Hi every one!
I am new to modding and this one of my first maps that i am plannig to release. The map uses the Rhen Var assets and will be for the clone wars only (this is because I cant figure out how to place objects for only one era (if that makes sence)) It will feature a small cave, a flying Venator-5, A broken Town wall, a small town and some more.
EDIT: Pics are here
Hidden/Spoiler:
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EDIT2: Description of the map (and the planet)
Planets description:
Sylox III was once a lush and green planet frozen by volcanos becoming inactive and Nature disasters.
Map description:
The small town of Beruca (that was the name of the jedi master who founded the town) was discovered to be a CIS outpost during the clone wars and was to be raided by the elite 500th legion of clone troopers. The caves make good hiding spots for units who don't wont to be found. The town gate is a good place for mines and not good for group attacks. the small bunker between the wall and the long Hall is a good checkpoint for sneak attacks.
UPDATE: I tested the map (its in beta stage) and it crashes to the desktop when the game should start!
(can some one tell me how to get the bf2log?)
Re: Sylox III: Town
Posted: Sun May 31, 2009 7:56 am
by YaNkFaN
(this is because I cant figure out how to place objects for only one era (if that makes sence))
you can't unless you load them through sides which can get extremely messy. However you can remove the GCW era from your map I believe there is a tutorial in the everything you need to know thread and yea pics would be nice
Re: Sylox III: Town
Posted: Sun May 31, 2009 8:42 am
by Commander_Fett
actualy, with some LUA scripting, you can make it so that the Venator only shows up in one era. In the LUAs that are not going to have the Venator, add the line
(this is because I cant figure out how to place objects for only one era (if that makes sence))
you can't unless you load them through sides which can get extremely messy. However you can remove the GCW era from your map I believe there is a tutorial in the everything you need to know thread and yea pics would be nice
Take a look at how they did it for Dagobah. It's really easy to just set up a two different layers, one for CW and one for GCW.
Re: Sylox III: Town
Posted: Sun May 31, 2009 9:04 am
by YaNkFaN
you can load different layers for different eras even in the same mode i guess i kinda knew that but i just figured it'd be easier since he doesn't want a gcw era or at least that's what i got from his post
Re: Sylox III: Town
Posted: Sun May 31, 2009 9:17 am
by Commander_Fett
Well, I think he just didn't want a Venator flying around in GCW.
Re: Sylox III: Town
Posted: Sun May 31, 2009 11:01 am
by MileHighGuy
is this at least 50% done?
Re: Sylox III: Town
Posted: Sun May 31, 2009 12:31 pm
by Fiodis
You'd need screenshots to be sure, that's why that rule's there, I suppose....
Re: Sylox III: Town
Posted: Sun May 31, 2009 2:05 pm
by Commander_Spike
You can trust me when I say it's about 80 - 90% done. (I'll take pics in a min)
Re: Sylox III: Town
Posted: Sun May 31, 2009 2:06 pm
by obiboba3po
Commander_Spike wrote:You can trust me when I say it's about 80 - 90% done. (I'll take pics in a min)
they have i think a week anyways to prove its a wip with pics and because he said he has pictures i don't really see a problem.
Re: Sylox III: Town
Posted: Sun May 31, 2009 2:14 pm
by Fiodis
Well, saying things and actually posting things are two different...things, but I don't want to seem like Mod Junior so I'll cut it.
I can't post too many map-related comments with only a short paragraph of description to go on, but....nah, I can't think of any comment to post until I see the graphics.
Re: Sylox III: Town
Posted: Sun May 31, 2009 9:54 pm
by B-1Burt
Ahhh, first maps fun times... fun times... Any way there are a few tweaks that this map would benefit from. My Diagnosis.(Not that there is anything wrong just what would make it better)
Too flat, it looks like the raise tool was hardly touched, except on the wall. This is important when making a map, and objects don't help this all that much. Add some variation in the heights, espially on the edges.
Too barren, this is a ruined town right? Well then add some ruins, small debris on the ground, chunks of building ect. Give us something to hide behind.
Too(maybe) Yavin 4 sky, I don't know if you've ever munged a world then played it but, the Yavin 4 sky is the default. And if you don't change it you'll catch flack from everybody.
Too not snowing, add some falling snow dude. It looks great, and adds that much more to the atmosphere of the map.
