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Old Republic map pack Wip [Makeb released]
Posted: Tue Jan 13, 2015 6:38 pm
by ZoomV
I'm reworking this thread to become the ongoing WIP thread for my TOR maps.
MAKEB - PROGRESS
Needs a lot of retexturing, but I'm still working on the layout.
Makeb concept art and swtor images that are being used as inspiration

The original post.
Re: Alderaan: Treefall a Old Republic map and mod
Posted: Tue Jan 13, 2015 9:50 pm
by superimperial11
This looks great! I am glad to see more of the Old Republic maps.

. Will the other side have a sith warrior unlockable by points? As seen in the trailer?
Re: Alderaan: Treefall a Old Republic map and mod
Posted: Tue Jan 13, 2015 11:38 pm
by AQT
Are you planning to add snowy mountains in the background? About time someone made a map based on the "Hope" trailer (I'm assuming)!

Re: Alderaan: Treefall a Old Republic map and mod
Posted: Tue Jan 13, 2015 11:57 pm
by AvalancheMaster
TBH I don't expect "random junk" (such as the rusty tunnel) lying around Alderaanian forests. Anyway, looks good otherwise! Care to share more on the layout?
Re: Alderaan: Treefall a Old Republic map and mod
Posted: Wed Jan 14, 2015 12:28 am
by superimperial11
AvalancheMaster wrote:TBH I don't expect "random junk" (such as the rusty tunnel) lying around Alderaanian forests. Anyway, looks good otherwise! Care to share more on the layout?
That "rusty tunnel" is the hollowed tree from Endor.
Re: Alderaan: Treefall a Old Republic map and mod
Posted: Wed Jan 14, 2015 12:32 am
by AvalancheMaster
superimperial11 wrote:AvalancheMaster wrote:TBH I don't expect "random junk" (such as the rusty tunnel) lying around Alderaanian forests. Anyway, looks good otherwise! Care to share more on the layout?
That "rusty tunnel" is the hollowed tree from Endor.
My bad, then. I thought it's an asset from TCW (an old rusty tunnel).
Re: Alderaan: Treefall a Old Republic map and mod
Posted: Wed Jan 14, 2015 1:08 am
by superimperial11
AvalancheMaster wrote:superimperial11 wrote:AvalancheMaster wrote:TBH I don't expect "random junk" (such as the rusty tunnel) lying around Alderaanian forests. Anyway, looks good otherwise! Care to share more on the layout?
That "rusty tunnel" is the hollowed tree from Endor.
My bad, then. I thought it's an asset from TCW (an old rusty tunnel).
Haha. It's fine. I could see how you thought that.

Re: Alderaan: Treefall a Old Republic map and mod
Posted: Wed Jan 14, 2015 1:29 pm
by ZoomV
AQT wrote:Are you planning to add snowy mountains in the background? About time someone made a map based on the "Hope" trailer (I'm assuming)!

