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Re: Mos Eisley Spaceport beta2
Posted: Sat Aug 29, 2009 10:35 am
by mswf
Oh, but you wouldn't need help with that, there's a link to the tutorial in the FAQ:
http://www.gametoast.com/forums/viewtop ... =27&t=6040
It describes every step you need to take very clear, so you could try it out for yourself if you'd wanted to.
(it
is very simple, the only hex editing is changing "reference2.tga" in the .msh, to "reference3.tga" via a simple hexedit.) (and then renaming the .msh (like 1 -> 2) and duplicating the old .odf and changing the reference from 1 -> 2)
Re: Mos Eisley Spaceport beta2
Posted: Sat Aug 29, 2009 11:11 am
by Super_Clone
Its already done, too late

Re: Mos Eisley Spaceport beta2
Posted: Sat Aug 29, 2009 11:23 am
by mswf
Aah.
Re: Mos Eisley Spaceport beta2
Posted: Sat Aug 29, 2009 3:00 pm
by Darth_Squoobus
This map needs a THX 1138 gag worked in somehow...
Re: Mos Eisley Spaceport beta2
Posted: Sat Aug 29, 2009 4:27 pm
by trainmaster611
Hey Rends, I really love the new cantina

It might just be me, but it seems like the texture (hue?) or the lighting or something is a bit off. It looks a bit greener than it should be.
Re: Mos Eisley Spaceport beta2
Posted: Sat Aug 29, 2009 6:14 pm
by Rends
trainmaster611 wrote:Hey Rends, I really love the new cantina

It might just be me, but it seems like the texture (hue?) or the lighting or something is a bit off. It looks a bit greener than it should be.
Hm ,no, at least not on my end here. anyone else?
As promised the new Sandtrooper with white and black pauldrons:
And finaly the Imps just got a brand new toy:

Well not realy. the MarkIVSentry belongs to the locals and the only thing it does is just flying around but looks cool in game.
Need to tweak the alt and the texture is just basic at the moment.
Re: Mos Eisley Spaceport beta2
Posted: Sat Aug 29, 2009 6:32 pm
by Jendo7
This is getting more and more movie accurate.

I can't help but quote, " we don't need to see his identification", "move along, move along"
Re: Mos Eisley Spaceport beta2
Posted: Sat Aug 29, 2009 6:53 pm
by Darth_Squoobus
The only problems left to solve in this map would be the number of units and vehicles.
Re: Mos Eisley Spaceport beta2
Posted: Sat Aug 29, 2009 10:24 pm
by CodaRez
Lol maybe I shoulda made the white pauld more dirty

Re: Mos Eisley Spaceport beta2
Posted: Sun Aug 30, 2009 10:43 am
by Rends
CodaRez wrote:Lol maybe I shoulda made the white pauld more dirty

