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Re: Endar Spire
Posted: Thu Jul 10, 2008 3:59 am
by Darth Revan
Sounds awesome cant wait looks just like KotOR
Re: Endar Spire
Posted: Thu Jul 10, 2008 12:00 pm
by Caleb1117
(502)GEN.york wrote: is it possable to make the troopers lay down so they can lay down on med beds?
If you mean be able to walk up to the bed and press "e" and lay on it, no.
But I had thought of posing some republic troopers and putting them on a bed or two, or even having a guy in one of the Kolto tanks, that FragMe is converting for us.
Edit:
For those of you who have never played KotOR 1.
This may put it in some context.
Some may consider it's content spoiler-ish, I don't think so, as there is no talking, you hear none of the plot or anything...
http://www.youtube.com/watch?v=2txIz8k6IQU
Re: Endar Spire
Posted: Thu Jul 10, 2008 2:06 pm
by MandeRek
You can make it possible.. Make it turrets, which can't rotate or shoot in anyway, and make it use the anim bank 'lay' which will i create for you.. Then put a small healer next to the bed

Re: Endar Spire
Posted: Thu Jul 10, 2008 3:29 pm
by DarthD.U.C.K.
or simply make it a not-moving vehicle and use the "grip-something-over me" anim.
it would be coolre with a custom anim though
Re: Endar Spire
Posted: Thu Jul 10, 2008 4:35 pm
by RepSharpshooter
Re: Endar Spire
Posted: Thu Jul 10, 2008 8:29 pm
by Caleb1117
Here's some High res pictures, they would be higher res if Photo-bucket wasn't so... Eh
Looks friggin awesome am I right?
Re: Endar Spire
Posted: Thu Jul 10, 2008 8:39 pm
by Blade
Just wondering, is that a DXR disruptor rifle? if it is, I'm liking this map even more!

Re: Endar Spire
Posted: Thu Jul 10, 2008 8:53 pm
by Lord Bardar
I've just thought of something. Like how someone mentioned earlier that it would be awesome to have Sith fighters flying around and shooting stuff in space, what about having the ship rumble to give it the feeling of being under attack?
Re: Endar Spire
Posted: Thu Jul 10, 2008 9:04 pm
by Fluffy_the_ic
Lord Bardar wrote:I've just thought of something. Like how someone mentioned earlier that it would be awesome to have Sith fighters flying around and shooting stuff in space, what about having the ship rumble to give it the feeling of being under attack?
Like the Tantive IV? Or does it only do that in LEGO SW? I forgot, but still, this map looks amazing! But one quick question, Rep, does that mean edit flags works with Meshex? If it does, you might want to got post that in it's release thread.
Re: Endar Spire
Posted: Thu Jul 10, 2008 10:51 pm
by Caleb1117
Lord Bardar wrote:I've just thought of something. Like how someone mentioned earlier that it would be awesome to have Sith fighters flying around and shooting stuff in space, what about having the ship rumble to give it the feeling of being under attack?
We tried making a Rumble region, but it didn't work.

Re: Endar Spire
Posted: Thu Jul 10, 2008 11:10 pm
by Lord Bardar
well at least you tried.
Re: Endar Spire
Posted: Fri Jul 11, 2008 12:01 am
by Maveritchell
Caleb1117 wrote:Lord Bardar wrote:I've just thought of something. Like how someone mentioned earlier that it would be awesome to have Sith fighters flying around and shooting stuff in space, what about having the ship rumble to give it the feeling of being under attack?
We tried making a Rumble region, but it didn't work.

Get in touch with me about that, there's no reason it shouldn't. I've used rumble regions before without any problem.
Re: Endar Spire
Posted: Fri Jul 11, 2008 7:48 am
by MandeRek
Glow isn't difficult.. I assume you just did the color edges, or vertices, way, and then selected 22 or 11 (one of those

) in edit flag, plus a nice light in ZE and VOILA! That's how i do it

Re: Endar Spire
Posted: Fri Jul 11, 2008 7:54 am
by Maveritchell
MandeRek wrote:Glow isn't difficult.. I assume you just did the color edges, or vertices, way, and then selected 22 or 11 (one of those

) in edit flag, plus a nice light in ZE and VOILA! That's how i do it

Except he
didn't use the Pandemic addon, like he said. I'm assuming he figured out how to hexedit the flag, sort've like how we can hexedit the transparency flag.
Re: Endar Spire
Posted: Fri Jul 11, 2008 8:26 am
by RepSharpshooter
Well, you *could* hex edit it, if you really wanted. You not only have to hex edit material attributes to give it a glow effect, (which is here I think you may be able to hex edit the intensity), but you also have to hex edit in CLRB chunks right before the UV0L chunks. The clrb contains 4 bytes, RGBA. But this overall adds 12 bytes to segm, geom, and modl, so you have to resize their size long integers. Then, you have to not only change material atributes, but hex in a TX1D for the glow map. This adds 24 bytes to MATD and MATL. Overally, you're adding 36 bytes to the entire file, which HEDR and MSH2's size long ints have to be augmented by. Yeah you could do it, but I just wrote a program to do that. Took meshtool and gave it more commands such as "glow" and "import."
O and I got the rumble regions working.
Re: Endar Spire
Posted: Fri Jul 11, 2008 8:46 am
by The_Emperor
dude
It looks better than it did in KotOR

Re: Endar Spire
Posted: Fri Jul 11, 2008 9:05 am
by MandeRek
So now you've got a meshtool with glow and stuff? Sweet!

Re: Endar Spire
Posted: Fri Jul 11, 2008 2:51 pm
by (502)GEN.york
This post was deleted by the author
Re: Endar Spire
Posted: Fri Jul 11, 2008 2:59 pm
by RepSharpshooter
when it's done (I usually release things when they're done). As for exactly when, don't ask. I don't even know. Whenever I have time, whenever it gets done.
Re: Endar Spire
Posted: Fri Jul 11, 2008 9:19 pm
by (502)GEN.york
lol sorry i wont ask any more but nice work