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Re: KotOR Sides Beta

Posted: Wed Mar 05, 2008 11:40 am
by The_Emperor
Im impressed.

You did a great job on the sides being balanced; I was doubting about the swords and stuff before, but you're right, without the knockback and block it's quite balanced. The weapons are quite KotOR style, including the mines/grenades. Its great. I dont miss the rocketeer at all; the heavy trooper is just perfect.

Only bugs I found is that all mine effects are blocky, and that the adept/assassin/gunman have an untextured lowrez model. Im sorry if this is a known bug or a problem with my settings or something; I can't think completely straight yet at the moment.

In this hidden block, a lot of stuff about skins:
Hidden/Spoiler:
As I noticed before, you got the old version of Bao-Dur with his belt being silly, here's the new one:

Image

I also noticed that Chuundar has the head I made, but not the rest of the body

Image

I also gave Mission her arm bracelet; she needed it.

This is like my version 200 of Mission lol, if the arm bracelet thingy looks odd, just use the old one. I havent tested this in-game, it might be too big too small or at the wrong place. Image

And theres these two

Hanharr:
Image
Image

Zaalbar:
Image
Image

Feel free to use these, or not if you dont like them, you're the boss obviously :D I havent tested any of these in-game but I think they should be fine.
Anyway its really fun to play Mav, I cant wait to see these guys in action in some other maps. My compliments.

Re: KotOR Sides Beta

Posted: Wed Mar 05, 2008 12:06 pm
by Maveritchell
The_Emperor wrote:Only bugs I found is that all mine effects are blocky, and that the adept/assassin/gunman have an untextured lowrez model.
I was wondering if that mine effect thing would happen for you; I know it's happened before with you and others, but not everyone. I'm still not sure why this might be but I'll be looking into it. And thanks for the heads-up on the lowrez models, I'll see what I can do about fixing those.

I'll do my best to incorporate the new stuff from your skins, but just a heads up for the future, your Bao-Dur skin has funky shoe bottoms and your Mission skin is not lined up appropriately, face-wise. Both were fixed in this beta, but I wanted to go ahead and give you a heads up in case you were planning on using the skins in the near future.

Thanks for the input, that's exactly what I need.

Re: KotOR Sides Beta

Posted: Wed Mar 05, 2008 12:56 pm
by JPI Dictator4life
Teancum wrote:
(JPI)SWBF Map Grader wrote:Oh. Well, then you would want to make the DS Adept a LOT stronger.
Yeah, but then you have to make all the other units stronger as well. Follow?
Ah. Yea.

Re: KotOR Sides Beta

Posted: Wed Mar 05, 2008 1:50 pm
by Maveritchell
Maveritchell wrote:I was wondering if that mine effect thing would happen for you; I know it's happened before with you and others, but not everyone. I'm still not sure why this might be but I'll be looking into it. And thanks for the heads-up on the lowrez models, I'll see what I can do about fixing those.
Haha, well, I'm a noob. I've been using that particle effect for more than a year now and I never noticed it references a texture that doesn't exist in the common folder (or anywhere, for that matter). I never gave much thought to it, since my machine just doesn't render textures that don't exist (but other machines, like yours, will render a solid texture). The lowrez models were only an issue because of the amount of times I'm using the jed_inf_sith and jed_inf_jedi models, respectively, and how I was loading them. They were both quick fixes that took no more than a minute or two apiece - thanks for making sure I didn't overlook them.

I decided to, with the Wookiee textures, to just go with in-betweens of what I have and what you sent me. Here are some comparison pics (Zaalbar then Chuundar, pic on the left is old tex, pic on the right is the one you sent - new textures are somewhere in between and not shown); some of your textures made things get too blurry or lowrez for my tastes. (Everything else you sent was fine, I've added them in.)
Zaalbar:
Hidden/Spoiler:
Image
Chuundar:
Hidden/Spoiler:
Image
Hanharr I'm gonna keep the old texture (retooled a bit so that it matches yours more colorwise), because it uses a different model than the other two, and I don't want all three Wookiees to use the same model.

Re: KotOR Sides Beta

Posted: Wed Mar 05, 2008 6:24 pm
by The_Emperor
Sounds good, you're right they do look blurry (though I can't really tell atm but that's a different story) good thing you don't plan on using them like that, they don't fit well with the other heroes that way.

And I agree on Hanharr, Vyses(?) one looks quite cool anyway.
I kinda made these to get my mind off things rather than for the pack so do whatever you like with em :P. I'd suggest keeping the faces and fur the way they are (default ones from game) and recoloring the belts and stuff, that'd be easiest I think.

On the vibroswords/assassinstaffthingy, are you keeping those soundless? You could give them the com_inf_throw sounds when they swing, though soundless works too (I'm glad they don't sound like sabers)

Re: KotOR Sides Beta

Posted: Wed Mar 05, 2008 6:27 pm
by Xavious
The T3 unit needs a death of some kind. Have it explode or something, because I can't ever tell when it's dead untill it disappears.

