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Re: WIP: Bespin Escape

Posted: Sat Jun 13, 2009 12:50 am
by Jendo7
Actually, now I think about it, that makes alot of sense. Thanks, that leaves me with one less problem to sort out. :D

Update: Sun Jun 14, 4:08 pm

I have been able to improve the view distance, increasing the visible range of terrain and buildings:

Before:

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After:

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Re: WIP: Bespin Escape

Posted: Tue Jun 16, 2009 9:44 am
by EraOfDesann
The view distance can make quite a difference.

Re: WIP: Bespin Escape

Posted: Tue Jun 16, 2009 10:24 am
by giftheck
I think the courtyard's a bit empty. It'd also be cool to see some custom-made objects in there too - the shipped reactor shaft sucks on any Bespin map, it's nothing like I remember it.

Re: WIP: Bespin Escape v2.5 released

Posted: Tue Jun 16, 2009 1:41 pm
by Jendo7
One end of the courtyard has more props than the other as I had to leave certain space up one end for the vehicle planning, but I have filled out the other end more, where the central battle takes place. I'll see if I can add a few more objects before release. I know what you mean about the reactor shaft and it would be better if it was more movie accurate, unfortunately I can't model. I have just downloaded XSI though, so I hope to make some custom models in future.

Sat Jun 20

Didn't feel there was a need to start a release thread, as it's the latest version.

Bespin: Escape Version 2.5 released

http://starwarsbattlefront.filefront.co ... ape;100380

Re: WIP: Bespin Escape

Posted: Fri Jul 10, 2009 1:14 pm
by EA711
I know this is an old thread but it is still within the limit. I have finaly got round to playing this map, it is very good but, I have had a idea; you should make it later on in the evening around sun set and add light effects to the street lamps, this would make it different from the original cloud city map, it would also remove the greenish tinge. Lower the reinforcements, the battle drags a bit, the imperial transport should be armed and slower.

Re: WIP: Bespin Escape

Posted: Fri Jul 10, 2009 1:20 pm
by newguy99
That's a cool idea, I'd download it again just for a sunset version!
(I've never played a sunset map)

Re: WIP: Bespin Escape

Posted: Fri Jul 10, 2009 9:07 pm
by Jendo7
Thanks EA711, sounds good. I have been continuing to improve the map and am now close to releasing a final version, so I might consider your idea for a different bespin or a BF2 iteration. The improvements I've made are pretty extensive, as I've expanded the playable area and added more flyers for each era, and have been able to add passengers to the Imperial transport which is now armed :P . I've also added Boba Fett as the hero for the Imperials and Jango Fett for the CIS, both set up as Local NPC's, thanks to ggctuk's main play mod assets, which is the main source of the new content I've added. I don't think I would have been able to do it without that. Hopefully the final version should be released probably mid to late July as I'm still fixing bugs. I'll try and get some screens up of the new content in a few days.

Re: WIP: Bespin Escape

Posted: Sat Jul 11, 2009 9:43 am
by EA711
Great, I look forward to it.

Re: WIP: Bespin Escape

Posted: Sat Jul 11, 2009 2:31 pm
by Raptor_101
This map looks really good. The only issue that I have is that the file name is bes3 and that is the same for the Bespin map in the Main Play Mod. I'd suggest making it like bes5 or something so that people with this mod can play your map too. Just a suggestion.

Re: WIP: Bespin Escape

Posted: Mon Jul 13, 2009 4:32 pm
by Jendo7
Raptor_101 wrote:This map looks really good. The only issue that I have is that the file name is bes3 and that is the same for the Bespin map in the Main Play Mod. I'd suggest making it like bes5 or something so that people with this mod can play your map too. Just a suggestion.
I don't think it's possible to change the file name without breaking the map. You could always take the other bes3 out of your addon to play mine.

Anyway, below is all the new content I've added for the final version.

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Update: Tue Jul 14, 1.31 am

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The final starfighters are from the conversion pack vehicle assets that include Obiwan's Starfighter and Plo Koon's Starfighter.

