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Re: WIP: Rhen Var

Posted: Sun Dec 09, 2007 9:48 pm
by RepSharpshooter
Well, I got rid of the mysterious crash, so now I'm going to move into adding boba's shoulder cape and kamas (where needed) to the clones. I'll also reskin them to make them more like winter troops. I'll also try and get the ghost version of ulic ingame, and I'll try and have it so, perhaps, visiting his tomb unlocks him, but perhaps, he won't respawn. I may just save this for the assault mode, which I plan to turn into a campaign mission.


I'm going to try and work on this more, and get stuff done with it.

Re: WIP: Rhen Var

Posted: Sun Dec 09, 2007 10:08 pm
by Lord Bardar
wow cool map. i love the KotOR maps that have been coming out recently.

Re: WIP: Rhen Var

Posted: Mon Dec 17, 2007 9:26 am
by LorenerPhoenix
Rhen Var isn´t KotOR , it´s during the great sith war.
The KotOR comics also begin first at the end of the mandalorian war ( after the sithwar). :thumbs:

Re: WIP: Rhen Var

Posted: Thu Dec 27, 2007 11:39 pm
by RepSharpshooter
I added a new mode today! 8) More modes to come. It'll conflict with other mode changes though. This was sorta a test to see if I could do it. I played halo the other day, and I want to emulate some of it's elements of functionality, like more modes. I'll also look into a melee attack for the rifle.

Did I say I was going to hex-edit cloth onto all the clone troopers and make winter troopers? I don't know.

I'm also going to look into some new weapon and player models, being more non-cannonical and more just for coolness and fun. They'll be my vision of the future, not halos, Lucas' or anyone else's, lol. Original content is always good. It's new and exciting.

It's tough working on this though with the 1.2 and MeshEx glaring at me.

Re: WIP: Rhen Var: Fortress

Posted: Fri Dec 28, 2007 2:22 am
by Challenger33
Rep, I'm almost ready to start modeling some original models for your non-cannonical needs :) . I'll get to work with some sketches now.

Re: WIP: Rhen Var: Fortress

Posted: Fri Dec 28, 2007 4:46 am
by LorenerPhoenix
It should be a Krath-Map ? Yes, so you had to add Aleema and Satal Keto.....maybe an old mandalore or the mandalorian crusader would be great (not the mandalorian neo-crusader :wink: the old crusaders )

Re: WIP: Rhen Var

Posted: Sat Dec 29, 2007 8:22 am
by Taivyx
RepSharpshooter wrote:They'll be my vision of the future, not halos, Lucas' or anyone else's, lol. Original content is always good. It's new and exciting.
Hehe, sooooo like me.......... :roll:
[/sarcasm]

Re: WIP: Rhen Var: Fortress

Posted: Sat Dec 29, 2007 10:47 pm
by RepSharpshooter
Challenger33 wrote:Rep, I'm almost ready to start modeling some original models for your non-cannonical needs :) . I'll get to work with some sketches now.
Thanks, here's a sneak peak at some things:
Hidden/Spoiler:
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Re: WIP: Rhen Var: Fortress

Posted: Sat Dec 29, 2007 11:00 pm
by Delta 47
Wow nice models RepSharpshooter they look great! :P

Re: WIP: Rhen Var: Fortress

Posted: Sat Dec 29, 2007 11:09 pm
by Lord Bardar
cool models. what are they supposed to be in this map?

Re: WIP: Rhen Var: Fortress

Posted: Sat Dec 29, 2007 11:18 pm
by RepSharpshooter
Well, I'm trying to branch out on this map. Part of it is going to be canonical - following the star wars universe as much as I can. The other part is going to incorporate some new models (hopefully) and some more modes (again, hopefully, these modes would be like Death Match, etc, things to just make it more fun). These models are supposed to be like a modern/future combat scheme, which will be for the non-canonical modes.


Refined helmet:
Hidden/Spoiler:
Image
(Still needs textures, I'll get to that within the week)

Re: WIP: Rhen Var: Fortress

Posted: Wed Jan 02, 2008 10:32 pm
by RepSharpshooter
More updates: http://www.xfire.com/screenshots/repsharpshooter/
Go there, or click this hidden button:
Hidden/Spoiler:
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Clicking on the images will take you to xfire, where you can see a more high res (full size) picture.