Re: KotOR Sides Beta

Posted: Wed Mar 05, 2008 6:31 pm
by Maveritchell
Xavious wrote:The T3 unit needs a death of some kind. Have it explode or something, because I can't ever tell when it's dead untill it disappears.
I'm working on that. I'm planning on having explosions for both it and the Sith Warbot, but I'm still looking into getting chunks (if I don't get those then I'll just make an explosion effect).
The_Emperor wrote:On the vibroswords/assassinstaffthingy, are you keeping those soundless? You could give them the com_inf_throw sounds when they swing, though soundless works too (I'm glad they don't sound like sabers)
Was planning on keeping them soundless, but I'll check out the com_inf_throw sound (and probably some others) to see if I can find a decent metal-blade swing sound.

Re: KotOR Sides Beta

Posted: Wed Mar 05, 2008 7:17 pm
by Fluffy_the_ic
The_Emperor wrote:On the vibroswords/assassinstaffthingy, are you keeping those soundless? You could give them the com_inf_throw sounds when they swing, though soundless works too (I'm glad they don't sound like sabers)
Haven't fully played through KotOR (crappy graphics card), but I would think that activating the cortosis weave would cause it to hum similar to a lightsaber.

Re: KotOR Sides Beta

Posted: Wed Mar 05, 2008 7:23 pm
by Maveritchell
Fluffy_the_ic wrote:
The_Emperor wrote:On the vibroswords/assassinstaffthingy, are you keeping those soundless? You could give them the com_inf_throw sounds when they swing, though soundless works too (I'm glad they don't sound like sabers)
Haven't fully played through KotOR (crappy graphics card), but I would think that activating the cortosis weave would cause it to hum similar to a lightsaber.
Cortosis, according to SW lore, is just a material. You don't "activate" it and it certainly won't hum like an energy beam.

Although, even if it were the case that it should hum, it would be a little odd to hear "lightsaber" for metal.

Re: KotOR Sides Beta

Posted: Wed Mar 05, 2008 7:25 pm
by Caleb1117
Well Vibroblades do hum, but not as loud as a saber.

Re: KotOR Sides Beta

Posted: Wed Mar 05, 2008 7:31 pm
by Maveritchell
Caleb1117 wrote:Well Vibroblades do hum, but not as loud as a saber.
"Vibroblades were a type of bladed melee weapon that used ultrasonic vibrations to increase cutting effectiveness." (From Wookieepedia)

"Ultrasonic" means you can't hear them (i.e. not in the audible range). :P

Re: KotOR Sides Beta

Posted: Wed Mar 05, 2008 9:04 pm
by Caleb1117
Ah but they do hum.

"The hum of the vibroblade gives it away. That's the only reason I still have my face."
―Captain Nym, after a bounty hunter attack on Lok.

Wookieepedia

Re: KotOR Sides Beta

Posted: Thu Mar 06, 2008 5:40 am
by The_Emperor
Never having seen a real vibroblade myself I can't tell, and seeing as no-one else ever saw one I say fill the sound in as you think is right. I mean who could tell wether a lightsaber would hum like that if a real one was made?

Re: KotOR Sides Beta

Posted: Thu Mar 06, 2008 10:30 am
by Bantha55
wow cool sides.i love the t3 unit

Re: KotOR Sides Beta

Posted: Thu Mar 06, 2008 1:04 pm
by Maveritchell
I need some input on the following:
-Currently blaster (although not grenade, mines, etc.) ammo is set to infinite (to be accurate to KotOR) - does this need to change?
-Unlockables: Stealth unlocks at 6 pts., Droid at 10, and Force Adept at 16. Should this be higher?

Re: KotOR Sides Beta

Posted: Thu Mar 06, 2008 1:17 pm
by inferno
1. I beleive that is ok cause of reload time.
2. I suggest that you set them a little bit higher because they seem a little bit low for what you get

Re: KotOR Sides Beta

Posted: Thu Mar 06, 2008 4:40 pm
by Maveritchell
Caleb1117 wrote:Bug; The white sith aren't ENV mapped.
Not a bug, I'm leaving them non-envmapped on purpose. Since environment maps only show up on high settings, I'm using a white skin because the skin for the envmapped trooper looks bad on any other settings. I kept the envmap for the red trooper because he looks fine on lower settings. If you think that I shouldn't have one envmapped without the other, then I'll change it, but only to take the envmap away from the red trooper.
delta47 wrote:1st person armor
Thanks for reminding me, I'll get to that.

Re: KotOR Sides Beta

Posted: Thu Mar 06, 2008 7:35 pm
by Caleb1117
Thats because there is no good first person for a unit that wields 2 guns.

Re: KotOR Sides Beta

Posted: Fri Mar 07, 2008 8:25 pm
by Fluffy_the_ic
Caleb1117 wrote:Thats because there is no good first person for a unit that wields 2 guns.
That makes sense.

Re: KotOR Sides Beta

Posted: Sat Mar 08, 2008 12:44 am
by RepSharpshooter
Great work! Let me know if you need any of my weapon models, or need any more models.