The Cantina Club!

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Darth_Z13
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The Cantina Club!

Post by Darth_Z13 »

For more information on the club itself, please visit this thread. ;)

Image

Featuring...
Image

-Unit Setup-
'Customers' Side
Human Customer
Image
Human Customer
Image
Jawa Customer
Image
Wookiee Customer
Image
Twi'Lek Customer Skin by Droideka88 and Myself
Image

'Mercenaries' Side
Human Mercenary Skin by Syth
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Weequay Mercenary Skin by The_Emperor
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Trandoshan Mercenary Skin by Syth
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'The Creatures'
Acklay
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-The Map-
Bantha standing near the entrance to the Cantina
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The Floating Rules List Of DOOM!!!
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Back Alley Wanna buy some death sticks?
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Cantina Interior TV image subject to change
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The Battle Pit
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-Thanks To-
Syth- Weapons, Skins
Snork- Starting the Map
Taivyx- Working on the Map
Caleb1117- A Bunch of his models
[unnamed .MSH exporter]- Exporting Models
NeoMarz- Bantha Model
AceMastermind, Maveritchell, FOOLIS, Alpha- Landspeeder Stuff
MasterSaitek009- Various Tutorials
Droideka88- Twi'Lek Skin Base
EGG_GUTS- Dreadlocks Tutorial

Suggestions and comments are welcome! :D
Last edited by Darth_Z13 on Mon Jul 16, 2007 8:30 pm, edited 2 times in total.
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Maveritchell
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Post by Maveritchell »

Lol, using ZE anims, you could make it so that the TV tells a story.
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Post by Darth_Z13 »

You could actually animate a short clip but it would take a heck of a long time. :P
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Post by MasterSaitek009 »

Get a hold of Rends and ask him how he animated the signs in Coruscant: Streets.
Anyways looks fun. :)
Do you want a Chiss or any other skin?
Too bad I don't play on-line :cry:
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Post by Darth_Z13 »

Maybe you could make me a cool wookiee skin, if you can think of something. :D
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Post by FragMe! »

So without going back and reading the entire other thread, looks good.
One thought though, how about another area without monsters or AI but
rather just a big cage where two men enter and one man leaves or waits
for the next challenger. Could have one or two health droids to health up
between matches. Others could stand outside and watch the battle. Would
have to have team damage on depending on which side they were playing,
assuming of course they can be jedi types.

Yes it is Thunderdome!
DarthMan

Post by DarthMan »

Cool, I wanted to join this but never checked back in on the thread. This will be cool.
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Post by The_Emperor »

:lol: my Weequay is bald! :shock: You should give him some scaled down wookiee tentacles, that looks muchos better :P
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Post by {501st}Commander_Appo »

Wow ,now this the cantina bar I always wanted for SWBFII good luck with ur progress shtr

-CC-1119/Commander Appo
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Post by EGG_GUTS »

You should put Jabba somewhere in the map. Looking good so far. :)
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Post by Darth_Z13 »

The_Emperor wrote::lol: my Weequay is bald! :shock: You should give him some scaled down wookiee tentacles, that looks muchos better :P
How do I do that? :)
EGG_GUTS wrote:You should put Jabba somewhere in the map.
I was thinking about it but, I don't think he should be there. What does everyone else think about having Jabba in the map? :)
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Post by EGG_GUTS »

Darth_Z13 wrote:
The_Emperor wrote::lol: my Weequay is bald! :shock: You should give him some scaled down wookiee tentacles, that looks muchos better :P
How do I do that? :)
You just move all the odfs and msh of the tentacles from the all folder to the folder with the Weequany

Then skin them if you want (all_inf_wookie.tga)

Open up the Wookie dreads ODFs
[GameObjectClass]
ClassLabel = "cloth"

[Properties]
attachedmesh = "all_inf_wookie"
CrossConstraint = 0
ParticleMass = 2.0
Then Just replace the all_inf_wookie with your weequany odf name.

Next you have to make a all_inf_wookiedreads.msh.option with Notepad.

( I just opened the all_inf_wookie.msh.option and copyed everything from it and pasted it in the the one your making.) Then Add -scale0.65 so it looks like this
-nocollision -keepmaterial override_texture -scale 0.65
Then open your weequany Odf and add this (this is Obi-wan's odf but anyways)
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "rep_inf_ep3obiwan.msh"

[Properties]
AISizeType = "HOVER"

GeometryName = "rep_inf_ep3obiwan"
GeometryLowRes = "rep_inf_ep3obiwan_low1"
AnimationName = "obiwan"
ClothODF = "rep_inf_ep3obiwan_skirt"
//ClothODF = "all_inf_wookie_dreads1"
//ClothODF = "all_inf_wookie_dreads2"
//ClothODF = "all_inf_wookie_dreads3"
//ClothODF = "all_inf_wookie_dreads4"


// the cool bit - Mike Z
AnimatedAddon = "DREADS"
GeometryAddon = "all_inf_wookiedreads"
AddonAttachJoint = "bone_head"
NumTentacles = "4"
BonesPerTentacle = "5"
TentacleCollType = "1"

JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions


WEAPONSECTION = 1
WeaponName1 = "rep_weap_lightsaber_obiwan"
WeaponAmmo1 = 0

WEAPONSECTION = 2
WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1

WEAPONSECTION = 3
WeaponName3 = "com_weap_inf_force_push"
WeaponAmmo3 = 0
WeaponChannel3 = 1

//SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_obiWan_spawn"
SndHeroDefeated = "hero_obiWan_exhausted"
SndHeroKiller = "hero_obiWan_exhausted"

VOSound = "rep_off_response_hero_command SC_Follow"
VOSound = "rep_off_response_hero_command SC_StopFollow"
VOSound = "rep_off_response_hero_command SC_VehicleWaitUp"
VOSound = "rep_off_response_hero_command SC_GetIn"
VOSound = "rep_off_response_hero_command SC_GetOut"

VOSound = "hero_obiWan_AcquiredTarget AcquiredTarget"
VOSound = "hero_obiWan_KillingSpree4 KillingSpree4"

VOUnitType = 190
SoldierMusic = "rep_hero_ObiWan_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
//ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "rep_inf_soldier"
Munge and your done.
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Post by Xavious »

Only if he's destroyable. :lol:
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Post by EGG_GUTS »

Ya and make all the chunks red and green :lol:
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Post by phazon_elite »

The problem with your tutorial is that the red highlighted lines you specified, EGG_GUTS, are commented out. Just take out those two slash thingies and it'll work.

- EP-782
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Post by EGG_GUTS »

Actually I think the 2 \s are spose to be there. They are in the wookie ODF. They might not make a difference.
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Post by The_Emperor »

\\ means the munge doesn't read it, so you can make notes.
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Post by king »

If this is the wrong place to post this sorry but can I join the Cantina Club?
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Post by Dohnutt »

hey lol col map duda i liek it a lol LOLOLOLOLOLOLOLOLO!!!!!1!!11!!!111!11










Sorry :P But seriously. I dunno why, but I like these sorta things. Just a hangout.
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Post by Caleb1117 »

Cool, my wee beer bottle worked. :) I'm so proud.
I can't wait for this, it looks nice.

I'm not sure, But I think its possable to get a weapon to heal its user, is that possable with the bottle?
I think Jabba in the map would be cool, along with a few animated prop goons. (like Snork posted a tut about.)

Also, When you get a chance, could you send me the beer bottle weapon? I'll put it in my pack.
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