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Posted: Thu Jul 12, 2007 1:47 pm
by yankeefan05
Looks nice. I look foward to going into those MonCal new interiors.
Posted: Thu Jul 12, 2007 2:31 pm
by MercuryNoodles
The DS stuff only seemed logical
@jangoisbaddest: Really? How long ago did you come up with the idea? Just curious, since we came up with basically the same thing. I guess I should've expected that, though. I've been working quietly on this for a while, since I was in doubt over my progress until now. Honestly, for a while, I thought xwingguy's BoE map was going to crush my little map before ever being released, but I kept up my work on it. As far as a bridge goes, it may be workable on the ISD, but definately not on the MonCal without new models, because the Tantive bridge's middle section is too big by itself, and rescaling would throw everything off as far as proportions go. So, I'm going to leave both without a bridge. I'd also need a new model for the ISD bridge, anyway. If there was anything I'd be a canon-nazi over, it'd be that.
I should also mention it's not really a full interior, though it may feel that way in-game.

It's really just some hallways connecting the original rooms, plus a few extra rooms added for various reasons.
As an aside, barriers are a pain in the rear.

Posted: Thu Jul 12, 2007 2:50 pm
by DarthMan
OMG!!! Space interiors how they should have been! And taking a cp in their ship will be so awsome!!!
Posted: Thu Jul 12, 2007 4:12 pm
by trainmaster611
Maveritchell wrote:A tip for those interiors: I know when I've played around with adding hallways, etc. to cap ship interiors I've always had gap problems, and I assume that's what you're talking about with "looking kind've bad in places." Find yourself some good lego pieces (just any - in this case metal-textured - small meshes) that you could use to plug the gaps where non-matching mesh pieces intersect.
Best of luck, it'll be interesting to see what you do with SS interiors; I've never satisfactorally made one.
Yeah there's some 2D objects (like one poly wide) in the BF1 Rhen Var assets. They are identified with the world "lego". Just give them a metal texture and they should fit like cherry cream pie into your map.
MNoodles wrote:Viewing the Imperial hanger. Think of the window as a two-way mirror, as you can't see it on the other side.
That's called a
one-way mirror.
jangoisbaddest wrote:Edit: Oh, and by the by, you might want to search the forum for the teleportation code.
Unfortunately, no one ever got around to posting how to do it. The only active member left that still knows how to do it (as far as I know) is ITfactor. You might also try asking Tean.
jangoisbaddest wrote:That way you can have a bridge section actually located where the bridge is supposed to be, etc (if that is appealing to you).
If you look into Dragonum's ventanator assets, the bridge is the same kind of bridge you see in an ISD.
MNoodles wrote:@Aksel3:Hmm? I haven't really looked closely at space with the Conversion Pack. I'll have to check it out.
He's referring to the B-Wings, the TIE defender, and the TIE advanced. They've been released so its worth looking into.
Posted: Thu Jul 12, 2007 6:42 pm
by jangoisbaddest
trainmaster611 wrote:jangoisbaddest wrote:Edit: Oh, and by the by, you might want to search the forum for the teleportation code.
Unfortunately, no one ever got around to posting how to do it. The only active member left that still knows how to do it (as far as I know) is ITfactor. You might also try asking Tean.
Again I say, use Search. I just now found the topic that gives your the precise code. I also had it working on my own boarding party map before I trashed it.
@Noodles: It was just a suggestion. That was one of my main problems, anyway: not having any bridge to give the ISD. But I did get the Tantive bridge to fit into the pod by scaling it up, and it didn't bother me that much (but that's me). Quite a view from up there

