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Re: [WIP] Lok: Factory Compound (Beta Spots Open)

Posted: Wed Oct 26, 2011 3:58 pm
by RevanSithLord
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Weird. I made it 1024x1024. :S


I could adjust the planet a bit more, though, upon further inspection. :) I mean, after all, the map is still in the early stages, and so is this image. ;)

I still need to fix the black sky problem. Lephenix told me what to change and I changed it, to no avail (perhaps I'm just not as awesome as he is. lol). But it will be fixed soon.

I will be adjusting the layout a bit more too and will add another CP pr twp so that the gameplay isn't so linear (I dislike linear maps overall, unless they are huge battleground maps with large amounts of AI running at each other.) The reason I kept and only moved the default CP's is that I just wanted a playable rough version of the map. I will have to add a few more things in. Might even add a bit of an underground portion, but I was never good at that, so I will most likely keep it above ground.

Also, is there a way I can change the top texture of the water to a muddy brown? I mean, I even went and re-textured the water TGA I was using. And I changed the values of the color for the underwater part.

I think I'm just gonna work on the sides. I mean, I can always adjust the layout later, I just want to finally get working on these and present a bit more content than I have been. There's always time for more polish, right?

Re: [WIP] Lok: Factory Compound (Beta Spots Open)

Posted: Wed Oct 26, 2011 4:14 pm
by AQT
RevanSithLord wrote:
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Weird. I made it 1024x1024. :S
I'm pretty sure you just pasted the original image onto a black 1024x1024 image which is why it is disproportionately stretched in-game. I was saying scale the original image you found itself to 1024x1024. :wink:

Re: [WIP] Lok: Factory Compound (Beta Spots Open)

Posted: Wed Oct 26, 2011 5:40 pm
by RevanSithLord
AQT wrote:
RevanSithLord wrote:
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Weird. I made it 1024x1024. :S
I'm pretty sure you just pasted the original image onto a black 1024x1024 image which is why it is disproportionately stretched in-game. I was saying scale the original image you found itself to 1024x1024. :wink:
My bad then. :S Good idea, sir!

Re: [WIP] Lok: Factory Compound (Beta Spots Open)

Posted: Thu Oct 27, 2011 6:37 am
by CressAlbane
That's one of the best loadscreens I've seen! Incredible job! :D

Re: [WIP] Lok: Factory Compound (Beta Spots Open)

Posted: Thu Oct 27, 2011 4:26 pm
by RevanSithLord
CressAlbane wrote:That's one of the best loadscreens I've seen! Incredible job! :D
Thank you, sir! Be prepared for a custom unit screen sometime soon when I become satisfied with my work of it. :D

Update [OCT 27, 2011]: Now it's time for a REAL update. This time with actual content rather than just talking about what I'm gonna be doing. If you're a tl;dr person, skip to the screenshot and then proceed down to the bottom at what I need to address.

With very little error (practically none), I have gotten my first unit in for the Lok Revenants. The basic Pirate (my take on what a Lok Revenant Pirate would have looked like). Basically hired by Nym to perform basic gruntwork during pirate operations...whether it be guarding treasures or raiding convoys, the basic pirates are great for forming the backbone of a pirate group.
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I used black, red, and brown. I made sure the red wasn't too saturated and I may tone it down a bit later, however it matches the red Lok Revenant symbol, which can be found on the shoulder pad. Brown because I feel brown should be on any pirate somewhere (that can be taken wrong somehow, I just know it). Black, because universally...black just makes everything look cool. It's the rule of cool. 8) These infantrymen have the symbols on their shoulderpads to show that they're happy to be working for Nym (basically like a gang...show off your gang's colors...the gang gets reputation), who pays them pretty good if they are competent (he will either fire you or shoot you [you could say 'firing you' means that he'll likely 'terminate' your contract by means of a blaster shot to the head] if you fail too much. If you fail big time, e.g. betray him, you're toast) and loyal. Nym is someone you shouldn't cross.

Sadly the UV Map made the symbols appear on the knee pads as well. Wish I could fix that. As well as make the shoulder pads not mirror. I feel that showing too many symbols on a model will detract from a skin.

I am proudly using Icemember's fabulous TFU Saboteur to represent my basic pirate vision. It is likely that they stole this armor from an armor somewhere.

Whistler Carbine by CodaRez.