Re: WIP: Rhen Var: Fortress

Posted: Wed Jan 02, 2008 10:44 pm
by trainmaster611
Looking a lot better rep but you definitely need to close up some of those wide open spaces :P

Re: WIP: Rhen Var: Fortress

Posted: Wed Jan 02, 2008 10:56 pm
by Grev
OMG THIS MAP IS MAKING ME WANT TO CRY ABOUT MY NOT SKILLNESS AT ALL COMPARED TO THIS!!!!!

Amazing work, sorry about the caps, just had to express some geniuine feeling.

(btw, to view my n00bish skill, check out my wip)

Re: WIP: Rhen Var: Fortress

Posted: Wed Jan 02, 2008 10:57 pm
by Challenger33
Looking good, but it seems pretty empty...just like my map :D .

Re: WIP: Rhen Var: Fortress

Posted: Thu Jan 03, 2008 12:53 am
by RepSharpshooter
Thanks! I'll keep adding details. Why do you think it's so empty?

Image
RV Harbor:
Image

I mean, this isn't one of those maps where there's a big empty plain and a few props. I've spent hours and days adding objects.

Re: WIP: Rhen Var: Fortress

Posted: Thu Jan 03, 2008 4:10 pm
by Challenger33
I mean empty in terms of AI. In the version I played, there weren't a lot of units at once, all the units that there were crowded on the bridge, and it was very easy to sneak around the entire map, capture the CP's that aren't in the town (or city), and win that way. It's looking pretty good though :) .

Re: WIP: Rhen Var: Fortress

Posted: Thu Jan 03, 2008 5:06 pm
by RepSharpshooter
Well, you have to know about battlefront. It's designed really for about 16-32 units on both teams. Yes, it can handle more, but the designers only use at max 32 per team (in conquest mode). Just as the terrain can be humongous, the maps are generally the same small size. Large maps don't logistically work very well for many reasons. You have to walk a lot and it appears empty because you need more ai to fill the space.

That was sorta an unrelated tangent, but in conquest, the main amount of units are focused around the courtyard, and the path leading into the city. In other modes, it is all inner-city. The space given up by not using the entrance into the courtyard is used to put more cps inside the city. I'm trying to keep it balanced. Also, if someone was invading you, you'd probably guard the entrance and not too many other parts.

This is with AI count at the default 16:
It could be bumped up to 32, then you would have a full courtyard for sure. I'm really pleased with the ai planning and hint nodes. The snipers will get you coming into the city if you're not careful :)
Image

I'm going to use the -hiresshadow msh option to generate more accurate shadows (a few are missing them).
Also, I'm going to add in:
-Death Match mode-modern era and either the Kotor or the CW era (notice either or, not both)
-Campaign mode (hopefully) where your objective is to infiltrate the city and take out a turret defense grid,
-CTF of course (having trouble with the spawn paths though, they always revert to the default ones that I started with when I created the map :? ), hmm, might throw in a:
-Hunt mode, perhaps change it around a bit, so that it's two teams hunting each other or something, or maybe a lot of people hunting one random person, like that,
-Hero Elimination, possibly just a bunch of Kotor heroes fighting in the inner city
-Assault - possible, if I switch the how the current conquest is to assault, and then Conquest would become an inner-city thing. I'd prefer this, because assault is more like, you know, an attack, and conquest would be more suited to capturing land within the city.

Maybe one more mode, a new one, or two, depending on how much I can think up/have the time to do (probably not a lot of time)

Re: WIP: Rhen Var: Fortress

Posted: Thu Jan 03, 2008 6:40 pm
by Grev
Are those buildings in the bf1 rhen var, or did you make them yourself. If not any of the before, where did you get them?

Re: WIP: Rhen Var: Fortress

Posted: Thu Jan 03, 2008 9:02 pm
by RepSharpshooter
Everything is either from the Rhen Var BF1 assets or random other assets. Still working on a mesh exporter >.> almost there, yet still far away.