Page 9 of 10

Posted: Sat Sep 16, 2006 2:48 pm
by Darth_Killius
i just dnlded it and i have to say this map rocks my socks off! i have a suggestion: maybe if u can do it that the AI can enter the train its just an idea tho

Posted: Sat Sep 16, 2006 6:23 pm
by trainmaster611
I played the map and its AWESOME! :shock: Could you provide the source files for your buildings? PLZ!?!?!? :D

Posted: Sat Sep 16, 2006 8:24 pm
by _vader_
OMG best map ever! &its just a BETA! wow this is great and u can go everywhere w/ jet trooper its awesome. 1 problem tho if u go near the boundaries w/ jet troop u can jump down onto floor and then when u get near battle u spontaneously die. but thats nothing this map is pretty awesome. and also plz dont remove the train thing its so cool and w/ multiplayer like 1 team could all get in and run out or the other eam could ambush its just got so much potential dont take it out![/url]

Posted: Sat Sep 16, 2006 10:00 pm
by trainmaster611
_vader_ wrote:plz dont remove the train thing its so cool and w/ multiplayer like 1 team could all get in and run out or the other team could ambush its just got so much potential dont take it out![/url]
Yes! Don't take the train out!!! The train is the BEST part!!! :mrgreen: :mrgreen: :mrgreen:

Posted: Sun Sep 17, 2006 1:26 am
by TK-349
OKay, take a deep breath, and:

Well, I love this map. Few maps make me say that. And this is only the beta. I had a bit of a lighting problem too, but it was quickly forgotten.
The buildings were awseome. The library and all of it. It seemed very city like. And that brings me to...
The Train.
Now that was something to goin and out ten times. I love. Though slow, it's fun. And I like how you added that window to see the city of muunilst from the train. pretty cool. My only suggestions for the train are to make the track longer with another stop, make it faster (not too fast), and seats.
Seats would be pretty cool. Maybe just two aisles, 5 seats per aisle, in the middle.You'd move your trooper in between seats, so you can be in the front without being pulled back by the train.

Also, I saw the CIS artillery tower in the back. That's be a good map for arc troopers...hm...

Anyway, this beta was better that lots of final maps I've played. Cant wait for the final!!

And, exhale.

Posted: Sun Sep 17, 2006 2:59 am
by pinioncorp
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Sides are coming next version! Quit asking!

TK-349: The train will be faster in the next version, but I can't make it longer or add another stop. You have to look at the entire map, I can't just stretch out the top layer, it just doesn't fit.

_vader_: There will be map bounds for the final. It is still just a beta, so for testing purposes I didn't want that restriction just yet. I only added the death region just recently.

Darth Killius: The AI cannot enter the train, for reasons stated above. The AI paths cannot overlap, and even if they could they would have no idea what to do if they got in there. Plus, they wouldn't have any motivation to go there because AI only travels between command posts. Plus, they would have no concept of the ground moving beneath them, so they wouldn't associate themselves to the nodes at the other station. Plus, they can't tell if the train is there or not so they would end up walking off the edge constantly. In a nutshell: its just not possible.

Trainmaster611: Yeah, you can have my source files if you want em. Not sure what you can do with them, as the collision meshes for the background buildings isn't the most fitting, and the rest of the map is not modular in any sense of the word. But you could use em for background objects and the star destroyers and the other skydome ships would be easily transferable.

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Posted: Sun Sep 17, 2006 4:23 am
by Darth_Killius
thanks for the quick reply! and it was just an idea about the train and i have 2 questions
1st: i readed the whole topic but i forgot if u said it or not, are you going to add some other heroes or somethin?
2nd: where is the star destroyer i didnt saw him

Posted: Sun Sep 17, 2006 5:36 am
by pinioncorp
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1. Yes, the CW heroes are Obi-wan (normal outfit, sorry!) and Durge (coming with 1.75 pack). The heroes for GCW are a secret. :wink:

2. You can't see my ships?!?

Image

Can you see 'em now?!?

