WIP: Rhen Var: Fortress

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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Taivyx
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Re: WIP: Rhen Var: Fortress

Post by Taivyx »

:o
Is it just me, or have those textures gotten a lot better?
Maybe it's some great outdoor lighting........
Whatever method, all those stock assets look so much more high-quality than they really are.

If you want, I can model random stuff. I've gotten a lot better since my last non-canonical attempt (the mouth-gun thingy).
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Re: WIP: Rhen Var: Fortress

Post by Eggman »

The screens are looking very nice, and I like your ideas for the modes. While I agree that it does look a little empty as far as units go, you're right when you say the game has its limitations, so what you're doing with having different modes focus on different parts of the map should work out well to counterbalance those limitations.
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Re: WIP: Rhen Var: Fortress

Post by RepSharpshooter »

Taivyx wrote::o
Is it just me, or have those textures gotten a lot better?
Maybe it's some great outdoor lighting........
Whatever method, all those stock assets look so much more high-quality than they really are.

If you want, I can model random stuff. I've gotten a lot better since my last non-canonical attempt (the mouth-gun thingy).
Thanks, and you can export them on your new CAR!!! [/Price is Right] No, your new Mesh Exporter!!

WOOT
Image
(MshEx-ported)
For more:
Hidden/Spoiler:
Image
Image
Image
Image
Note this is JK514's skin, I just used it to test adding override textures a while back.

This weapon model and a few others will make up the new side which will go into the new modes. Hopefully I'll get a new unit ingame as well.

This is going to be a semi-auto shotgun which will fire the Flechette ords.
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Re: WIP: Rhen Var: Fortress

Post by FOOLIS »

Sweet Gun :D
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Re: WIP: Rhen Var: Fortress

Post by Taivyx »

RepSharpshooter wrote:
Taivyx wrote::o
Is it just me, or have those textures gotten a lot better?
Maybe it's some great outdoor lighting........
Whatever method, all those stock assets look so much more high-quality than they really are.

If you want, I can model random stuff. I've gotten a lot better since my last non-canonical attempt (the mouth-gun thingy).
Thanks, and you can export them on your new CAR!!! [/Price is Right] No, your new Mesh Exporter!!
:shock:
Dude!
Although I'm kind of confused with what you mean by the method of UV Mapping you have to use.
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Re: WIP: Rhen Var: Fortress

Post by Maveritchell »

You look like you're missing some polygon faces on the back of that gun.
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Re: WIP: Rhen Var: Fortress

Post by RevanSithLord »

Maybe it's cause the camera is glitching through the back of the weapon?
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Re: WIP: Rhen Var: Fortress

Post by Caleb1117 »

RevanSithLord wrote:Maybe it's cause the camera is glitching through the back of the weapon?
Possably, that does happen.
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Re: WIP: Rhen Var: Fortress

Post by RepSharpshooter »

RevanSithLord wrote:Maybe it's cause the camera is glitching through the back of the weapon?
That is what's happening.
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Re: WIP: Rhen Var: Fortress

Post by RepSharpshooter »

I better bump this before it falls into the dark depths of gametoast...

But I have resumed work on it. I've modeled a new weapon:
Image

I already exported it and put it ingame, it looks great, if I may say so. It's for the deathmatch mode I added today (thanks to zerted's release). The DM mode will have a republic commando with various other people, hence the ACP array gun. I hope to make a repeater from Republic commando as well. Then I will also try to include a custom unit with my custom weapons.

Campaign mode is iffy (probably a NOT)

The whole map is near completion. I just need to scrub it up and add details. Most of the work now is in the sides.

The KOTOR mode is a little crappy with everyone having swords. I'll have to get rid of the swords (or most of them). You just die way too fast.
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Re: WIP: Rhen Var: Fortress

Post by Maveritchell »

Reduce damage and eliminate the knockback on the swords. Without that melee units aren't viable as anything other than heroes.
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Re: WIP: Rhen Var: Fortress

Post by RepSharpshooter »

How is that possible?

Lighsaber odf

Code: Select all

[WeaponClass]

ClassLabel          = "melee"

[Properties]
HUDTag              = "hud_lightsaber"
RoundsPerClip       = "0"
ReloadTime          = "0.0"

LockOnRange         = "60.0"
LockTime            = "0.4"
AutoAimSize         = "1.0"

MinRange            = "0"
OptimalRange        = "2.0"
MaxRange            = "4"

HitEffect			= "com_sfx_sabrehit"
AddHitEffect = "com_sfx_bif" // hooya
AddHitEffect = "com_sfx_zap"
AddHitEffect = "com_sfx_blammo"
AddHitEffect = "com_sfx_pow"

HitSound            = "imp_weap_lightsabre_hit"
DeflectEffect		= "com_sfx_sabredeflect"
DeflectSound        = "imp_weap_lightsabre_deflect"
OnSound				= "com_inf_saber_ambient"
TurnOnSound			= "com_inf_saber_on"
TurnOffSound		= "com_inf_saber_off"

MuzzleFlash         = "med_muzzle_flash"
Discharge           = "med_smoke_effect"

AutoTurnScreenDist  = 0.05
AutoPitchScreenDist = 0.2

ShieldScale     = "5.0"
HealthScale     = "1.0"
PersonScale     = "1.0"             
AnimalScale     = "1.0"
DroidScale      = "1.0"
ArmorScale      = "1.0"
VehicleScale    = "1.0"
BuildingScale   = "1.0"

TargetPerson    = "1"
TargetAnimal    = "1"
TargetDroid     = "1"
TargetVehicle   = "0"
TargetBuilding  = "0"
I've tried the scales, and it appeared to have no effect. Maybe I did it wrong.
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Re: WIP: Rhen Var: Fortress

Post by Maveritchell »

You need to edit the weapon's .combo file, and not the .odf. I made a infantry melee .combo (which does lower damage, no knockback, and no blaster deflection). It's not tough to make but if you want a template or just want to save yourself some time I could send it to you.
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Re: WIP: Rhen Var: Fortress

Post by Fluffy_the_ic »

Looka great, Rep
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Re: WIP: Rhen Var: Fortress

Post by woner11 »

I can't wait for release!!! This looks so :eek:
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Re: WIP: Rhen Var: Fortress

Post by The_Emperor »

:D nice slugthrower
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Re: WIP: Rhen Var: Fortress

Post by Silas »

Maveritchell wrote:You need to edit the weapon's .combo file, and not the .odf. I made a infantry melee .combo (which does lower damage, no knockback, and no blaster deflection). It's not tough to make but if you want a template or just want to save yourself some time I could send it to you.
could you upload that to filefront or something? i realized that the map im making could use much less powerful lightsabers, vibroswords, etc.
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Re: WIP: Rhen Var: Fortress

Post by Maveritchell »

Silas wrote:could you upload that to filefront or something? i realized that the map im making could use much less powerful lightsabers, vibroswords, etc.
I'll do one better (it's in .zip format only because it has to be to be uploaded) and upload it to this page. It uses the standard human sabre animations, so you don't need to call an animationset in the .odf.
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Re: WIP: Rhen Var: Fortress

Post by RepSharpshooter »

@The_Emperor Thanks!
@Maveritchell Wow, thanks for that! I'll have to grab it tomorrow and try it out, this'll sure balance it out.


Update: got a new weapon for the Trandoshan for the Death Match Mode:

ACP Repeater
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Re: WIP: Rhen Var: Fortress

Post by NullCommando »

Whoah Rep awesome! :shock: I loved that weapon in Republic Commando!
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