.
Also, the Lego info is invaluable, man! I'll be putting that to good use, thanks to you guys.
Posted: Fri Jul 13, 2007 3:51 am
by MercuryNoodles
Actually, I believe the mirror goes by both names. The reason it's called a two-way mirror is because the holes in the reflective material make the other side visible as well, hence why the room on the other side is always dark when you watch movies and cop shows. It keeps the light from filtering through in the other direction, thereby making the watchers readily visible.
Yeah, I actually wanted to do the bridges at first, but I also didn't know about or didn't want to use a teleport to do it. I feel the bridge would be disproportionately large if I scale it up. Then there's the problem of covering the gaps. I don't want any open space or ugly cover-ups. I may reconsider it some other time, though.
I'll look into the lego stuff soon.
Venator assets? TIE Defender? ooo... *brain overloads*

Posted: Fri Jul 13, 2007 12:26 pm
by jangoisbaddest
MercuryNoodles wrote:Yeah, I actually wanted to do the bridges at first, but I also didn't know about or didn't want to use a teleport to do it. I feel the bridge would be disproportionately large if I scale it up. Then there's the problem of covering the gaps. I don't want any open space or ugly cover-ups. I may reconsider it some other time, though.
Actually, what I did was just place the Tantive IV airlock at the end of a hall in the MonCal (the one closest to the bridge), and had the AI path go into it. Then when they entered the region, they were teleported to another airlock room that was on the level of the bridge, and vice versa, giving the illusion that you just rode an elevator to the bridge and skipped over the boring part. That way, even the AI, flow of battle, or size of the playable map wouldn't be affected too much.
Posted: Fri Jul 13, 2007 3:09 pm
by MercuryNoodles
I see, though that's really not what I meant. What I'm most worried about is both the gameplay and aesthetics of the teleport and bridge. With gameplay, I kind of worry that in MP, if anyone uses it for that, people might try to camp out on either side of the teleport, which kind of limits any thoughts of adding any sort of goal in reaching the bridge. As far as looks go, I feel rescaling the command bridge model would look out of proportion with the rest of the ship, so I'd be forced to not rescale it drastically. Given that, I would only try to fit the middle portion of the Tantive bridge in, which means I'd have huge gaps on either side, because the two side pieces wouldn't be there. I'd have to cover those gaps somehow.
Posted: Tue Jul 17, 2007 12:49 am
by trainmaster611
By Ventanot assets, I was referring to Dragonum's. He has the Star Destroyer Bridge interior in there. The TIE Defender, the B-wing, the TIE Advanced, and the TIE Phantom are in the BF1 Convo Pack assets.
Now Drag's RSD bridge is kind of big and you might actually have to scale it
down for it to fit into the ISD bridge area thing.
And like I said earlier, the lego pieces work like a charm. They'll fit into any little gap you need covered up (including the bridges).
Sorry, I'm just not understanding the rationale behind the resistance to teleporting. I don't see how teleport camping would prevent you from wanting to get to the bridge (if that's what you're saying).
If you look through a mirror and can see out the other side of it but if you go to the other side and try to look back and only see your reflection, that means you can only see through the mirror one-way

Posted: Tue Jul 17, 2007 1:03 am
by alenoguerol
some modders should make Invisible Hand Observatory, Imperial Star Destroyer/Venator/Mon Calamari/Invisible Hand Bridges and other Hangars. and make the ships bigger. but its ok. for now your map looks great. that's what i always wanted. extended interior for ships. its like play 3 maps at once lol. space battle, Death Star and Tantive IV.
Posted: Tue Jul 17, 2007 10:35 am
by MercuryNoodles
I know which assets you were talking about, though I haven't seen them. I just threw the two ideas into one response. I'm still very iffy about using the Conversion pack starcraft, though the TIE Defender sounds interesting.
I don't mind the idea of having a bridge for each, and the teleport is a nice way to go. I'm just trying to keep the multi-player aspect of it in mind as well as single-player. What I mean is it'd potentially end up being a bottleneck, and you really, really don't want that in my map. (Rockets that have AoE damage/push again, not-yet-altered-to-be-utterly-evil-detpacks, nades, and devastating rapid fire blasters would have a field day with it.) So, I'd need to have at least two teleports to prevent that, especially if I end up putting some sort of objective at the bridge, like possibly making an assassination mode/goal, or adding a CP there. I'm basically bouncing the idea around in my head for the moment. I want to try to work the bugs out in my mind (or here) first, instead of throwing it in and discovering to my horror that I'll have to make the bridges a whole new painstaking project in themselves.