Re: WIP: Bespin Escape

Posted: Mon Jul 13, 2009 5:30 pm
by newguy99
Wow
Very nice
cool
yea
:D
keep it up!

Re: WIP: Bespin Escape

Posted: Fri Jul 17, 2009 9:04 am
by Jendo7
I may have to take out Psych0fred's Republic Command Shuttle due to filesize. It is also of a high poly count so reduces performance of the map slightly. If people would still like it in please say, otherwise I'll put the Republic LAAT/i back in. There is also no 1st person cockpit view for the shuttle.

Re: WIP: Bespin Escape

Posted: Fri Jul 17, 2009 2:15 pm
by Raptor_101
This is starting to look really good with the vehicles and such. I'd say take out the shuttle, because some low-end comps. may have a hard time and people may get irritated from the lag lol. Looks like you have to fix the issue with the clones sitting inside the AT-RT lol.

Re: WIP: Bespin Escape

Posted: Fri Jul 17, 2009 6:49 pm
by Jendo7
Yeah, I thought someone might spot that. I've actually been having alot of trouble with this. If I keep the following PilotAnimation code in the ODF:

Code: Select all

AnimatedPilotPosition 		= "bone_root"
PilotAnimation 		        = "drive_1manatst"
The map crashes as soon as the ai get on the AT-RT.

If I change it to this:

Code: Select all

AnimatedPilotPosition 		= "bone_root"
PilotAnimation 		        = "drive"
The map works fine but the pilot position is completely wrong.
I may have to take the AT-RT out if I can't resolve it.

Edit: Fri Jul 17, 9.00 pm

O.K, problem solved, I've taken out the AT-RT and replaced it with the AT-XT instead:

Image

The command shuttle has also been replaced by the gunship.
I'll be uploading the final version this coming week.

Re: WIP: Bespin Escape

Posted: Fri Jul 17, 2009 11:28 pm
by Raptor_101
That's completely fine. I actually haven't gotten any map that had an AT-XT in it and I've wanted to take one for a spin lol. Looks great.

Re: WIP: Bespin Escape

Posted: Sat Jul 18, 2009 8:48 am
by newguy99
Nice map and vehicles!
:cry: I like at-rt's, but no matter a at-xt looks cool!
I hope to be waiting right here for the next version release. :thumbs:

Re: WIP: Bespin Escape

Posted: Tue Jul 21, 2009 8:36 am
by jango
looks awesome! how did you get the pilot's head not to stick out of the jedi starfighter? when i used it i had a head sticking out and it looked stupid. Also, can you give me the camera postion for 3rd person in the imperial shuttle? I had trouble getting the view right.

Re: WIP: Bespin Escape

Posted: Tue Jul 21, 2009 10:02 am
by Jendo7
jango wrote:looks awesome! how did you get the pilot's head not to stick out of the jedi starfighter? when i used it i had a head sticking out and it looked stupid. Also, can you give me the camera postion for 3rd person in the imperial shuttle? I had trouble getting the view right.
I just used Anakin's Starfighter from ggctuk's Main Play Mod assets and then copied and changed the ODF to call for Obiwans and Plo Koons Starfighter.msh from the Conversion Pack vehicle assets. For the Imperial Shuttle I just changed the imp_fly_shuttle.odf from the main play mod to imp_fly_trooptrans.odf, changed a few other things like weapons and sound, then added all the .msh/.tga's it calls for to my side.

Update: I've added Psych0fred's ATST Dock to the Imperial and Republic landing area:

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This is the last update I will do before release. I just wanted to know peoples opinion on it. Should I keep it in or take it out? Thanks.

Re: WIP: Bespin Escape

Posted: Tue Jul 21, 2009 11:47 am
by mswf
I'd say keep it in. Maybe make the metal a bit more vanilla to let it blend in more, otherwise it's just perfect.

Re: WIP: Bespin Escape

Posted: Tue Jul 21, 2009 12:15 pm
by EA711
I like it, keep it. :thumbs: