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Re: Hoth: Infiltration

Posted: Sun Dec 12, 2010 4:38 pm
by SAMofBIA
OH also, you probobly know this already but, the wampa cave has no lowrez geometry and such so i had a hard time finding it.

Re: Hoth: Infiltration

Posted: Sun Dec 12, 2010 5:18 pm
by Jendo7
Thank you, I'll see if I can add lowrez to it.

New screens of progress so far.
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Edit: Major problem getting the ATTE sounds working.

Re: Hoth: Infiltration

Posted: Sun Dec 12, 2010 7:03 pm
by SAMofBIA
ive also had that problem before, but im sure youll figure it out. the heavy trooper looks nice btw, and so does the droid's explosion.

Re: Hoth: Infiltration

Posted: Sun Dec 12, 2010 7:19 pm
by Jendo7
Thanks. :) I'm really happy with the heavy trooper. I just took out the transperancy from the shocktrooper.msh for the imp_inf_trooper_pack.tga by hex-editing it, which someone had previously changed. The original model didn't have transparency on it. In the beta you can clearly see the shadow from the invisible pack. I previously added the cape as well, so it looks a lot better now.

Edit: I now have BFX Clone War era support added.

Re: Hoth: Infiltration (BFX era support added)

Posted: Wed Dec 15, 2010 11:33 pm
by SAMofBIA
awesome!, this is turning out well.

Re: Hoth: Infiltration

Posted: Wed Dec 15, 2010 11:53 pm
by Firefang
Jendo7 wrote:Edit: I now have BFX Clone War era support added.
Any chance of Dark Times?

Re: Hoth: Infiltration (BFX era support added)

Posted: Thu Dec 16, 2010 8:09 am
by Jendo7
Unfortunately I've had a problem with localization issues, as the Hoth Turret's had a different ODF name in BF1. This means I can't use the localization from other mods when adding era support, as the Turrets show the text "THIS IS A BUG, REPORT ME!" For this reason I've had to add in all the BFX unit, and weapon localizations myself. That wasn't too bad as I've got the BFX assets which I used as a reference, and there arn't any random units. To add in localization for the Dark Times though would be another matter due to random units. This would take a lot of cross referencing in game, and would probably take up too much time just for one map. It is a shame though, because I really would've liked to have added it.

Also, stock Hoth has already got Dark Times support, so it's not a major loss.

Re: Hoth: Infiltration (BFX era support added)

Posted: Thu Dec 16, 2010 8:32 am
by [Padawan]Helkaan
I was more thinking to a support for the KotOr era...

Re: Hoth: Infiltration (BFX era support added)

Posted: Thu Dec 16, 2010 12:35 pm
by Anakin
like your map :thumbs:

nice new pics

Re: Hoth: Infiltration (BFX era support added)

Posted: Thu Dec 16, 2010 1:33 pm
by [Padawan]Helkaan
Screenshots are nice but the loadscreen image looks a bit... I don't know how can I say... too expanded.

Re: Hoth: Infiltration (BFX era support added)

Posted: Thu Dec 16, 2010 1:38 pm
by Maveritchell
Jendo7 wrote:Unfortunately I've had a problem with localization issues, as the Hoth Turret's had a different ODF name in BF1. This means I can't use the localization from other mods when adding era support, as the Turrets show the text "THIS IS A BUG, REPORT ME!"
If you're compiling the map anyway, just name the turrets something else. You're not limited to using the default name.

Re: Hoth: Infiltration (BFX era support added)

Posted: Thu Dec 16, 2010 2:27 pm
by Jendo7
That's what I thought but when I tried to change the turrets odf names in zeroeditor the turrets were deselected. I also put the BF2 Hoth turret odf in the world odf folder, and then I tried to replace them in the editor but I couldn't get the correct positioning, so I gave up. Unless I've done something wrong.

Re: Hoth: Infiltration (BFX era support added)

Posted: Thu Dec 16, 2010 3:33 pm
by Maveritchell
You can't change the .odf name of an already-placed object, even though it looks like it's an option. You can place a new object in the same location, which is all I'm suggesting. I don't think exact turret location is really a huge deal on such an open map like Hoth, but if you want to be nitpicky, all you need to do is select your old object, press "p" (to bring up vector coordinates), copy its position, and then paste it in to the same field on your new object. You can do the same thing by manually editing your .wld file.

Re: Hoth: Infiltration (BFX era support added)

Posted: Thu Dec 16, 2010 5:26 pm
by Jendo7
Thanks very much Mav, I've done that, so I'll now be able to add support for your mod. :D

Re: Hoth: Infiltration (BFX era support added)

Posted: Thu Dec 16, 2010 5:31 pm
by Deathplayer
Jendo7, thanks for adding BFX. it's my favourite mod (because there are "real" belbullab-22 starfighters <(^.^)> ).

Re: Hoth: Infiltration

Posted: Thu Dec 23, 2010 11:42 pm
by Jendo7
The same as Grievous's fighter? I can add that, no problem. :)

Edit: Dark Times 2 support added.

Edit 2: Have now got two Belbullab-22 Starfighter's for the BFX era. I reduced it's take-off height and speed, so it's more suited for a ground map

Edit 3: Added Droid Starfighters with custom skins to the CW era
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Edit 4: Dark Times II Gunner Assault added

Edit 5: Balance issues corrected by adding another command post in the tunnel that connects to the shield generator. Extra barriers have also been placed.

Also added a hunt mode with Imperial snipers, and probe droids v Wampas.

Edit 6: Have been trying out different cave textures. The first three screenshots show transparency added, which have now been changed for different textures shown in the last three pictures. Although adding transparency looked good, I was able to see through the cave to the sky, and also see the edge of the map, so I decided not to use it. Anyway, I think it looks better with the new textures.
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Re: Hoth: Infiltration

Posted: Fri Dec 24, 2010 12:41 am
by SAMofBIA2
well i like them very much with the transparency added, and since you can see to the sky with it though, have you thought about retexturing a billboard from like mos eisly and putting it there ( like in the ground above the ceiling? this would make teh sky unseeable from the cave and the ground look normal.

Re: Hoth: Infiltration

Posted: Fri Dec 24, 2010 9:34 am
by Jendo7
SAMofBIA2 wrote:well i like them very much with the transparency added, and since you can see to the sky with it though, have you thought about retexturing a billboard from like mos eisly and putting it there ( like in the ground above the ceiling? this would make teh sky unseeable from the cave and the ground look normal.
That would be a good idea, the only problem is the ceiling of the cave is very close to the ground above, and there are also parts of the cave floor you can see through. If I do a version 2, which I may well release after version 1, I'll try and do that. There are some hoth snow rocks that I could place around and above the cave that would look better and would hide the view outside. This might take a while, so I think I'll release version 1.0 around New Year, and then I'll add transparency to the cave for version 2.0, and release that later on.

Re: Hoth: Infiltration

Posted: Fri Dec 24, 2010 10:09 am
by martin105038
Great news, I love this map :thumbs:

Re: Hoth: Infiltration

Posted: Fri Dec 24, 2010 9:16 pm
by SAMofBIA2
ok cool. I eagerly await the release of this map. also, just so you know, billboards are as thin as paper pretty much, and they have no collision geometry, so you can step through them eliminating possible walking issues around the area.

also, i dont remember if i said this before, but ill say it again, with either texture, the caves look 100% better than before. :thumbs: