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Re: The DMI Plan

Posted: Sat Nov 22, 2008 6:25 pm
by RepSharpshooter
I haven't had a lot of time to mod nowadays, so I have to approach things one at a time. First battle arena, then DMI.

I have some future plans for DMI that I will write up when i get there.

Re: The DMI Plan

Posted: Sun Nov 23, 2008 3:15 pm
by MercuryNoodles
Take your time. I have more than one project going myself, so it's understandable. I need time to get better aquainted with XSI and UV mapping anyway. :P

Re: The DMI Plan

Posted: Sun Nov 23, 2008 3:22 pm
by Fluffy_the_ic
Yeah, taaake yer time. <-say like Bill Engvall'd say "Here's yer sign" I wanna learn UVing better myself, and I'm in the midst of other models, but that's was this is for, showing them off, isn't it? Ah well, take your time.

Re: The DMI Plan

Posted: Fri Nov 28, 2008 8:23 pm
by GangsterJawa
Does the train work as a teleport or an animation? And do I have to have my own lot to make this playable for me? Because I have tried modding/modeling once and was completely bamboozled (<-- fun word)

Re: The DMI Plan

Posted: Fri Nov 28, 2008 9:02 pm
by Silas
anyone can play the map after it's released

Re: The DMI Plan

Posted: Fri Nov 28, 2008 9:31 pm
by RepSharpshooter
I've got the perfect substitute for an elevator, linked turrets (like the defense turrets on the capital ships). You can enter a turret on any floor and instantly switch to another floor and then exit. It's so simple and elegant-- a lot better than a bumpy elevator ride, or confusing ZE anims (no offense to Mav's elevators, they work beautifully; it's just a lot of work to do in the face of ZE crashing).

Re: The DMI Plan

Posted: Fri Nov 28, 2008 10:02 pm
by Null_1138
RepSharpshooter wrote:I've got the perfect substitute for an elevator, linked turrets (like the defense turrets on the capital ships). You can enter a turret on any floor and instantly switch to another floor and then exit. It's so simple and elegant-- a lot better than a bumpy elevator ride, or confusing ZE anims (no offense to Mav's elevators, they work beautifully; it's just a lot of work to do in the face of ZE crashing).
Wow, Rep. I never thought of elevators that way. :bowdown: Can't wait to see DMI turn into DM. Good luck on both Battle Arena and this.

Re: The DMI Plan

Posted: Sat Nov 29, 2008 7:33 am
by Silas
that's genius rep. saves a lot on the number of regions we'll need

Re: The DMI Plan

Posted: Thu Dec 04, 2008 11:33 pm
by Tygr
I really like this idea! If it's okay, I would like to be involved. I don't have modeling software, but I can do a lot with ODFs and skinning. In fact, I've got a bunch of units/skins/weapons that could be used in this, if anybody wants them. :D

EDIT: Sorry, saw the "Getting Started" section. Woopsies!

Re: The DMI Plan

Posted: Wed Dec 31, 2008 12:18 pm
by Fluffy_the_ic
So, how hard should we try to get this all into one object?

Re: The DMI Plan

Posted: Wed Dec 31, 2008 3:21 pm
by RepSharpshooter
Try to condense it as much as you can. I think one estimate was like 25-30 objects per person max.

Re: The DMI Plan

Posted: Wed Dec 31, 2008 4:05 pm
by Fluffy_the_ic
Okay, sounds good.

Re: The DMI Plan

Posted: Sun Jan 04, 2009 2:02 am
by (Edwinator)
I love the idea for this map. I have had similar ideas for a map of this kind, and seeing as I have no modding skills, I am glad that you are making this. I am sure that this will turn out to be awesome!

(Just saying)

Re: The DMI Plan

Posted: Mon Jan 05, 2009 8:12 pm
by jedi_pilot
Hey, I have an Idea for the map :D ,

What if there was a system of "gas" stations a various points of the map that refill your transport's stamina when you pull into them with??? just make it to where your stamina does not regenerate by itself :yes: .

Re: The DMI Plan

Posted: Tue Jan 06, 2009 12:31 pm
by vortexus
Hi guys :bowdown:
A few things. Firstly, I know this is a bit of a strange question but do you plan to make a flashy load screen? Edited pictures of the game map and that kind of stuff?(this is more a question for when this project is nearing the end)Secondly,how many servers will it have? Third and finaly, How will you stop people playing the map in conquest? Or will just have the map with normal conquest sides or Kotor,custom etc....? :runaway: :yes: :runaway:

Re: The DMI Plan

Posted: Tue Jan 06, 2009 3:07 pm
by lesovikk1
the post before me this is answering one of your points the last point about the conquest either he can delete it or edit it so it says conquest on screen but playeds diffently so there might not be a conquest or not its really up to the crew of this map

Re: The DMI Plan

Posted: Tue Jan 06, 2009 9:38 pm
by Commander_Fett
At point 3, there is no conquest mode. Only Hero Assault.

Re: The DMI Plan

Posted: Wed Jan 07, 2009 9:42 pm
by RepSharpshooter
jedi_pilot wrote:Hey, I have an Idea for the map :D ,

What if there was a system of "gas" stations a various points of the map that refill your transport's stamina when you pull into them with??? just make it to where your stamina does not regenerate by itself :yes: .
That actually sounds like a neat idea. It would add realism definitely. Although I'm not sure if it would be more of an annoyance than an asset.

Re: The DMI Plan

Posted: Wed Jan 07, 2009 9:51 pm
by Fluffy_the_ic
Well, youd also need to require everyone to make their own vehicles stamina NEVER regenerate except around that.

Re: The DMI Plan

Posted: Wed Jan 07, 2009 10:17 pm
by Fiodis
Isn't it possible to make a vehicle move only when you do boost? Then, just give it a lot of stamina and you have a perfect fuel gauge. Brilliant idea, jedi_pilot!