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Re: Hohkbam: Exotic Jungle

Posted: Sat Oct 15, 2011 11:09 pm
by Dakota
i think the plants look really good now with the other plants and lighting.

Re: Hohkbam: Exotic Jungle

Posted: Sun Oct 16, 2011 9:41 am
by Fiodis
I would vote to scrap them, since they're sort've tropical and don't fit at all with the Endor pine trees. (Where will you ever see pine trees and tropical plants growing naturally in the same habitat? It's not enough, imho, just to say that Star Wars planets are "exotic" - it's not biologically possible.)

Since I currently can't vote, just add +1 to the "scrap them" count.

Re: Hohkbam: Exotic Jungle

Posted: Sun Oct 16, 2011 10:19 am
by CressAlbane
I suggest re-skinning one "set" of props to blend with the other "set."

Re: Hohkbam: Exotic Jungle

Posted: Sun Oct 16, 2011 6:11 pm
by Tears2Roses
The side are giving me some serious grief at the moment. I was thinking of doing rebels vs droids. Jungle droids, and jungle rebels made my way. As far as plants go, the segmented plants REALLY stand out against everything else. However, the pitcher plants do not. They look more like oversized flowers. What I think I will do is delete the segmented's, but keep the pitchers. I really thought my map was missing something without the pitcher plants. There are also a few other felucia plants like the whisker (I think) that didn't stand out, and I will keep those. I will edit my map so there are NO segmented plants, and keep the pitchers. Oversized flowers could be biologically possible, if the flowers had perfect growing conditions. And the pitchers really are just enourmous flowers.

From earlier posts about tunnels, those would be nice. However, it is very hard to fill the map with foilage and have the tunnels. For now, I will leave the tunnels out. My map wasn't missing that polishing touch with them. Instead, I will raise/lower much more ground. I think that would better fit my map anyways.

In case you missed it, for my sides I was thinking of doing rebels and droids. What are your guy's opinions of that?

So, in the next update expect: Screenshots of an improved map, and sides, Hopefully within this week. I will also try and get a good working loadscreen. I might release a beta once I finish barrier/planning work too.

Re: Hohkbam: Exotic Jungle

Posted: Sun Oct 16, 2011 7:19 pm
by Eaol
Color some Felucia flowers to match the environment set up to us with the trees.

Re: Hohkbam: Exotic Jungle

Posted: Mon Oct 17, 2011 11:04 pm
by Tears2Roses
HUGE UPDATE:
So while I've been working on my map I finally got some good screenshots of a likely final version of the map.
Hidden/Spoiler:
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The super battle droid is hidden in one of the pictures, can you find him? ( not the first person picture )
A large portion of these are to show the contrast in hillls/holes and the fact that there are no segmented plants, and how full the map looks. When I mentioned the pitcher plants are oversized flowers, I now have proof of that too. :D

Now, for the jungle droids! I forgot to add the alpha layer in gimp to the magnaguard and thats why it looks shiny :roll: The sides are in the "early" stages. Early means that its 1) not final and 2) no battle damage/scratches. I would like your guys suggestions on how to improve them. Screenshots:
Hidden/Spoiler:
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D = done, W = working on, N = not started
OVERALL:
Sides:
CIS:
Skinning - W
Weapons - W (changing the units to have different weapons, possibly re-skinning them)
Common ODF's - N
Custom Effects - W ( for now a grenade effect, will post soon! )
First Person - N (skinning the first person arms/hands )
REBELS:
Nothing has been started for the rebels.

MAPPING:
Objects - D
Planning - N ( this will be last )
Change sky - D
Re-skin stock props - N ( I might re-skin the props, for now it looks ok. )
CP stuff - W ( I can't get my AI to spawn, this might be a ZE problem. However its most likely LUA related )

MISC:
Loadscreen - N
Mini map - N
Localizing - N ( re-name everything. )

KNOWN ISSUES:
- My rocks do not have colision geometry.
- I have no unit specific sounds at all

I need help with the sounds. This is getting the stock sounds working right. For now this isn't important. My rocks are called yav_prop_boulder. I have the mesh/option files, but I might need to tweek the option file.

Re: Hohkbam: Exotic Jungle **HUGE UPDATE LAST PAGE ***

Posted: Tue Oct 18, 2011 6:58 am
by Fiodis
The units seem a bit oversaturated, imo. Perhaps you could make that a bit more subdued?

