Dynamic Map Idea (all lots open for taking)

For discussion, WIPs, and downloads of the DMI (Dynamic Map Idea)

Moderator: Moderators

Locked

Does this need a "hosted mod" forum?

Yes
16
84%
No
3
16%
 
Total votes: 19
Syth
General
General
Posts: 784
Joined: Thu Apr 13, 2006 8:46 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: happy fun island

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Post by Syth »

Oh wow a quadruple post
User avatar
YouJediJunkie
Command Sergeant Major
Command Sergeant Major
Posts: 256
Joined: Mon Mar 10, 2008 4:06 pm

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Post by YouJediJunkie »

Just started out with me and MasterSkywalker's disco temple. It'll be roughly based on the Jedi Temple on Coruscant.

Image
Caleb1117
2008 Most Original Avatar
Posts: 3096
Joined: Sun Aug 20, 2006 5:55 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set
Location: X-Fire: caleb1117 ಠ_ಠ

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Post by Caleb1117 »

Fingerfood wrote:Here's some pics I took while going to check my house out, but What's this? My house wasn't there!

Anyway...
Hidden/Spoiler:
Overhead view
Image

I will control that city... Just wait!
Image

Stop! I am the Guardian of DMI! What is your business here?
Image

I am the water spirit, weary traveler. Your wish is my command.
Image

You don't have a house yet.

The Idea is to model one, if you can't do that, then we'll have to get you a prefab.
We only have one at the moment, the small gray houses.

We'll start working on more Prefabs once we have our own houses done, I for instance have several ideas for Prefabs
RepSharpshooter
Gametoast Staff
Gametoast Staff
Posts: 1351
Joined: Tue Jul 10, 2007 4:10 pm

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Post by RepSharpshooter »

YJJ, it looks good! :thumbs:


There's a few more people that I think are participating, but haven't claimed lots, like trainmaster (I think he was making a train station, lol).

oh and golf was canceled so I have all day to code mshex :P
User avatar
Fluffy_the_ic
Hoth Battle Chief
Hoth Battle Chief
Posts: 3223
Joined: Thu Jan 24, 2008 7:03 pm
xbox live or psn: fluffytherc
Location: she/her
Contact:

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Post by Fluffy_the_ic »

RepSharpshooter wrote:YJJ, it looks good! :thumbs:


There's a few more people that I think are participating, but haven't claimed lots, like trainmaster (I think he was making a train station, lol).

oh and golf was canceled so I have all day to code mshex :P
Hurah! Okay I haven't been paying attention to MeshEx, are you coding it for XSI?
User avatar
YouJediJunkie
Command Sergeant Major
Command Sergeant Major
Posts: 256
Joined: Mon Mar 10, 2008 4:06 pm

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Post by YouJediJunkie »

He is doing a train station? So we can do exactly what we want? Or does it need a Coruscant theme?
RepSharpshooter
Gametoast Staff
Gametoast Staff
Posts: 1351
Joined: Tue Jul 10, 2007 4:10 pm

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Post by RepSharpshooter »

Well it's modeled off of like the train in episode 2 that flashes by the screen for 1 second. So there were trains in coruscant.
And yes you can do whatever you want, but to make the city look cohesive, it'd be best to stick to a star wars/coruscant/modern theme. We don't want it to be just a hodge podge of random things.
Fluffy_the_ic wrote:Hurah! Okay I haven't been paying attention to MeshEx, are you coding it for XSI?
I'm using XSI Crosswalk 6.0 Text .xsi format, which is used by maya, 3dsmax, and softimage. It's pretty darn compatible, and it's a whole lot better to work with than .obj. Right now it can walk through the hierarchy of the mesh and write modl chunks accordingly. I'm just now moving to the part that writes the actual geometry, but after that, I'm done!
MercuryNoodles
Jedi
Jedi
Posts: 1003
Joined: Sun Mar 12, 2006 7:16 pm
Projects :: Space - Boarding Action
xbox live or psn: No gamertag set

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Post by MercuryNoodles »

If that red spot on A2 is meant for me, that's more than fine. Btw, no rush on finishing MeshEx. I only have a rectangular solid so far. :P What I really need to do is take a day or two to actually draw out my building concept before I really commit to modeling anything. (It's an old habit that my high school animation teacher burned into my brain.) I also need to look into figuring out how to properly scale whatever I make, so I don't waste a lot of time rescaling.

