Tatooine: Outpost (Released)
Moderator: Moderators
-
modmaster13
- General

- Posts: 777
- Joined: Wed Aug 18, 2010 4:23 pm
- xbox live or psn: KrypticcElementt
- Location: Twitter @_KrypticElement
- Contact:
Re: Tatooine: Outpost
For locals, you added tusken raiders, jawas, and wequay pirates. Don't you think thats alot of locals for a desert? I would just stick with jawas.
- Jendo7
- Sith

- Posts: 1304
- Joined: Wed Apr 01, 2009 6:37 pm
- Location: Cambridge, England.
- Contact:
Re: Tatooine: Outpost
Thanks martin! I really appreciate thatmartin105038 wrote:I won´t get tired of saying this: your map is awesome
Thanks Nihillo! I'm glad someone said that, as I'm not too fused about the CIS. Anyway, I've already given the sniper a new skin, so I may just do what you suggest. Or maybe throw the droid commando model in as well, and leave it at that. I can get carried away sometimesNihillo wrote:The B-1's beige color scheme is surprisingly functional as camouflage in the desert, so I don't think you'll have to do anything fancy. I'd say just throw some sand at the SBDs and you can call it a day.Jendo7 wrote:Any suggestions for the CIS?
Ok, the set up for the locals is actually not too bad, as they are unable to capture command posts, and are only in specific areas of the map. There will not be any close to command post areas, so you could engage in fighting them, or ignore them as you wish, therefore it has no effect on balance. The Weequay pirates will only be in the DTII era, so in the normal GCW/CW era it will only be Jawas near the sandcrawler, and a handfull of Tuskens, maybe six near the Jundland Wastes. I think the gameplay works out pretty well.modmaster13 wrote:For locals, you added tusken raiders, jawas, and wequay pirates. Don't you think thats alot of locals for a desert? I would just stick with jawas.
- Anakin
- Master of the Force

- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Re: Tatooine: Outpost
have you new pics??
i'm looking to make a Magna guard after i finished my clone assassin. you will find it in my assets thread if you want to use it
i'm looking to make a Magna guard after i finished my clone assassin. you will find it in my assets thread if you want to use it
- Jendo7
- Sith

- Posts: 1304
- Joined: Wed Apr 01, 2009 6:37 pm
- Location: Cambridge, England.
- Contact:
Re: Tatooine: Outpost
I might post some new pics this evening, or tomorrow at the latest.
...and thanks for the offer, I'll have a look
...and thanks for the offer, I'll have a look
- Anakin
- Master of the Force

- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Re: Tatooine: Outpost
here my referent
==EDIT==
here my pic i will upload it to my assets pack thread if it run in BFII
Hidden/Spoiler:
here my pic i will upload it to my assets pack thread if it run in BFII
Hidden/Spoiler:
-
modmaster13
- General

- Posts: 777
- Joined: Wed Aug 18, 2010 4:23 pm
- xbox live or psn: KrypticcElementt
- Location: Twitter @_KrypticElement
- Contact:
Re: Tatooine: Outpost
How could you have certain locals in a certain area?Jendo7 wrote:Thanks martin! I really appreciate thatmartin105038 wrote:I won´t get tired of saying this: your map is awesome![]()
Thanks Nihillo! I'm glad someone said that, as I'm not too fused about the CIS. Anyway, I've already given the sniper a new skin, so I may just do what you suggest. Or maybe throw the droid commando model in as well, and leave it at that. I can get carried away sometimesNihillo wrote:The B-1's beige color scheme is surprisingly functional as camouflage in the desert, so I don't think you'll have to do anything fancy. I'd say just throw some sand at the SBDs and you can call it a day.Jendo7 wrote:Any suggestions for the CIS?
Ok, the set up for the locals is actually not too bad, as they are unable to capture command posts, and are only in specific areas of the map. There will not be any close to command post areas, so you could engage in fighting them, or ignore them as you wish, therefore it has no effect on balance. The Weequay pirates will only be in the DTII era, so in the normal GCW/CW era it will only be Jawas near the sandcrawler, and a handfull of Tuskens, maybe six near the Jundland Wastes. I think the gameplay works out pretty well.modmaster13 wrote:For locals, you added tusken raiders, jawas, and wequay pirates. Don't you think thats alot of locals for a desert? I would just stick with jawas.
- Jendo7
- Sith

- Posts: 1304
- Joined: Wed Apr 01, 2009 6:37 pm
- Location: Cambridge, England.
- Contact:
Re: Tatooine: Outpost
Ah! that is the trick. Basically the locals are all custom units, so all I do is put "HOVER" in the odf's that defines their AISizeType, and then put a hover barrier around them in ZE.
This doesn't happen in the DTII era though, for obvious reasons.
This doesn't happen in the DTII era though, for obvious reasons.
- Sky_216
- Droid Pilot Assassin