I will be sure to activate the transparency on the visor soon. No worries about that.

The carbine fires 200 shots at the moment.

Things to fix: Add transparency.
Tone down red so it's not as overbearing.
Sounds for unit's weapons.
New particle FX for Whistler Carbine.
Fix texture mirroring with logo.

Re: [WIP] Lok: Factory Compound (Beta Spots Open)

Posted: Fri Oct 28, 2011 1:17 am
by SpartanA259
Sounds awesome cant wait to play. :)

Re: [WIP] Lok: Factory Compound (Beta Spots Open)

Posted: Fri Feb 24, 2012 10:04 pm
by RevanSithLord
UPDATE: Howdy folks! Nah, this map is not dead, don't worry! Sorry about the bump as this is a small update, but it does have pictures! Model of the pirate was switched along with the model of the main weapon. Also the blaster effect was changed according to how I'd imagine the weapon firing. The rifle is a Coynite Disruptor Rifle, model courtesy of Acryptozoo. I didn't get pictures of his Vexa Flechette pistol yet, though, but no worries, that will come soon.

I am aware of the following problems: The textures on the model are too sharpened. This was how the original textures looked and this skin is not much more than a slight recolor and retexture. Not my best skin, but I'm satisfied with it. Probably should have made the helmet less dark, though. Oh well, might go in and redo that later.

As for the effect/muzzle flash, I wanted it to be somewhat of a green-yellow color. I might edit the actual texture to be more.... 'disruptor'ish, but for now this bolt will have to do. Right now it is a semi-auto weapon, but I might make it fully automatic if I get enough recommendations to do so. Also I tried to get the best angle I could on the effect. I might need to town down the velocity.

The map as it stands is still the same in the main part, but I will be adding more cover to it soon and will be modifying the AI pathing some more later and possibly adding some new places and refining others. For the most part, this is what it will remain to look like until I can get someone to model me the proper facility model as seen in Star Wars Galaxies or something similar.

Note: Lighting settings are back to low. Lag central on this computer with it on high/medium.
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I'm hoping that this map will be worth it in the end. I don't know when the next beta will come out, since I am working on this rather slowly. I am not giving up, I've just been taking breaks and evaluating what exactly I want to see in a map and what others might think would be pretty cool in a map.

Re: [WIP] Lok: Factory Compound (Beta Spots Open)

Posted: Sat Feb 25, 2012 12:37 am
by AQT
Good to see this is still back in action. Keep it up, Revan! The map is starting to look more and more consistent and uniformed the more I see new screenshots of it. :thumbs:

Re: [WIP] Lok: Factory Compound (Beta Spots Open)

Posted: Sun Feb 26, 2012 12:11 am
by CressAlbane
Nice job! Great update.

One thing that just jumped out at me was the last screenshot - the area in the middle of the shot looks like it could use a few more "ground props." By ground props, I mean things like pebbles and rubbish; I especially think some of the Tatooine droid junk parts would look good near the jawa junky.

EDIT: Upon looking at the screenshot again, I noticed some more ground props, but I still think some more rubble would look nice. In particular, I mean the area near the crashed ship - the way the ground rises up around it suggests a pile of debris, and I think some detruis props would be nice there.

Sorry to make such a big deal out of that - I'm a bit tired at the moment, haha. :lol:

Re: [WIP] Lok: Factory Compound (Beta Spots Open)

Posted: Thu Sep 20, 2012 9:46 am
by RevanSithLord
CressAlbane wrote:Nice job! Great update.

One thing that just jumped out at me was the last screenshot - the area in the middle of the shot looks like it could use a few more "ground props." By ground props, I mean things like pebbles and rubbish; I especially think some of the Tatooine droid junk parts would look good near the jawa junky.

EDIT: Upon looking at the screenshot again, I noticed some more ground props, but I still think some more rubble would look nice. In particular, I mean the area near the crashed ship - the way the ground rises up around it suggests a pile of debris, and I think some detruis props would be nice there.

Sorry to make such a big deal out of that - I'm a bit tired at the moment, haha. :lol:
No problem. :) Was planning on refining that area anyways. Heck, been planning a bit of an overhaul for most of the places. Gonna make sure things are consistent visually and make sure that things make sense (well as much sense as it could make in a Star Wars sense).
AQT wrote:Good to see this is still back in action. Keep it up, Revan! The map is starting to look more and more consistent and uniformed the more I see new screenshots of it. :thumbs:
Thanks for the continuing support! :D No way I'm giving this one up. I will have at least one good release of something this year!