Anyway, what kind of timeframe am I dealing with as far as getting my building and whatnot ready? I'm notoriously slow, plus relearning and learning new things about modeling are bound to eat time at some point, so knowing more or less how much time I have will help me to either finish quickly, or let you know if I won't be able to have it ready in time.

Btw, those XSI ModTool video tuts nearly made me fall asleep. "Now, click on the model and move it around...now you can move the model in the scene.." *snore* I guess I haven't forgotten everything after all. XD
MasterSaitek009
Black Sun Slicer
Posts: 619
Joined: Wed Aug 23, 2006 4:10 pm

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Post by MasterSaitek009 »

Ok I've started work on the login system. Here's the way it's going to work. For starter's everyone is going to have something called a login booth on their plot. The door on each of them will be closed by default. But, when someone with the right username steps into the region in front of the door it will open.

Once inside of the booth the door will close behind you and you will see four digits on the wall. When you hit with your open/use button they will change to the next digits, starting at 0 then 1 and so on. When you have entered in your preset combo, you will have verified that you are yourself and it will give you access to your stuff.
What that stuff will be (custom unit, inventory etc.) is something that we still need to lock down.

So since I'm "officially" working on it now, can I have D2 instead of F4?
User avatar
YouJediJunkie
Command Sergeant Major
Command Sergeant Major
Posts: 256
Joined: Mon Mar 10, 2008 4:06 pm

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Post by YouJediJunkie »

MasterSaitek009 wrote:Ok I've started work on the login system. Here's the way it's going to work. For starter's everyone is going to have something called a login booth on their plot. The door on each of them will be closed by default. But, when someone with the right username steps into the region in front of the door it will open.

Once inside of the booth the door will close behind you and you will see four digits on the wall. When you hit with your open/use button they will change to the next digits, starting at 0 then 1 and so on. When you have entered in your preset combo, you will have verified that you are yourself and it will give you access to your stuff.
What that stuff will be (custom unit, inventory etc.) is something that we still need to lock down.

So since I'm "officially" working on it now, can I have D2 instead of F4?
Dang man. I have no words. :faint:
RepSharpshooter
Gametoast Staff
Gametoast Staff
Posts: 1351
Joined: Tue Jul 10, 2007 4:10 pm

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Post by RepSharpshooter »

Wow! Sure you can have d2, that's amazing!

*prays it works online* lol.

I'm still cranking away at mshex.
MercuryNoodles wrote:If that red spot on A2 is meant for me, that's more than fine. Btw, no rush on finishing MeshEx. I only have a rectangular solid so far. :P What I really need to do is take a day or two to actually draw out my building concept before I really commit to modeling anything. (It's an old habit that my high school animation teacher burned into my brain.) I also need to look into figuring out how to properly scale whatever I make, so I don't waste a lot of time rescaling.

Anyway, what kind of timeframe am I dealing with as far as getting my building and whatnot ready? I'm notoriously slow, plus relearning and learning new things about modeling are bound to eat time at some point, so knowing more or less how much time I have will help me to either finish quickly, or let you know if I won't be able to have it ready in time.

