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Re: Space: Boarding Action 0.6 beta

Posted: Fri Dec 11, 2009 9:05 pm
by Jendo7
I've always wanted to play a map like this. The ships interior size are just about right, but as a suggestion, maybe re-texture the tantive IV hallways so its more like the Calamari exterior.

Other than that I thought it was very good.

Re: Space: Boarding Action 0.6 beta

Posted: Sat Dec 12, 2009 6:03 am
by MercuryNoodles
Yeah, all of the stock cockpits are like that. I could change it, or minimize it, but it's not really a priority right now.

As for the ISD crew pits, I'll do something about that in a future release.



http://www.youtube.com/watch?v=nY0ClsW1 ... F4&index=0

Take a look at the interior behind Ackbar when he pops up. The Tantive halls are the best match for that style short of making a new set of models. That's why I chose them.

Re: Space: Boarding Action 0.6 beta

Posted: Sat Dec 12, 2009 6:14 pm
by Jendo7
Now you point that out, you have done a really good job. Unless your able to make your own models there is always a limitation to what your able to achieve. On the other hand, there seems to be an art in using stock assets, and still making it look right, within the context of the map, which is definitely what you have been able to do here.

Hope that doesn't sound too vague.

Re: Space: Boarding Action 0.6 beta

Posted: Sun Dec 13, 2009 2:13 pm
by jangoisbaddest
Well done! You are certainly on the right track here. Some things I found (you may already know them, but I'll point them out anyway):

In the hanger overlook (which was expertly done, btw - I tried to make that work a long while back and couldn't), there is a small piece of the hanger that sticks out of the wall in the room. It's really obvious because it doesn't have a texture on the other side. It's just to the right of the windows.

Also, the ISD bridge is at a pretty severe tilt. There is also no way to get out of the crew pits should you fall down into one of them.

Finally (and I apologize if I just missed it), I would suggest throwing in some of those escape pod corridors from the Tantive IV in the Mon Cal Cruiser. Also, the Tantive conference room, tech room (maybe? the one right next to the bridge) and engine rooms would make excellent additions to the layout, as would the Death Star's superlaser room (which can, from the looks of it, be converted into a good power generator room).

That's all I have for this release. Keep up the good work! :D

Re: Space: Boarding Action 0.6 beta

Posted: Mon Dec 14, 2009 6:54 am
by MercuryNoodles
I've yet to work out a real solution for that one. I was thinking about either using a small model to extend the halls just enough that it'd separate the two (leaving an ugly gap visible through the overbridge viewports), or simply covering it with one or more models. I suppose I could edit the hangar model itself, but my UVing is still not that great, so I've ruled that out for the near future. If I could do that with any skill, you wouldn't see those oversized E-11s in the overbridge, either. -_-

The severe tilt is something I have no idea how to fix. If you want to see the real rotation, jump. It'll actually change orientation while you're in it to what I'd actually set it to in ZE. I suspect it might have something to do with some old data hanging around somewhere in the files, but I've yet to find the source of the problem.

I'll see what else I can reasonably add. Looks like I'll have to throw in some trams after all. :P

Re: Space: Boarding Action 0.6 beta

Posted: Mon Dec 14, 2009 7:05 am
by mswf
MercuryNoodles wrote:The severe tilt is something I have no idea how to fix. If you want to see the real rotation, jump. It'll acually change orientation while you're in it to what I'd actually set it to in ZE. I suspect it might have something to do with some old data hanging around somewhere in the files, but I've yet to find the source of the problem.
My best educated guess is that that effect is caused by teleportation while standing on a tilted "something". I encountered it when I playtested Bakura and I don't remember if it's fixable (If I also remember this correctly; It's one of the limitations in Zeroengine: teleporting on sloped underground will get that effect)

Re: Space: Boarding Action 0.6 beta

Posted: Mon Dec 14, 2009 12:02 pm
by DarthD.U.C.K.
yea, teleporting can cause weird roations, there is a simialr bug when you enter an elevator in redlines deathstarmap

Re: Space: Boarding Action 0.6 beta

Posted: Mon Dec 14, 2009 2:48 pm
by jangoisbaddest
MercuryNoodles wrote:I've yet to work out a real solution for that one. I was thinking about either using a small model to extend the halls just enough that it'd separate the two (leaving an ugly gap visible through the overbridge viewports), or simply covering it with one or more models. I suppose I could edit the hangar model itself, but my UVing is still not that great, so I've ruled that out for the near future. If I could do that with any skill, you wouldn't see those oversized E-11s in the overbridge, either. -_-
Hm. Surely there is some sort of small pillar that can just be placed over the thing. I wouldn't know, though...I have rarely dipped into the Death Star assets. Good luck.
MercuryNoodles wrote:I'll see what else I can reasonably add. Looks like I'll have to throw in some trams after all. :P
lol. They were only suggestions, of course. I guess I just don't like seeing the stock space rooms anymore.

Re: Space: Boarding Action 0.6 beta

Posted: Mon Dec 14, 2009 4:06 pm
by MercuryNoodles
Nah, the DS assets don't have a pillar so far as I know. The Tantive assets do, though. *shrugs*

Well, that's exactly what I'd set out to remedy with this map. XD It's not like I'm rushing off to throw in new areas, though. I still need to make the ISD interior more interconnected first. Then, I can look into any possible expansions. I've just paced myself, so that I may keep up with what I already have in place. I think after a year and a half, it's as good a time as any to consider an addition or two. :dstar:

Re: Space: Boarding Action 0.6 beta

Posted: Mon Dec 14, 2009 4:17 pm
by Maveritchell
mswf wrote:My best educated guess is that that effect is caused by teleportation while standing on a tilted "something". I encountered it when I playtested Bakura and I don't remember if it's fixable (If I also remember this correctly; It's one of the limitations in Zeroengine: teleporting on sloped underground will get that effect)
It's not something that's hard to fix at all; the only reason you saw it when you were beta-testing is because I had forgotten to change something back that I was testing. Your orientation when you come out of a teleport depends on the orientation of the spawn node you're moved to. As long as you only rotate the spawn node on the Y-axis you'll usually be ok, but if you move it around the Z- or X-axes, you'll teleport in at an unnatural angle (since units never stand at angles).

Re: Space: Boarding Action 0.6 beta

Posted: Fri Jan 01, 2010 11:55 am
by JadenWolf32
It's a really good map :thumbs: , even with a lot of bugs to fix :roll: , it's an great idea for a map you should try to make an Clone Wars one when you are done fixing this Galactic Civil War mode.

Congrats and a Happy New Year :thumbs:

Re: Space: Boarding Action 0.6 beta

Posted: Mon Nov 22, 2010 6:01 pm
by Evman
Best interiors ever! :eek: :faint: :thumbs: When is the final going to be out?

Please don't post in all CAPS, -Staff

Re: Space: Boarding Action 0.6 beta

Posted: Mon Nov 22, 2010 6:07 pm
by AQT
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