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Posted: Sun Mar 12, 2006 6:55 pm
by Trans
Cool, I really like the description you put up
I know part of the Lambda shuttle is in the assets but I don't think anyone has it working yet. Although I think I recall one working for BF1...
Posted: Sun Mar 12, 2006 7:09 pm
by Raingod
wasnt the lambda the gunship for the empire? I know in BF2 its the theta class shuttle or whatever its called, the predecesor to the Lambda. And theres also the other shuttle which looks like the lambda which was in bf1 but never put ingame.
Posted: Sun Mar 12, 2006 7:23 pm
by dreadlordnyax
there was a lambda shuttle at the battle of dantooine, we really oughta have one in the map. and i got a great idea for the transport - the rebel transport from eaw:

i can get more bigger pictures, from pretty much any angle ('cept possibly beneath, but i might even be able to get that). oh, and that reminds me, i needa get those trando pics...
Posted: Sun Mar 12, 2006 7:54 pm
by Raingod
That would work, i think i've seen that elsewhere, i think its a clonewar ship.
Also we should think of modelling rebel vehicles from EAW, maybe the swamp speeder, and the T2-B or whatever is call, we could give some of those to the rebels for dantooine, they could be some vehciles which were on one of transport heading to the outer rim to be sold.
Posted: Sun Mar 12, 2006 11:33 pm
by dreadlordnyax
mmm, yeah, i like the idea of a t2b, maybe a t4b as well? (treads might be difficult tho) ...not necessarily for dantooine...
but for the swampspeeder, well, first of all its a pirate vehicle (at least in eaw). secondly, there's no need to moddel it, its already there:
http://www.gametoast.com/index.php?name ... ampspeeder

Posted: Sun Mar 12, 2006 11:48 pm
by Raingod
Awesome, well like i said the vehicle in this map could be stuff that the civies were transporting in thier ships, not acctually NR stuff. Well treads arn't really hard, in most games its just an animated texture over a simple model.
Personally we should eventually do as many of the EAW vehicles as possible, cause they are sweet.
For the current rebel tank it would make a good arty tank, if we can figure out how to make it so it could fire from across the map and give you a sorta indicator if your on target. Best way would be to give a laser target pointer to one of the class and he could call in arty, and that would act as a becon for the guy in the tank.
Posted: Mon Mar 13, 2006 12:48 am
by dreadlordnyax

sounds great, but you may be going beyond the realm of battlefront2 possibilities
i dont think there are any artilleries in bf2...there's just no basis for it. although, i suppose we could give them a slightly modified version of the remote rockets, but thats probably the best we can do...maybe decrease its maneuverability and increase its payload...
for eaw ground vehicles, the only (ground) ones we'd need would be the t2b, t4b, and artillery (if it could work). i suppose we could do the arty's spotters to, as like a speeder bike-type thing or something...
and yeah, i think the treads are just an animated texture, but since we don't even have regular textures yet, and there's only one example to go by...

Posted: Mon Mar 13, 2006 2:23 pm
by Raingod
Good news i found that one made a model viewer for EAW and i got it working and was able to get good quality pictures of the T2B, T4B and the Transport you posted. So i can make a model of all 3 now.
Been thinking we should maybe also do a post about the mod on the lucasfiles BF2 forums, the LA BF2 forum and a news post to battlefrontfiles.
Posted: Mon Mar 13, 2006 10:18 pm
by Raingod
Posted: Mon Mar 13, 2006 10:21 pm
by Raingod
Posted: Mon Mar 13, 2006 10:22 pm
by Raingod
Posted: Mon Mar 13, 2006 10:26 pm
by Raingod
Posted: Mon Mar 13, 2006 10:32 pm
by him
thats weerd that transport was actually first in the console game "star wars: clone wars" it was a ground transport carrying jedi to the arena in an early mission and was dropped of by those big gunships
Posted: Mon Mar 13, 2006 11:29 pm
by Krun
Those shouldn't be hard to make let me know if you have no takers.
Posted: Mon Mar 13, 2006 11:43 pm
by Raingod
Hey if you want to make some of them go ahead, i would do them but i have other stuff which i need to do first and will take a while to do.
Posted: Tue Mar 14, 2006 12:10 am
by dreadlordnyax
well, trans and raingod apparently already know about this, but i thought i'd post the link here for reference:
http://forums.lucasarts.com/thread.jspa ... 5&start=15
Posted: Tue Mar 14, 2006 5:06 pm
by Krun
I will probably try the transport first when I get time I just wanted to know who is working on what didn't want to waste time working
on something that is already being done. It may be a while because I'm still waiting on the plugin for the mod tools may not need it
though if it only requires hardpoints and no animations.
Posted: Tue Mar 14, 2006 5:42 pm
by Raingod
Well for the transport, it would also need to have its loading bay doors open, there like one on each side along with a ram going down on each side. Apart from that i was thinking the transport have an inside to, a bridge and a corridor leading to the cargo bay, that way we could have it in space maps or even flyable on land maps. For weapons well it has 3 canons, one in from and 2 on top, but was thinking that those pods on each side could be beam turrets like on the republic dropship. But if we do make it flyable it would need animations of the doors opening and closing and ram lowering and closing. But if do animation can you export it so it can be imported in the full version of XSI? And from there we would export it to be put ingame.
Posted: Tue Mar 14, 2006 5:46 pm
by JabbaLovesLava
Raingod, an important fact. For your future models, dont make models meshes of other models. To expot it has to be 1 mesh only, and if i merge it then the mapping gets screwed up.
Posted: Tue Mar 14, 2006 6:18 pm
by Raingod
What are you taking about?All the models i sent you were one mesh