Getting the interiors to their current setup was a pain in the @#)&*(%$&^*.

Anyway, this is just one of many concerns about the map at this time, which is also why I'm being slow about trying it. I have quite a bit to do still, plus I keep getting new ideas, or rediscovering old ones. Sometimes, it gets overwhelming to think about everything.
The
RSD bridge? Confusion over that aside, it's that huge? The ISD bridge tower isn't exactly small, so... O_o
If the legos will work even on large gaps, I'm game.
Regarding the mirror comment, I actually looked it up before I used the term. I think it really goes by both names, and that "one-way mirror" is likely a misnomer based on the exact observation you just posted. What I explained is basically what I learned from a website that explains the physics behind how it works. Don't take the naming literally, though. Obviously, the lighting is the same on both sides in the map, as I haven't touched lighting at all, and don't plan to change it for that purpose. It was just an analogy, and I really don't want to argue about what the thing is called for the next however many months.

I want people to look through it and go "oooo....", even if they can't fire on anyone.
This is just an idea, and I'm not entirely sure I could do it myself, but I'm going to throw this out there for everyone:
I've been thinking about adding a new weapon/buff that could increase the firepower of the cruiser's (or possibly frigate) turrets. Basically, I'm thinking of that scene in RotJ where Admiral Piett gives the order; "Intensify the forward batteries. I don't want anything getting through." However, I'm virtually certain I can't do it with just odfs. (I wouldn't want the internal defense turrets also being powered up, so it will have to discriminate.) Most likely, for what I want, it'd involve scripting, in which case that's beyond my capability. I also don't have the class I'd be using it for set up, but I just wanted to explore that possibility. If it can be done, I'd certainly love to include it.
Posted: Tue Jul 17, 2007 10:54 am
by XxDepredationxX
MercuryNoodles wrote: The RSD bridge? Confusion over that aside, it's that huge? The ISD bridge tower isn't exactly small, so... O_o
The RSD bridge is the same as the ISD bridge except it's abit smaller than the ISD bridge.
How about a proton beam? Like the one in Admial Piett's SD in SW:EaW.
Posted: Tue Jul 17, 2007 11:13 am
by MercuryNoodles
No, no. I meant to ask why say RSD, because I can't think of why that would be the acronym for the Venator.
As for the proton beam, we'll see. Balancing issues aside, it'd run out of things to hit kind of quickly, since it'd be on the ventral side of the ship. At least, that's where I'd put it, based on RotS, and I think it's in the same place in EaW.
Posted: Tue Jul 17, 2007 11:27 am
by trainmaster611
From the inside, you wouldn't be able to tell the difference between the RSD and ISD bridges. They look exactly the same from the inside.
And yes putting in two teleporters might do the trick. But I seriously doubt that this map will reach to the extent in MP that would require you to use explosives to kill people. I don't think that many people will play the map at one time.
Even though the RSD bridge is smaller than the ISD bridge, Dragonum made all his models like 3 or 4 times the real size which means you will have to scale it down for it to fit in the correct area in the ISD.
Fine, the mirror thing - you win
The kind of thing you mentioned about increasing power for a turret would be very difficult with the BF2 engine. It's not impossible but I think if you try it, it may be a pain in the neck.
Posted: Tue Jul 17, 2007 12:10 pm
by MercuryNoodles
The actual look of the RSD and ISD bridges wasn't at issue. It was one of the things I noticed the first time I watched RotS.