----EDIT----
!!!!!New Update!!!!!

Yes folks, don't worry, still working on this. Great news is that I got another unit in, this time for the Trade Federation. I figure my easiest way to do the sides, or the most convenient system for me, is to start with the riflemen class on both sides, and move down the list, ensuring both sides are well balanced against each other.

Anyways, it isn't special, because we've seen our fair share of B-1 Battledroid rifleman classes all over the place, so again, nothing special. Though the E-5 is sporting a new sound and I'm using a different blaster effect for it. Heh. The skin is by Glitch25, so props to him, and credit obviously. Credit also goes to Pinguin for the Tusken Camp assets. :D
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I admit I am also trying to get my droideka replacement working (just replacing it with a droideka of my own), but I don't know why the changes aren't munging. I've got the animations and everything in the right place. Maybe I'm missing something? Probably an .odf somewhere or maybe I didn't reference it in my .lua correctly. Heh.

Anyways, just showing I am still alive, and I am still working. ;) I'm gonna be doing more layout changes to the map too. AI seems to like to exploit going around the wall entrance instead of through the door/archway. XD Definitely need more layout changes....

Re: [WIP] Lok: Factory Compound (Side Update pg3)

Posted: Thu Sep 20, 2012 2:51 pm
by ARCTroopaNate
The area around the battle droid looks rather plain and empty, perhaps you could fill it up with some props, (I.E broken stuff) or even just vary the height abit more. (It could just be the angle of the screenshot making it look empty)

Just my two credits. :wink:

Re: [WIP] Lok: Factory Compound (Side Update pg3)

Posted: Thu Sep 20, 2012 3:00 pm
by RevanSithLord
Yeah, I was thinking about putting some random crap there. I desperately need to throw some stuff around, because you're right, it's rather.....well, empty. But I'm at least glad I got another class in.

Since I am replacing the 'rocket' classes on both sides, I was thinking of just making them both grenadier classes, since I'm trying to go with a rather CQB element with the map on the direction, unless people really want vehicles. :p I may just go ahead and add turrets to be honest, but that's down the road as I am concentrating mainly on both sides.

I forgot if someone made me a Trade Federation CP icon. *goes to check private messages* But anyways, yeah.

Thanks for that suggestion. Which kind of prop would you want to see scattered about? I was thinking one of the Raxus props, but those are so massive, and really should be scaled down in all honesty. Know of any conveyor belt type props? This is a droid factory after all....

!!!!Update!!!!
So I've been toying around with the effect for the Coynite Disruptor Rifle. I don't feel it's quite done yet, but I think it's coming along. Using the Assault Cannon 'effect' AQT made for TEV as a base, I started modifying the color and changing textures around as well as lengths and widths. I think I have a firm grasp of how effects and sides work as a whole. Gee and to think it only took me so many years! :P Oh I also got more screens of the B-1 and Lok Revenant pirate. Also a screen of the blaster effect from Tusken Camp assets.

I think I do like the blue into green sort of trail thing, but I need to make sure it's all green. May adjust the flare/lightning ball thing. Inspiration is from Klingon Disruptor fire from Star Trek. I know it's blasphemous, but that's how I think of disruptor fire....
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The red blaster bolt from the E-5 (modified PTC laser texture. No worries, full credit to her. I haven't talked to her in ages. :()
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I think I made the E-5 a tad too dark to the point where it almost loses the detail. I may brighten it up a bit, but the default pale gray was starting to bore me.
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Recolored Vexa Flechette Pistol. I think it works as a pirate pistol, definitely.
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All weapons save for the Droideka have new sounds too. The droid's SE-14r sidearm sounds more 'powerful' without really being as such. The E-5 has in my opinion, a better sound as well.
Vexa Flechette pistol does NOT have an FC-1 Golan Arms sound, but it has a sound from somewhere else. Go ahead and guess (since all the weapons have sounds from there). The Coynite Disruptor sounds pretty awesome too. :) I'll let all beta testers know when the next version will be out. Sorry for the wait everyone, work has gotten in the way of this thing.

