WIP: Deneba: Mount Meru
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- Fiodis
- Master of the Force

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Re: WIP: Deneba: Mount Meru
It's the default sky. It looks terrible. It looks terrible on any map, really.
- darthtyren
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Re: WIP: Deneba: Mount Meru
Wow, dude, that's not the default sky. It's the sky from the BF1 Naboo map.
- Fiodis
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Re: WIP: Deneba: Mount Meru
Is it? Alright; it still doesn't fit that well. Might I recommend the Geonosis one instead?
- martin105038
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Re: WIP: Deneba: Mount Meru
Are you sure you changed the sky correctly? It really looks like yavin´s sky.
- darthtyren
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Re: WIP: Deneba: Mount Meru
If I use the Geonosis one, will I have to use the sprites of flying warships?Fiodis wrote:Is it? Alright; it still doesn't fit that well. Might I recommend the Geonosis one instead?
Bwaha... I don't know.martin105038 wrote:Are you sure you changed the sky correctly? It really looks like yavin´s sky.
Well, now for a quick update(don't focus on the sky, unless you want to)
I added a bunch of crates... everywhere:
Hidden/Spoiler:
- Fiodis
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Re: WIP: Deneba: Mount Meru
And yet there is still a lot of open space. My suggestion is to use canyon wall props to greatly narrow the game field.
- darthtyren
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Re: WIP: Deneba: Mount Meru
Greatly narrow is an understatement. Using the only canyon walls that I found would mean I would have to completely rearrange my map, because they're way too big.
- Sky_216
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Re: WIP: Deneba: Mount Meru
No.darthtyren wrote:If I use the Geonosis one, will I have to use the sprites of flying warships?Fiodis wrote:Is it? Alright; it still doesn't fit that well. Might I recommend the Geonosis one instead?
You can just use more geo canyon walls to make it narrower, you dont need to use the giant tatooine ones.
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MrCrayon
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Re: WIP: Deneba: Mount Meru
Um, I looked at all your responses, and they all seem defensive. I just want to say, we are just trying to help. And to be frank, the suggestions all make sense. Your map is
A. Humongous
B. Open and bland
C. Default sky
D. Desperately in need of something more than just a flat terrain and geonosis props. Here is a link to the props:
forums/viewtopic.php?f=64&t=12991
if you continue to scroll down, you will see the prop section of the assets.
Good luck!
A. Humongous
B. Open and bland
C. Default sky
D. Desperately in need of something more than just a flat terrain and geonosis props. Here is a link to the props:
forums/viewtopic.php?f=64&t=12991
if you continue to scroll down, you will see the prop section of the assets.
Good luck!
- acryptozoo
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Re: WIP: Deneba: Mount Meru
a suggestion for the caves your adding (if you are) you could use these there perfect for "cave building"
http://www.gametoast.com/forums/viewtop ... 64&t=23826
http://www.gametoast.com/forums/viewtop ... 64&t=23826
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THEWULFMAN
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Re: WIP: Deneba: Mount Meru
I agree, if you want a good review, listen open FLAT MAPS SUCK, you can see a mile away and it takes forever to get anywhere, I cant tell you how many times we have played big open maps, and guess what, no matter how good it looks, it SUCKS, trust us, the biggest exception nis the stock Hoth..and from this screenshotMrCrayon wrote:Um, I looked at all your responses, and they all seem defensive. I just want to say, we are just trying to help. And to be frank, the suggestions all make sense. Your map is
A. Humongous
B. Open and bland
C. Default sky
D. Desperately in need of something more than just a flat terrain and geonosis props. Here is a link to the props:
forums/viewtopic.php?f=64&t=12991
if you continue to scroll down, you will see the prop section of the assets.
Good luck!

I can clearly see the default yavin sky, if you really did change it to nabbo, then do a world manualy clean, then munge again, this should change the sky( that is of course if you changed it at all...)
- darthtyren
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Re: WIP: Deneba: Mount Meru
Find, then I can do that. It will take a while, but I can do that.Sky_216 wrote:No.darthtyren wrote:If I use the Geonosis one, will I have to use the sprites of flying warships?Fiodis wrote:Is it? Alright; it still doesn't fit that well. Might I recommend the Geonosis one instead?
You can just use more geo canyon walls to make it narrower, you dont need to use the giant tatooine ones.
