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Re: Battle of Teth (B'omarr Monastery)
Posted: Thu Mar 11, 2010 4:46 pm
by ForceMaster
Darth_Spiderpig wrote:What you could try is making it looks like she uses partially a twin bladeand partially two sabers.
Just combine the attacks of Aayla and Maul to get to that result, I will try it out myself tomorrow (bedtime soon >.<), if you don't wanna spend time on it too much, send you a vid and if you like it I could send you the anim, how's that?
Thanks dude! but each weapon (saber) works fine in first position of weapons, and i have an mix of the Aalya and Maul anims, the only problem is this, i can not change (scroll up/down) the weapons, although in the unit selec screen appears both weapons.
Re: Battle of Teth (B'omarr Monastery)
Posted: Thu Mar 11, 2010 9:14 pm
by skelltor
do u have a none melee wepon as the first wepon?
Re: Battle of Teth (B'omarr Monastery)
Posted: Thu Mar 11, 2010 9:17 pm
by ForceMaster
Code: Select all
WEAPONSECTION = 1
WeaponName1 = "cis_weap_ventress_twins_sabers"
WeaponAmmo1 = 0
WEAPONSECTION = 2
WeaponName2 = "cis_weap_ventress_double_sabers"
WeaponAmmo2 = 0
WEAPONSECTION = 3
WeaponName3 = "com_weap_inf_force_choke"
WeaponAmmo3 = 0
WeaponChannel3 = 1
this is the odf part.

Re: Battle of Teth (B'omarr Monastery)
Posted: Thu Mar 11, 2010 9:18 pm
by skelltor
u need a non melee wepon first to be able to swich
WEAPONSECTION = 1
WeaponName1 = "com_weap_inf_force_choke"
WeaponAmmo1 = 0
WEAPONSECTION = 2
WeaponName2 = "cis_weap_ventress_double_sabers"
WeaponAmmo2 = 0
WEAPONSECTION = 3
WeaponName3 = "cis_weap_ventress_twins_sabers"
WeaponAmmo3 = 0
WeaponChannel3 = 1
like that
Re: Battle of Teth (B'omarr Monastery)
Posted: Thu Mar 11, 2010 9:28 pm
by ForceMaster
it crash
Code: Select all
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\DisplaySoldier.cpp(349)
DisplaySoldier 'cis_hero_asajj' failed to find animmap asajj_
When I select these unit the game crash.
EDIT: I tried with other weapon, an pistol, IT WORKS!
Re: Battle of Teth (B'omarr Monastery)
Posted: Thu Mar 11, 2010 10:46 pm
by skelltor
thats really odd

Re: Battle of Teth (B'omarr Monastery)
Posted: Thu Mar 11, 2010 11:06 pm
by kinetosimpetus
is in the stock choke odf, if it is set to 0 does it still crash?
Re: Battle of Teth (B'omarr Monastery)
Posted: Fri Mar 12, 2010 12:19 pm
by Filipinio
new scrennies?
oh and glad you got it working!
Re: Battle of Teth (B'omarr Monastery)
Posted: Sun Mar 14, 2010 10:16 pm
by ForceMaster
Re: Battle of Teth (B'omarr Monastery)
Posted: Sun Mar 14, 2010 10:23 pm
by genaral_mitch
Wow, cool pics. BTW, have you got the day\night transition working yet?
Re: Battle of Teth (B'omarr Monastery)
Posted: Mon Mar 15, 2010 12:51 am
by lucasfart
Looks awesome forcemaster! the temple models look to be pretty good in terms of texturing and modelling. Whats with the sides of the hangar of the venator? they're all sloped right up.
Re: Battle of Teth (B'omarr Monastery)
Posted: Mon Mar 15, 2010 12:29 pm
by Filipinio
Nice pics, cant wait for more updates on the awsome map...

Re: Battle of Teth (B'omarr Monastery)
Posted: Mon Mar 15, 2010 4:50 pm
by ForceMaster
genaral_mitch wrote:Wow, cool pics. BTW, have you got the day\night transition working yet?
No, no yet
I explain: I have 4 different skies, "day", "sunset", "dusk" and "night", each with their respective light file. to start the game, before the first spawning is loaded sky "day", this by line
Code: Select all
ReadDataFile ( "dc: THT \ \ sky.lvl", "day")
, then I loaded another skys ussing timers to lapses time of 5 minutes. okay, where spawn the units are facing the opposite direction to the monastery, and the problem comes when I try to turn in that direction.
this only happens when using the line ReadDataFile(...) to load skys
Note: This works as long as I look to the monastery
I tried deletting objects but not work yet.
some ideas?
Re: Battle of Teth (B'omarr Monastery)
Posted: Mon Mar 15, 2010 5:36 pm
by lucasfart
its probably an object loaded with the sky. try just loading the sky background without any addons like ships/background props in the sky file.....can you see the sky properly from the direction you can look in?
Re: Battle of Teth (B'omarr Monastery)
Posted: Tue Mar 16, 2010 2:47 pm
by ForceMaster
thanks lucasfart! it works, an skydome (cloud)

, for some reason that is.
Well, now you can see the transition from day to night with diferent light ambient and others skydomes.
Ok. to work!!!!
Re: Battle of Teth (B'omarr Monastery)
Posted: Tue Mar 16, 2010 2:53 pm
by Filipinio
YAY!
Re: Battle of Teth (B'omarr Monastery)
Posted: Tue Mar 16, 2010 7:20 pm
by ForceMaster
Sunset
Dusk
Night
(The black cloud texture need more work.)
Working! working! lol!
Re: Battle of Teth (B'omarr Monastery)
Posted: Tue Mar 16, 2010 7:28 pm
by Manny18Ply
NIce update. this map is coming along very well. i can't wait for release
Re: Battle of Teth (B'omarr Monastery)
Posted: Wed Mar 17, 2010 3:13 am
by lucasfart
i think sunset needs to be a bit darker, as it looks identical to sunrise and as such there's no point in having it......glad you got it working btw. The night one looks good as well, but on all of them, the texture looks a bit stretched around the base, apart from that, good work

Re: Battle of Teth (B'omarr Monastery)
Posted: Wed Mar 17, 2010 6:57 pm
by ForceMaster
thanks friends!
Hey, someone has added the Psychofred's LAAT/C without problems of bones?
I add it, In ZE it is normal, but ingame the parts that deploys ATTE has moved to down. I tried with an .option file with the -keep bone_name bone_name1 (examples) line but it still is moved.