I DO intend on finishing it. :) Maybe my 'this year' deadline won't make it, but I will have it as a New Year's Resolution in-case I don't get it out before Jan 1st. Anyways, ta ta for now. Yes I am working on giving the place a bit more 'scenery' and less 'emptiness' feeling.

Re: [WIP] Lok: Factory Compound (Side Update pg3)

Posted: Sat Sep 29, 2012 4:26 am
by DarthSolous
Wow! looks great! Can't wait for the release. :thumbs: (Do you have an approx. release date?)

Re: [WIP] Lok: Factory Compound (Side Update pg3)

Posted: Sat Sep 29, 2012 11:43 am
by RevanSithLord
DarthSolous wrote:Wow! looks great! Can't wait for the release. :thumbs: (Do you have an approx. release date?)
No approx release date. Generally a 'When It's Done' thing. I don't have a lot of free time anymore, which is why I am working off and on. But it is progressing! Trade Federation does have their droideka, but I figured it wasn't really anything special. :p I am going to do the grenadier classes next, but also might fix up AI paths on the map a bit. Bots love running into walls still. Maybe I'm placing barriers wrongly?

Re: [WIP] Lok: Factory Compound (Side Update pg3)

Posted: Sat Sep 29, 2012 2:46 pm
by willinator
Wow, that trail looks awesome! I agree that you should make it all green, maybe you could add some arcing in there, like on the stock arccaster?

Re: [WIP] Lok: Factory Compound (Side Update pg3)

Posted: Sat Sep 29, 2012 3:37 pm
by RevanSithLord
Yeah, I might try that at one point. I've tried making the effect all green, though, but for some odd reason there's still a small trickle of blue despite making blue on the rgb sections absolutely at 0 value. Maybe there's a value I missed. :P Thanks by the way.

Biggest thanks goes to AQT for making the original effect for the Assault Cannon for TEV.

Re: [WIP] Lok: Factory Compound (Side Update pg3)

Posted: Sat Sep 29, 2012 4:23 pm
by Marth8880
Did you change the Spawner colors or the Transformer colors? If the Transformer colors, did you change it for all stages? Also, are you sure "RGB" is selected instead of "HSV"?

Re: [WIP] Lok: Factory Compound (Side Update pg3)

Posted: Sat Sep 29, 2012 4:35 pm
by RevanSithLord
Will have to check.

Re: [WIP] Lok: Factory Compound (Side Update pg3)

Posted: Thu Oct 11, 2012 11:11 am
by Anakin
the units textures are really good. maybe you can try to make a higher contrast for the B1. the Allianz is great :D

Re: [WIP] Lok: Factory Compound (Side Update pg3)

Posted: Sun Nov 18, 2012 11:55 pm
by RevanSithLord
Update: Not a so exciting update, but a good one at least...if you count me rambling on like a madman is a good update (sorry, no pictures, maybe some by Christmas?). So I've been out of action for a bit, sorry about that my friends, but I'm here saying that I'm transferring everything to this new computer that I got a month or so ago and will be continuing, this time able to play at max with virtually no troubles at all! So yay, right? This means higher graphics settings when taking screenshots, so....yep!

*looks through what I need to do*

Okay, not going to be any rocketeers, however I will be making grenadiers in their place. Plan on this being CQB mainly, so no vehicles (sorry). Don't worry, they will not be overpowered!

Anyone feel like making me a sort of grenade launcher for the Trade Federation and Pirates? Sure it may be a sort of 'fanon' thing, but as long as it fits into a canon sense, I would be fine with it. Also would like a slight edit of the Imperial Pilot model to have a sort of grenadier bandoleer. Think of the Demoman from TF2. In-fact, I guess that's a perfect inspiration for Lok Revenant pirate....so long as it's not cartoonish. I guess I could say a mix between an NCR Ranger from Fallout New Vegas and Demoman from TF2, but Star Wars..ized. I guess I'll move this part of the post to the all purpose request thread.

The map I plan on making after this is Nym's Base, which will likely have vehicles. I don't know if I should base it off of Star Wars Starfighter (lots and lots and lots of hangars and docking platforms) version or the SWG version (Tatooine style town leading up to the steps down to Nym's base with Nym's 'palace') or mix the two styles to make it my own unique rendition.

So two Lok maps, hmmm? Interesting indeed, right?

