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Posted: Tue Jan 30, 2007 5:11 pm
by Elmo
Alright, Ace has offered to make enlarge the bridges in XSI for me, to avoid the "disappearing" problem. Not to mention squipple will make me bottoms for the bridges-- I may be able to get the map, multileveled!

Posted: Tue Jan 30, 2007 5:50 pm
by Clonedude55
That is awesome.
But I can't get my maps I have made to work it either crashes and says couldn't open mission LVL or the map you begin with comes up what am I doing wrong?
Posted: Tue Jan 30, 2007 6:47 pm
by raz1992
Clonedude55 wrote:That is awesome.
But I can't get my maps I have made to work it either crashes and says couldn't open mission LVL or the map you begin with comes up what am I doing wrong?
Off topic: Try search. I'm sure there will be a perfect solution to your problem.
On topic: Very nice looking map, Elmo. I really hope the UT-AT makes it in, and good luck with the rest of it

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Posted: Tue Jan 30, 2007 6:59 pm
by Razgriz
Yes im really looking foward to the Ut-At too.
Posted: Tue Jan 30, 2007 10:25 pm
by Thire
Posted: Tue Jan 30, 2007 11:50 pm
by SymbolS
Still looks like an all-out war with no objects or anything

But effects are good.
Posted: Wed Jan 31, 2007 12:17 am
by trainmaster611
@Elmo: I have one suggestion...you should move the crystal hills farther away or lower them since they weren't that close in the movie...plus more buildings
I see you finally mastered that infinite dpeth of ash and nothingness look
I have such good ideas for maps. I just wish I had as much time as you

Posted: Wed Jan 31, 2007 12:46 am
by FullMetal_Alchemist
those are some beautiful screenies Thire. nice job.
Posted: Wed Jan 31, 2007 1:23 am
by Protector_Pulch
Uah, what's that ugly glitch on the Clone in the first screen? Anyway, the other screens are really good. I just want to know how the LAAT behaves in-game.
-and-
Who is the creator of the UT-AT? Maybe you could ask him to resize the UT-AT. Resizing a single model is way easier than resizing everything on the map...but on the other hand, if you're already getting new bridges, a simple resize isn't that complicated.
Posted: Wed Jan 31, 2007 2:04 am
by FullMetal_Alchemist
it says on the home page that the UT-AT is now in RotE 4.
Posted: Wed Jan 31, 2007 6:27 am
by -(DW)-Arc9[E]

Personaly,i think you should release 2 versions,1 with the fog and one without.But for realism and a sense of a planet and not a bunch of...*water*,i go for a fog less version
Posted: Wed Jan 31, 2007 6:44 am
by Penguin
Its not fog, Its smoke and phumes(sp?) If I'm correct. Add some genosiss explosions around ((geo_prop_splash.odf, remember to get the .fx and .msh file!))
Posted: Wed Jan 31, 2007 8:09 am
by Razgriz
Yea its really just smoke a debree and it would be kinda a waste of time to release two versions just because of the fog
No offense
Posted: Wed Jan 31, 2007 8:10 am
by SymbolS
Penguin wrote:Its smoke and phumes(sp?)
Fumes Penguin
Yeah, you can see in the sky where the smoke from those explosions end.
Posted: Wed Jan 31, 2007 12:47 pm
by Elmo
Penguin wrote:Its not fog, Its smoke and phumes(sp?) If I'm correct. Add some genosiss explosions around ((geo_prop_splash.odf, remember to get the .fx and .msh file!))
where? on the bridges?
And Symbols, do NOT worry! cover will be added!!!
Posted: Wed Jan 31, 2007 3:19 pm
by FullMetal_Alchemist
so, let's gestimate that you're about 90% done? Just editing a few things and it should be out say within the next 2-3 weeks maybe? (depending on your schedule- work, school, life, etc)
Posted: Wed Jan 31, 2007 3:21 pm
by FragMe!
Hey Elmo
I am neither complaining or suggesting anything about fog but just giving an idea.
There is a cloud odf in the assets (can't remember the world of the top of my head)
but if you do a search for cloud you will find it. The thing about it is that since it is an
object you can place it in ZE where ever you want and as many as you want you give the
desired affect. You can also adjust the parameters to change the color and density of it.
I believe there would be 3 files to move the odf the mesh (it may have and option file) and
the dust.fx file. I have played with them a bit and they look realistic enough plus I like being
able to put it where I want.
Regardless your map is looking good
Posted: Wed Jan 31, 2007 3:25 pm
by Elmo
FullMetal_Alchemist wrote:so, let's gestimate that you're about 90% done? Just editing a few things and it should be out say within the next 2-3 weeks maybe? (depending on your schedule- work, school, life, etc)
I have no idea-- I have lots to do.. still.
Get larger bridges.
add "locals"
put bottoms for bridges...
make map Multi leveled (MAYBE)
UT-AT ingame
explosion/fire effects..
cover/more objects.
speeders (CTF)
And i know there are other stuff, but i can't remember.
Anyone have ideas about making the map multi leveled? (getting to one bridge to another? One's higher and *MAYBE* lower (doubt it)
Posted: Wed Jan 31, 2007 3:47 pm
by FullMetal_Alchemist
i would love that, it would give the feel of a real city. but there weren't locals in the movie, so i see no reason as to add them.
Posted: Wed Jan 31, 2007 4:10 pm
by raz1992
I think he means Republic and CIS locals, to simulate the fighting on the lower/higher bridges, where you can't spawn or travel to.