Btw, those XSI ModTool video tuts nearly made me fall asleep. "Now, click on the model and move it around...now you can move the model in the scene.." *snore* I guess I haven't forgotten everything after all. XD
Mmm I don't know when this will be done. I was thinking around when summer ends, as sorta a last date. But ultimately it just depends when we finish things. It could be more or less. I'd like to finish before, so we can have some time to play on it.
User avatar
YouJediJunkie
Command Sergeant Major
Command Sergeant Major
Posts: 256
Joined: Mon Mar 10, 2008 4:06 pm

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Post by YouJediJunkie »

Updated my model a bit:
Hidden/Spoiler:
Image
My idea is to have a disco with a multi-coloured dance floor, a bar and perhaps dancing bots. On the other story, there will be a cheese doodely big duel room with towers, bridges, platforms et cetera. What kind of units are you going to play as? Rifle soldiers, jedis or perhaps both? I want to know that before I start to draw the conceptual art for the room.
RepSharpshooter
Gametoast Staff
Gametoast Staff
Posts: 1351
Joined: Tue Jul 10, 2007 4:10 pm

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Post by RepSharpshooter »

Very nice! We really don't know too much about what the sides will be. In either case, I'm sure there's going to be an armed unit you can be.
Aman/Pinguin
Jedi
Jedi
Posts: 1104
Joined: Tue Jan 30, 2007 6:04 am
Projects :: Inactive
Location: Germany

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Post by Aman/Pinguin »

MasterSaitek009 wrote:Ok I've started work on the login system. Here's the way it's going to work. For starter's everyone is going to have something called a login booth on their plot. The door on each of them will be closed by default. But, when someone with the right username steps into the region in front of the door it will open.

Once inside of the booth the door will close behind you and you will see four digits on the wall. When you hit with your open/use button they will change to the next digits, starting at 0 then 1 and so on. When you have entered in your preset combo, you will have verified that you are yourself and it will give you access to your stuff.
What that stuff will be (custom unit, inventory etc.) is something that we still need to lock down.

So since I'm "officially" working on it now, can I have D2 instead of F4?
Wow, I didn't expect something like this is possible in SWBF2. :o
Grev
Hoth Battle Chief
Hoth Battle Chief
Posts: 3132
Joined: Sun Dec 09, 2007 11:45 pm
Projects :: No Mod project currently.
Games I'm Playing :: Minecraft
Location: A Certain Box Canyon

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Post by Grev »

Shouldn't some lots be left for like the cantina for modders, and assorted hangout areas?
User avatar
redgroupclan
High General
High General
Posts: 867
Joined: Thu Jan 24, 2008 11:47 pm
Location: For less cheap gameplay - BF2 v1.1 server "NoEngineersAntiGlitch"

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Post by redgroupclan »

Wow thing seems to be gettin interesting here. I might be able to get a lot :o (if i can figure out how to freakin texture my models, gawd)
RepSharpshooter
Gametoast Staff
Gametoast Staff
Posts: 1351
Joined: Tue Jul 10, 2007 4:10 pm

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Post by RepSharpshooter »

Well mshex sorta works, sometimes. It keeps crashing, either that or it makes ZE crash. I'll have to spend the next 2-4 days debugging I suppose :(
User avatar
YouJediJunkie
Command Sergeant Major
Command Sergeant Major
Posts: 256
Joined: Mon Mar 10, 2008 4:06 pm

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Post by YouJediJunkie »

I really think we shouldn't have any lightsaber wielding units for this map. The jedi dueling in the Mos Eisley Assualt really is the most boring type of fighting I have ever faced in any kind of game. Hit once, the foe is down. Hit twice, the foe is dead. Simply boredom. I'd rather have a ton of cool blaster rifle guys. Some could have jet packs.

Will there be any vehicles, like speeder bikes? That would be a nice addition.
Syth
General
General
Posts: 784
Joined: Thu Apr 13, 2006 8:46 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: happy fun island

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Post by Syth »

You could implement my lightsaber combos, i don't know how well theyd work in mp let
User avatar
YouJediJunkie
Command Sergeant Major
Command Sergeant Major
Posts: 256
Joined: Mon Mar 10, 2008 4:06 pm

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Post by YouJediJunkie »

Syth wrote:You could implement my lightsaber combos, i don't know how well theyd work in mp let
How are those? Never seen them sadly... :|
Locked