BanduMods: Invisible Hand

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Lord-Bandu

BanduMods: Invisible Hand

Post by Lord-Bandu »

Ok, Iv had enough of flirting from 1 map to another . I wanna concentrate my efforts soley on 1 map . I have chosen Invisible Hand to be that map (this doesnt include completing the Rattatak models btw) .

Therefore ,Theed Palace and Duel of the Fates are on the backburner for now.


The corridor/s , that will be the spine of the map , is about 80% completed .

Yesterday I created brand new textures ,from scratch, for the corridor walls/ arch's / beams . I will be editing the floor texture quite abit aswell , to give it a more smooth look. Theres a few little bits and bobs that need adding , model-wise , but they should be relatively quick things to accomplish.

As for the map itself , The 1st version will just concentrate on the battle for control of the ship , taking place between the hangar and the bridge. Other rooms of note are the Escape Pod rooms , TurboLaser rooms , Reactor core and the Lower deck Water Coolant area ( seen in the bonus disk of ep 3 ).

There will be no Spire and no workable elevators ...tho elevator models will be in there somewhere. These will/may be added in a later version , if I deem it neccessary.


Here is a sneak peak at the corridor...

Image



I will be updating my Sub-Section Forum ,here at Gametoast , pretty soon. I want to do some cleaning up of it before I add more stuff there.


PS: If you see me add another map announcement you have permission to shoot me :D . I hereby swear that the only maps i am working on , untill they are released , are Invisible Hand and Rattatak ;) .
Protector_Pulch

RE: BanduMods: Invisible Hand

Post by Protector_Pulch »

Yay, first post^^

Omg, that's truly incredible.

Mhh, and what will happen to the FirstStrike mod ? Somewhere you said you'd concentrate on this one.

And are you completing Rattatakk models or not ?
On the one hand, you say
(this doesnt include completing the Rattatak models btw) .
and on the other you say
I hereby swear that the only maps i am working on , untill they are released , are Invisible Hand and Rattatak
Last edited by Protector_Pulch on Tue Jun 20, 2006 11:56 pm, edited 3 times in total.
-_-
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Post by -_- »

It looks great bandu!
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Post by RAymo »

looks awesome!

i'll be looking forward to this map :P
Lord-Bandu

Post by Lord-Bandu »

Thanks ,

Sorry if Iv confused you :P . I was meaning to say that I will be completing the Rattatak models and creating the Invisible Hnd map and that is all . Other non map mods such as the Magna ElectroStaffs , Tie Defender and Geo Fanblade will be worked on sporadically ( whenever I feel like it )

On the subject of the Tie Defencer ... -_- , if you managed to do anything for the weapons could you send the files to me sometime, please :)


Oh and on the subject of FirstStrike , It is still my priority, however i am now back in the swbf2 modding fold .
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Post by JabbaLovesLava »

New textures look great bandu ;) And btw, why not workable elevators? All you have to do is animate it in zeroeditor, like jawakiller did with the juggernaught.
Lord-Bandu

Post by Lord-Bandu »

There no real point without the Spire.
Protector_Pulch

Post by Protector_Pulch »

Jabba, he said he'd probably include elevs later.

I think he just wants to give us something we can play and test, and depending on the acceptance and stability of the map, he'll decide whether the elevs are worth the work.
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Post by JabbaLovesLava »

Protector, know what he said... I'm not stupid >_> I was just telling him he didnt have to animate it in XSI, he could do it in zeroeditor. Plus, if Bandu has anything to tell me he can do so himself.
Protector_Pulch

Post by Protector_Pulch »

*blush* errare humanum est.. heheh
-_-
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Post by -_- »

Ok Bandu, i'll get the stuff I got uploaded asap.
Aussie_Irishman

Post by Aussie_Irishman »

are you going to try anything fancy down the track as far as random "ray shields" go?...i remember u speaking to me personally about your duel of the fates map, how u were gna do those laser wall things in random progression....wouldnt be too hard to set up ray shields with that sorta thing would it?

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Post by DeathRow »

Looks incredible Bandu, cant wait
^Destroyer^

Post by ^Destroyer^ »

Oh, yaay it's reawakend, my favorite part of ROTS. Good luck Lord-Bandu!!

^Destroyer^
yoyam

Re: BanduMods: Invisible Hand

Post by yoyam »

Lord-Bandu wrote: Here is a sneak peak at the corridor...

Image
wow, ok get ready for a kinda stupid question;
Is that how Bf2 is supposed to look? I have a lame graphics card so i wouldnt know :P. It looks kinda like you modded something, i just cant put my finger on it, but it looks good. When i first looked at it I thought it was concept art or a scene from a movie but then i saw the bar at the top.
Could be that you messed w/ the shadows and the lighting or it could be that my card doesnt process shadows and lighting :lol:
But wow, if that is stock BF2, im impressed b/c i didnt know that BF2 could look that good. If anything this pic at least opened my eyes as to the graphic capabilities of BF2, nice pic :P.
Squirrel7Hunter

Post by Squirrel7Hunter »

wow! thats looks awsome! I especially like that light glow on the floor, it makes it look metalic, great work baandu! you always impress me
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RE: Re: BanduMods: Invisible Hand

Post by yankeefan05 »

This will be awsome. Glad to c u back at GameToast.
RDST

Post by RDST »

YoYam- Yes, that is how BFII is supposed to look like at max specs (Bandu has a very good card). He has maxed textures and either 6x of 4x aliansing.

Bandu- Looks real good.

-RDST
Lord-Bandu

Post by Lord-Bandu »

Yea , I have 4x AA and 4x anisotropic filtering

AA smooths the gfx so you dont see as many jagged edges and anisotropic filtering stops gfx from blurring out in the distance ( for those who didnt know) .

If you look at the main walls on both sides you can see that the glow on the lights stay defined about 10-20m in front of me. Also the bumpmaps on the walls stay defined aswell.

It costs me about 10 fps .


The lighting on the floor is actually part of the texture . It works well i think.



I will be adding a few blue force fields in the hallways that are destroyable/repairable to add a new dimension to gameplay. Any1 who has played the ep3 game for xbox will know what im talkin about.



Yoyam , thank you for those kind words . Without the AA and AF it still looks pretty much the same. You dont really notice much difference when you blasting seperatist scum all over the walls lol . The way i see it is lighting /ambience is very important in a map .... most modders either dont bother with it or havent got around to learning it but it really gives the map that extra glow imo.

EDIT: BTW it might look a little different aswell cos when i use AA and AF together it lowers my screen resolution . I usually just play with AF and have AA off.
-Iceman-

Post by -Iceman- »

This is realy how BF2 Must look like!
It's very Inpressing !!!!
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