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Posted: Sun Mar 26, 2006 9:25 pm
by JabbaLovesLava
I like the nose, so if its big too bad :P (sorry, but everyone says its too big and i think its good, so i wont change it)

Posted: Sun Mar 26, 2006 9:49 pm
by minilogoguy18
switch from camera view to user view to get rid of the FOV that might make the nose look big

Posted: Mon Mar 27, 2006 9:25 pm
by dreadlordnyax
ok, here's a pic of the ranger ship jabba found, i figured i'd just post it up for future reference.
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also, i've done some preliminary work on the yavin iv map, planned a layout, created a test map, experimenting with the objects to see how they fit together, etc.
i've also come up with a planned units list. since its just peace brigaders, smugglers, and jedi, i'm hoping (and planning) to get this map out without needing any new character moddels (thus, hopefully getting it out faster, since its looking like it may be a while before we get some vong character moddels).

here are my current plans, if you guys have anything to add, suggestions, etc, feel free to comment. it's gonna be a while before i get to this part of the map, but i figured i'd post it up in case you guys wanted to say anything about it.

Peace Brigade
Mercenary - standard soldier, rebel soldier or vanguard reskin
Demolitionist - standard rocketeer, hoth soldier reskin (?)
Sniper - standard sniper, han reskin
Pilot - standard engineer, opposite of merc (?)
Heavy Assault (7/8 pts) - repeater with regular clone troopergun moddel, reb smuggler reskin
Grenadier (10 pts) - unlimited nade launcher, stat buff, reb marine reskin
Hero - Maber Yeff (leader of PB forces from the book) - improved shotty, imp officer reskin

New Republic/Karrde's Smugglers/Jedi
Smuggler (?) - standard soldier with sonic blaster or arc caster, reb vanguard reskin
Jedi Apprentice - lightsaber, generic jedi moddel
Combat Specialist (5 pts) - shotty and flamethrower, reb soldier reskin
Heavy Weapons Specialist (7 pts) - nade launcher and carbine, hoth soldier reskin
Jedi Knight (9 pts) - lightsaber, saber throw, different generic jedi moddel
Ranged Support Trooper (need different name) (12 pts) - rocket with 3 shots per salvo (sorta like reb rocket launcher from bf1, hopefully), sniperrifle, reb marine reskin
Hero - Karrde or Kam Solusar, depending on who's easier to reskin. if i do karrde, i'd like to take a try at getting dual weapons to work, if i do kam i'd try for a "force slam" power, like force push but much stronger yet only targets one enemy at a time.

as the NR obviously get better classes, they will have a map based disadvantage, like fewer reinforcement points to start off with.

Posted: Tue Mar 28, 2006 1:51 pm
by jangoisbaddest
About mara - perhaps you could replace one of her force powers to pulling out a blaster and firing?

Posted: Tue Mar 28, 2006 1:58 pm
by Murdocr
i don't think it's possible to have a lightsaber and a blaster as far as i know

Posted: Tue Mar 28, 2006 3:25 pm
by jangoisbaddest
Why? It wouldn't be another weapon - like I said, just replace the force power with a blaster shot, and put a weapon in her hand for the animation (sort of a quick draw). Hell, it's just a thought.

Posted: Tue Mar 28, 2006 5:13 pm
by Trans
We are going to try to make it so she has a lightsaber and a blaster, but it may only be possible to have one animation (Jedi w/ saber or soldier)

and Dread I like the unit layout, but I already told you that. :P

Posted: Tue Mar 28, 2006 6:02 pm
by dreadlordnyax
we had already discussed the idea of a lightsaber and a blaster (and i've even tried it, but to no avail). we're (or i guess i am, until one of these other guys learns how to mod :P) still gonna try it some more, but it may be impossible :(. if anybody has any ideas about how to accomplish it...i would welcome them :D

i've also come up with a unit list for ithor, but i'm not gonna post that up (unless you guys insist ;)) now, since it'll be quite a while before i get to working on that map.

Posted: Tue Mar 28, 2006 8:49 pm
by jangoisbaddest
Have you tried replacing a force power with a blaster shot, then editing the animation to include a blaster in her hand? Granted it may not look very flowing, but it would be nifty. That's about the only thing I can think of.

Posted: Tue Mar 28, 2006 8:57 pm
by dreadlordnyax
but animation doesn't add a separate moddel (like the blaster) to the character, it just moves them...
although...if jabba would moddel the blaster attached to her left hand....nah that wouldn't really work, it'd be going thru the lightsaber for all of her two handed moves. plus, afaik there are no left handed blaster attacks, so unless somebody figures out how to add character animations, it wouldn't work anyways. she'd have to use the default force attack anim, which probably wouldn't look very good. for all we know, the blaster would be pointing off to the side. and to put the blaster in her right hand would require even more crazy animation switches between it and the lightsaber, i dont even wanna think about that.

