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Re: Space Coruscant (Battle over Coruscant)

Posted: Tue Jul 27, 2010 2:16 pm
by Darth_Squoobus
Did you ever find or implement the core ship with hangars?

Re: Space Coruscant (Battle over Coruscant)

Posted: Tue Jul 27, 2010 2:28 pm
by Deathplayer
looks good, but i'd add more heavy venator turrets.
will the turrets fire bolts or beams?

(i'll download the beta :mrgreen: )

Re: Space Coruscant (Battle over Coruscant)

Posted: Tue Jul 27, 2010 4:59 pm
by IronMan_MKII
yay!
im one of the chosen! :)
thank you so much.

Re: Space Coruscant (Battle over Coruscant)

Posted: Tue Jul 27, 2010 5:06 pm
by martin105038
I´ll beta if you need help.

Re: Space Coruscant (Battle over Coruscant)

Posted: Tue Jul 27, 2010 8:09 pm
by stardestroyer001
Darth_Squoobus wrote:Did you ever find or implement the core ship with hangars?
No, I didn't find it. :(
Deathplayer wrote:looks good, but i'd add more heavy venator turrets.
will the turrets fire bolts or beams?
Yeah, I'll add more (I didn't have many because I thought that's what slowed the map down. It doesn't, so I'll add more when necessary). They currently fire beams, and will continue to do so in the beta, but I hope to replace them beams with lasers.
(The main thing is modding the laser, from then on it's easier)

@IronMan_MKII: You're very welcome. Actually I should be the one thanking all of you for showing such interest in my first map. :D

Re: Space Coruscant (Battle over Coruscant)

Posted: Tue Jul 27, 2010 9:32 pm
by MrCrayon
I want to beta test please!!!!

Re: Space Coruscant (Battle over Coruscant)

Posted: Tue Jul 27, 2010 11:11 pm
by Darth_Squoobus
stardestroyer001 wrote:
Darth_Squoobus wrote:Did you ever find or implement the core ship with hangars?
No, I didn't find it. :(
Click this if you want to land in the core ships.

Re: Space Coruscant (Battle over Coruscant)

Posted: Wed Jul 28, 2010 5:10 am
by Deathplayer
Yeah, I'll add more (I didn't have many because I thought that's what slowed the map down. It doesn't, so I'll add more when necessary). They currently fire beams, and will continue to do so in the beta, but I hope to replace them beams with lasers.
(The main thing is modding the laser, from then on it's easier)
maybe you want this?
http://starwarsbattlefront.filefront.co ... sers;59386

Re: Space Coruscant (Battle over Coruscant)

Posted: Wed Jul 28, 2010 10:40 pm
by stardestroyer001
@Darth_Squoobus: Thanks, it's now in there. :)
One question, do I have to ask AceMastermind if I can use his Lucrehulk in my map? Or, because he posted it publicly (almost invitingly) I only need to put his name in the credits?

@Deathplayer: Thanks, but his turbolasers aren't Episode III. Thanks anyway for the effort.


Question to all: What should be the weapon (laser) colours for CIS and Republic turrets?
(Canonically it's both blue, but smaller CIS fighters fire red)

Re: Space Coruscant (Battle over Coruscant)

Posted: Thu Jul 29, 2010 12:13 am
by Eggman
If an asset has been released publicly, you generally don't need permission to use it. As long as you give credit where credit is due (and as long as you aren't breaking any of GT's rules regarding copyright laws), you should be good to go. Situations where you might need to ask for permission would be if you intend to make changes to the asset (for example, editing a model created by someone else) or if the author specifies that you must ask for permission to do certain things. When in doubt it doesn't hurt to ask for permission, but in this case you'll be fine just crediting AceMastermind for the object.

