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Re: W.I.P - Northern Dune Sea
Posted: Fri Jun 27, 2008 12:07 pm
by vampire_lord
Camo skins are better in this case Grev, why do your models crash Fluffy? I mean, there must be something to fix that, I am afraid I can't just take the risk like that, there must be a logical reason behind those crashes.
Re: W.I.P - Northern Dune Sea
Posted: Fri Jun 27, 2008 3:41 pm
by elfie
Just a recommendation but you should try using the default droid sniper skin as a base for every unit on the cis side with the eception of the magna guards and droidekas and then skin over it to make some nice camo droids. They would work perfectly in this case where it is a desert.

:clone:
EDIT:
Also just thought of something else: Move the tur folder out of the side folder and into the DATA_ABC/WORLDS/ABC folder. Then delete tur.req and the req folder. That way you save file space and you can have as many different kinds of turrets as you want.

Re: W.I.P - Northern Dune Sea
Posted: Fri Jun 27, 2008 3:46 pm
by Fluffy_the_ic
vampire_lord wrote:Camo skins are better in this case Grev, why do your models crash Fluffy? I mean, there must be something to fix that, I am afraid I can't just take the risk like that, there must be a logical reason behind those crashes.
I literally have been trying to fix them FOREVER. My newest model crashes the game and there is no mungelog whatsoever.
Re: W.I.P - Northern Dune Sea
Posted: Fri Jun 27, 2008 4:57 pm
by vampire_lord
I deleted all non used turrets from the TUR side, and there is no need for any other kinds in this map, the heavy turrets were first from Mygeeto, but they are too abusive for multiplayer as they have long range, but now they need some skills.
For a model to just crash the map still tricks me, you mean ANY model? even a simple cube? how do you export them? do they have some kind of animated stuff? how about going backwards and try something from scratch?
Re: W.I.P - Northern Dune Sea
Posted: Fri Jun 27, 2008 11:41 pm
by shockwave88
well seeing as how i suck at skinning the CIS i decided to skin the ATT instead and well it looks like someone covered it in tatooines finest erm........mud
http://i253.photobucket.com/albums/hh70 ... amoaat.jpg
Re: W.I.P - Northern Dune Sea
Posted: Fri Jun 27, 2008 11:53 pm
by vampire_lord
Interesting, it looks a little like an octocamo... you just need to work a little more on how to tamper with layers, just keep trying, I didn't get my skins in the first try.
Re: W.I.P - Northern Dune Sea
Posted: Sat Jun 28, 2008 10:14 am
by Grev
Guys, camo CIS skins is the easiest thing ever.
Go on google and find the right camo you need.
Open a CIS skin in gimp.
You wont see much, just some occasional parts you can notice, since the skin is desaturated. Dont saturate it.
Go to Dialogs- Layers- New layer and copy/ paste the camo into the new layer.
Then change the order of layers so the near transparent one is on top.
Voila, a camo droid (Same can be done with the Darktrooper)
Re: W.I.P - Northern Dune Sea
Posted: Sat Jun 28, 2008 11:48 am
by DarthD.U.C.K.
@elfie: i wouldnt give the tank a new color, just paint some dust/mud brushes over the normal texture
Re: W.I.P - Northern Dune Sea
Posted: Sat Jun 28, 2008 2:27 pm
by elfie
@ Dark Duck- Okay I will try that
@Vampire Lord - If you need help modeling I know how to make a simple textured model and get it ingame without it crashing. If you have an idea of a certain model you need done that is simple then I could easily make it for you.
Re: W.I.P - Northern Dune Sea
Posted: Sun Jun 29, 2008 12:54 am
by vampire_lord
Thanks elfie, I'll put a sketch of the Bacta Condenser when I release BETA 1.5, in the meantime it is just a "medical fusion cutter", almost done with this beta's Clone sides, the CIS will have the same unit count and the same arsenal changes just to balance things out, I hope to release BETA 1.5 in the middle of July.
There are some planned modifications I decided to drop since I am trying this map to have certain balance as well as reserving some stuff for any future mod in my campaign, anyway, uber mode for Clone Wars will be ON, I promise a gameplay video during the next week.
Thanks for all feedback and reports (or the lack of them since there seems to be no bug reported to date), and thanks to all directly and indirectly involved in this mod.
Re: W.I.P - Northern Dune Sea
Posted: Thu Jul 03, 2008 2:54 pm
by theultimat
Re: W.I.P - Northern Dune Sea
Posted: Thu Jul 03, 2008 6:42 pm
by vampire_lord
Not bad, the mask... well, looks good and fits desert environment, maybe you can add it to the other rebels, after all there is a sandstorm, the cross may need to change, have you seen that symbol on the bacta containers? that's the only minor fix, the colors are great, keep it up.
DELAY!!
Posted: Tue Jul 08, 2008 11:51 pm
by vampire_lord
Don't panic (if you have been waiting for long), I am taking a break... again.
Good News: I am just playing Empire At War, that means I am getting a bunch of good ideas (too bad a lot of modeling suggestions no one would want to try), it is not like I am playing EaW all the time, but you know people need to sit down and relax.
Bad News: I grew tired of munge-play over and over and over and over again, no DC-17 Blaster rifle because I never got the HUD tag fixed, and that's one of the weirdest things I came across since I got other weapon models working with little to no trouble at all.
Now I beg for all contributors and beta testers to show any signs of life, report, and for skinners keep your works comming (unless you are taking a break too), the REP side is almost finished (except for the Bacta Condenser of course), this doesn't include vehicles though, as you can understand this is a tiring process not even trainmaster and his Battle of Coruscant would endure (and he is practically remaking space battle), Beta 1.5 will be delayed to the end of this month as well as the gameplay video I promised, once again sorry.
Just don't leave me alone... I'll be back to modding soon (still coming to the forum to check new stuff and possible contributions).
Re: W.I.P - Northern Dune Sea
Posted: Wed Jul 09, 2008 12:31 pm
by Grev
To fix the HUD tag, or just remove it if its bothersome, go to the HUD calling in the odf., and write 'removehud"
Gameplay Video
Posted: Sat Jul 19, 2008 4:56 pm
by vampire_lord
I must say I am a little dissapointed by the lack of comments; anyway, thanks to all people who is still helping me, btw Grev, as I said, the weird thing is the HUDTag not working on that particular model (DC-17 Blasters), I decided to remove it after all, I don't like my officers to make the "grenade" animation while using the buff.
Well here it is, a gameplay video, quality is not good because it is Youtube after all, I hope to get some more comments now, I plan to get back to working on this mod in a week, there are some models and textures to fix before I can say the marines are complete.
Gameplay Video Here!
BTW, I need some help, I wanna make a Smoke Grenade, Plasma Grenade and Fire Grenade, the smoke one is the real challenge for me, so, if anyone can work with effects here is the deal.
This Grenade will not bounce like a Thermal Detonator, (well, none of the non Thermals in fact), it "explodes" as soon as it hits the ground releasing a cloud of smoke, what I want in this case is something like the same smoke a manned turret emits when is nearly destroyed, but I want it to have a 180 degrees vertically and 360 horizontally, the cloud radius must be enough to cover a medium size corridor of a Tantive IV to make an example, or to be fair, to cover a Tatooine BLDG 4 Ways interior.
I think that's all for now, see ya later.
Re: W.I.P - Northern Dune Sea
Posted: Tue Jul 22, 2008 10:47 pm
by (RAPTOR)BENSTWO{SGT}
Looks neat. I think I might give this mod a try. Also is this suposed to be like the one in episode IV.

