Peragus: Astroid Belt

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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Tuskenjedi

Post by Tuskenjedi »

Oh man Rikino, I gotta see that!
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Post by jangoisbaddest »

This is looking quite good. I've fiddled around with that very hanger room in Polis Masa - I think the only way to remove the collision is to edit it in XSI. However, if that's the way you want every hanger on your map, there's an easy way of making takeoff easy: set the takeoff height for your fighters much higher. That way it will rise up above the forcefield before going forward. Luck!
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Post by minilogoguy18 »

pvtparts, go play kotor 2, now.
the star viper NOT virago only looks SLIGHTLY like the basalisk and thats only the fuselage, the wing shape is different and the basalisks wings dont even open, if i knew people would keep calling it a basalisk i wouldnt have even released it. >_<

oh yeah and about the N-1, you can do whatever you want with it but you may NOT re-release the source files, you can only include them in your maps and not release them as i did.
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Post by PvtParts »

I've been playing through Kotor 2 for the past few days, my bro got it for christmas. And I still have to say the war droid looks a lot like his ship. My point was that most people won't notice the differences, and even if they did it shouldn't bother them enough to detract from gameplay 'experience'.

And it would be a simple matter of removeing the animation lines from the odf would solve the wing problem.

I just check wookieepedia, and true the original basalisk war droid only faintly resembled the star viper, but regardless the kotor 2 version looks extremely similar in my opinion. Also, wookieepedia says that after some time in mandalorian hands, modifications such as the addition of cockpits, and the use of the wings as S-foils became prevalent.

Anyhow, I'm not trying to say your model is innacurate, or make a big deal out of this (it always seems to turn into a confusing arguement..) but I think the droid would be fine in this map and theres no reason to discourage the guy from usin it.
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Post by minilogoguy18 »

if you take away the animation lines then guess what happens... the guns wont rotate around and theyll shoot backwards, its the way i set them up.
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Post by PvtParts »

Oh. then I stand corrected. Regardless, this:
Also, wookieepedia says that after some time in mandalorian hands, modifications such as the addition of cockpits, and the use of the wings as S-foils became prevalent.
Makes the moving wing discrepancy..no longer a discrepancy.
Rikino

Update

Post by Rikino »

jangoisbaddest wrote:This is looking quite good. I've fiddled around with that very hanger room in Polis Masa - I think the only way to remove the collision is to edit it in XSI. However, if that's the way you want every hanger on your map, there's an easy way of making takeoff easy: set the takeoff height for your fighters much higher. That way it will rise up above the forcefield before going forward. Luck!
Hmm. That could be a problem. I've been meaning to learn how to do the XSI thing, but haven't. So either someone is going to take pity on me and do it for me, or the field is going to be one-way, and the takeoff height won't matter.


Anyway, having a couple of problems regarding the map...

First, all the astroids I've tried (the ones in the space folder and Polis Massa ones) appear to have no collision geometry.
Image
They have health and appear on the minimap, but don't take any damage. Can I use their normal geometry as their collision geometry via odf?

Second, smaller, I'm having some trouble with bot planning in the tunnels, but nothing I can't figure out myself.

Third, I can't get the autoturrets on the ships to work. Again, I can probably get these eventually, it'll just take me some time to work out.


But! Here's a few screenshots of what it looks like now.

Image

Image

Image
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RE: Update

Post by cloneknight »

wow looks nice. i like the arc-170 skin
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RE: Update

Post by RevanSithLord »

holy macceral! ^_^!!!!!!!!! :P Looks to be an awesome battle. :P

Question:
AI Count is how high?
Will there be new weapons efx? Sorry, I just go nuts about that. lol
Rikino

Re: RE: Update

Post by Rikino »

RevanSithLord wrote:holy macceral! ^_^!!!!!!!!! :P Looks to be an awesome battle. :P

Question:
AI Count is how high?
Will there be new weapons efx? Sorry, I just go nuts about that. lol
AI count is currently 74, but that's subject to change.

I'm changing flyer combat a ton, so don't rule out new stuffs.[/i]
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RE: Re: RE: Update

Post by FragMe! »

Regarding asteroids with collision. The ones used in Felucia space (I believe it was there) do have collision.
They are a bit more jagged but they do "explode" when you shoot them and hurt when you fly into them.


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RE: Re: RE: Update

Post by RevanSithLord »

Ok. Rikino, thanks for info. ^_^
Food_Eater

RE: Re: RE: Update

Post by Food_Eater »

Is there going to be Galactic Civil War or just Clone Wars?
Rikino

Re: RE: Re: RE: Update

Post by Rikino »

Food_Eater wrote:Is there going to be Galactic Civil War or just Clone Wars?
In order for me to do GCW, I'd have to figure out how to change the capital ships depending on the era. So until I figure that out, only CW (Actually, if I can get my hands on some old republic/sith stuff, I might use those as a second era).


On the plus side, I've gotten the astroids to work and explode. I need a more boomworthy explosion effect for them, though. Like, a way bigger one.

Here's the checklist if things I need to do before release:
Things with a '*' are the things that I'd like/need some help on.
[ ]* Get better explosion for astroids.
[ ] Get the auto turrets to work on the frigates and capital ship.
[ ] Work on the ground/tunnel battles more- it's kinda bland.
[ ] Work on the air battle more- just need more content/variety between the two sides and ships.
[X] Couple of missing textures- nothing major.
[ ] AI in the tunnels/add more of a catacombish feel.
[ ] Make a minimap.
Here's the checklist if things I'd like to do before release:
[ ] Get a second era up- GCW or Old Republic.
[X] Pirates.
[ ]* Get a hanger with a shield you can go past both ways.
[ ]* Give the ARC-170 multiple seats- like a rear gunner.
I'll probably be editing this post a lot as I think of new things for the list/check stuff off.
Last edited by Rikino on Wed Jan 03, 2007 11:09 pm, edited 1 time in total.
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RE: Re: RE: Re: RE: Update

Post by [SBF]ATATFIGHTR »

Wow, That map is looking fantastic.
Rikino

Z-95 Headhunter!

Post by Rikino »

Image

Yay! In addition to the StarViper, the pirates now have the Z-95 Headhunter in their arsenal!

Basically, it's just a reskinned X-wing that's had it's animations removed. I'm still working on the skin, so it'll look different in the final version.
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RE: Z-95 Headhunter!

Post by Schizo »

That's actually a pretty clever idea. Nice job.
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Re: RE: Re: RE: Update

Post by Xavious »

Rikino wrote:
Food_Eater wrote:Is there going to be Galactic Civil War or just Clone Wars?
In order for me to do GCW, I'd have to figure out how to change the capital ships depending on the era. So until I figure that out, only CW .
Open up Dagobah in ZeroEdit and take a look at the Republic Gunship / X-Wing Fighter.
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Post by Adreniline »

Looks Awesome!

But my only concern is the amount of dust that seems to be in the air (at least in your pics)

My video card is middle of the road, so it can take quite a bit of dust, but if the whole map is filled with dust it will become laaaaaaaag city.

Just putting in my thoughts in regard to the lower end video card people (since my family computer has a rather low end card, no it is not worth upgrading)
DarthMan

Post by DarthMan »

That looks pretty sweet. Wiill players be able to get it(Like will there be a place someone thats not on the pirate team be able to drive one).
Also(this is a bit stupid on my part), but will the pirates be a playable faction(maybe in a hunt mode or something).Just wondering, this is looking awsome.
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