guess you are right. They appear very white in game.
Re: Mos Eisley Spaceport beta2
Posted: Sun Aug 30, 2009 2:12 pm
by Revan-Shan
Even more? It looks enough dirty on the last pics.
Re: Mos Eisley Spaceport beta2
Posted: Mon Aug 31, 2009 9:00 pm
by trainmaster611
I dunno, it just seems like the hue isn't quite right - the entrance to the bar seems to have an odd contrast between the exterior and interior. This might be too much of a strain on resources but maybe you could add dust emitters in the map to make it look, dusty? Maybe an alternative would be to add a 'kicked up dust' effect to the units and vehicles?
Re: Mos Eisley Spaceport beta2
Posted: Tue Sep 01, 2009 2:41 pm
by Rends
trainmaster611 wrote:I dunno, it just seems like the hue isn't quite right - the entrance to the bar seems to have an odd contrast between the exterior and interior. This might be too much of a strain on resources but maybe you could add dust emitters in the map to make it look, dusty? Maybe an alternative would be to add a 'kicked up dust' effect to the units and vehicles?
Well while i´m still not realy sure what you mean (please post a screenshot and mark the area you are talking about) i guess it could be the bouncing light what you may let think isn´t correct. guess i can tweak that. Need to check it first.
I also could need more help from the hexedit gurus here because i want more civilian varaitions on the map.
So if anyone could make the following units wearing a different texture:
The R2 units on my map are all red. I would like to have a blue R2 too.
the all_droid_r2d2.msh needs to be edited.
Next one of the civillians is the jed_inf_jedi.msh. Need a second texture too.
Same for the all_inf_pilot.msh.
that would be great.
Thx,
Rends
Re: Mos Eisley Spaceport beta2
Posted: Tue Sep 01, 2009 2:43 pm
by DarthD.U.C.K.
doesnt the jedi have overridetexture support?
Re: Mos Eisley Spaceport beta2
Posted: Tue Sep 01, 2009 4:49 pm
by Rends
DarthD.U.C.K. wrote:doesnt the jedi have overridetexture support?
ok thx, it works. so no need to hexedit the jedi msh anymore.
Re: Mos Eisley Spaceport beta2
Posted: Tue Sep 01, 2009 9:00 pm
by trainmaster611
Rends wrote:trainmaster611 wrote:I dunno, it just seems like the hue isn't quite right - the entrance to the bar seems to have an odd contrast between the exterior and interior. This might be too much of a strain on resources but maybe you could add dust emitters in the map to make it look, dusty? Maybe an alternative would be to add a 'kicked up dust' effect to the units and vehicles?
Well while i´m still not realy sure what you mean (please post a screenshot and mark the area you are talking about) i guess it could be the bouncing light what you may let think isn´t correct. guess i can tweak that. Need to check it first.
I also could need more help from the hexedit gurus here because i want more civilian varaitions on the map.
So if anyone could make the following units wearing a different texture:
The R2 units on my map are all red. I would like to have a blue R2 too.
the all_droid_r2d2.msh needs to be edited.
Next one of the civillians is the jed_inf_jedi.msh. Need a second texture too.
Same for the all_inf_pilot.msh.
that would be great.
Thx,
Rends
Depending on how much hexing you're planning on doing for this map, it might just be easier to download a hex-editing program and change the textures in the .msh files yourself. Its easy, because you just overwrite the appropriate text strings to call for another texture.
Re: Mos Eisley Spaceport beta2
Posted: Wed Sep 02, 2009 3:17 pm
by Rends
trainmaster611 wrote:Rends wrote:trainmaster611 wrote:I dunno, it just seems like the hue isn't quite right - the entrance to the bar seems to have an odd contrast between the exterior and interior. This might be too much of a strain on resources but maybe you could add dust emitters in the map to make it look, dusty? Maybe an alternative would be to add a 'kicked up dust' effect to the units and vehicles?
Well while i´m still not realy sure what you mean (please post a screenshot and mark the area you are talking about) i guess it could be the bouncing light what you may let think isn´t correct. guess i can tweak that. Need to check it first.
I also could need more help from the hexedit gurus here because i want more civilian varaitions on the map.
So if anyone could make the following units wearing a different texture:
The R2 units on my map are all red. I would like to have a blue R2 too.
the all_droid_r2d2.msh needs to be edited.
Next one of the civillians is the jed_inf_jedi.msh. Need a second texture too.
Same for the all_inf_pilot.msh.
that would be great.
Thx,
Rends
Depending on how much hexing you're planning on doing for this map, it might just be easier to download a hex-editing program and change the textures in the .msh files yourself. Its easy, because you just overwrite the appropriate text strings to call for another texture.
Well it´s just all_droid_r2d2.msh and the all_inf_pilot.msh right now.
Re: Mos Eisley Spaceport beta2
Posted: Wed Sep 02, 2009 5:19 pm
by Rends
Short update:
thx to Darthdu.c.k. there is now more life in the Cantina:
Droids cast their own shadows and and don´t hover anymore:
Landspeeder have now their own collision and damage models ect...
Re: Mos Eisley Spaceport beta2
Posted: Wed Sep 02, 2009 6:25 pm
by AlexSecura
Great Updates.
Now you need also the Bartender.

Re: Mos Eisley Spaceport beta2
Posted: Wed Sep 02, 2009 6:32 pm
by Darth_Squoobus
The septoid still looks funny...
By the way, how soon will v3 be released?