¤ W.I.P. - Muunilinst Rooftops ¤
Moderator: Moderators
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EsKiMo
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pinioncorp
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Yes. Though my map needs a lot of glow, so I'll need to get vertex lighting going first. I've found that the lighting needs to be at a certain angle for the best viewing distance for glow, which is somewhat weird. That won't always be available however for the long strips of glow that will light my map. But still, its better than nothing.
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Yes. Though my map needs a lot of glow, so I'll need to get vertex lighting going first. I've found that the lighting needs to be at a certain angle for the best viewing distance for glow, which is somewhat weird. That won't always be available however for the long strips of glow that will light my map. But still, its better than nothing.
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Tuskenjedi
You hath been dishonest in the past of this topic.
(that's some great stuff you got there
)
you are wise in the way of the maps, young padawan.pinioncorp wrote:TuskenJedi: No, I'd have to disagree with you there. This is my first mod, for this game, and for any game ever. I have brief modelling experience, but as for being wise in the way of maps, I know what I want but I'm not sure it'll come out.
(that's some great stuff you got there
- Epena
- Old School Staff
- Posts: 1176
- Joined: Fri Oct 21, 2005 2:33 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
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pinioncorp
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Yeah, thanks for that Epena. I need that because I can't tell the colour of the engines, even though I can build an accurate low polygon model of it. But really, the reason the engines were white is because the way in which glow was achieved in the previous picture was by shining a light on the glowing polygons. For it to be red, the light would have to be red. If the light was red, the entire back section would be tinted red, because the light does not discriminate.
Now, I can get around that problem (thanks to Squipple and Lord-Bandu for their work on Glow). Which do you guys prefer? I like the orangey one better, but maybe its not red enough... I could mix them a bit more, maybe...


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Yeah, thanks for that Epena. I need that because I can't tell the colour of the engines, even though I can build an accurate low polygon model of it. But really, the reason the engines were white is because the way in which glow was achieved in the previous picture was by shining a light on the glowing polygons. For it to be red, the light would have to be red. If the light was red, the entire back section would be tinted red, because the light does not discriminate.
Now, I can get around that problem (thanks to Squipple and Lord-Bandu for their work on Glow). Which do you guys prefer? I like the orangey one better, but maybe its not red enough... I could mix them a bit more, maybe...
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PvtParts
- Jedi

- Posts: 1001
- Joined: Mon Apr 03, 2006 9:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: plundering yer booty
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MartinK
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Tuskenjedi
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ARC_Trooper
I have a recommendation for the Republic Units:
Republic:
Clone Trooper
(MK 1 Armor, no changes)
Clone Marine
(MK 1 Armor, no changes)
Clone Sharpshooter
(MK 1 Armor, no changes)
Clone Pilot
(MK 1 Armor, SoroSuub-187 Fusioncutter +5 Health/Ammo Dispensers + Commando Pistol)
ARC Clone
(Blue ARC Armor MK 1, Blaster Rifle (500 ammo count) +6 Thermal Detonators)
ARC Gunner
(Blue ARC Armor MK 1, Scatter Gun (1500 ammo count) +4 Thermal Detonators + Chaingun)
ARC Demolitions
(Blue ARC Armor MK 1, Commando Pistol + 10 Thermal Detonators + 8 Detpacks + 6 Time Bombs +4 Mines + Plex Missile Launcher (10 rockets)
Special Units:
ARC Captain
[costs 10 to Unlock]
(Red ARC Armor MK 1, Scatter Gun (5000 ammo count) +5 Thermal detonators +5 Rally +5 Rage +3 Recon Droids + Chaingun)
Hero Units:
General Kenobi (Trooper Armor Version)
-Sorry about the length
ARC Lambda 00
Republic:
Clone Trooper
(MK 1 Armor, no changes)
Clone Marine
(MK 1 Armor, no changes)
Clone Sharpshooter
(MK 1 Armor, no changes)
Clone Pilot
(MK 1 Armor, SoroSuub-187 Fusioncutter +5 Health/Ammo Dispensers + Commando Pistol)
ARC Clone
(Blue ARC Armor MK 1, Blaster Rifle (500 ammo count) +6 Thermal Detonators)
ARC Gunner
(Blue ARC Armor MK 1, Scatter Gun (1500 ammo count) +4 Thermal Detonators + Chaingun)
ARC Demolitions
(Blue ARC Armor MK 1, Commando Pistol + 10 Thermal Detonators + 8 Detpacks + 6 Time Bombs +4 Mines + Plex Missile Launcher (10 rockets)
Special Units:
ARC Captain
[costs 10 to Unlock]
(Red ARC Armor MK 1, Scatter Gun (5000 ammo count) +5 Thermal detonators +5 Rally +5 Rage +3 Recon Droids + Chaingun)
Hero Units:
General Kenobi (Trooper Armor Version)
-Sorry about the length
ARC Lambda 00
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pinioncorp
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What Tuskenjedi said. This map is not only to stay balanced between sides, but between classes too. The shipped maps, although they have the unlockable classes, are relatively balanced. The unlockable units, although they have some great strengths, have some weaknesses which bring them down too. Often this will be health, speed or manoeuvrability.
I don't want everyone to always use one particular class, it gets boring, and negates the effort of doing the other classes.
Fixed up the hall. There are still a few things to do, but they are seperate entity which I have to deal with individually. Might fix the texture up a bit, but that's basically it.

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What Tuskenjedi said. This map is not only to stay balanced between sides, but between classes too. The shipped maps, although they have the unlockable classes, are relatively balanced. The unlockable units, although they have some great strengths, have some weaknesses which bring them down too. Often this will be health, speed or manoeuvrability.
I don't want everyone to always use one particular class, it gets boring, and negates the effort of doing the other classes.
Fixed up the hall. There are still a few things to do, but they are seperate entity which I have to deal with individually. Might fix the texture up a bit, but that's basically it.
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Pincer
I know you said that you didnt want any vehicles but i think it would bring a different perspective to your map for example the halifire droid.. 
first seen on Geonosis was actually developed by the banking clan as a security droid so wouldnt they have some on their home planet? And pureley to balance it out have some At-Xt's or something.

first seen on Geonosis was actually developed by the banking clan as a security droid so wouldnt they have some on their home planet? And pureley to balance it out have some At-Xt's or something.
