Battle of Geonosis map (postponed unitl further notice)

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obiboba3po
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Re: Battle of Geonosis map

Post by obiboba3po »

=Pocmin= wrote:
=AOX=Durge wrote:Advice:
3:Remove the Snail Tank-they were not on Geonosis
Yes there were. Look up the Battle of Geonosis on Wookieepedia. Or look up "Snail Tank".
Thank you, I needed somebody to proove that point. I want to redo the skins of the droid marine to make ti just like all tan. How do you do this?
commanderalan

Re: Battle of Geonosis map

Post by commanderalan »

obiboba3po wrote:
=Pocmin= wrote:
=AOX=Durge wrote:Advice:
3:Remove the Snail Tank-they were not on Geonosis
Yes there were. Look up the Battle of Geonosis on Wookieepedia. Or look up "Snail Tank".
Thank you, I needed somebody to proove that point. I want to redo the skins of the droid marine to make ti just like all tan. How do you do this?
for watch your models:
3d object converter

for paint:
photoshop
gimp :clone:
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Re: Battle of Geonosis map

Post by woner11 »

Keep the skins. The map looks a bit empty, but maybe that's just me. I know Geonosis is kinda empty, but there are a lot of soldiers. I would advise increasing the unit count. For right now it looks awsome though. Good work! :thumbs:
obiboba3po
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Re: Battle of Geonosis map

Post by obiboba3po »

ok, im trying to make it so that there is a ton of ai all the time. How do I do this? I have already changed this in the scrpit:SetupTeams{
rep = {
team = REP,
units = 700,
reinforcements = 3000,
soldier = { "rep_inf_ep2_rifleman",400, 444},
assault = { "rep_inf_ep2_rocketeer",50, 444},
engineer = { "rep_inf_ep2_engineer",100, 444},
sniper = { "rep_inf_ep2_sniper",50, 444},
officer = {"rep_inf_ep3_officer",50, 444},
special = { "rep_inf_ep2_jettrooper",50, 444},

},
cis = {
team = CIS,
units = 750,
reinforcements = 3500,
soldier = { "cis_inf_marine",400, 444},
assault = { "cis_inf_rocketeer",50, 444},
engineer = { "cis_inf_engineer",50, 444},
sniper = { "cis_inf_sniper",50, 444},
officer = {"cis_inf_rifleman",150, 444},
special = { "cis_inf_droideka",50, 444},
}
}and im not seeing 400 gunners...
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Re: Battle of Geonosis map

Post by Maveritchell »

obiboba3po wrote:...and im not seeing 400 gunners
And it's a good thing too, because in all likelihood those unitcounts would crash your computer.

Standard maps have 32 reinforcements per side. XL maps have just south of 100 (I think). 120 units per side will fill a large map, believe me. What you want to do is shoot for about that unitcount and enable Uber Mode. Search around the modding forum, I'm sure there are one or two or fifty topics on it.
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Re: Battle of Geonosis map

Post by obiboba3po »

okay guys, its time for a screenie update!!! :D :D
Hidden/Spoiler:
Inside the caveImageswarming cis unitsImagerepublic hangarImage
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Re: Battle of Geonosis map

Post by JPI Dictator4life »

Very nice. But I still think you should put in some proper units. The only units I remember in Episode 2 were original clone(White), pilot clone(Yellow), a sergeant clone(Green), captain clone(Red), and commander clone(Yellow). For CIS, SBD, Geonosis battle droid(dark tan), commander battle droid(Red), Geonosians, Geonosian Commander, and Droidekas.
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Re: Battle of Geonosis map

Post by obiboba3po »

yea I wanna do that.....but im still having trouble skinning...is there a complete tutorial?
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Re: Battle of Geonosis map

Post by obiboba3po »

ok thank you so much!! finally someone was nice enough to just write it out...anyways...thanks! :bowdown: :bowdown: :bowdown: :D
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Re: Battle of Geonosis map

Post by AlexSecura »

Good Work,Pocminator. Now ,everyone understand it :thumbs:
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Re: Battle of Geonosis map

Post by obiboba3po »

Ok, well i had stopped working on this map for a while, but now i have learned a bunch of new skills, thanks to you guys. So here are some close to final screens, as i feel it is almost done. If i am lucky, this should be released sometime on sunday. tell me what you think of it, and what i could add.
Geonosis battle droid skin applies to all battle droids
Image
clone's view of the cis lines
Image
aat's view of republic forces
Image
cis vehicles
Image
mountians and cis technounions
Image
in the cave
Image
view of advancing droids from cliff outside the republic hangar
Image
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Re: Battle of Geonosis map(COMING SOON!!)

Post by Grev »

The terrain is stretched massivly and will cause glitching. On the big cliffs, use the blend tool, and repaint the textures on that part.

Looks good so far, but dont plan on releasing it yet. I started a simple map, it turned into a mappack, and I thought I was gonna release it ages ago, but I learned sooo much! S keep working to improve!
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Re: Battle of Geonosis map(COMING SOON!!)

Post by obiboba3po »

naw, i didnt change the terrain size at all. also, i like the ground the way it is. if you mean the mountians (which i think is what you are saying) then yes, i could still work on that. depending on how much i work on it during the weekend, i still might want to release it on sunday. what you told me is just one minor thing i have to fix. there are various other glitches ill be fixing over the next few days...

EDIT: oh i c, u mean those...well yea, ill try 2 make it look "less stretchy" but i like the sharp part, thats what geonosis looks like.
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Re: Battle of Geonosis map(COMING SOON!!)

Post by Commander_Cody771 »

Looks cool! :thumbs:
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Re: Battle of Geonosis map(COMING SOON!!)

Post by Grev »

You spelt sniper wrong.
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Re: Battle of Geonosis map(COMING SOON!!)

Post by obiboba3po »

oops!! lol thanks grev :funny2:
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Re: Battle of Geonosis map(COMING SOON!!)

Post by Caleb1117 »

Those steep hills will be glitchy.
Better to use prop cliffs.
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Re: Battle of Geonosis map(COMING SOON!!)

Post by Grev »

Or just blend....
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Re: Battle of Geonosis map(COMING SOON!!)

Post by obiboba3po »

Grev wrote:Or just blend....
ya thats what ill do...(4 some reason when i blend, nothing happens...)
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Re: Battle of Geonosis map(COMING SOON!!)

Post by =AOX=Durge »

obiboba3po wrote:
Grev wrote:Or just blend....
ya thats what ill do...(4 some reason when i blend, nothing happens...)

Open your world in ZE, Go to Height, then select blend, now blend just like you would raise.
Same thing with Texture blend, only go to Texture, not height.
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