Battle Above Endor Map Annoucement

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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amazingfish

Post by amazingfish »

There are several Tantive objects that can kill a map.
When I was working on my map. It turned out that one of the Tantive doors was illegal. See how many Tantive doors you've place and get rid of them one by one. Thats what killed mine.
xwingguy

Post by xwingguy »

There are 0 Tantive doors in my map. I learned about that booger early on.
clonepilot1

Post by clonepilot1 »

my question then?
Gunjak

Post by Gunjak »

wait xwingdude, didnt you earlier post an in game shot with a DS odf on screen?
xwingguy

Post by xwingguy »

The turbolasers never seem to be able to hit vehicles for some reason.

DS odf that was shown had no actual collision geometry (I could fly through it) and was apparently unaffected. When I add one with collisions it crashes.
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Post by jangoisbaddest »

By the way, xwingguy, perhaps it's meerly because you don't have the animations for the door in your "munged" folder that the map crashes, cause that will definately do it - it's looking for animations that aren't there.
xwingguy

Post by xwingguy »

no doors exist that aren't natural to space already (which I already said no tantive doors) and I have those munged files anyway. (And just having them there in the munged folder does no harm.)
Aussie_Irishman

Post by Aussie_Irishman »

just out of complete curiosity, are there any of the blast doors from the death star?...coz i luv them doors...lol

AJay
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Post by yankeefan05 »

Aussie_Irishman wrote:just out of complete curiosity, are there any of the blast doors from the death star?...coz i luv them doors...lol

AJay
For the SSD?
xwingguy

Post by xwingguy »

......depends wether or not if I can get tantive IV and DS truly cooperating. Getting that to work is my nimber 1 priority right now.

Need that list of parts that Mercury_Noodles used.
MercuryNoodles
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Post by MercuryNoodles »

Here we are:

dea1_bldg_blast_corridor
dea1_bldg_central_chaft_cor
dea1_bldg_conference_room
dea1_bldg_corridor_prison1
dea1_bldg_corridor_prison_A
dea1_bldg_corridor_prison_B
dea1_bldg_corridor_prison_C
dea1_bldg_corridor_prison_D
dea1_bldg_over_bridge
dea1_bldg_over_bridge_corridor
dea1_bldg_reactor_room_corridor
dea1_prop_door_ajar

tan4_bldg_barracks
tan4_bldg_corridor
tan4_bldg_corridor_01_A
tan4_bldg_corridor_02
tan4_bldg_corridor_02_A
tan4_bldg_corridor_02_B
tan4_bldg_corridor_A
tan4_bldg_corridor_B
tan4_bldg_corridor_C
tan4_bldg_pod
tan4_doornoanim

Granted I'm not using a lot, but hopefully that helps. The one that seems mispelled is actually the correct file name. I'm not sure how it got there since there is a duplicate odf with the proper spelling as well. I'm not using anything that has collision geometry since I haven't had the time to figure out what I'm doing wrong when I add it.
Gunjak

Post by Gunjak »

Is it really that important of you to get DS props etc. in your map, what items are you using??
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Post by RevanSithLord »

Chamboozer wrote:
lol
you dont say much, do you?
lol sorry, thought it was funny. Actually, this is my first that I went on not talking on gametoast. lol Cause rather I talk quite a bit. :P And nice work, Xwingguy!
Tuskenjedi

Post by Tuskenjedi »

hey, ask penguin how she got her turbos to actually take a whopping toll on fighters. And are you using all the DS odfs?
xwingguy

Post by xwingguy »

Thanks sooo much for the list MercuryNoodles!


Tuskenjedi wrote:hey, ask penguin how she got her turbos to actually take a whopping toll on fighters. And are you using all the DS odfs?
I looked a my ordinances and I remembered why they do little damage. The reason why they cause great damage on the capitol ships is sheer rate of fire. When each cannon fires 4 times per second you don't need to make it very powerful. So now I bumped up the VehicalScale to like 30. (Base damage was only 100.)

I'm not planning on using everything from the DS. The hangars are completely worthless along with a few other things. They are worthless because they're too small and collisions of the Death Star are yucko to start with. (Who's idea was it to separate the collision geometry and the texture geometry into completely separate meshs? That map's structure is sooo wierd.)
xwingguy

Post by xwingguy »

tan4_bldg_corridor_01_b <---may this object burn in hell

IT REALLY WORKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

NO MORE CRASHING!!!!!!!!!!!!!!!!!!

:D :D :D :D :D
pss_2002

Post by pss_2002 »

I was wondering if we could get a look at the progress of the map. Could you post some screens, some of the interiors would be nice.
Gunjak

Post by Gunjak »

^what he said,

xwingguy now that you got rid of tan4_bldg_corridor_01_b what are you using to connect the interior?!!?
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Post by yankeefan05 »

yeah it doesn't crash. :D :D I hope it wont crash when u release the whole thing.

One more thing, make sure it can work for the SWBF2 DVD version because sometimes it crashes or crashes a lot.
Tuskenjedi

Post by Tuskenjedi »

great job xwing'! congrats were back on track!
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