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Posted: Thu Mar 23, 2006 11:16 am
by CovertSniper
Those laser look awesome! I wouldn't change a thing! Keep up the good work!
:D

Posted: Thu Mar 23, 2006 1:55 pm
by $iniSTar
AH hows the map going Xwing guy? Im about to release my VJUN Conquest map , and we started both of these maps at the same time, keep us informed here in GAME TOAST forums, these are the folks who can help you with modding and technical issues, Lucas Forums seems to be plagued by morons and kids, so I would pay less attention to posting your progress there.

Posted: Thu Mar 23, 2006 3:48 pm
by Blackrider
Can you make it so you can man those big cannons, maybe you can put on of the beam cannons(or death beams as i like to call them) on the bottom of the cap ships(like in episode 3)

Can you try and see if you can drive the frigates?

Posted: Thu Mar 23, 2006 4:04 pm
by minilogoguy18
pilotable frigates = gay
the beams dont belong on any of those ships, im gonna model some ion cannons that REALLY go on the sides of ISDs and theres 4 on each side, i just need to figure out how to make an ion cannon weapon that disables what it hits.

Posted: Thu Mar 23, 2006 5:10 pm
by Schizo
The sky still needs to be changed. Definitely. The default Endor one doesn't look like Endor at all.

If you want any help with the sky, I can probably do it. Though, you seem to already know what you're doing. Still, the sky is what's gonna matter when it comes down to it; if you can nail it like the Battle of Endor in Rogue Leader, it'll be a really convincing Endor map. Otherwise it just won't feel the same. That's my biggest peeve with the map though.

Posted: Thu Mar 23, 2006 7:27 pm
by Epena
Yeah, the rapid-fire lasers look alot better. Makes for more dangerous flying and alot cooler. Period.

Stuff blasting away at the enemy like that = pwnage.

I'd take Schiz's offer on the sky.. ;)

Posted: Thu Mar 23, 2006 9:12 pm
by xwingguy
All of those visual changes that requires editing those files in the mshs folder...I am helpless there because nothing I have will open most of them. So if you want those changes to happen, you're gonna need to do it yourself and then send it to me. (I'm not much of an artist. I'm just good at the map editing, odfs, and scripts.)

P.S. My number 1 need right now is the second hangar in the star destroyer because I can't really work on it's interior until I know where my hangar's going to be. (Space should be at the exact same height as the other one.)

Posted: Fri Mar 24, 2006 12:17 am
by Epena
Shouldn't the hangars be on the bottom?

Posted: Fri Mar 24, 2006 8:25 am
by Teancum
minilogoguy18 wrote:pilotable frigates = gay
Quoted for truth.

Who would want to pilot a ship with no weapons that very, very, very slow?

Posted: Fri Mar 24, 2006 11:03 am
by Laserblast
You just know if the hangar was on the bottom that the AI will lose countless amounts ships smacking into the wall.

Posted: Fri Mar 24, 2006 11:14 am
by CovertSniper
I think it would be fun to pilot frigates, so long as they have some weapons to shoot. :wink:

Posted: Fri Mar 24, 2006 12:22 pm
by Epena
You just know if the hangar was on the bottom that the AI was lose countless amounts ships smacking into the wall.
Not nessicarily true.

There's something called pathings, planning, as well as barriers. I really don't know how any of that functions in space....but I'm sure there'd be a way.

Think how pwnage it would be to swoop out of an ISD from the hanger on the bottom... :D

Posted: Fri Mar 24, 2006 4:25 pm
by Schizo
Well... it might be possible to do... if there we any way for us to reverse the take off of the fighters. Hang the TIEs from racks on the ceiling, accesable from walkways. Then when you take off, it'll take off downward instead of up. Then it'll go out the hangar, where you can then fly it out. Of course, there's many problems with this. First off, as far as we know, it's impossible to take off downward. Plus, you'd have the further complication of how to take off and land regularly in the Rebel hangars. It just wouldn't work that way.

As for just using bot pathing and planning... I doubt it. Bots are stupid, no matter how much planning you put. It's not gonna work. If you ask me, just keep it like it is.

I guess I can try my hand at a sky file. If I can get it looking just right, I'll send it to you. Xwingguy, do you have Xfire?

Posted: Fri Mar 24, 2006 5:05 pm
by minilogoguy18
the takeoff animation doesnt make the flyer lift off, its just the animations of the gears and wings, all the lifting off and rolling and all that stuff is just game code that makes the dummyroot move. youd have to model a new ISD if you wanted to drop outta the bottom.

Posted: Fri Mar 24, 2006 5:07 pm
by Narlie-Charlie
What if the ships started off upside down, and then took off normally?

Posted: Fri Mar 24, 2006 5:11 pm
by minilogoguy18
last time i checked it was spelled Gnarly, and you could make them hang and wen you got in them youd probably just drop cause theres no ground beneath you, this is something you guys should be askin Mike Z about aka PAN-Fnord.

Posted: Fri Mar 24, 2006 5:17 pm
by xwingguy
Hangars in the bottom just won't work. It has way too many things to go wrong. Pilotable frigates has problems in the sense that I couldn't have them moving unless a player was piloting it. It works out better if I give the frigates a course that takes them a long time to loop back.

Posted: Fri Mar 24, 2006 5:23 pm
by xwingguy
minilogoguy18 wrote:last time i checked it was spelled Gnarly, and you could make them hang and wen you got in them youd probably just drop cause theres no ground beneath you, this is something you guys should be askin Mike Z about aka PAN-Fnord.
That may work but it creates nasty collision deathes if another ship (like an invading rebel's) is directly underneathe where the TIEs fall down to. In fact, the end result might even an exploitive glitch against the empire.

Posted: Sat Mar 25, 2006 1:14 am
by Epena
You guys have raised some interesting points.

I love you guys; you snap me back to reality, lol.

Posted: Sat Mar 25, 2006 5:07 pm
by xwingguy
Been working on a path to the reactor core so here's a peek.

Go down a few steps
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Go through some dark halls
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Look closely at the pipe and you'll see that it looks a little wierd
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There it is
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Some of those halls didn't have working floors so the hangar shield became really handy
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