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Re: Corellia: Coronet City (Public Beta - Released!)
Posted: Sat Aug 29, 2009 4:26 pm
by Food_Eater
CodaRez wrote:I did find more bugs. Sry if they have been mentioned alrdy:
Assault mode:
Yes, it seems quite frightening that a non-force sensitive like Wedge can sprint jump through there, and fall.
You would say I bet to not block anything for realism because I did notice there WAS a fall death region. But there was actually a ledge you could stay on there. And my main kink on this would be that wall feels like something that should be barriered.(prop/wall-wise, the looks of it)
I'm not getting what you mean. You fall and die because you jumped off. I don't see what being force-sensitive or not has to do with it.
You can't walk on the ledge because that would be considered camping and map-exploiting. But I know the death regions are a bit too loose there. That will be fixed.
And there's a gap there because there wasn't enough room for an entire additional lego, so I had to leave a space somewhere. A fix perhaps.
CodaRez wrote:
You should also notice a circle around a box that is actually missing its textures.
That is how the model is. Maybe if I learn XSI I will change it, but otherwise it doesn't bother me. Those are all over the map.
I'll probably be going with one of DarthD.U.C.K.'s loading screens.
DarthD.U.C.K. wrote:
here are some screens (dont wonder about the repetivity i made pretty similiar images for possible loadingscreens)
WARNING very many pictures!
Re: Corellia: Coronet City (Public Beta - Released!)
Posted: Sat Aug 29, 2009 4:49 pm
by DarthD.U.C.K.
if you tell me which object it is i can fix it for you, its a really unnecassery bug
Re: Corellia: Coronet City (Public Beta - Released!)
Posted: Sat Aug 29, 2009 6:57 pm
by Food_Eater
It's dea1_prop_crate_stack_3.msh. And that would be awesome.

Re: Corellia: Coronet City (Public Beta - Released!)
Posted: Sat Aug 29, 2009 11:01 pm
by obiboba3po
DarthD.U.C.K. wrote:xfire scales the screenshots down if you dont change the defaults, you have to set the videoresolution to maximum in order to create fullres screenshots
example of screen with full-size videocapturing enabled:
with default resolution set:
just to clear this up


i love your example. i guess the giant glaring head was intended to be the big menacing picture. (and is that commando being eaten

)
this map looks excellent, gives me some ideas for future maps also
Food_Eater wrote:It's dea1_prop_crate_stack_3.msh.
then there probably is a tga laying around somewhere, if not open the msh with a hex to read what (if assuming there is one) tga it calls for. (if you haven't already done so that is)
Re: Corellia: Coronet City (Public Beta - Released!)
Posted: Sat Aug 29, 2009 11:44 pm
by Maveritchell
obiboba3po wrote:then there probably is a tga laying around somewhere, if not open the msh with a hex to read what (if assuming there is one) tga it calls for. (if you haven't already done so that is)
It's not missing a texture (which you can see in the picture, too, as it's not bright grey/white or black); it has bad UVs and it stretches them. Honestly I would just recommend using one of the other several box-group props (there are two more from the Death Star alone), but if you want to fix that the solution is new UVs.
Re: Corellia: Coronet City (Public Beta - Released!)
Posted: Sun Aug 30, 2009 2:52 am
by DarthD.U.C.K.
here is the fixed mesh:
click me!
i added a shadowvolume and a lowrez to it
Re: Corellia: Coronet City (Public Beta - Released!)
Posted: Tue Sep 01, 2009 4:33 pm
by The_Emperor
I kinda liked the screenshots so I just played it (after almost a year without playing swbf2) and I gotta be honest with you....
This map. Is. Freaking. Awesome! Seriously! I felt like a little kid in a toy-store! At first I was like "Wow, nice looking map. Very nice." Then "Whoa! Civilians!" "Whoa! many different civilians!" WOW! PIRATES

" "DID THAT CORVETTE JUST FLY AWAY?!"
In other words.... Great map. Very nice.
Re: Corellia: Coronet City (Public Beta - Released!)
Posted: Thu Sep 03, 2009 9:41 pm
by John-117
I downloaded this and played it...
I must say. Excellent, excellent work. The moving geometry, the map layout... Great work.

Re: Corellia: Coronet City (Public Beta - Released!)
Posted: Fri Sep 04, 2009 3:27 pm
by 0001111000
The map is brilliant i've played each mode but for some reason it freezes when i try play hero assault.
Re: Corellia: Coronet City (Public Beta - Released!)
Posted: Fri Sep 04, 2009 5:00 pm
by DarthD.U.C.K.
for me it also crashes randomly (the mode doesnt matter, just try loading the mission again)
and food_eater please dont forget to add a directional light
Re: Corellia: Coronet City (Public Beta - Released!)
Posted: Mon Sep 07, 2009 4:32 am
by Food_Eater
Hero Assualt's buggy for whatever stupid reason because the game doesn't like it when I try to add more units, even though tons of mods have them. I haven't had any crashes though, just freezes in random modes.
A directional light? You're aware that the map takes place at night, correct? There's no major source of light that could explain using one. Unless I'm totally oblivious to what a directional light is. I guess I could put directional lights in multiple places, but there's only so many to choose from.
Re: Corellia: Coronet City (Public Beta - Released!)
Posted: Mon Sep 07, 2009 10:03 am
by DarthD.U.C.K.
just make one directional light to create shadows, everything allways causes shadows, no matter how night is is (as long as your map isnt so dark that you can see anything)
although its night shadows will definitelly improve the atmosphere and realism!
Re: Corellia: Coronet City (Public Beta - Released!)
Posted: Wed Sep 09, 2009 3:01 pm
by trainmaster611
This is definitely one of the best maps I've played in a long time

You made great use of of the shipped and Rend's assets. I was never a huge fan of the whole psychadelic-technicolor schemes but the map still ended up on the whole being beautiful visually. When that frigate took off, I had one of the few awe inspiring moments I've ever had in this game, which is particularly hard considering the limits the engine puts on us in terms of making grand-scale kinds of things. The gameplay itself was extremely fun too. I didn't think there was much one could do with with a platform-based map but you proved otherwise
The only two bugs I saw was that the trees seemed to be missing a lowrez texture -- they appeared white from far away and at
this location on the conquest map, my soldier died when he approached the ledge. The only suggestion I have is to vary the space ships on the ground. I realize thats a bit of a challenge considering the lack of generic space ship props but its kind of a bore to see the Falcon seven times over in every color of the rainbow

Re: Corellia: Coronet City (Public Beta - Released!)
Posted: Tue Sep 15, 2009 6:14 pm
by JackTHorn
The_Emperor wrote:This map. Is. Freaking. Awesome! Seriously! I felt like a little kid in a toy-store! At first I was like "Wow, nice looking map. Very nice." Then "Whoa! Civilians!" "Whoa! many different civilians!" WOW! PIRATES

" "DID THAT CORVETTE JUST FLY AWAY?!" In other words.... Great map. Very nice.
Emperor just about said everything I was going to say. Great map! Lots of fun, and probably the best Corellia map I've seen, gives a great feel of what I think Corellia would be like, especially Coronet City -- a sort of Boardwalk / Vegas feel, with lots of trees and open spaces as per the Corellian outlook. The civilians are a GREAT idea, more maps should have those. And you managed to get not only a neutral civilian side but a universally hostile Pirates side! And the ships taking off, that's just awesome.
The colors are ALMOST too garish and distracting, but it manages not to be, though I suppose it wouldn't hurt to maybe grey down some colors here and there to back away from that edge of garishness.
I had some CTD issues with the Hunt modes, too, but just the one time, I haven't tried again yet.
Will it be multiplayer friendly by any chance, or does the Pirates side make that impossible?