It finally came to me the R is for Republic, to prevent confusion with the Victory that already uses VSD. That was what confused me. x_x
Well, that's a comforting thought, but I like planning for things like that. ^_^ I didn't say explosives were or would be required. I'm saying every class currently has explosives of some kind, in addition to the improved blasters. I'm hoping to change the weapons to prevent this kind of explosives use from being entirely effective, regardless, since that's one of my original goals. You may be right, though. I made the blasters significantly more powerful, since I feel the stock weapons were geared for lots of lasers flying ("oo! pretty!") and to fit the award system. So, it's possible people may opt for blasters more, which will make me happy.
On the turret damage/rate of fire buff, I agree it'd be a pain. What I'm looking for, though, is ideas on how to implement it. I know some very basic things about odfs, coding (as it relates to scripting), and scripts in this game, but I would be lost in the attempt to make a script for this myself. That's why I'm only considering it right now.
Posted: Mon Jul 23, 2007 1:52 pm
by MercuryNoodles
Slight Update/Bump:
Alright, so I finally gathered the scattered clumps of particles I so loosely call brain cells, and finally got down to doing something. I'm not really much of a skinner, but I tried my hand at editing the gray uniformed Imperial officer, and managed to get a black uniform out of it.
Granted, it has lost a bit of detail, but it looks halfway decent to me. I based the rank on Lt. Tanbris, from ANH. The only major issues I've noticed are that the belt looks a bit scrunched (probably from the stance used by the model), and the code cylinder got a little distorted in the editing process. The latter I should be able to fix without too much fuss. Besides that, all I need to do is set up the fpm, and localize it.
Posted: Mon Jul 23, 2007 4:43 pm
by ARC_Trooper_phi658
well, I like the skin.
good to see an update on this map as well.
Posted: Mon Jul 23, 2007 8:43 pm
by Taivyx
Oooh....cool!
However, the boots don't really match
Posted: Tue Jul 24, 2007 3:51 am
by MercuryNoodles
Oh, I'm still here. I've just been doing research of sorts on various things. I've been playing Dark Forces to see what the Dark Troopers are like that game, otherwise, I may try to make them like the ones in EaW: FoC. I've also been looking through files to see what needs to be done to get those chainguns to be rapid-fire blasters.
I understand the boots look different, but that's what I mean by losing detail. The cloth areas lost detail when I darked the image. I then went and pasted in parts from a copy of the original, so those don't look messed up, since I darkened the whole thing to get that look for the uniform. The boots are really supposed to look that way, since they're supposed to reflect some light, and it's one thing I pasted over, because the darkened boots wouldn't look that great. Hell, you should've seen the face. It looked wicked.

Re: WIP Space: Boarding Action
Posted: Mon Sep 17, 2007 1:13 pm
by MercuryNoodles
Minor Update:
Well, it seems like this project fell off the face of the earth, eh? I did put it on hold for a bit, for a various reasons, but we're back in (painfully slow

) business. Most of what I've done is almost unnoticeable tweaking, but here's what I have:
-Minor tweaks to the Sentinel, mainly fixing the boost contrails
-Minor damage fix on the DLT-19, for balance purposes (100 point reduction)
-Lua alterations, mostly AI Goal stuff
-Various minor odf changes
Current Thoughts:
-Rocket splash damage needs to be adjusted. I would like to get units caught on the outer edge of the blast to fly and only take some damage instead of dying.
-Sentinel weapons need all sorts of adjustment...argh.
-Must remember to include the hangar shield as a shielded object...I don't know how that slipped by.
-New Rebel FPM needs to be made to work from the addon map folder. It works, but adding a lvl file to the LVL_PC directory just seems a little unnecessary.
-Recheck blaster damage vs. rate of fire issues
More screens:
AI Goal adjustments force a few troops to attack the capturable CP now, as opposed to none before.
Ok, this is a bit of a problem.. All of them are trying to repair, and getting absolutely nothing done. I have no idea why.
Unnecessary shot of the officer
Imperial heavy turbolasers attack the CC. It's actually amazing how quickly they take it down.
Fixed Sentinel boost contrails
