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Posted: Fri Mar 10, 2006 7:05 pm
by Teancum
BF2_Tools\assets\sides\gun\munged
Posted: Fri Mar 10, 2006 9:06 pm
by TAWArtemis
PaNzEr gsp helped me with the animation problem behind the vehicles.
It turns out that there is a .fx file needed from the old assets. After looking in the .odf with PaNzEr this became clear.
The last problem is the Kaadu. I have used both the old source files and the new. I have used the previously munged samples and I have re-munged my own and still no working kaadu. I can get on the kaadu and it will turn and stutterstep forward but it is not working. I am ready to release after we get this one last thing fixed. Anyone have a working Kaadu out there?
I could just give the defenders speederbikes but I would like to keep the original feel. I did lighten the terrain and finish the sounds for the vehicles.
What heros do we want. I want to get this done so I can move on to other maps.
Posted: Fri Mar 10, 2006 9:41 pm
by TAWArtemis
Teancum wrote:BF2_Tools\assets\sides\gun\munged
I tried the old and the new. I will clean and try again tonight
Posted: Sat Mar 11, 2006 7:48 pm
by Teancum
Maybe I'm stupid, but have you tried the Kaadu in the /GUN folder? Add a line to your lua like this:
ReadDataFile("SIDE\\GUN.LVL",
"gun_walk_kaadu")
It should already be set up for anims and everything. Just make sure you call gun_walk_kaadu and not rep_walk_kaadu in your vehicle spawns. Oh, and make sure with AddWalkerType(1, 0) you set the second number to the number of Kaadu's you have (though I usually double that number to be safe).
Posted: Sat Mar 11, 2006 11:38 pm
by TAWArtemis
Yeah I did that already. There seems to be a problem with the shipped kaadu
Posted: Sat Mar 11, 2006 11:53 pm
by Lord-Bandu
Looks to me your missing the global directional light that casts shadows .
I dont think theres any need to mess with the terrain other than making the directional light brighter
Posted: Tue Mar 14, 2006 10:14 pm
by TAWArtemis
Directional light added. Custom jedi added. Sound done.
I need a tester. if you see me on xfire contact me to test latest version.
xfire - artemis2005
Posted: Sat Mar 18, 2006 2:43 am
by TAWArtemis
Posted: Sun Mar 19, 2006 1:16 am
by TK-423
Always loved this map!
Posted: Sun Mar 19, 2006 3:49 am
by squipple
Lookin good Artemis. I see nothing functionally erroneous.
A few cosmetic things:
- The tree shadows are super dark. Is this because you burned the terrain and are also using directional-light shadows? If so, maybe hide the trees before you burn the terrain?
- For your Jedi Gungan, there should already be gungan sounds somewhere, maybe you could apply them to this guy.
About the Kaadu, is it possible to somehow use the tauntaun animation? I see you removed them for this version.
Also, is CTF or Assault in the works?
Posted: Sun Mar 19, 2006 9:00 am
by sh4d0wl0rd
I think the view distance is too high! This in combination with the grass makes the game lag badly when I play this map.
Posted: Sun Mar 19, 2006 9:03 am
by Alex533
Same for me
Posted: Sun Mar 19, 2006 10:59 am
by Teancum
squipple wrote:Lookin good Artemis. I see nothing functionally erroneous.
A few cosmetic things:
- For your Jedi Gungan, there should already be gungan sounds somewhere, maybe you could apply them to this guy.
Good idea
squipple wrote:About the Kaadu, is it possible to somehow use the tauntaun animation? I see you removed them for this version.
Artemis tried and tried and then I worked on it as well, the Kaadu anims are borked and unfortunately the Tuantuan's anims won't work.
@Artemis --- If I catch you online, CTF, Hero Assault and XL are super easy to put in.
Posted: Sun Mar 19, 2006 11:19 am
by Teancum
*update*
After playing, I'd agree with the dark tree shadows, and I'd also lower the view distance, as I had framerate problems and haven't had any on any other map.
Posted: Mon Mar 20, 2006 11:43 am
by TAWArtemis
Teancum wrote:*update*
After playing, I'd agree with the dark tree shadows, and I'd also lower the view distance, as I had framerate problems and haven't had any on any other map.
Sounds good. I remember this map being a lag monster in version 1. I will lower the sight distance and see if it helps. I did not think that ctf and heros fit this map well becuase it is really just a big open space. Does everyone want this. It is not hard to add. Inf fact I found a REALLY easy way to do it if you want the original spawn points.
I will also look at the jedi and see what sounds I can throw in.
Posted: Sun Mar 26, 2006 1:43 am
by TAWArtemis
I am having trouble remving the tree shadows. They were pre-burned from the old source files and I can not seem to eliminate them or apply texture over them. Any ideas?
Posted: Sun Mar 26, 2006 11:36 am
by TAWArtemis
Tree shadows are gone. Waiting for filefront to come back up.
Posted: Mon Mar 27, 2006 8:34 pm
by mnl1121
HAY artemis great work, but can u PLZ edit ur first post, b/c i thought u didn't even bother to update this map since u didn't change the fisrt post (which i assumed would be what u would do, so i didn't bother to look further into the thread)
Posted: Sat Apr 01, 2006 2:01 pm
by TK-423
So where's the link for the latest version? I heard the vehicle sounds were fixed. The version I have doesn't have vehicle sounds. Anyone got the link for the newest version?
Posted: Sat Apr 01, 2006 3:52 pm
by Leviathan
Off-topic : TK-423, I think you should look at the first page of the current thread in order to get an answer to your above question...