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Re: Adairea
Posted: Sat Nov 19, 2011 4:03 pm
by modmaster13
EraOfDesann wrote:Love it. I would mix up some of the terrain textures, however.
What do you suggest I do?
Marth8880 wrote:Add me on Xfire.
I don't have an Xfire.
AQT wrote:THEWULFMAN wrote:I have to say, this looks like the best map you've done so far. Keep it up, I'll be keeping an eye on it.
I absolutely agree with this. You're really starting to live up to your name.

Wow thanks!
UPDATE
Let me know what you think of this next picture!
Re: Adairea
Posted: Sat Nov 19, 2011 8:12 pm
by Marth8880
The sky change looks pretty good! Also, it looks like you have a nice little log going on over there for cover.

Re: Adairea
Posted: Sat Nov 19, 2011 9:07 pm
by ShadowWing
[/quote]
Hey, this looks good, and I see that you put in some nice props! Good placement here!
Re: Adairea
Posted: Sat Nov 19, 2011 11:04 pm
by EraOfDesann
modmaster13 wrote:What do you suggest I do?
Well, looking at this picture here:
I would find another rock texture to blend in with the rocky slopes so that it doesn't look so patterned.
It's just a nitpick, though.
Re: Adairea
Posted: Sun Nov 20, 2011 12:45 am
by THEWULFMAN
modmaster13 wrote:I don't have an Xfire.
Then I advise you acquire one. It's highly obtainable, and it is free of expense. It is one of the best methods of communications with your fellow modders. I implore you to get one.
Re: Adairea
Posted: Sun Nov 20, 2011 10:48 am
by modmaster13
EraOfDesann wrote:I would find another rock texture to blend in with the rocky slopes so that it doesn't look so patterned.
I get what your saying about the texture being patterned, but if I changed the texture, it will change the rock texture of the whole model. In my opinion, it looks fine up close:
I'll keep that in mind and give your idea some thought.
Re: Adairea
Posted: Mon Nov 21, 2011 7:00 am
by DarthD.U.C.K.
what do you mean with "the whole model"? if you mean that you use a texture from a rockmodel for the terrain, then put a copy if it in the world1 folder, rename it, modify it and change the texturename accordingly in ze.
Re: Adairea
Posted: Mon Nov 21, 2011 5:18 pm
by The Nasal Abyss
In that particular Geonosis asset the terrain is modeled into the mesh and uses only one texture, IIRC. Making it impossible to change the texture without chaging all of the rock surfaces on all of the models (without clever copy/pasting and hex editing, of course).
Re: Adairea
Posted: Mon Nov 21, 2011 5:32 pm
by THEWULFMAN
The Nasal Abyss wrote:(without clever copy/pasting and hex editing, of course).
Which is a breeze to do.
However, I think you guys have misunderstood Era. He meant the terrain texture, not the model texture.
EraOfDesann wrote:Love it. I would mix up some of the terrain textures, however.
Changing the terrain texture near the rocks is what he meant, not the other way around.
Re: Adairea
Posted: Wed Nov 23, 2011 1:46 pm
by modmaster13
I'm gonna leave the rock texture as is, because in my opinion, it looks fine.
UPDATE
I added some sky objects such as gunships, cruisers, etc. Here is a screenshot, let me know what you think!
Random screenshot:
Re: Adairea
Posted: Wed Nov 23, 2011 2:52 pm
by THEWULFMAN
Looks pretty good. Good pick on the sky. Grass looks good. Some rocks and fallen logs for cover would be nice, but I'm sure you'll get to that.

Re: Adairea
Posted: Wed Nov 23, 2011 3:42 pm
by Noobasaurus
Wonderful!

Re: Adairea
Posted: Wed Nov 23, 2011 7:15 pm
by ShadowWing
[/quote]
That looks nice. Will you be adding gunships/fighters that players can pilot, as well?
Re: Adairea
Posted: Wed Nov 23, 2011 7:18 pm
by Marth8880
Either that^ or auto-piloted Clone Gunships would be pretty cool to see!
Re: Adairea
Posted: Wed Nov 23, 2011 9:34 pm
by modmaster13
Marth8880 wrote:Either that^ or auto-piloted Clone Gunships would be pretty cool to see!
Good idea, but there are too many rocks and spires for the gunships to crash into. I'll keep that in mind though.

Re: Adairea
Posted: Wed Nov 23, 2011 9:37 pm
by Marth8880
^This is your very best friend in these situations. Also barriers. And flyer splines.
An alternative solution would be to make them into turrets and animate them using ZE.
Re: Adairea
Posted: Wed Nov 23, 2011 9:51 pm
by modmaster13
Marth8880 wrote:
^This is your very best friend in these situations. Also barriers. And flyer splines.
An alternative solution would be to make them into turrets and animate them using ZE.
True, very true.
Re: Adairea
Posted: Thu Nov 24, 2011 12:16 pm
by naru1305
wow, this map becomes better and batter, keep it up
but i think it would be good to add some objects to find cover

Re: Adairea
Posted: Thu Nov 24, 2011 10:16 pm
by modmaster13
naru1305 wrote:wow, this map becomes better and batter, keep it up
but i think it would be good to add some objects to find cover

Yes, cover is being worked on.
UPDATE
Here I added a landing craft to the spire hangar:
And here are some more random screenies from Galactic Civil War:
Here is a sneak-peak at 2-flag CTF:
UPDATE
Here I changed up the war room inside the hangar by
-Removing the red omni lighting
-Changed the war room table textures to a grey rock
Screenshot:
Critisism/Complements are always welcome! Let me know what you think!

Re: Adairea (UPDATED WAR ROOM)
Posted: Sun Nov 27, 2011 12:44 am
by yuke5
I like what you've done with the war room, you can't even tell it was a Geonosis prop. Excellent work!
Sidenote: