WIP DEV's Side Mod 1.1

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

Moderator: Moderators

501st_commander
Master Bounty Hunter
Master Bounty Hunter
Posts: 1570
Joined: Wed Dec 10, 2008 7:48 pm

Re: WIP DEV's Side Mod 1.1

Post by 501st_commander »

DEVISS-REX wrote: i don't why always spawn where is theUT-AT , this is a movible CP :lol:
movible cps need spawning also (at-te, at-at, ua-at ex.) because the are vehicles.
Looks good anyway, i alwas liked that vehicle.
User avatar
sampip
General
General
Posts: 792
Joined: Mon Mar 16, 2009 12:08 pm
Projects :: Something big. And exciting.
Games I'm Playing :: Battlefield 3
xbox live or psn: masowner66
Location: Zebra

Re: WIP DEV's Side Mod 1.1

Post by sampip »

same, its a good vehicle to use. credits can go to PR-0927/Majin Revan i think, but i'm not the expert there.
the sides look nice, i enjoyed playing as the clones on your elite sides mod :D
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: WIP DEV's Side Mod 1.1

Post by Deviss »

501st_commander wrote:
DEVISS-REX wrote: i don't why always spawn where is theUT-AT , this is a movible CP :lol:
movible cps need spawning also (at-te, at-at, ua-at ex.) because the are vehicles.
Looks good anyway, i alwas liked that vehicle.
thanks, i always wanted a map with all vehicles and infanty, also need add props for infantry defense, and i think put the hoth bunker on the cpsn what do you think?? :)
sampip wrote:same, its a good vehicle to use. credits can go to PR-0927/Majin Revan i think, but i'm not the expert there.
the sides look nice, i enjoyed playing as the clones on your elite sides mod :D
Many thanks man :wink: , are me fun knowing you enjoyed my mod :D , in special the clones :clone:
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: WIP DEV's Side Mod 1.1

Post by Maveritchell »

sampip wrote:same, its a good vehicle to use. credits can go to PR-0927/Majin Revan i think, but i'm not the expert there.
MajinRevan made the model, Doofi made the texture.
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: WIP DEV's Side Mod 1.1

Post by Deviss »

Maveritchell wrote:
sampip wrote:same, its a good vehicle to use. credits can go to PR-0927/Majin Revan i think, but i'm not the expert there.
MajinRevan made the model, Doofi made the texture.
thanks Mav :wink: , i always have problems with the credits, so i will put corrects this time :)
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: WIP DEV's Side Mod 1.1

Post by DarthD.U.C.K. »

maajinrevan didnt make the model doofi made both model and texture

Code: Select all

The UT-AT model was created and skinned by DooFi.
t551 attempted to get it in-game, and upon becoming confused, Psych0fred finished the job.
I made every single .odf file in this .zip. Please do not modify them without first getting consent from me.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: WIP DEV's Side Mod 1.1

Post by Maveritchell »

DarthD.U.C.K. wrote:maajinrevan didnt make the model doofi made both model and texture

Code: Select all

The UT-AT model was created and skinned by DooFi.
t551 attempted to get it in-game, and upon becoming confused, Psych0fred finished the job.
I made every single .odf file in this .zip. Please do not modify them without first getting consent from me.
Hmm. :oops:

Thanks for the heads-up, DD.
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: WIP DEV's Side Mod 1.1

Post by Deviss »

DarthD.U.C.K. wrote:maajinrevan didnt make the model doofi made both model and texture

Code: Select all

The UT-AT model was created and skinned by DooFi.
t551 attempted to get it in-game, and upon becoming confused, Psych0fred finished the job.
I made every single .odf file in this .zip. Please do not modify them without first getting consent from me.
ouh, other time saving me as always the same AQT, many thanks man :D
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: WIP DEV's Side Mod 1.1

Post by DarthD.U.C.K. »

AQT??
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: WIP DEV's Side Mod 1.1

Post by Deviss »

DarthD.U.C.K. wrote:AQT??
yes, because AQT also always help me and save me with some problems xD
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: WIP DEV's Side Mod 1.1

Post by DarthD.U.C.K. »

i was just confused because you quoted my post and thanked AQT 0.o
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: WIP DEV's Side Mod 1.1

Post by Deviss »

DarthD.U.C.K. wrote:i was just confused because you quoted my post and thanked AQT 0.o
so sorry for the confuse i thanked you, not AQT, i just talking about him because he always help me lol
well i remake the map now in 128x128 terrain problem solved believe lol, and new bunker added, i already don't add barriers because don't know do it xD, and the bunker's back have nice picture i used the mygeeto sky
SCREENIES
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
comments?? ideas, suggest?? :D
User avatar
Nihillo
Master Bounty Hunter
Master Bounty Hunter
Posts: 1548
Joined: Sun Jan 04, 2009 9:53 pm
Location: Brazil

Re: WIP DEV's Side Mod 1.1

Post by Nihillo »

DEVISS-REX wrote:
Hidden/Spoiler:
Image
comments?? ideas, suggest?? :D
Well, remove that grass wall thing, add more props and terrain variation.
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: WIP DEV's Side Mod 1.1

Post by Deviss »

Nihillo wrote:
DEVISS-REX wrote:
Hidden/Spoiler:
Image
comments?? ideas, suggest?? :D
Well, remove that grass wall thing, add more props and terrain variation.
1° you are totaly right xD, i remove it or change his terrain thanks :wink:
2° yes i remade the map a few minutes ago so also don't add props :mrgreen: (i have though add laat destroyed atte destroyed and some rocks like from geonosis or the defense spire from mygeeto ) i need add vehicles again already xD
3° mm i have fear, for end i got a good look terrain so i will leave the terrain change for the end xD
User avatar
B.I.G_Cookie
High General
High General
Posts: 839
Joined: Sun Feb 22, 2009 4:28 pm
Games I'm Playing :: Battlefield 4
Location: Frankfurt, Germany

Re: WIP DEV's Side Mod 1.1

Post by B.I.G_Cookie »

Looks quite good.
But why is the "mountain" in the backhround that steep?
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: WIP DEV's Side Mod 1.1

Post by Deviss »

B.I.G_Cookie wrote:Looks quite good.
But why is the "mountain" in the backhround that steep?
because i see wrong the sky so i wanted put walls the same geonosis lol.
i need other comments/suggestion
what gunship version must i use in my mod? maxloef's gunship or original gunship from game??

EDIT: i have troubles adding barriers how add these in mission.lua file??
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: WIP DEV's Side Mod 1.1

Post by AQT »

You add barriers to your map through ZE not the .lua. Unless you're talking about something else.
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: WIP DEV's Side Mod 1.1

Post by Deviss »

AQT wrote:You add barriers to your map through ZE not the .lua. Unless you're talking about something else.
i added barriers using ZE, but don't work the ships cross it, and yes i put barriers for all hover, ships, soldier etc, and G_M_StYlEr_M said me also i must add barriers on mission.lua file
501st_commander
Master Bounty Hunter
Master Bounty Hunter
Posts: 1570
Joined: Wed Dec 10, 2008 7:48 pm

Re: WIP DEV's Side Mod 1.1

Post by 501st_commander »

how high are the barriers?
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: WIP DEV's Side Mod 1.1

Post by Deviss »

501st_commander wrote:how high are the barriers?
100 the same the wall i added :)
Post Reply