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Re: Aldura Campaign

Posted: Sat Apr 26, 2008 12:13 pm
by JPI Dictator4life
Is this going to be compatible with the 1.2 patch?

Re: Aldura Campaign

Posted: Sat Apr 26, 2008 1:28 pm
by Eggman
Should be; I have the 1.2 patch installed and have no problems.

Re: Aldura Campaign

Posted: Sat Apr 26, 2008 1:55 pm
by Grev
Now I really wish my swbf2 worked!!!! Nice!

Re: Aldura Campaign

Posted: Sat Apr 26, 2008 1:59 pm
by JPI Dictator4life
K. Thanks.

Re: Aldura Campaign

Posted: Sun Apr 27, 2008 2:01 am
by AQT
I have been following the progress of this map for a while now and I got say it quite impressive so far. I look forward to trying out this map once it is released. Keep up the good work, Eggman!

Also, how does Objective 2 work? Just curious, thanks.

Re: Aldura Campaign

Posted: Sun Apr 27, 2008 3:33 am
by MandeRek
YES!! This really looks good! Finally, again, together with Mav's Endor, 2 new maps which make me play BF2 some more.. I've been waiting for some good maps, others should take an example looking at this one or Mav's! Well done, and if you need any testing, I'm in, ready for full report!

Re: Aldura Campaign

Posted: Sun Apr 27, 2008 12:32 pm
by Eggman
AQT wrote:Also, how does Objective 2 work? Just curious, thanks.
It just involves entering a small region around the gunship. In fact, several of the objectives just involve entering a region (first, second, and fourth ones, to be specific). The scripting for this is all pretty simple, since I'm still in the process of learning.

Re: Aldura Campaign

Posted: Sun Apr 27, 2008 3:20 pm
by Maveritchell
Eggman wrote:It just involves entering a small region around the gunship. In fact, several of the objectives just involve entering a region (first, second, and fourth ones, to be specific). The scripting for this is all pretty simple, since I'm still in the process of learning.
That's just fine. It adds a lot just to have even simple objectives.

Re: Aldura Campaign

Posted: Sun Apr 27, 2008 3:32 pm
by wazmol
Well thats more than what i could do, at this stage in campaign.

Re: Aldura Campaign

Posted: Sun Apr 27, 2008 8:52 pm
by Eggman
(Partial) Victory is mine! I was able to figure out the scripting for adding the droid starfighters as targets in the objective, so now the mission actually ends once all three are destroyed. Only problem is that by the time I get up to the turret used to destroy them, two of them have already flown into buildings or decided to take a nose dive into the ground :roll: . Thankfully, one of them seems to be following its path perfectly.

Re: Aldura Campaign

Posted: Sun Apr 27, 2008 9:20 pm
by Maveritchell
An alternative is to make them animated turrets - then you can animate them to do whatever you want.

Re: Aldura Campaign

Posted: Sun Apr 27, 2008 10:34 pm
by Sky_216
This looks awesome but just one suggestion...skin those tree terraces in the plaza to grey to fit in...

Re: Aldura Campaign

Posted: Mon Apr 28, 2008 3:43 pm
by Eggman
Maveritchell wrote:An alternative is to make them animated turrets - then you can animate them to do whatever you want.
I considered using animation and even did a little bit of experimenting with it, but I didn't think it looked very natural. If I can't get things working as I want them to I'm still willing to go with animations, but since I have one of them following the path correctly, I feel confident that it's just a matter of adjusting a few small things with the other ones before they work fine as well.
Skyhammer_216 wrote:This looks awesome but just one suggestion...skin those tree terraces in the plaza to grey to fit in...
Can do :thumbs: . Actually, I think someone might have mentioned that earlier and I just forgot about it. While I'm on the topic of the trees and their planters, you might have noticed that the trees are missing their leaves. This is because when I was first adding them in I simply forgot to copy over one of the .odfs needed and never took care of it. I think it actually looks alright without the leaves and adds a bit more feeling of a town that's been bombed, but at the same time adding the leaves onto it might make the plaza area feel more filled up. I don't have much of a leaning one way or the other, so what does everyone else think?

