Page 5 of 11

Posted: Thu Jun 16, 2005 2:17 pm
by 11of3
sorry

Posted: Thu Jun 16, 2005 2:48 pm
by Tyler_Durden
Rends, I believe Majin Revan can help with the missing sounds. He got them all to work with Naboo:Encounter, I'm sure he could help you to get them working here.

Posted: Thu Jun 16, 2005 6:40 pm
by Rends
Tyler_Durden wrote:Rends, I believe Majin Revan can help with the missing sounds. He got them all to work with Naboo:Encounter, I'm sure he could help you to get them working here.
Tyler, i don´t have problems with missing sounds.

Posted: Thu Jun 16, 2005 8:42 pm
by BlackHawk549
Astute wrote:Nice work... the building models are excellent. I'm not sure if this was mentioned, but if you decide to add locals(considering the map size), you could add http://www.starwars.com/databank/organi ... ds/eu.html
do u kno how long that would take??

Posted: Thu Jun 16, 2005 10:32 pm
by dipstick555
the gaurd would be cool.u could add just new skins and a cape to some of the old troops.thr empiar's would be red and the clones would be blue.that would be cool.
if all else fails,u could just add new colors.i would concider this.

P.S. the staff is complety up to u though.

Posted: Thu Jun 16, 2005 11:11 pm
by RDST
Locals= impossible

the guards would be if you tried using the Snow clones model and the have a red skin however I dont know if that would get less that desirable results hmmmmm I dont

Posted: Fri Jun 17, 2005 1:01 pm
by dipstick555
no...theyd be playable units. :roll:

Posted: Fri Jun 17, 2005 1:15 pm
by RDST
ya but youd still have to give them new models, skins, and animations

and too make anymore than a few would be very time consuming

Posted: Fri Jun 17, 2005 1:27 pm
by JabbaLovesLava
Those coruscant guards would be innapropriate for this level. The reason is that those guards are galactic empire guards, and this happens durign the clone wars, if im not mistaken.
Jabba

Posted: Fri Jun 17, 2005 1:29 pm
by Lord-Bandu
not worth the time to make a new model with bf2 not so far in the distance.

Rends its looking great. Please dont make this map too big

Posted: Fri Jun 17, 2005 1:35 pm
by [SFI]Arthenik
Can you make the elevator using a flipped door? It works like that in JA, I think it could be possible here as well.

Posted: Fri Jun 17, 2005 3:02 pm
by Rends
Bandu, i try to shrink this map from week to week lol. One of the biggest problem is the size of a single skyscraper. Normaly you could do a seperat map for each of them. for now i have 3 walkable skyscraper. It´s only 1 or 2 level but they are still big.

Arthenik, there are no elevators in this map. First noone knows to make animations and psych0fred also wrote a while ago that it isn´t possible to do. There is also no need for elevators in this map layout. They would be cool no question but there won´t be in.

I havn´t decided yet to put some locals on this map. Not as guard but as civilians running around. I´m not sure with exsisting characters i can use for them. The only third party locals for now are the traffic dome models :-)

Posted: Fri Jun 17, 2005 3:38 pm
by [SFI]Arthenik
Oh, too bad then. I know you could flip a door and make it an elevator in JA, I hoped you could do the same here.

Posted: Fri Jun 17, 2005 3:47 pm
by RDST
locals would be cool like the jawas in tat where you shoot them and get ammo. but the only problem is who could you make them off of?

also how many levels are each of the skyscrapers?

Posted: Fri Jun 17, 2005 5:00 pm
by Rends
As i wrote before 2skyscrapers have 1 level and 1 has 2 levels.

Posted: Fri Jun 17, 2005 5:13 pm
by Qdin
hmm... I'm not saying that fred is lying, but I guess you could make a fast elevator like this: make an animation to the elevator/platform that is appropriate to the height of the floor(s) - and when you add the collision, simply animate that TOO (I think its possible) but you STILL have to calculate the height and speed of the elevator.

isnt that a good theory? :P lol

good luck - and if you rejects my theory, simply explain why :P (so can I learn it, lol - danish humor)

Posted: Fri Jun 17, 2005 6:40 pm
by Rends
there is no need for a elevator so there won´t be one on this map

Posted: Sat Jun 18, 2005 7:10 pm
by Rends
Short update.
Inside "Padmes Office":
Image

Airtraffic:

Image

Inside "Muunilinst Tower" (no final textures yet):

Image

Posted: Sat Jun 18, 2005 7:12 pm
by EraOfDesann
Looks cool!

Posted: Sat Jun 18, 2005 7:28 pm
by Ace_Azzameen_5
Wow, that is amazing! I'd play it every day, even if the gameplay sucked!


P.S. Dessann, your avatar scares me. :)