After that I have a plan on other planets. Also I might add Tanaab on my project list, but I already have overwhelmed myself with this one. So many ideas, so little time, right? Right.

Here's a list of some of the later SWG instances I wanted to cover:
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[quote]Corellia: Factory Termination: Before the spacers encountered IG-88 on Lok, another group of spacers stumbled across a reactivated CIS droid factory northwest of the Imperial controlled city of Tyrena. The Imperial command on the planet sent these spacers to ultimately uncover the mystery behind the reactivation of this facility and to eventually and ultimately shut that facility down, as it could be a threat to the nearby cities.

Kashyyyk: Myyydril Caverns: Claimed by the local Wookiee tribe (and other sentients) known as "Myyydril" shortly before the Clone Wars, these caverns hold many secrets...and dangers. From the sentient parasites known as "Urnsor'is" to an old resurrected enemy from the end of the Clone Wars. N-K Necrosis, a combat droid made out of the remains of General Grievous (who, in turn, had armor based on the Krath War Droid), has recently been activated, deep within these caverns. It's up to a group of spacers to both shut him down and to also combat the Urnsor'is poisoning the friendly Wookiee tribe. Can they find a cure for the poison as well as defeat a deadly combat droid?

Ord Mantell: Blackguard Raid: An Imperial-class Star Destroyer captured by a rogue Imperial Captain named Andal Sait- who self-proclaims he is a Grand Admiral - plans to sell this captured Star Destroyer to the Black Sun. Both the Empire and the Rebellion hire spacers to intercept this Star Destroyer (I haven't decided which faction I want for this map yet. If Empire vs Rogue Empire, it might get confusing, but this seems like it should be an inner Imperial conflict) and reclaim it from the rogue Imperial Captain. Spacers must fight their way through the Star Destroyer to the main bridge and "confront" the captain. Little do they know that there is a new threat that they've never encountered before (A CY-M Prototype droid - part of HK-47's new droid army, but they won't know that until they face it. I'll post a picture of it later).

Mustafar: Relics of the Old Republic: At some point in time, the legendary assassin droid, HK-47, had his artificial intelligence trapped in the computers of a downed Hammerhead-class Cruiser on the ever-so-famous volcanic planet of Mustafar. A group of spacers managed to help him transfer his AI back into a similar body close to his 4000 year old self. After fighting through and repowering an Old Republic facility (which is what part I'll be aiming for) in the Berken's Flow region of the planet for HK-47, he betrays the group (nothing personal, right? Haha.). Later the spacers defeat HK-47 and only ONE of the spacers obtain a deed for a new YT-2400 (this last bit of detail doesn't matter).

[(There was one parked where the final battle took place. Sadly I don't think we have a YT-2400 model for SWBF2, so I'm gonna put the final battle inside the facility instead.) If I managed to do a campaign myself, I'll probably need many custom models (might use them for conquest too) - hopefully a newer HK-47 model not that the one we have available is bad (I'll also like to learn how to do a red glow for his eyes) and models for the newer HK-77 Assault Droid model (main combat droid. Decent size.) and models for one of the major bosses called the Doom Bringer and many of the smaller "mobs". CWW Class Eradicator (large), CWW8 Combat Droid, AK-1A "Hammer" droids (large), AK-3 "Reaper" droids (large), and GK-5 sentry droids (similar to Droidekas...just with more legs, so this will be weird). I'm gonna have to think just how to get all these in-game. Might just have to think about incorporating something else here. Either I do a full indoor map (with maybe a few windows to the outside), or I do a map based on the Battle of Koseyet Mining Camp on the surface. Either way...this will be really challenging. The other ones seem easy compared to the stuff here. The good thing is that Mustafar isn't necessarily all lava. SWG stresses that even more. That isn't to say not to watch your step. Don't wanna end up taking a hot dip or anything. I mean, it's still incredibly hot. And there are many many lava rivers. But anyways, 'side' wise, this is going to have to be unique in some way. There ARE B1's and B2's, so it won't be bad using those.][/quote]
This was typed up a long time ago, well maybe about a year or two ago at most. The Mustafar one will be a challenge, but hey, there's work-a-rounds I can do (or we based on any help I may get) and with the stuff we have now, perhaps some things are easier? Hmm. Dunno. But these have been my goals for awhile. Just wanted to update people on what was going on!