A. I know this, and am currently working on it, no matter how long it takes.MrCrayon wrote:Um, I looked at all your responses, and they all seem defensive. I just want to say, we are just trying to help. And to be frank, the suggestions all make sense. Your map is
A. Humongous
B. Open and bland
C. Default sky
B. Doing something about that while doing something about A.
C. I'll change it to Geonosis ASAP.
And I know you are trying to help. Being defensive was built into my character, I cannot control that.
Do these caves go underground? If not, I can't use them.acryptozoo wrote:a suggestion for the caves your adding (if you are) you could use these there perfect for "cave building"
http://www.gametoast.com/forums/viewtop ... 64&t=23826
- Fiodis
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Re: WIP: Deneba: Mount Meru
Though I disagree with that statement, I also somehow like it.darthtyren wrote:Being defensive was built into my character, I cannot control that.
As for Sky's tunnels, in the thread he says that the large entrance has a terrain cutter, so yes, you should be able to use them underground.
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Press_Tilty
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Re: WIP: Deneba: Mount Meru
It looks...brown. It's kind of unappealing.
I agree that it is way to big, and flat and open.
But it needs more color. Idk what or how that would work. try getting another texture, and spraying it around on the canyon walls, its really obvious that they are tiled. It will add a ton. Add dust storms too.
I agree that it is way to big, and flat and open.
But it needs more color. Idk what or how that would work. try getting another texture, and spraying it around on the canyon walls, its really obvious that they are tiled. It will add a ton. Add dust storms too.
- Fiodis
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Re: WIP: Deneba: Mount Meru
Oh, also, see how distant objects have a blueish tint? While that's realistic on Earth, it doesn't look that nice in-game. I'd recommend changing that to maybe a yellow/orange tint, or no tint at all. The setting you would have to change should be in your sky file.
- Sky_216
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Re: WIP: Deneba: Mount Meru
Wish you could, but you can't do that.Press_Tilty wrote: try getting another texture, and spraying it around on the canyon walls, its really obvious that they are tiled. It will add a ton.
As for the cave entrance - needs a pretty steep terrain wall to be set into. Or you can just stick rocks around the gaps.
- darthtyren
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Re: WIP: Deneba: Mount Meru
How many times do people have to bring up the fact that it's too big? I know this, and I am working on it. It is, however, not flat. I am also working on openness. I also don't know how to begin to add dust storms.Press_Tilty wrote:It looks...brown. It's kind of unappealing.
I agree that it is way to big, and flat and open.
But it needs more color. Idk what or how that would work. try getting another texture, and spraying it around on the canyon walls, its really obvious that they are tiled. It will add a ton. Add dust storms too.
- Fluffy_the_ic
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Re: WIP: Deneba: Mount Meru
Okay, you say it's not flat, when it is. Sure, you added little bumps and rolls, but they're not big enough to change the gameplay value. Also, while adding a dust storm may make it look less open, you'll need to add objects to make the map actually be less open to the point of true playability.
- sim-al2
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Re: WIP: Deneba: Mount Meru
I would suggest reskinning the spire and cliffs texture. Even just a small change would make it not scream "Genosis with a different name".
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THEWULFMAN
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Re: WIP: Deneba: Mount Meru
Do what I do, copy the odfdarthtyren wrote: I also don't know how to begin to add dust storms.
Code: Select all
myg1_bldg_fire_effectfrom the stock assets, and the msh
Code: Select all
myg1_bldg_fire_effect.mshagain from the stock, then copy this effect
Code: Select all
geo2_sfx_bunkerdustfrom geo's effect folder, in the stock
and then rename the odf to something like this
Code: Select all
ryb_bldg_dust_effectCode: Select all
[GameObjectClass]
ClassLabel = "prop"
GeometryName = "myg1_bldg_fire_effect.msh"
[Properties]
GeometryName = "myg1_bldg_fire_effect"
FoleyFXGroup = "metal_foley"
AttachEffect = "geo2_sfx_bunkerdust"
AttachToHardPoint = "hp_fire_01"if you have trouble running into it ingame do this
copy any "mshname.msh.option" into your worlds msh folder, then rename to this
Code: Select all
myg1_bldg_fire_effect.msh.optionCode: Select all
-nocolisioni know this went on, and there were typo bunnies, thhay breeed alloot
hope this helps
EDIT
I agree, i never ever use stock textures, unless im making a stock planet( not another tatooine noooo!!!)sim-al2 wrote:I would suggest reskinning the spire and cliffs texture. Even just a small change would make it not scream "Genosis with a different name".


