WIP: Deneba: Mount Meru

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

Moderator: Moderators

Post Reply
User avatar
darthtyren
Chief Warrant Officer
Chief Warrant Officer
Posts: 345
Joined: Mon Dec 29, 2008 3:41 pm
Projects :: RotS [Media section for details]
Games I'm Playing :: Lego Harry Potter
Location: C:\BF2_ModTools\data_DEN
Contact:

Re: WIP: Deneba: Mount Meru

Post by darthtyren »

As to the first req statement, it is already like that. And there were no animations that came with the download.
MileHighGuy
Jedi
Jedi
Posts: 1194
Joined: Fri Dec 19, 2008 7:58 pm

Re: WIP: Deneba: Mount Meru

Post by MileHighGuy »

the texture looks blurry, try tiling it more. the terrain is still a little bright, i have a faq for fixing that here: http://www.gametoast.com/forums/viewtop ... =1&t=22802
User avatar
darthtyren
Chief Warrant Officer
Chief Warrant Officer
Posts: 345
Joined: Mon Dec 29, 2008 3:41 pm
Projects :: RotS [Media section for details]
Games I'm Playing :: Lego Harry Potter
Location: C:\BF2_ModTools\data_DEN
Contact:

Re: WIP: Deneba: Mount Meru

Post by darthtyren »

Perhaps I will work on that when I solve my problem about the hovernaut. Does anyone know where I can get the animation files?
User avatar
Marvel4
Rebel Colonel
Rebel Colonel
Posts: 556
Joined: Mon Jun 21, 2010 12:57 pm
Projects :: Marvel4s BF1 Conversion Pack + Era Mod

Re: WIP: Deneba: Mount Meru

Post by Marvel4 »

I don't think you need some? Otherwise they would have been included. It should work when you create the all.req.
User avatar
darthtyren
Chief Warrant Officer
Chief Warrant Officer
Posts: 345
Joined: Mon Dec 29, 2008 3:41 pm
Projects :: RotS [Media section for details]
Games I'm Playing :: Lego Harry Potter
Location: C:\BF2_ModTools\data_DEN
Contact:

Re: WIP: Deneba: Mount Meru

Post by darthtyren »

Alright, then I hope this works.

UPDATE
Guess what happened?
Hidden/Spoiler:
It worked!!!!!!!!!!!!!!
Ok, what's next, because it's still the same as the last screens + vehicles.

UPDATE
Hidden/Spoiler:
Image
Image
Image
What do you all think?
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: WIP: Deneba: Mount Meru

Post by Fiodis »

Still too flat, still too open, and the spires have a very odd texture pattern.
User avatar
Marvel4
Rebel Colonel
Rebel Colonel
Posts: 556
Joined: Mon Jun 21, 2010 12:57 pm
Projects :: Marvel4s BF1 Conversion Pack + Era Mod

Re: WIP: Deneba: Mount Meru

Post by Marvel4 »

The terrain looks a bit weird. Did you use a detail texture? You should also burn the terrain because it's too bright.
User avatar
darthtyren
Chief Warrant Officer
Chief Warrant Officer
Posts: 345
Joined: Mon Dec 29, 2008 3:41 pm
Projects :: RotS [Media section for details]
Games I'm Playing :: Lego Harry Potter
Location: C:\BF2_ModTools\data_DEN
Contact:

Re: WIP: Deneba: Mount Meru

Post by darthtyren »

Fiodis wrote:Still too flat, still too open, and the spires have a very odd texture pattern.
What do you suggest?
Marvel4 wrote:The terrain looks a bit weird. Did you use a detail texture? You should also burn the terrain because it's too bright.
I did not use detail textures, and I did burn the terrain.
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: WIP: Deneba: Mount Meru

Post by Fiodis »

darthtyren wrote:
Fiodis wrote:Still too flat, still too open, and the spires have a very odd texture pattern.
What do you suggest?
Hmm...could you post an aerial view of the map as it currently is?
User avatar
darthtyren
Chief Warrant Officer
Chief Warrant Officer
Posts: 345
Joined: Mon Dec 29, 2008 3:41 pm
Projects :: RotS [Media section for details]
Games I'm Playing :: Lego Harry Potter
Location: C:\BF2_ModTools\data_DEN
Contact:

Re: WIP: Deneba: Mount Meru

Post by darthtyren »

Fiodis wrote:
darthtyren wrote:
Fiodis wrote:Still too flat, still too open, and the spires have a very odd texture pattern.
What do you suggest?
Hmm...could you post an aerial view of the map as it currently is?
Hidden/Spoiler:
Image
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: WIP: Deneba: Mount Meru

Post by THEWULFMAN »

darthtyren wrote:
Fiodis wrote:
darthtyren wrote:
Fiodis wrote:Still too flat, still too open, and the spires have a very odd texture pattern.
What do you suggest?
Hmm...could you post an aerial view of the map as it currently is?
Hidden/Spoiler:
Image
Um, youve got some very unuasual "cough"bad"cough", texture paterns, try making them a little more alike, not so much variation, still to open.....
User avatar
darthtyren
Chief Warrant Officer
Chief Warrant Officer
Posts: 345
Joined: Mon Dec 29, 2008 3:41 pm
Projects :: RotS [Media section for details]
Games I'm Playing :: Lego Harry Potter
Location: C:\BF2_ModTools\data_DEN
Contact:

Re: WIP: Deneba: Mount Meru

Post by darthtyren »

THEWULFMAN wrote:
darthtyren wrote:
Fiodis wrote:
darthtyren wrote:
Fiodis wrote:Still too flat, still too open, and the spires have a very odd texture pattern.
What do you suggest?
Hmm...could you post an aerial view of the map as it currently is?
Hidden/Spoiler:
Image
Um, youve got some very unuasual "cough"bad"cough", texture paterns, try making them a little more alike, not so much variation, still to open.....
Taking care of the "openness" is last on my list. I'll see what I can do about thse textures.
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: WIP: Deneba: Mount Meru

Post by Fiodis »

Well, I've seen a texture pattern like that work well for a desert, once.

Anyway, by aerial I meant top-down, showing the entire game area; basically what you would build a minimap off of. So, ah, I suppose I'm asking: could we see a map of your map?
User avatar
darthtyren
Chief Warrant Officer
Chief Warrant Officer
Posts: 345
Joined: Mon Dec 29, 2008 3:41 pm
Projects :: RotS [Media section for details]
Games I'm Playing :: Lego Harry Potter
Location: C:\BF2_ModTools\data_DEN
Contact:

Re: WIP: Deneba: Mount Meru

Post by darthtyren »

I hope this is what you mean.
Hidden/Spoiler:
Image
CressAlbane
Master Bounty Hunter
Master Bounty Hunter
Posts: 1519
Joined: Fri Dec 18, 2009 8:02 am
Projects :: CTF Arenas
Games I'm Playing :: Steam- cressalbane2
Location: ¿uoıʇɐɔoן ʎɯ sıɥʇ sı

Re: WIP: Deneba: Mount Meru

Post by CressAlbane »

*facepalm*
Duh! The hovernaut does not need animations because it just moves around.

Anyway, I think your number one priority should be adding more objects. That's a really, really empty-looking map.
User avatar
darthtyren
Chief Warrant Officer
Chief Warrant Officer
Posts: 345
Joined: Mon Dec 29, 2008 3:41 pm
Projects :: RotS [Media section for details]
Games I'm Playing :: Lego Harry Potter
Location: C:\BF2_ModTools\data_DEN
Contact:

Re: WIP: Deneba: Mount Meru

Post by darthtyren »

CressAlbane wrote:Anyway, I think your number one priority should be adding more objects. That's a really, really empty-looking map.
You don't think I know that? But if I can do anything about the textures, I'd like to do that first.
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: WIP: Deneba: Mount Meru

Post by Fiodis »

That can't possibly be your whole map. You've got a hovernaut sticking off the bottom end and a huge gap in the left side.
User avatar
darthtyren
Chief Warrant Officer
Chief Warrant Officer
Posts: 345
Joined: Mon Dec 29, 2008 3:41 pm
Projects :: RotS [Media section for details]
Games I'm Playing :: Lego Harry Potter
Location: C:\BF2_ModTools\data_DEN
Contact:

Re: WIP: Deneba: Mount Meru

Post by darthtyren »

Only other way to get texture patterns:
Hidden/Spoiler:
Image
CressAlbane
Master Bounty Hunter
Master Bounty Hunter
Posts: 1519
Joined: Fri Dec 18, 2009 8:02 am
Projects :: CTF Arenas
Games I'm Playing :: Steam- cressalbane2
Location: ¿uoıʇɐɔoן ʎɯ sıɥʇ sı

Re: WIP: Deneba: Mount Meru

Post by CressAlbane »

That terrain bug comes from trying to blend more than three different textures together on the terrain in ZE.
Sadly, I think you'll have to re-do it.
I keep emphasizing the objects because you said you were 90% done with them. Adding objects should come before terrain textures because the terrain influences a lot less than the objects. The objects affect the way the terrain blends with everything else, the planning and barriers, and gameplay setup, so they should come now before the map is too far along.

Take a look at the stock maps, such as Mos Eisley and Tantive 4, they are all much more compact than the open-field style of your map. Even maps like Endor and Kashyyk have things like bridges and huts taking up the open space in the map. Naboo: Plains had less objects but it's terrain had steep hills to compensate. Adding objects NOW makes more sense in the gameplay department, and that is one of the most important factors determining how fun a map is to play.

Please note that I am NOT attacking you OR your map, if your really want to keep the map the open way it is now, than do so. However, adding more objects will make your map feel more close, neat, and fun to play..
User avatar
darthtyren
Chief Warrant Officer
Chief Warrant Officer
Posts: 345
Joined: Mon Dec 29, 2008 3:41 pm
Projects :: RotS [Media section for details]
Games I'm Playing :: Lego Harry Potter
Location: C:\BF2_ModTools\data_DEN
Contact:

Re: WIP: Deneba: Mount Meru

Post by darthtyren »

Gladly, the only part about your post that I got mad at was
CressAlbane wrote:That terrain bug comes from trying to blend more than three different textures together on the terrain in ZE.
Sadly, I think you'll have to re-do it.
I can't re-do it without completely starting over, and that is something that will never happen. Because if it does, then I will have to close this WIP and, after all my hard work, start over once again.

Also, it's really hard trying to find objects that will fit with this map besides the spires and the Geonosis rocks, and I have placed about as many crates as I'd like. Are there any in particular that you would suggest?
Post Reply