Battle of Teth (B'omarr Monastery)

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ForceMaster
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Re: Battle of Teth (B'omarr Monastery)

Post by ForceMaster »

Darth_Spiderpig wrote:What you could try is making it looks like she uses partially a twin bladeand partially two sabers.

Just combine the attacks of Aayla and Maul to get to that result, I will try it out myself tomorrow (bedtime soon >.<), if you don't wanna spend time on it too much, send you a vid and if you like it I could send you the anim, how's that?
Thanks dude! but each weapon (saber) works fine in first position of weapons, and i have an mix of the Aalya and Maul anims, the only problem is this, i can not change (scroll up/down) the weapons, although in the unit selec screen appears both weapons.
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Re: Battle of Teth (B'omarr Monastery)

Post by skelltor »

do u have a none melee wepon as the first wepon?
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Re: Battle of Teth (B'omarr Monastery)

Post by ForceMaster »

Code: Select all

WEAPONSECTION = 1
WeaponName1           = "cis_weap_ventress_twins_sabers"
WeaponAmmo1           = 0

WEAPONSECTION = 2
WeaponName2           = "cis_weap_ventress_double_sabers"
WeaponAmmo2           = 0

WEAPONSECTION = 3
WeaponName3           = "com_weap_inf_force_choke"
WeaponAmmo3           = 0
WeaponChannel3	    = 1
this is the odf part. :roll:
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skelltor
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Re: Battle of Teth (B'omarr Monastery)

Post by skelltor »

u need a non melee wepon first to be able to swich

WEAPONSECTION = 1
WeaponName1 = "com_weap_inf_force_choke"
WeaponAmmo1 = 0

WEAPONSECTION = 2
WeaponName2 = "cis_weap_ventress_double_sabers"
WeaponAmmo2 = 0

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

like that
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Re: Battle of Teth (B'omarr Monastery)

Post by ForceMaster »

it crash

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\DisplaySoldier.cpp(349)
DisplaySoldier 'cis_hero_asajj' failed to find animmap asajj_
When I select these unit the game crash.

EDIT: I tried with other weapon, an pistol, IT WORKS!
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Re: Battle of Teth (B'omarr Monastery)

Post by skelltor »

thats really odd :?
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Re: Battle of Teth (B'omarr Monastery)

Post by kinetosimpetus »

Code: Select all

OffhandWeapon       = 1
is in the stock choke odf, if it is set to 0 does it still crash?
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Re: Battle of Teth (B'omarr Monastery)

Post by Filipinio »

new scrennies?

oh and glad you got it working!
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Re: Battle of Teth (B'omarr Monastery)

Post by ForceMaster »

Image

Image

Image

Image

Image

Image

Image

Still working on it....
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Re: Battle of Teth (B'omarr Monastery)

Post by genaral_mitch »

Wow, cool pics. BTW, have you got the day\night transition working yet?
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Re: Battle of Teth (B'omarr Monastery)

Post by lucasfart »

Looks awesome forcemaster! the temple models look to be pretty good in terms of texturing and modelling. Whats with the sides of the hangar of the venator? they're all sloped right up.
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Re: Battle of Teth (B'omarr Monastery)

Post by Filipinio »

Nice pics, cant wait for more updates on the awsome map...

:thumbs:
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Re: Battle of Teth (B'omarr Monastery)

Post by ForceMaster »

genaral_mitch wrote:Wow, cool pics. BTW, have you got the day\night transition working yet?
No, no yet :(

I explain: I have 4 different skies, "day", "sunset", "dusk" and "night", each with their respective light file. to start the game, before the first spawning is loaded sky "day", this by line

Code: Select all

ReadDataFile ( "dc: THT \ \ sky.lvl", "day") 
, then I loaded another skys ussing timers to lapses time of 5 minutes. okay, where spawn the units are facing the opposite direction to the monastery, and the problem comes when I try to turn in that direction.

Image

this only happens when using the line ReadDataFile(...) to load skys



Note: This works as long as I look to the monastery

I tried deletting objects but not work yet.

some ideas?
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Re: Battle of Teth (B'omarr Monastery)

Post by lucasfart »

its probably an object loaded with the sky. try just loading the sky background without any addons like ships/background props in the sky file.....can you see the sky properly from the direction you can look in?
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Re: Battle of Teth (B'omarr Monastery)

Post by ForceMaster »

thanks lucasfart! it works, an skydome (cloud) :? , for some reason that is.

Well, now you can see the transition from day to night with diferent light ambient and others skydomes. :)

Ok. to work!!!!
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Re: Battle of Teth (B'omarr Monastery)

Post by Filipinio »

YAY!
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Re: Battle of Teth (B'omarr Monastery)

Post by ForceMaster »

Sunset

Image

Dusk

Image

Night

Image

Image

(The black cloud texture need more work.)
Working! working! lol!
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Re: Battle of Teth (B'omarr Monastery)

Post by Manny18Ply »

ForceMaster wrote:
Hidden/Spoiler:
Sunset

Image

Dusk

Image

Night

Image

Image

(The black cloud texture need more work.)
Working! working! lol!
NIce update. this map is coming along very well. i can't wait for release
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Re: Battle of Teth (B'omarr Monastery)

Post by lucasfart »

i think sunset needs to be a bit darker, as it looks identical to sunrise and as such there's no point in having it......glad you got it working btw. The night one looks good as well, but on all of them, the texture looks a bit stretched around the base, apart from that, good work :thumbs:
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Re: Battle of Teth (B'omarr Monastery)

Post by ForceMaster »

thanks friends!

Hey, someone has added the Psychofred's LAAT/C without problems of bones?
I add it, In ZE it is normal, but ingame the parts that deploys ATTE has moved to down. I tried with an .option file with the -keep bone_name bone_name1 (examples) line but it still is moved.
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