With the limited pics. here I can't say much more. Just make sure to be open to critisim, seeing as you're new and all you're likely to make some mistakes. But we all do, and we're just trying to help you progress and become better. You're on your way to being an all star modder.
Re: Sylox III: Town
Posted: Wed Jun 03, 2009 1:37 pm
by Commander_Spike
@B-1
Thanks for the tips! you seem to forget that its 80 - 90% done.
Too flat, it looks like the raise tool was hardly touched, except on the wall. This is important when making a map, and objects don't help this all that much. Add some variation in the heights, espially on the edges.
as said 80 - 90% done ( I havent toucht the tool yet)
Too(maybe) Yavin 4 sky, I don't know if you've ever munged a world then played it but, the Yavin 4 sky is the default. And if you don't change it you'll catch flack from everybody.
This isen't my first map, I know about the Yavin 4 sky (Hate it!)
Too not snowing, add some falling snow dude. It looks great, and adds that much more to the atmosphere of the map.
I would do that if I knew how (don't bother saying it is not my friend)
You're on your way to being an all star modder.
Thanks!
EDIT
sorry for a double post but I waited long enught to tell you that I have munged the map, started SWBF2 and the next thing i know is that I start the map and crashes to the desktop after it came to the last loading "Dot" . Can someone tell me how to get the BF2log?
Re: Sylox III: Town
Posted: Wed Jun 03, 2009 1:45 pm
by 501st_commander
The FAQ / Everything You Need Thread Version 2.0 wrote:
Answer - Copy the BF2_modtools.exe from the main BF2_modtools folder and paste it in the same folder as your battlefront2.exe, usually:
\LucasArts\Star Wars Battlefront II\GameData
then you can launch BF2_modtools.exe and play your map to get a BFront2.log located in that same folder.
Note to Vista users:
If you can't find your BFront2.log it may be saved to this location:
C:\Users\<username>\AppData\Local\VirtualStore\Program Files\LucasArts\Star Wars Battlefront II\GameData
Re: Sylox III: Town
Posted: Wed Jun 03, 2009 2:25 pm
by Commander_Spike
oh, thanks... (Help! another useless post )
EDIT:
Now it say: please insert disk 1. (Mods just dont get worse, do they?)
Re: Sylox III: Town
Posted: Tue Jun 09, 2009 11:17 am
by Commander_Spike
Hidden/Spoiler:
[quote]Ahhh, first maps fun times... fun times... Any way there are a few tweaks that this map would benefit from. My Diagnosis.(Not that there is anything wrong just what would make it better)
Too flat, it looks like the raise tool was hardly touched, except on the wall. This is important when making a map, and objects don't help this all that much. Add some variation in the heights, espially on the edges.
Too barren, this is a ruined town right? Well then add some ruins, small debris on the ground, chunks of building ect. Give us something to hide behind.
Too(maybe) Yavin 4 sky, I don't know if you've ever munged a world then played it but, the Yavin 4 sky is the default. And if you don't change it you'll catch flack from everybody.
Too not snowing, add some falling snow dude. It looks great, and adds that much more to the atmosphere of the map.[/quote]
Well I took advice 1, 2 and 3 (still need to know how to do 4) and the map looks 3 or 4 times cooler! so thanks B-1!
Re: Sylox III: Town
Posted: Tue Jun 09, 2009 12:13 pm
by 501st_commander
Commander_Spike wrote:
Now it say: please insert disk 1. (Mods just dont get worse, do they?)
put your bf2 play disk in (disk 1) and yes the can get worse, sometimes to the point of starting over.
Re: Sylox III: Town
Posted: Tue Jun 09, 2009 12:26 pm
by Commander_Fett
If you have the DVD version of the game, download the dvd version of the bf2_modtools.exe and put it in gamedata.
Re: Sylox III: Town
Posted: Tue Jun 09, 2009 1:40 pm
by sampip
B-1Burt wrote:
Too not snowing, add some falling snow dude. It looks great, and adds that much more to the atmosphere of the map.
for snow, copy the hoth1.fx file from the HOT\world1 folder in assets into your own world1 folder and rename it to ***.fx (*** being the three letter name of your map).
nice looking map btw!
Re: Sylox III: Town
Posted: Wed Jun 10, 2009 10:59 am
by Commander_Spike
If you have the DVD version of the game, download the dvd version of the bf2_modtools.exe and put it in gamedata.
thanks it works now. And grate news every body! The map works!!!!!!!!!!!!