Re: Aldura Campaign

Posted: Mon Apr 28, 2008 4:40 pm
by EraOfDesann
Eggman wrote:While I'm on the topic of the trees and their planters, you might have noticed that the trees are missing their leaves. This is because when I was first adding them in I simply forgot to copy over one of the .odfs needed and never took care of it. I think it actually looks alright without the leaves and adds a bit more feeling of a town that's been bombed, but at the same time adding the leaves onto it might make the plaza area feel more filled up. I don't have much of a leaning one way or the other, so what does everyone else think?


My suggestion would be to have trees with and without leaves. The trees without leaves might look good if they were jet black so that they look as though they're on fire.

Re: Aldura Campaign

Posted: Mon Apr 28, 2008 6:47 pm
by Eggman
Here's two pics for comparison, one with leaves and one without:
Hidden/Spoiler:
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Hidden/Spoiler:
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Another idea I thought of similar to EraofDesann's was to retexture the leaves to a brownish color to look as though they were scorched by the heat from nearby explosions but not completely burnt off.

And since I didn't post any yet, here's shots of Acemastermind's droid models (texture for OOM droid is by EGG_GUTS):
Hidden/Spoiler:
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Hidden/Spoiler:
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Also, I did some more testing with the droid fighters and their paths and they seem to be following them correctly now. What was causing problems was that the AI would occassionally take shots at them with their rifles, and that caused the fighters to veer off their paths. I think I managed to fix that though, or at least reduce how often it happens.

Re: Aldura Campaign

Posted: Mon Apr 28, 2008 7:06 pm
by AceMastermind
Looking good Eggman, nice work, I would roll with no leaves on the trees for that wartorn look, and maybe some small smoke or fire effects randomly placed on some of them too, and of course make them look charred like Era suggested.
Nice job though, looking forward to this one.

Re: Aldura Campaign

Posted: Mon Apr 28, 2008 7:44 pm
by Grev
I would stay with no leaves, and add some nodes, so the ai is smart. Snipe nodes near that beach would be chaotic.

Also, in the pic without leaves on the trees, the droids are all stuck behind the statue. May want to fix that.

Re: Aldura Campaign

Posted: Tue Apr 29, 2008 4:18 pm
by Eggman
Grev wrote:I would stay with no leaves, and add some nodes, so the ai is smart. Snipe nodes near that beach would be chaotic.

Also, in the pic without leaves on the trees, the droids are all stuck behind the statue. May want to fix that.
I added a few sniper nodes on the balcony of the main building in the plaza, but I haven't had a chance to test out whether the AI actually uses them. I'll probably add a few nodes for the AI to take cover behind some of the rubble and some type of node along the beach to get the CIS to form something of a defensive line (not sure what type would be best).

As for the droids getting stuck, I hadn't noticed that. Right now I'm thinking it's just the timing of when I took the shot that makes it look like that, but I could be wrong. If so, nice find.

Re: Aldura Campaign

Posted: Tue Apr 29, 2008 5:11 pm
by Sky_216
Looks better with no leaves, and those terraces look better now. I also see you've used wazmol's sniper rifle model.

Re: Aldura Campaign

Posted: Thu May 01, 2008 5:46 pm
by Eggman
Skyhammer_216 wrote:
I also see you've used wazmol's sniper rifle model.

I did? :? I haven't touched the sniper rifle besides adjusting a few things in the .odf.

Edit: Something I forgot to mention, last night I edited the sides so that on a unit's death it no longer drops health/ammo/other stuff. Instead, all Republic units have one bacta canister they can drop to recover health (engineer still has ammo dispensers as well). I did this for a variety of reasons, such as making gameplay a little more tactical by forcing you to be more cautious rather than just charging down the middle of the street. Also, it just benefits the atmosphere as a whole, since it's annoying to see dozens of little containers lying around (plus it makes taking good screenshots way easier :P ).

Edit 2: I'm currently working on adding some animated gunships and balancing out the part of the map that takes place on the beach to be at the exact difficulty I want it. I've actually been able to get way more work done on this over the past few weeks than I thought I would be able to, so I'm not as worried now about getting it out when I want to. Although the possibility for getting a final version out before I leave for the summer is still up in the air, I should definately be able to get a beta out.