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THEWULFMAN's Ryloth: Nabat
Posted: Fri Aug 20, 2010 4:24 pm
by THEWULFMAN
My first real map, Ryloth: Nabat 0.9 is almost complete, it features:
Custom Sides;
-Tweaked side classes to be like the clone wars.
-Commander Cody
-Commando droids
-Under handed chaingun troopers replaces heavy trooper
-Tweaked weapons to be more like The Clone Wars.
The Map itself includes:
-95% custom textures
-A fully destructible environment ( each building has a destryed mesh I made) except for trees or leaves disappear.
Trailer
Thank you Gametoast for keeping the greatest game ever alive!
Stop looking at my old posts you penguin freaks!
Re: THE WULFMAN'S RYLOTH: NABAT
Posted: Fri Aug 20, 2010 7:45 pm
by Obi-Wan Kenobi
Sounds good. The landscape is a bit barren though. add a few trees or something? Unless it is not movie accurate.
Re: THE WULFMAN'S RYLOTH: NABAT
Posted: Fri Aug 20, 2010 7:49 pm
by SilvaDalek
The sides and map look pretty good, you can use xfire to take ingame screenshots if your keepboard doesn't have a prt scr button.
Re: THE WULFMAN'S RYLOTH: NABAT
Posted: Fri Aug 20, 2010 7:53 pm
by darthtyren
I really like that video. Explains the map perfectly.
Re: the wulfman's Ryloth: Nabat
Posted: Fri Aug 20, 2010 8:10 pm
by Maveritchell
Protip: If you're making a trailer for something, don't make the first 75% of it be recycled/non-pertinent footage. It takes over three minutes to see anything that's actually in-game.
Re: the wulfman's Ryloth: Nabat
Posted: Fri Aug 20, 2010 8:37 pm
by Teancum
Maveritchell wrote:Protip: If you're making a trailer for something, don't make the first 75% of it be recycled/non-pertinent footage. It takes over three minutes to see anything that's actually in-game.
Amen. No offense, but so much footage from the show kindof brought down the footage of the map.
Re: the wulfman's Ryloth: Nabat
Posted: Sat Aug 21, 2010 3:54 am
by Darth-Erik
The ground is kinda flat, so if you changed it a bit it would look better.
Re: the wulfman's Ryloth: Nabat
Posted: Sun Aug 22, 2010 9:04 am
by Anakin

21th century box
very nice. i like the completly destroyable enviroment. maybe you can rework mos eisley and makt the buildings there destroyable too. would be great.
for the others who can not see the trailer:
here an alternative link so it will work. I hope i'm allowed to do this. if you don't want this i will delete the link
Re: the wulfman's Ryloth: Nabat
Posted: Sun Aug 22, 2010 1:55 pm
by Obi-Wan Kenobi
I do love the fact the landscape is destructable. It adds a whole new level of realism to the map.
Re: the wulfman's Ryloth: Nabat
Posted: Sun Aug 22, 2010 10:09 pm
by SW_elite
Wouldnt it be even better though, if you threw a nade, it blows up on the ground, and then it leaves a massive ditch there where it blew up. Hard yes, but it would have an amazing level of realism!!!
And nice work, looks like its gonna be a good map!
Re: the wulfman's Ryloth: Nabat
Posted: Sun Aug 22, 2010 10:45 pm
by RogueKnight
Are those my Ryloth textures that I made ages ago? I have no clue how you could have gotten them, but they definitely look like mine...
EDIT: It's totally cool if they are, I'm just wondering how you got them if they are. They probably aren't, but I think I might have posted them somewhere before, I just can't remember.
Re: the wulfman's Ryloth: Nabat
Posted: Mon Aug 23, 2010 3:59 am
by lucasfart
Yeah, you gave those to me Rogue, and I in turn passed them on to THEWULFMAN for his map. I asked you to make them for me a while ago, and i never used them so i just let him use them.
Oh, and do you think you could post some pics, as i have trouble with video's with my current internet limit.
Re: the wulfman's Ryloth: Nabat
Posted: Mon Aug 23, 2010 7:20 am
by THEWULFMAN
RogueKnight wrote:Are those my Ryloth textures that I made ages ago? I have no clue how you could have gotten them, but they definitely look like mine...
EDIT: It's totally cool if they are, I'm just wondering how you got them if they are. They probably aren't, but I think I might have posted them somewhere before, I just can't remember.
ok, I only used the door, the rest is mine, but now I know who really did it, Jaspo was taking credit, sorta, he rereleased them with no readme, so I asumed he did it. Glag I found out the truth, you will be in the credits.

Re: the wulfman's Ryloth: Nabat
Posted: Mon Aug 23, 2010 1:17 pm
by RogueKnight
THEWULFMAN wrote:ok, I only used the door, the rest is mine, but now I know who really did it, Jaspo was taking credit, sorta, he rereleased them with no readme, so I asumed he did it. Glag I found out the truth, you will be in the credits.

The "Jaspo" thing is a bug in the system, he wasn't taking credit for anything, just a mistake. These were never formally released, which is why there was no readme file.
Anyways, as long as you are using the door texture, you might as well have the bumpmap texture I made for it recently;
And if you need any more textures for anything, let me know.
Re: the wulfman's Ryloth: Nabat
Posted: Mon Aug 23, 2010 1:36 pm
by skelltor
i really like the idea of a distructable enviroment i have high hopes for this map.
Re: the wulfman's Ryloth: Nabat
Posted: Mon Aug 23, 2010 3:40 pm
by THEWULFMAN
RogueKnight wrote:THEWULFMAN wrote:ok, I only used the door, the rest is mine, but now I know who really did it, Jaspo was taking credit, sorta, he rereleased them with no readme, so I asumed he did it. Glag I found out the truth, you will be in the credits.

The "Jaspo" thing is a bug in the system, he wasn't taking credit for anything, just a mistake. These were never formally released, which is why there was no readme file.
Anyways, as long as you are using the door texture, you might as well have the bumpmap texture I made for it recently;
And if you need any more textures for anything, let me know.
Jaspo's a bug huh, never knew that.

Thanks for the bump map,( if I only knew how to use it

) As far as textures go I'm good for now. thanks for feedback

Re: the wulfman's Ryloth: Nabat
Posted: Mon Aug 23, 2010 4:47 pm
by Culvar
Problem with destructible environment:
Any objects on top of the destroyed building will float, unless you can somehow implement the space linked turrets script somehow....
Re: the wulfman's Ryloth: Nabat
Posted: Mon Aug 23, 2010 5:58 pm
by RogueKnight
Are you going to do a beta? If so I'm interested.
Re: the wulfman's Ryloth: Nabat
Posted: Mon Aug 23, 2010 6:00 pm
by skelltor
me also
Re: the wulfman's Ryloth: Nabat
Posted: Tue Aug 24, 2010 6:27 am
by lucasfart
Culvar wrote:Problem with destructible environment:
Any objects on top of the destroyed building will float, unless you can somehow implement the space linked turrets script somehow....
You don't need the space script. it would be extremely simple to check the health of the prop, and if its on 0, just set all the props on top of it to be destroyed as well. i could probably help a bit with that, although I'm unsure what exactly you'd write to check the current health(i know the command is curhealth, but I'm unsure how to use it to check the health).