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Release - Tech Map: K-Wing and Imperial Troop Transport

Posted: Thu Oct 27, 2005 8:01 am
by Teancum
Credit goes to Fred and Pandemic Studios. He uploaded the resource files for these two. All I did was update the Troop Transport odf (still have to do engine glow) and add icons for them (except the Transport's map icon). Anyways, Fred released the files on his site, so for those not editing savvy here's a sneak peek.

http://portfolio.iu.edu/smmelton/AATroop.zip

This link is only temporary. I can't have all my bandwidth or file space clogged. I'll PM Guru about putting this in the beta section.

RE: Release - Tech Map: K-Wing and Imperial Troop Transport

Posted: Thu Oct 27, 2005 10:01 am
by Leviathan
I always appreciate the content released by psych0fred or Pandemic Studios... I think I won't be disappointed... :wink:

RE: Release - Tech Map: K-Wing and Imperial Troop Transport

Posted: Thu Oct 27, 2005 11:34 am
by Bulldog
Diet Dr. Pepper the K-Wing's good! Still a few things to sort out (such as the inability to see out the cockpit) but I really, really hope people start using this in their maps

RE: Release - Tech Map: K-Wing and Imperial Troop Transport

Posted: Thu Oct 27, 2005 12:57 pm
by Leviathan
Mappers probably want to get a "stable" release of the K-Wing, first... Once all remaining "problems" of this star-ship will have been fixed, I bet you'll see numerous custom maps including it, in the near future...

RE: Release - Tech Map: K-Wing and Imperial Troop Transport

Posted: Thu Oct 27, 2005 3:05 pm
by Ace_Azzameen_5
Why would someone(at pandemic) work om the K-wing instead of it's canon predecesor the b-wing. . .

RE: Release - Tech Map: K-Wing and Imperial Troop Transport

Posted: Thu Oct 27, 2005 3:39 pm
by Teancum
Who knows? The K-Wing was later on in the days of the Rebel Alliance/New Republic, but hey, it's still pretty dang cool. Prehaps the B-wing was bothersome to animate, or perhaps it was a matter of balance. I dunno. But hopefully we can get a *wink* B-Wing soon. Stay tuned as I check some things out.

RE: Release - Tech Map: K-Wing and Imperial Troop Transport

Posted: Thu Oct 27, 2005 8:10 pm
by Teancum
Updates:

-I've found more firepoints on the Troop Transport, and am installing them.
-I'm working on the K-Wing's Cockpit view so you can see *FIXED*
-I've resumed work on the LAAT's rear gunner position

Posted: Thu Oct 27, 2005 9:14 pm
by EraOfDesann
The K-Wing rules! It reminds me a lot of the Republic ARC-170 starfighter.

Posted: Thu Oct 27, 2005 9:18 pm
by sawyerdk9
it's slow but it packs a punch

Posted: Thu Oct 27, 2005 9:46 pm
by geoman777
this really awesome, i cant wait to land and cap cp's in a real map with the troop transport, and the k wing pwns. Unfortunetly they arent very balanced, and that mighrt be a problem. Another thing is when you lock on to the K wing it locks on to the space abovt the vehicle sou can never hit it. But, this is an amazing mod, too bad it want released earlier :(((

Posted: Thu Oct 27, 2005 10:09 pm
by Teancum
Well, the beauty is, we'll probably get the tools for BF2 someday, so we can use it there, too.

I'll check into the K-Wing lock on, but I'm not sure if I will be able to fix it w/out some mesh work.

Posted: Thu Oct 27, 2005 10:29 pm
by Alpha
I'm gonna try the K-Wing in a minute. I tried his N!, and it was awesome! The missiles were a tad overpowered, though. :P Greta work to both of you!

Posted: Fri Oct 28, 2005 1:57 am
by xDarkRainx7
OMFG!... all i can say is i <3 you for geting the K-Wing to work...

best feature of the K-Wing is the zoom for the cockpit lasers... can you way DEATH FROM ABOVE!!!...hahahaha

if only it could be implemented into some existing maps *coughKashyyyk:Shorescough*

i can just see the carnage now...lol

it would also be an awesome ship to implement into a GCW version of the BIG Kashyyyk map... with the worshyyr trees and stuff

Posted: Fri Oct 28, 2005 9:21 am
by Teancum
Fred figured out the problem with the Troop Trans' pilot guns. I'll be working on those probably tonight, then it's on to the rear gun and engine glow.

So far no luck on the rear gun for the Republic gunship, but we can hope.

Posted: Fri Oct 28, 2005 11:37 am
by Teancum
Well, looks like the Gunship is permenantly 7 man. Any attempt to compensate in the mesh (moving trans values, etc) will make it look all deformed. Basically, it was never built to be used that way, so it's oriented forwards instead of backwards.

Posted: Fri Oct 28, 2005 11:49 am
by Leviathan
As long as this updated Gunship can really shelter seven units, some "details", like the one you mentioned, are (almost) negligible... :wink:

Posted: Sat Oct 29, 2005 12:39 pm
by Teancum
Yeah, I'm pulling 'support' for the rear gun. It's just going to mess up the mesh if we try to adapt it.

-Progress goes slowly on the Shuttle. Weapon systems, Views, Passenger and Gunner slots are ready. Engine glow has proven to be a problem, but I'm trying to find a workaround from the usual method.

-I've added VERY basic Millenium Falcon 'support'. Right now it's a single-man fighter. That I can upgrade, but as far as the turrets, engine glow and landing/takeoff sequence, I don't think I'll be able to.

Posted: Sat Oct 29, 2005 3:33 pm
by TheTao
The K-Wing is a majestic thing to see fly over, I must say.