Posted: Thu Mar 30, 2006 11:33 pm
by Raingod
Hey, ok i have some not so good news, i'm not sure if i will be able to work on the mod anymore. I really want to work on this cause i really like Star Wars, but i only have about 1 month left of college, and its gona be an extremly busy one, i have to finish work on the game that we are doing by next wedensday, and we arn't even close to being done, then i have to create 3 charecters (a human, a 4 legged creature and a robot) then rig them and animate them, then i have a toon boom animation to do, plus a demo reel and portfolio by the end of the month.

After that i don't know, i will be applying for jobs if my portfolio is ready, in that case i don't think i will have time to work on the mod, if not then i will most likely spend the summer at home working on my portfilo. If thats the case which probebly will be then i may have time to work on the mod. But for now i have to take a leave from the mod. Anyway i can send Jabba or one of you guys all the models i've made so far. A few still need to be map and they also all need collision, LOD and shadow mesh (which i still don't reaslly know how those are suppose to be done.)

Posted: Thu Mar 30, 2006 11:49 pm
by dreadlordnyax
man, that's too bad :(.
i wish you luck with your work/job search/portfolio preparation, tho :)

so you're saying that if your portfolio's done, you'll be looking for work and wont have time for the mod? and if its not done you'll have to work on it, in which case you could still help out?

and yes, please send the moddels to at least jabba.

ps: i'm leaving on a short trip and wont be on xfire until sunday probably, so cya guys then.

Posted: Tue Apr 04, 2006 7:37 pm
by Trans
It is sad news to hear that you are leaving permanetly/temporarily Raingod. :( But good luck on getting that game done + the characters + the demo reel + the portfolio, and probably your career. :D

You can send the files to me also if you want, although I probably wouldn't know what they were, just for backup.

btw, will you still be looking at the thread every once and a while?

and now...

_____________________________________________________________
_____________________________________________________________

Announcing: Garqi

I've been working on this uhh lets see just over a week and I have some WIP pics now. The map features a center plaza with walkways surrounding it for snipers. If you go outside of the main city you will travel into the Xenobotanical Garden where the Ithorinan Bafforr trees' pollen kills all Yuuzhan Vong in the area. You will be able to play as either a Resistance Force Soldier and either Corran, Ganner, or Jacen. Or Yuuzhan Vong and their slaves.

Image

Image

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NOTE: The Xenobotanical Garden part of the map is still in its very early stages.


Image

And this is where the Ithorian Bafforr Trees will be located.

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Posted: Tue Apr 04, 2006 8:14 pm
by Alpha
In my opinion, the buildings should be a darker green, it is kind of stressful on the eyes, but otherwise, it looks great.

Posted: Tue Apr 04, 2006 11:00 pm
by dreadlordnyax
i agree with alpha, the buildings are definitely too bright, and the planters and fountains need to match up with their color. nice screens tho, seems like you've really made some progress. :D

Posted: Wed Apr 05, 2006 11:34 am
by Raingod
Yes i still will be following the thread, ok i will try and email you the .max and .xsi of the models, i will allways have them on me incase you lose them. Also i have to create 3 charecter models in a few days, 1 humanoide, 1 4 legged and a robot. I might be able to make something for the mod. Now these i will try and make for my portfolio, so it would need to be something which has no art for, so that i can do my own model sheets.

Posted: Wed Apr 05, 2006 6:14 pm
by Trans
Hmmm, one that doesn't have artwork eh?... The only really important thing I could think of would be one of the slaves which I haven't seen any art for. And if you wanted to do a robot, maybe the Yuuzhan Vong Hunter Droids although I have seen art of their head but you could change that.

About the map, the buildings aren't green at all right now so I was thinking of maybe a more golden brown look maybe?

Posted: Wed Apr 05, 2006 6:56 pm
by jkempster
my friend has done the blaster and saber and so have i. what you were saying above si what i did, change the force power with a gun, an dwhen u press the secondry weapon fire you magically get a blaster which fires fine.
my friend did it a different way and put the saber as the second primary weapon. i think as long as you have the combo file and the saber set up this works

Posted: Wed Apr 05, 2006 10:10 pm
by dreadlordnyax
does the blaster acutally show up? i'll have to look into that, both of those, thx for the suggestions.

golden brown sounds good. you also might consider some variation in the color, like some brown, some light brown/tan, some golden, yellow trim, etc.

i've actually seen art for the whole yvh droid, so that wouldn't really work. hmm, lets see, i haven't seen any art for the hunters, just generic vong. as a matter of fact, there's not a whole lot of info on them, so you'd have a fair amount of room for creativity. i also haven't seen any art for the slayers. it'd be nice to get a voxyn, but they're 10 legs :P. and yeah, there's no art for the slaves, or at least none i've seen which is specifically stated as the slaves. so they could work too. although i still think they should look like the rc trandos...

Posted: Wed Apr 05, 2006 11:14 pm
by Raingod
I think for the creature i will do the rakamat, cause apart from the drawing you did there is no art for it. For the Robot, probebly gona do something not related to star wars, and for the humanoide maybe the slaves.