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Posted: Sun Sep 17, 2006 6:42 am
by Darth_Killius
lol i meant i didnt saw them ingame but theyre lookin good dude!

Posted: Sun Sep 17, 2006 11:14 am
by Schizo
I actually did make an armored Obi-Wan based off of the stormtrooper Han model, and it did turn out pretty good. But since I couldn't really get a good cape on him, and the BF1 cape is like a big sheet of plastic strapped to his back, I decided against putting him in.

And, Pinion, maybe you can send those gun models to me; I might be able to get them working. But, I don't know if it's just a problem with the hardpoints that's causing them to not work, or just a simple ODF error. Either way, I'll try to see if I can fix it. Though I'm not guaranteeing anything.

Posted: Sun Sep 17, 2006 11:52 am
by pinioncorp
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Yeah, its not an ODF problem. Its a combination of strange scaling and hardpoint location errors. For example, below is the pistol. I included it with the source files, so you already have it. This is how it has to be arranged for it to work the way it does.

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Notice the little white dot in the middle? Thats the 3rd person mesh for it. And yes, its facing the other way. No idea why it is like that, but its the only way it works.

Oh and its randomly deleting polygons. Don't know why, so I'll want to get that ironed out first.

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Posted: Sun Sep 17, 2006 12:44 pm
by Darth_Killius
schizo maybe you can use dooku's cape or somethin
p.s.i dont now anything about modding its just a suggestion

Posted: Sun Sep 17, 2006 12:46 pm
by Schizo
The unit would need a proper hardpoint to be able to use Dooku's BF2 cape. Since Obi-Wan doesn't have the hardpoint, I can't use it. The only other option is to use Dooku's BF1 cape, but it looks really lame because it doesn't move around and stuff like the cloth should. It just stays stiff.

Posted: Sun Sep 17, 2006 1:04 pm
by pinioncorp
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Yeah, I'll pass on the stiffness I think. But maybe the armoured Obi, minus the cape of course, would still look ok. Dunno, I'd have to have a look at it. If you think its good, then we'll go with it.

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Posted: Sun Sep 17, 2006 3:53 pm
by trainmaster611
pinioncorp wrote:Trainmaster611: Yeah, you can have my source files if you want em. Not sure what you can do with them, as the collision meshes for the background buildings isn't the most fitting, and the rest of the map is not modular in any sense of the word. But you could use em for background objects and the star destroyers and the other skydome ships would be easily transferable.
Cool, thanx, that's all I needed them for :yod: With the exception of the train, but I will see if I can get that working! :mrgreen:

And yeah, the Obiwan would look good even without the cape! :eobi: btw, who is durge? I am not familiar with him. And another thing, you can't add seats to the train, it's to small.

Posted: Wed Sep 20, 2006 5:20 pm
by trainmaster611
I found a little something about capes...
index.php?name=PNphpBB2&file=viewtopic&t=6698

Posted: Wed Sep 20, 2006 6:43 pm
by _vader_
Durge is a Gen'Dai bounty hunter/jedi killer/CIS captain. He was very agressive and recovered once from being cleaved in half by obi-wan, then later blasted apart w/ the force.

Posted: Wed Sep 20, 2006 7:11 pm
by trainmaster611
Oh! He's that mucky looking moster guy who sucked obiwan into hsi stomach and obiwan blew him up! I remeber him! :eobi:

Posted: Thu Sep 21, 2006 12:35 am
by Protector_Pulch
Just wondering: Will you do the Muunilinst speeder bike battle somewhere in time ?
I think BF2 has no proper "bikez-only"map yet.

Posted: Thu Sep 21, 2006 2:06 am
by pinioncorp
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No, thats for other people to do. When I release the assets you can use the buildings along with some reskinned common assets to make some pretty nice looking city blocks. Making a good speeder, on the other hand, will be rather tricky.

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