The map definitely looks better with a little height variation and no segmented plants. However, the hills/holes seem somewhat sharp, like pyramids instead of natural formations. Also, sine the hills/holes are so small and mostly the same height, it still feels like the map is flat. Maybe you could make some substantially bigger than others, and run the blend tool over them to get rid of the sharp edges?

Re: Hohkbam: Exotic Jungle **HUGE UPDATE LAST PAGE ***

Posted: Tue Oct 18, 2011 9:27 am
by Tears2Roses
When you say subdued, what do you mean?

Re: Hohkbam: Exotic Jungle

Posted: Tue Oct 18, 2011 5:09 pm
by Sky_216
Fiodis wrote: it's not biologically possible
Yes it is. There's such thing as tropical pine trees/conifers.
You're unlikely to get them in dense jungles but from the screens the jungle isn't dense anyway.

Re: Hohkbam: Exotic Jungle **HUGE UPDATE LAST PAGE ***

Posted: Tue Oct 18, 2011 6:24 pm
by CressAlbane
Fiodis wrote:The units seem a bit oversaturated, imo. Perhaps you could make that a bit more subdued?
Yeah, they do seem oversaturated. I think that the sbd especially needs more grey in it.

Re: Hohkbam: Exotic Jungle

Posted: Tue Oct 18, 2011 7:06 pm
by Fiodis
Sky_216 wrote:
Fiodis wrote: it's not biologically possible
Yes it is. There's such thing as tropical pine trees/conifers.
You're unlikely to get them in dense jungles but from the screens the jungle isn't dense anyway.
I meant you'd be hard-pressed to find exotic plants and normal pines growing side-by-side, not that tropical variants of pines couldn't exist.

Re: Hohkbam: Exotic Jungle **HUGE UPDATE LAST PAGE ***

Posted: Tue Oct 18, 2011 7:24 pm
by Tears2Roses
So from your guy's opinions I need to desaturate even more? If I de-saturated too much more they will look colourless, maybe its the brightness/contrast? I will add grey/blacks into all the droids and go from there. Battle damage/etc will be last. As for hills, making different sized hills and no sharp edges, is a great idea. I will definately do that.

Re: Hohkbam: Exotic Jungle **HUGE UPDATE LAST PAGE ***

Posted: Wed Oct 19, 2011 6:33 pm
by Dakota
maybe for the skins you could instead of making the driods completly green you could give them more of a camo look.

heres a nice tutorial for adding camo.

http://www.gametoast.com/forums/viewtop ... 27&t=25809

if you need some pictures for it then you could go to google and look up "camo" in images, or you could just go into the texture files for the terrain in the jungle/forest maps (ex: endor, felucia, yavin, dagobah, kasyyyk, etc, etc...)

Re: Hohkbam: Exotic Jungle **HUGE UPDATE LAST PAGE ***

Posted: Wed Oct 19, 2011 6:59 pm
by Tears2Roses
Thank you so much dakota! I must try this!

Re: Hohkbam: Exotic Jungle **HUGE UPDATE LAST PAGE ***

Posted: Wed Oct 19, 2011 7:06 pm
by Dakota
Tears2Roses wrote:Thank you so much dakota! I must try this!
your welcome. i had a screenshot of a finished product of me doing this but i lost it some where. i made my rep sniper look just like a plant, the cape too :D

i do have a more recent one where i replaced the tan color of boba's pants and under shirt with army camo colors... but i need to find it.

Re: Hohkbam: Exotic Jungle **HUGE UPDATE LAST PAGE ***

Posted: Thu Oct 20, 2011 9:53 pm
by Tears2Roses
UPDATE#2
Ok using the tutorial dakota posted, I have made some jungle droids! I think they are awesome. I also got a custom grenade effect!
Hidden/Spoiler:
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Image I know his eyes are black, I think it looks cool.
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ImageBeautifull grenade effect.
This video roughly shows the grenade being tossed then exploding. I hope it gives you a better idea of my effect!

http://www.xfire.com/video/4f2b59/

So, in the next update, I will post my map.

