Re: Battlefront Zero -Glamour Shots
Posted: Mon Jan 05, 2009 6:19 pm
Yeah, a Senate Guard and a "Red Guard". And then the capeless ones.
Actually i don't agree: you could better make an addon helmet for the senate, since the helmet was different anyway!Challenger33 wrote:Here are some of the guards I will be making:
Red Royal Guard, or "Red Guard" (as in my avatar)
Capeless "Red Guard"
Blue Royal Guard, or "Senate Guard"
Capeless "Senate Guard"
So I'll need the standard mask from the Red Guard and use an addon mesh for the headpiece on the top of the mask of the Senate Guard.
So you don't play swbf2.. hmm.. okay..breakdown wrote:Ummm well...good effort on the maps I must say that, some models look nice, but those maps look really bland..just flat plains with chunky objects placed randomly everywhere..the heroes look OK
Just my two cents..though I don't play SWBF2, just number one
Its supposed to be dull.Grev wrote:Actually, I see what hes talking about. One of the stunning examples is Jabiim. The map itself looks well off, but the lack of atmosphere (in this case lighting) dulls it down and makes it less appealing.
My fault: i NEVER play with lighting onGrev wrote:Actually, I see what hes talking about. One of the stunning examples is Jabiim. The map itself looks well off, but the lack of atmosphere (in this case lighting) dulls it down and makes it less appealing.
The maps are supposed to me dull? That's news to me. And there are lots of way to make it looks "dull", but with interesting lighting.wazmol wrote:Its supposed to be dull.Grev wrote:Actually, I see what hes talking about. One of the stunning examples is Jabiim. The map itself looks well off, but the lack of atmosphere (in this case lighting) dulls it down and makes it less appealing.
I don't think he meant dull as in boring. I think it's more along the lines of "dreary," or something like that.Grev wrote:The maps are supposed to me dull? That's news to me. And there are lots of way to make it looks "dull", but with interesting lighting.wazmol wrote:Its supposed to be dull.Grev wrote:Actually, I see what hes talking about. One of the stunning examples is Jabiim. The map itself looks well off, but the lack of atmosphere (in this case lighting) dulls it down and makes it less appealing.
I understand. I was just playin' with that part.Eggman wrote:I don't think he meant dull as in boring. I think it's more along the lines of "dreary," or something like that.Grev wrote:The maps are supposed to me dull? That's news to me. And there are lots of way to make it looks "dull", but with interesting lighting.wazmol wrote:Its supposed to be dull.Grev wrote:Actually, I see what hes talking about. One of the stunning examples is Jabiim. The map itself looks well off, but the lack of atmosphere (in this case lighting) dulls it down and makes it less appealing.
Yes, probably, but as said before, the oldest map lost assets, and so we can't fix it, unless you have a way of bringing light in a world through a script.Grev wrote:I understand. I was just playin' with that part. But dreary really can be aquired with good lighting, or perhaps some dampening/ fog .fx.
I donnot mean with this you should shut upMandeRek wrote:Just all wait with commenting before playing, ESPECIALLY on the maps..
Boz Pity does have lighting thoughPing wrote:I don't mind Boz Pity being dreary. I mean, it's a graveyard world, isn't it?
If you still know thew names of the layers you called in the original map, you can just create a new map made of only a lighting layer and load all the other layers through its Lua script. This may require some annoying guessing and checking, but it'll work.MandeRek wrote:Yes, probably, but as said before, the oldest map lost assets, and so we can't fix it, unless you have a way of bringing light in a world through a script.
Tried it already; almost impossible.. It must be possible, yes, but it was too buggy for me!Frisbeetarian wrote:If you still know thew names of the layers you called in the original map, you can just create a new map made of only a lighting layer and load all the other layers through its Lua script. This may require some annoying guessing and checking, but it'll work.MandeRek wrote:Yes, probably, but as said before, the oldest map lost assets, and so we can't fix it, unless you have a way of bringing light in a world through a script.
I tried exactly what you said! Didn't work.. Why? The base layer also showed up. Now I'll try again with a space map, no cps, no objects, and lightingRepSharpshooter wrote:Well if you have the Luas, then make a new layer in a default map and put a directional light in it. Save and munge, then mappack it in your addon folder and read the new layer in your LUA along with the layer from your old map. If it goes well, it should load your map and slap a light on top from the default map's layer.
I remember zerted doing something of the sort, I think it's worth a try.