It based on both the trailer and the appearance of Alderaan in SWTOR itself.
Reference pics.
AQT wrote:Are you planning to add snowy mountains in the background?
I would like to, but I don't have modeling capabilities and my own GIMP skills are not up to my own standards so its been problematic. I vaguely remember someone else doing some mountain backgrounds that looked great, but I cannot remember where I saw that.
My biggest aesthetic concern right now is the cliffs in the actual playing zone. The current ones are cobbled together from endor and tatooine rocks, and look awful. Unfortunately I can't find any boulder assets that seem close to the reference pics.
cue cliff pic
Lighting is a big pain too, right now its excessively green, and finding the right balance is proving a total pain. I'm also having foliage difficulties. I'm using the naboo: plains foliage from BF1 since that grass was the closest I could find to what you see in the pics. However the naboo grass has some issues
AvalancheMaster wrote:Care to share more on the layout?
Circles denote command posts. Red is Empire start, Blue is Republic start.
superimperial11 wrote: Will the other side have a sith warrior unlockable by points? As seen in the trailer?
As standard unit? No, definitely not. Force user classes are nearly impossible to balance as a unit as they tend to be either way overpowered or seriously underpowered. Besides I already have 7 different units. (the 4 standard units plus 3 asymmetric specials) I am considering putting Jedi and Sith in as the hero class, however I will need to find suitable models for that.
Re: Alderaan: Treefall a Old Republic map and mod
Posted: Wed Jan 14, 2015 10:24 pm
by Marth8880
Regarding the Naboo grass, use this code in the PRP file:
Code: Select all
Layer(0)
{
SpreadFactor(0.5);
Mesh()
{
GrassPatch("nab1_grass_close.odf", 30);
File("editor_grasspatch_small.msh", 30);
Frequency(100);
Scale(1);
Stiffness(0.0);
ColorVariation(0.1);
AIVisibilityFactor(0.75,0.9);
CollisionSound("foliage_collision");
}
}
This code in nab1_grass_close.odf:
Code: Select all
[GameObjectClass]
ClassLabel = "grasspatch"
GeometryName = "editor_grasspatch_small.msh"
[Properties]
MinSize = "1.3"
MaxSize = "1.5"
Alpha = "0.8"
NumParticles = "30"
MaxDistance = "40"
Texture = "nab1_grass"
NumParts = "6"
RadiusFadeMin = "3.4"
RadiusFadeMax = "3.5"
YOffset = "0.0"
DarknessMin = "0.5"
DarknessMax = "1.0"
FlatHeight = "0.2 0.3"
FlatSizeMultiplier = "1.7"
FlatFaceFactor = "0.22"
FlatCount = "2"
MaxSkew = "0.5"
SkinnyFactor = "0.6"
And these meshes and textures:
https://dl.dropboxusercontent.com/u/384 ... 1_grass.7z
Re: Alderaan: Treefall a Old Republic map and mod
Posted: Wed Jan 14, 2015 11:10 pm
by ZoomV
I put that in, and it looks much better. Thanks Marth.
Re: Alderaan: Treefall a Old Republic map and mod
Posted: Thu Jan 15, 2015 3:28 pm
by commanderawesome
You can use the mountain background from the hoth assets.
Re: Alderaan: Treefall a Old Republic map and mod
Posted: Fri Jan 16, 2015 9:49 am
by Fives
Its awesome.............i cant wait it for release.....i like the SWTOR Era
Re: Alderaan: Treefall a Old Republic map and mod
Posted: Fri Jan 16, 2015 10:43 pm
by ZoomV
Is it possible to change the era names on the map select screen? I.E change Galactic Civil War to Great Galactic War
Also I finally got the faction balanced out. Or at least I think so since I lose every match regardless of faction.

Re: Alderaan: Treefall a Old Republic map and mod
Posted: Sat Jan 17, 2015 6:28 am
by Anakin
have a look at the tree structure of the localize tool. There you can rename the era sides. There is an tutorial about how to rename an local side. It's simular to that.
Re: Alderaan: Treefall a Old Republic map and mod
Posted: Sat Jan 17, 2015 1:11 pm
by ZoomV
Anakin wrote:have a look at the tree structure of the localize tool. There you can rename the era sides. There is an tutorial about how to rename an local side. It's simular to that.
I tried that awhile ago with Icebound and despite renaming every single reference to Galactic Civil War, it still comes up as GCW on map select
Re: Alderaan: Treefall a Old Republic map and mod
Posted: Sat Jan 17, 2015 1:58 pm
by Anakin
But what have you changed?? and what do you want to change.
go to common.sides.all.longname/name/name_m to change the sides name
go to common.era.gcw/gcw_indent to change the era name
Re: Alderaan: Treefall a Old Republic map and mod
Posted: Sat Jan 17, 2015 2:45 pm
by AQT
He's not trying to change the faction names. He's trying to change the era name on the Instant Action screen. To do that, the 1.3 patch documentation called Change an Era's and Game Mode's Name or Icon or Description will show you how. I don't advise changing the stock GCW era name, though, since it might cause all other maps with that era to use the new name.
Re: Alderaan: Treefall a Old Republic map and mod
Posted: Sat Jan 17, 2015 10:10 pm
by ZoomV
Ah, I don't even have 1.3 installed. Is there any major reason to get it other than era naming?
Re: Alderaan: Treefall a Old Republic map and mod
Posted: Sun Jan 18, 2015 12:04 am
by Marth8880
Re: Alderaan: Treefall a Old Republic map and mod
Posted: Sun Jan 18, 2015 6:18 pm
by jedimoose32
This project looks really good. I've always wanted to see a map based on any of the SWTOR trailers too, and this certainly looks like it will exceed expectations. Keep it up!