UPDATED CHECKLIST:
SIDES:
CIS:
Skinning = D
First person = W
Weapons = N
Common ODF's = N
Custom effect = W (my grenade effect MIGHT be the only 1)
REBELS:
The rebels will be the last thing I do for now.
MAPPING:
Objects - D
Hight variations = W (trying to get perfect balance of hills too holes.
Re skin stock props = N ( I probably won't re-skin the stock props. )
Planning = N ( again, this will be last )
MISC*:
Loadscreen = N
Mini map = N
Localizing = N
* misc stuff I will do last, I won't post on the updated checklist.

KNOWN ISSUES STILL NEEDING FIXING:
My AI won't spawn.
I have no unit sounds....
The rebels are messed up, the rocketeer unit isnt showing up, missing weaps, etc.
I haven't worked on my rocks that are missing geometry yet, but I will. This will be last. For now it doesnt matter if I can run through them or not, my AI don't spawn anyways.

In the next update, expect: Screenshots of a new map with much different hight variation. It will take a while to get stuff done, with school and all....Hopefully sometime this week though :D

Re: Hohkbam: Exotic Jungle **HUGE UPDATE LAST PAGE ***

Posted: Thu Oct 20, 2011 10:06 pm
by Fiodis
Nice skins; they don't seem so terribly saturated anymore.

Re: Hohkbam: Exotic Jungle **HUGE UPDATE LAST PAGE ***

Posted: Thu Oct 20, 2011 10:30 pm
by Tears2Roses
I think I should add a credits list now, its long overdue.
Hidden/Spoiler:
CREDITS SO FAR: Marth/unlucky13 for helping me with a variety of problems on x-fire. - AQT for helping me with my grenade effect, and many other things, thanks a lot. AceMastermind[getting P.E. working tut], [RDH]Zerted[loadscreens tut], Penguin/kateana[local sides tut], biohazard[alpha layers in gimp tut], 501st_commander[for the complete skinning tutorial, the first tutorial on GT I used] and many other people on GT who write A M A Z I N G tutorials and helped me get off the ground. I really owe you, and everyone who has ever helped me achieve anything modding related, a LOT. I can not show you how greatfull I am.

Re: Hohkbam: Exotic Jungle **HUGE UPDATE LAST PAGE ***

Posted: Fri Oct 21, 2011 6:00 am
by THEWULFMAN
Fiodis wrote:Nice skins; they don't seem so terribly saturated anymore.

I concur. :plokoon:

Nice update. :thumbs:

Re: Hohkbam: Exotic Jungle **HUGE UPDATE LAST PAGE ***

Posted: Sat Oct 22, 2011 4:32 am
by Tears2Roses
Ok, for the moment I have decided to not work on mapping/etc. I will only be working on my sides for now. After that then I will do the hight changes (VERY hard to get it just right....) and add a minimap and loadscreen. Also, this way I can post nice visuals for updates, rather than a bunch of random hills and what not. I will not post the checklist anymore, that was to give you all a vague idea of where I was at. So, in this update I present: My jungle rebels!
Hidden/Spoiler:
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I know the sniper crotch looks weird, I did not mean to do that, it just turned out that way... X-fire is being stupid so when I can I will post the other 2 guys, I will.

As for the wookie/bothan, I will NOT be including them. What I will do though is the following:
For my Rebel Officer, I would take the imperial officer and give him a pistol, the wookie bowcaster, and maybe a flamethrower (flamethrowers you dont see a lot on anyone but boba/jango, I think it would be a cool change )
For the special unit, I was thinking of the clone commander. He would look interesting with jungle camo, and then he would have his chaingun and a few other things. Personally, I think that would be cool side related. As for the CIS, having the droideka and magnaguard, balance wise I don't think that would hurt much. My reason for not including the wookie/bothan: If they were to have camoflauge, they would look weird. It would be painting fur, essentially. Specifically for the bothan, there is no point of a stealth unit, when the units have camoflauge. Also, the bothans weapons are relatively useless in this map ( I tested this out. ) The reason for the wookie being tossed is that the fur is huge here. It wouldn't seem right. Also, I think replacing the wookie with the clone commander would be better, because then I can call him the "rebel commander" with powerfull weapons. To make a long story short: The reason for getting rid of the wookie/bothan is opinion.

Now theres just getting the sound working right on all of this................................

RESSOLVED ISSUES: My AI do spawn now, the rebels have sounds and the CIS don't
OUTSANDING ISSUES: The CIS do not have sounds.
THINGS TO DO: 1)Finish my sides 2) mapping 3) other