Re: Space Coruscant (Battle over Coruscant)

Posted: Thu Jul 29, 2010 5:45 am
by stardestroyer001
Ok thanks. I'll put his name in the credits list.
And now we have a landable Lucrehulk! *cheers*

Re: Space Coruscant (Battle over Coruscant)

Posted: Thu Jul 29, 2010 4:57 pm
by Executer94
This map looks to become good. Nice idea with the gateways in the hanger. Keep it up :thumbs:

Re: Space Coruscant (Battle over Coruscant)

Posted: Tue Aug 03, 2010 10:21 am
by stardestroyer001
UPDATE: Not a lot of significant work done, but some things have happened.
-Pathing needs improvement, but not as bad as before
-All playable starfighters that will be in the final version have had their weapons (and speed, if applicable) modified. (laser look has yet to be modified)
-Cockpits added for all starfighters
-I think the Republic interiors are all done, perhaps some small details left. Invisible Hand interiors progressing
-Retexture of the Venators progressing
-Beta loadscreen added

One picture this time:
Hidden/Spoiler:
Image

Re: Space Coruscant (Battle over Coruscant)

Posted: Tue Aug 03, 2010 10:35 am
by Darth_Spiderpig
Nice, but it seems like the engines of the Venator in the top left corner are msiplaced. :P :thumbs:

Re: Space Coruscant (Battle over Coruscant)

Posted: Tue Aug 03, 2010 11:33 am
by TML
stardestroyer001 wrote:UPDATE: Not a lot of significant work done, but some things have happened.
-Pathing needs improvement, but not as bad as before
-All playable starfighters that will be in the final version have had their weapons (and speed, if applicable) modified. (laser look has yet to be modified)
-Cockpits added for all starfighters
-I think the Republic interiors are all done, perhaps some small details left. Invisible Hand interiors progressing
-Retexture of the Venators progressing
-Beta loadscreen added

One picture this time:
Hidden/Spoiler:
Image
Wow, did you make that cockpit? It looks great! I'm just wondering, if your putting standard Jedis on the republic side, will you put Grievous's bodyguards on the CIS?

Re: Space Coruscant (Battle over Coruscant)

Posted: Tue Aug 03, 2010 11:57 am
by Darth_Spiderpig
TML wrote:Wow, did you make that cockpit? It looks great!
No, that's the one which comes with the mdotools.
It is a stock model, but it was never used in BF2.

Re: Space Coruscant (Battle over Coruscant)

Posted: Tue Aug 03, 2010 1:53 pm
by 501st_commander
Darth_Spiderpig wrote:
TML wrote:Wow, did you make that cockpit? It looks great!
No, that's the one which comes with the mdotools.
It is a stock model, but it was never used in BF2.
yea, you can use it by un-commenting this line in the odf:
//FirstPerson = "REP\repjedfi;rep_1st_cockpit_jedistarfighter"

@stardestroyer001 :
:shock:

i just saw this topic, this map will be a good one.

Re: Space Coruscant (Battle over Coruscant)

Posted: Tue Aug 03, 2010 4:00 pm
by stardestroyer001
Darth_Spiderpig wrote:Nice, but it seems like the engines of the Venator in the top left corner are misplaced.
Yes, I have noticed the engines are misplaced, they are like that on purpose.
TML wrote:if your putting standard Jedis on the republic side, will you put Grievous's bodyguards on the CIS?
That's a good idea I didn't think about. If I can replace the MagnaGuard gun with a stick of some kind . . .
501st_commander wrote: @stardestroyer001 :
:shock:

i just saw this topic, this map will be a good one.
Thanks :)
----------------------------------------------------------------------------------------------
Small update: My Nero 7 tried to update and, as a result, uninstalled itself. :( That means TGA editing/converting will take longer. I'm hoping to get it fixed ASAP.
Both sides are being tweaked. Jedi and Sith (Force-users) are now point-locked.
I actually saw pathing results in my map, from the droids flying out of the Lucrehulk. Let's just say even though I'm a bad pilot the AI is even worse, but at least they're flying.
Hey, does anyone know how to change the visible in-game name of objects, people, weapons, etc.?

Re: Space Coruscant (Battle over Coruscant)

Posted: Tue Aug 03, 2010 5:27 pm
by genaral_mitch
For the last question: Use the ditlocalize.bat that came with the modtools.

Re: Space Coruscant (Battle over Coruscant)

Posted: Tue Aug 03, 2010 10:29 pm
by Eggman
genaral_mitch wrote:For the last question: Use the ditlocalize.bat that came with the modtools.
Fix: editlocalize.bat (I can imagine someone spending hours searching for "ditlocalize". :P ) Just look in the localization section of the Everything You Need thread and you'll find a few tutorials.

Also, for flight paths, are you using planning hubs/connections or are you using flyer splines? Either one can get the job done, but flyer splines are generally much more precise and allow for more creativity. If you aren't using flyer splines already or don't know how to use them, there's a .txt file in the mod tool docs that explains them well.