- Posts: 2086
- Joined: Mon Feb 13, 2006 3:28 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Tatooine: Outpost
You could edit them through lua with "SetClassProperty"...not sure what it'd do to online compatability though.
- Jendo7
- Sith

- Posts: 1304
- Joined: Wed Apr 01, 2009 6:37 pm
- Location: Cambridge, England.
- Contact:
Re: Tatooine: Outpost
Ok, thanks Sky. I think I'll try that for the DT era unless Mav would prefer me not to. It's actually not much of a problem in the DT era though, as the main units have a lot more powerful weapons than the locals.
Edit: That worked, all the DTII Tuskens are now in their own little corner.
Edit2:
...just sent you a pm.
Edit: That worked, all the DTII Tuskens are now in their own little corner.
Edit2:
Thanks, that would be great. I like it!Anakin wrote:here my referent
==EDIT==Hidden/Spoiler:
here my pic i will upload it to my assets pack thread if it run in BFII
Hidden/Spoiler:
...just sent you a pm.
-
modmaster13
- General

- Posts: 777
- Joined: Wed Aug 18, 2010 4:23 pm
- xbox live or psn: KrypticcElementt
- Location: Twitter @_KrypticElement
- Contact:
Re: Tatooine: Outpost
I didn't give a full description to you earlier, but how did you get those cool sand textures for the ground?
Also, an assets pack wouldn't be a bad idea!
Also, an assets pack wouldn't be a bad idea!
- Jendo7
- Sith

- Posts: 1304
- Joined: Wed Apr 01, 2009 6:37 pm
- Location: Cambridge, England.
- Contact:
Re: Tatooine: Outpost
Screenshots as promised. Not in any particular order but they include DTII, CW and the GCW eras.
Hidden/Spoiler:
Last edited by Jendo7 on Thu Feb 10, 2011 12:25 am, edited 3 times in total.
-
THEWULFMAN
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: Tatooine: Outpost
Nice
:plokoon:
- Jendo7
- Sith

- Posts: 1304
- Joined: Wed Apr 01, 2009 6:37 pm
- Location: Cambridge, England.
- Contact:
Re: Tatooine: Outpost
Thanks WULFMAN! 

I've had the sand textures for a while, so I can't actually remember, and the base color I made in gimp. I wouldn't release an assets pack for the simple reason the majority of assets are not mine, and are either from Sky216 assets or Rends, which are already available. I just skinned a few things, put together the sides (CodaRez/Deviss assets) and changed some colors. The world assets wont be released either, as it hasn't reached beta stage yet, and I probably wont anyway. Thanks for your interest, thoughmodmaster13 wrote:I didn't give a full description to you earlier, but how did you get those cool sand textures for the ground?
Also, an assets pack wouldn't be a bad idea!
- commander501stappo
- Jedi

- Posts: 1016
- Joined: Tue Sep 28, 2010 8:13 am
- xbox live or psn: DarthAppo
- Location: In a galaxy very, very close by...
Re: Tatooine: Outpost
Very nice! I like the dewbac and can't wait till I can blast some tuskens :maulsaber:
- Sky_216
- Droid Pilot Assassin

- Posts: 2086
- Joined: Mon Feb 13, 2006 3:28 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Tatooine: Outpost
It all looks very impressive, just one thing - want a new crashed gunship or three? The one in the pic there is one of the first models I "made" in XSI and it's pretty bleh.
-
Lephenix
Re: Tatooine: Outpost
Awesome 
- naru1305
- Major General

- Posts: 657
- Joined: Fri Jan 07, 2011 4:57 pm
- Location: Germany
- Contact:
Re: Tatooine: Outpost
this looks awesome 
- Jendo7
- Sith

- Posts: 1304
- Joined: Wed Apr 01, 2009 6:37 pm
- Location: Cambridge, England.
- Contact:
Re: Tatooine: Outpost
Thanks again everyone!
Thanks! I really appreciate it
I've got another one of your gunship's but it's from the same pack, so please do, that would be great.Sky_216 wrote:It all looks very impressive, just one thing - want a new crashed gunship or three? The one in the pic there is one of the first models I "made" in XSI and it's pretty bleh.
Thanks! I really appreciate it
- Marvel4
- Rebel Colonel

- Posts: 556
- Joined: Mon Jun 21, 2010 12:57 pm
- Projects :: Marvel4s BF1 Conversion Pack + Era Mod
Re: Tatooine: Outpost
Looks very good!
One suggestion: You could change the skin for the CIS sniper, so the color matches the sand.
One suggestion: You could change the skin for the CIS sniper, so the color matches the sand.
- Anakin
- Master of the Force

- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Re: Tatooine: Outpost
WOW epic pics but what is this??
Hidden/Spoiler:






























