Dogfighting Death Star II-the return!
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Linus
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stealth#a$$a$in{bf2}
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Protector_Pulch
Well, a little question: Is this a complete re-build or just resuming work with new assets ?
[Ok, that's not important, but somehow I'm interested in this, don't ask why!]
@Those who hated flying through a wall (that had the texture of Yavin/The DS) : I'm sure this will appear ágain. There still is a sphere with DS texture...look at the first screen. (Same here: The quality of the texture is bad.) But hey, you don't complain about being able to enter vehicles without having to walk to the corresponding door/ramp/hatch, so why do you complain about this ?
Do you know what would be really great ? Having some interior (in both the Home one and the DS): For the home one, things could just be some Kamino corridors and the briefing room, while the DS would be a giant, with DS I interior walkways from the hangar to the fire control center (without real function) and to the emperors spire (without real function, just walking up and looking out).
[Ok, that's not important, but somehow I'm interested in this, don't ask why!]
@Those who hated flying through a wall (that had the texture of Yavin/The DS) : I'm sure this will appear ágain. There still is a sphere with DS texture...look at the first screen. (Same here: The quality of the texture is bad.) But hey, you don't complain about being able to enter vehicles without having to walk to the corresponding door/ramp/hatch, so why do you complain about this ?
Do you know what would be really great ? Having some interior (in both the Home one and the DS): For the home one, things could just be some Kamino corridors and the briefing room, while the DS would be a giant, with DS I interior walkways from the hangar to the fire control center (without real function) and to the emperors spire (without real function, just walking up and looking out).
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Delta-038
Hello, I've been observing the forums frequently in silence without comments but for this particular map, I felt it was time to come out of the shadows once again and give my input/advisory/suggestions to enhance this potentially superior map. One thing I implore you to do for the final release of this map (when the time comes) is to actually give the entire map Directx9 'lighting' effects this time around unlike the relatively plain looking Death Star 1 map. This will add an immersive feel to the enviroment. Also, shadows will be important as well. Now you could compensate with higher resolution textures instead but Lighting is more important, or if you're up to it, include higher resolution textures along with the priority of "high" lighting effects. Otherwise, despite the 'construction' of the map, the hard work won't show off as the 'low-level' lighting is unpleasant and doesn't show off the game's engine. If you focus on the above along with what you already have on your agenda of this map, I assure you this will be, by far, one of the best maps. Just remember: Important-Lighting and Shadows.
p.s. otherwise, it will resemble N64 Rogue Squadron degrades in graphical imagery. Please consider my advice and good luck to the rest of the map. Nonetheless, I as well as others look forward to this work of art w/ or w/o lighting but I highly recommend it.
-Thank you, Delta-038--->out!
p.s. otherwise, it will resemble N64 Rogue Squadron degrades in graphical imagery. Please consider my advice and good luck to the rest of the map. Nonetheless, I as well as others look forward to this work of art w/ or w/o lighting but I highly recommend it.
-Thank you, Delta-038--->out!
- TheRocket
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yankeefan05
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Razgriz
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11of3
Thanks for all the feedback.Here`s some answers to the points raised
1.you will still fly through the outer shell of the Death Star to get to the surface.This the same idea I used in my first map and was aware that this trick would not be to everybodies liking,but it was/is the only I can think off(without building a full size Death Star!)
2.Textures on the outer shell of the Death star are poor.The sphere object that I have used is very small and once it is resized the textures become a mess.I have spent alot of time on this texture but just can`t get the result I want.what I need is a proper model of the 2nd Death Star,which I have asked for before,but no joy yet.
3.I have done a little bit of work on the lighting but any advice would be welcomed
1.you will still fly through the outer shell of the Death Star to get to the surface.This the same idea I used in my first map and was aware that this trick would not be to everybodies liking,but it was/is the only I can think off(without building a full size Death Star!)
2.Textures on the outer shell of the Death star are poor.The sphere object that I have used is very small and once it is resized the textures become a mess.I have spent alot of time on this texture but just can`t get the result I want.what I need is a proper model of the 2nd Death Star,which I have asked for before,but no joy yet.
3.I have done a little bit of work on the lighting but any advice would be welcomed
- trainmaster611
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Food_Eater
- trainmaster611
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- AceMastermind
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Offer to model new Death Star 2...
Sounds interesting, but my plate is full with other projects at the moment.11of3 wrote:what I need is a proper model of the 2nd Death Star,which I have asked for before,but no joy yet.
But I may consider making one sometime in the future.
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MasterSkywalker
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Food_Eater
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Elmo
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- trainmaster611
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In his last map I could see off the edge without going anywhere near it. You could see it from the center of the mapFood_Eater wrote:Well the boundaries can kill you before you get a chance to see off the edge.trainmaster611 wrote:Boundries will be able to keep you from flying off the edge and thats a good idea but there's nothing to keep you from seeing off the edge
@Elmo, he already said ship
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Elmo
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ahh ok. stupid metrainmaster611 wrote:In his last map I could see off the edge without going anywhere near it. You could see it from the center of the mapFood_Eater wrote:Well the boundaries can kill you before you get a chance to see off the edge.trainmaster611 wrote:Boundries will be able to keep you from flying off the edge and thats a good idea but there's nothing to keep you from seeing off the edge
@Elmo, he already said ship
