Page 8 of 9
Posted: Tue Nov 28, 2006 5:19 pm
by SBF_Dann_Boeing
The map isn't as extreme as chaos, and the marine skin is pretty good for it. And in case u haven't noticed, the ewok's mouth, arms and legs are covered in blood.
Posted: Tue Nov 28, 2006 6:05 pm
by Alpha
That marine skin is awesome. Very nice job. But are you sure the ewok's blade should be that thick? I think it would look better thinner. Up to you, however. (This is still one of the maps I have in my addon, so fun

)
Posted: Tue Nov 28, 2006 6:56 pm
by SBF_Dann_Boeing
Spec-Op Officer (Mortar Launcher, Lightsaber, axe (possibly dual axes))

Spec-Op Dark Troop (Arccaster, Flamethrower, thermal dets, enhanced jet)

Posted: Tue Nov 28, 2006 8:13 pm
by yankeefan05
Some contrast of colors in the Dark Trooper. It draws my attention alot.
Posted: Tue Nov 28, 2006 8:30 pm
by Alpha
I think the dark trooper should have the dual axes instead of the officer. I like the skins!
Posted: Wed Nov 29, 2006 1:12 am
by Protector_Pulch
SBF_Dann_Boeing wrote:The map isn't as extreme as chaos, and the marine skin is pretty good for it. And in case u haven't noticed, the ewok's mouth, arms and legs are covered in blood.
Grr, I'm always mistaking Boras II and the Realm of Chaos. Anyway, the skins are nice (although the red band around the officer's chest isn't complete). And yes, the darktrooper needs the axes: with flamethrower/arccaster/grenades only, he's lacking a bit of power (unless you have modified these weapons)
PS: To make something recognisable, to need to exaggerate: the tanner color on the ewok could also be naturallly darker fur.
Posted: Wed Nov 29, 2006 2:18 pm
by Pereza0
I think the upper part of the legs (dont know their name

) could be orange too.
Dual axes sound great!
Posted: Wed Nov 29, 2006 9:09 pm
by SBF_Dann_Boeing
Protector_Pulch wrote:SBF_Dann_Boeing wrote:The map isn't as extreme as chaos, and the marine skin is pretty good for it. And in case u haven't noticed, the ewok's mouth, arms and legs are covered in blood.
Grr, I'm always mistaking Boras II and the Realm of Chaos. Anyway, the skins are nice (although the red band around the officer's chest isn't complete). And yes, the darktrooper needs the axes: with flamethrower/arccaster/grenades only, he's lacking a bit of power (unless you have modified these weapons)
PS: To make something recognisable, to need to exaggerate: the tanner color on the ewok could also be naturallly darker fur.
don't worry they'll be modified...and the the dark trooper may be getting something i didn't mention *wink*
Posted: Thu Nov 30, 2006 1:22 am
by Protector_Pulch
heh, I can perfectly imagine a very mean-looking devastating weapon, in form of a pussycat.
Posted: Mon Dec 04, 2006 9:29 pm
by SBF_Dann_Boeing
Update:
Clone Commander

Clone Marine

King Jawa Hero

Another Shot of the Rocket-Wave Launcher
The Dark Trooper Has been given a Machine Rifle that shoots Emp Charges
The Bonthan has a machine Rifle that shoots Disintigration Charges.
Posted: Tue Dec 05, 2006 1:14 am
by Protector_Pulch
These screens all look awesome, but what's that black stripe in the Clone Commander's face ?
PS: The Jawa King could need a little variety, maybe some gray areas of cloth.
Posted: Tue Dec 05, 2006 6:10 pm
by Pereza0
I think the stripe is ok, but the marine doesn't look like sth new at all.
The filesize is gona be HUGE! Hope you're able to reduce it a bit...
Posted: Tue Dec 05, 2006 7:48 pm
by SBF_Dann_Boeing
actually this one is 362 mb half the size of ROC. btw the marine's visor has changed slightly. anyway i like that skin so i didn't really change it
Posted: Thu Dec 07, 2006 6:23 pm
by SBF_Dann_Boeing
Another Pic of the Ewok Arial Attack

Rebel Sniper Skin

Rebel Bonthan Skin

Posted: Fri Dec 08, 2006 1:14 am
by Protector_Pulch
Ka-boom. The teddy of destruction. Nice work.
Ka - bang. Headshots a-go-go. Solid work.
Ka - huh ? Very stealthy and unconspicous bothan. Excellent work.
Posted: Fri Dec 29, 2006 8:09 pm
by SBF_Dann_Boeing
unfortuneately, cw is now crashing for no reason again, so i'm going to have to copy the information to a new source folder and see if that works. Then i will try to resume work on it, all i have left to do really is make the cw heroes. Once that is finished, i will release the new version. (also i plan to make all rockets bf1 style, i.e. have lock-on function, travel slightly faster, more ammo, slightly faster reload and they push everybody).
Also for those of you who like to know, i also have another map in the making which is a huge expansion of the bf1 Rhen Var: Citadel map. It expands the map to the entire mountain face that it's on, above the main normal area, and above it. When i get a chance to post some screens i will post in the WIP section
Posted: Fri Dec 29, 2006 9:28 pm
by yankeefan05
I like the ewok thing. Its funny.
Posted: Sat Dec 30, 2006 2:17 am
by Protector_Pulch
SBF_Dann_Boeing wrote:unfortuneately, cw is now crashing for no reason again, so i'm going to have to copy the information to a new source folder and see if that works. Then i will try to resume work on it, all i have left to do really is make the cw heroes. Once that is finished, i will release the new version. (also i plan to make all rockets bf1 style, i.e. have lock-on function, travel slightly faster, more ammo, slightly faster reload and they push everybody).
Also for those of you who like to know, i also have another map in the making which is a huge expansion of the bf1 Rhen Var: Citadel map. It expands the map to the entire mountain face that it's on, above the main normal area, and above it. When i get a chance to post some screens i will post in the WIP section
You happen to be cursed...you're now doing this whole copying-in-a-new-source-folder for the fifth time or so ?
So you will actually combine the both areas of Rhen Var presented in BF I into a single map ? Good luck, I guess there will be lots of bots necessary to make things playable (ie: to keep something to shoot always in sight) and not only walking-walking-running-walking-shooting-dying-walking-walking etc.
Posted: Sat Dec 30, 2006 2:13 pm
by jangoisbaddest
Woah! How'd u get the ewok mesh to appear properly on ordinance? When I tried doing something like that (actually precisely that), the mesh was all jumbled and messed up.
Can't wait for the god launcher tho, assuming it doesn't crash the map. xD
Posted: Sat Dec 30, 2006 3:12 pm
by SBF_Dann_Boeing
it only works on certain ordinances, for ex, it will not work on placeable items such as mines or nades
Protector_Pulch wrote:You happen to be cursed...you're now doing this whole copying-in-a-new-source-folder for the fifth time or so ?
So you will actually combine the both areas of Rhen Var presented in BF I into a single map ? Good luck, I guess there will be lots of bots necessary to make things playable (ie: to keep something to shoot always in sight) and not only walking-walking-running-walking-shooting-dying-walking-walking etc.
It will not include the harbor area or layout in the map, but it will include some buildings from it, and some new buildings. And this would be the second time i would be doing the whole copying-to-a-new-source-folder. And I'm worried about why its crashing randomly, i dont want it to be working when its released when it will crash for everyone just a week later or something simply because it uses up memory or who knows what. But nothing is hinted in the BFront2.txt or the MungeLog.txt and switching to normal sides does not solve the problem. It's a very strange error.