/white armor.
Re: Field Assault
Posted: Fri Jun 15, 2012 3:45 pm
by ARCTroopaNate
SKDs are Super Battle Droids but In Germany the acronym is different. I agree, Supers would make an excellent CIS unit.
Re: Field Assault
Posted: Fri Jun 15, 2012 3:52 pm
by willinator
Maybe some form of Mercenary, for example a human, trandoshan, gran, or aqualish?
Re: Field Assault
Posted: Fri Jun 15, 2012 4:00 pm
by Bob
ARCTroopaNate wrote:SKDs are Super Battle Droids but In Germany the acronym is different.
Yep, sorry about that. Currently explaining stuff in german screws my languages up, SKDs are SBDs.
Re: Field Assault
Posted: Fri Jun 15, 2012 4:09 pm
by Marth8880
I'm guessing it's Super Kriegesdroiden or something along those lines.
Re: Field Assault
Posted: Fri Jun 15, 2012 4:27 pm
by Bob
Super Kampfdroiden, even though Kriegsdroiden would sound cooler.
Re: Field Assault
Posted: Fri Jun 15, 2012 5:23 pm
by Marth8880
Ah, right.

Re: Field Assault
Posted: Wed Jun 20, 2012 5:00 pm
by SpartanA259
Alright another small sides update!
I added two new units to the seps side:
First we have the Mandalorian
(Not Deathwatch just a hired Mando Mercenary)
Weapons: Mandalorian Blaster Rifle, Mandalorian Blaster Pistol, Thermal Dets, Flamthrower, Wrist Rockets.
Second we have an Aqualish
(Very odd being)
Weapons: A259 Blaster Rifle, DL-18 Blaster Pistol, Thermal Dets
Soon to come are SBDs and better droid skins.
Re: Field Assault
Posted: Wed Jun 20, 2012 6:35 pm
by ARCTroopaNate
Looking good, though I suggest you add some stuff to the Mandalorian's armor, make it more customized, perhaps add some symbols or something.

Re: Field Assault
Posted: Thu Jun 21, 2012 1:20 pm
by kinetosimpetus
I suggest desaturating the Aqualish's head a little.
Re: Field Assault
Posted: Thu Jun 21, 2012 4:00 pm
by Marth8880
kinetosimpetus wrote:I suggest desaturating the Aqualish's head a little.
This.
You should really create some lighting (at least a global directional light that casts specular and shadows). Also, adding this to your map's .fx file will make it look even better

:
Code: Select all
Effect("HDR")
{
Enable(1);
DownSizeFactor(0.25); // what fraction of the back buffer to use when bloom (smaller means
// better framerate - don't go below 0.25)
NumBloomPasses(5) // the number of blur passes; higher numbers means bigger blooms
// and is more costly
MaxTotalWeight(1.2) // the amount to over-brighten the glow areas
GlowThreshold(0.5) // value at which a pixel is considered to be blooming; lower values
// mean more pixels will be blooming
GlowFactor(0.5) a factor used to dim the overall appearance of the bloom (probably
// better to use less bloom passes or less total weight)
}
Effect("MotionBlur")
{
Enable(1);
}
Effect("ScopeBlur")
{
Enable(1);
}
Effect("Blur")
{
Enable(1);
Mode(1)
ConstantBlend(0.3)
DownSizeFactor(0.25)
}
Re: Field Assault
Posted: Thu Jun 21, 2012 10:17 pm
by SpartanA259
Ok how does the head look now?
Does the lighting look ok?
(Im going to be adding shadows soon I promise or Ill atleast try my best to do so)
Re: Field Assault
Posted: Thu Jun 21, 2012 10:34 pm
by yuke5
Head looks great! I'm glad you're working on the lighting. It'll really enhance the map's atmosphere.
Re: Field Assault
Posted: Thu Jun 21, 2012 11:02 pm
by kinetosimpetus
The head looks much better now.

Re: Field Assault
Posted: Thu Jun 21, 2012 11:47 pm
by SpartanA259
Thanks.
Ok here is my attempt at shadows and a directional light.
Good? Bad? Too bright? Not bright enough? Doesn't look right?
As you can see only a handful of objects have shadows. None of the objects on the beach other than the med-droid have shadows. Im unsure how to add shadows to these objects but im going to research and dig a little more for answers to this problem.
Originally I planned to have this map take place at night but I might change that now.
Re: Field Assault
Posted: Fri Jun 22, 2012 12:12 am
by THEWULFMAN
Since no screenshot of the sun this light is coming from was provided, I have a somewhat hard time determining if it is too bright or not. I noticed it looked pretty overcast, which would allow a lot of light through. However, there is no way possible the little amount of clouds in the sky could produce so much snow. Either add more clouds or remove the snow. Thank you.
As for the directional light, make sure you have specular enabled on it. The setting is changed in ZE.
Re: Field Assault
Posted: Fri Jun 22, 2012 12:50 am
by SpartanA259
Technically I had no clouds on the map before...
So here are some Clouds.
Re: Field Assault
Posted: Fri Jun 22, 2012 4:09 am
by lucasfart
If your map is supposed to be night based, it's probably a bit unrealistically bright. If it's set in the day, that's probably fine, although it might look cool to have it pretty dark.
@ Marth - Don't HDR and blur conflict?