Re: W.I.P - Northern Dune Sea
Posted: Tue Jul 22, 2008 11:47 pm
by vampire_lord
Nope, this section of the Northern Dune Sea is part of a mini-campaign I am planning to make; this one happens during the Clone Wars.
Let's say...
"After some struggle on the planet Tatooine, the G.A.R intelligence reported on some new kind of weapon being tested by the CIS in the outskirts of Mos Espa.
Apparently this weapon is only a prototype based on stolen schematics of the Super Laser project on small scale; however it has proven to be very dangerous to the Republic's decreasing clone legions.
It has been ordered by the Jedi Council to send a small branch of Galactic Marines to deal with the problem..."
More or less
Re: W.I.P - Northern Dune Sea
Posted: Thu Jul 31, 2008 4:33 am
by MasterSkywalker
Looks like a very nice job, I can't wait for it to get released
vampire_lord wrote:Nope, this section of the Northern Dune Sea is part of a mini-campaign I am planning to make; this one happens during the Clone Wars.
Is that mini-campaign gonna have a real objective based campaign mode, or will it just be a mapseries?
Re: W.I.P - Northern Dune Sea
Posted: Thu Jul 31, 2008 7:46 pm
by vampire_lord
I don't know how to make a Campaign mode map (I can guess looking at scripts), but that's a labor for more than one person, I think that's the next step, anyone wants to contribute with their knowledge?
Re: W.I.P - Northern Dune Sea
Posted: Fri Aug 01, 2008 11:30 am
by MasterSkywalker
vampire_lord wrote:I don't know how to make a Campaign mode map (I can guess looking at scripts), but that's a labor for more than one person, I think that's the next step, anyone wants to contribute with their knowledge?
I would love to help you out with campaign scripting
