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Re: RAS Prosecutor: Hangars

Posted: Wed Mar 09, 2011 9:16 pm
by Nova Hawk
^What they all said. This map is turning out really great! :thumbs:

Re: RAS Prosecutor: Hangars

Posted: Thu Mar 10, 2011 11:14 am
by Anakin
AQT wrote:Thanks for the kind words, guys! (Even though not much has been shown... yet.)
Twilight_Warrior wrote:I think this map is going to create a much firmer link between SWBF2 and SWRC than Extraction did.
I completely agree with you. :D

Here's some information on the Team Deathmatch and 2-Flag CTF sides and a couple of screenshots:
Hidden/Spoiler:
Clone Commandos versus Clone Commandos (dark armored guys versus beigish white armored guys)
Image
Image
The two sides are completely identical aside from the armor color. There are six unit types to choose from, and they are:

Rifleman
Weapons: DC-17m Blaster Attachment, DC-15s Side Arm Blaster, Thermal Detonators

Rocketeer
Weapons: PLX-1 Missile Launcher, DC-15s Side Arm Blaster, Concussion Grenades, Proximity Mines

Sniper
Weapons: DC-17m Sniper Attachment, DC-15s Side Arm Blaster, Thermal Detonators, Detpacks

Support
Wepaons: ACP Array Gun, F-187 Fusion Cutter, Dispenser Health & Ammo, EWHB-12 Blaster Turret

Assault (8 points to unlock)
Weapons: Wookiee Bowcaster, DC-17m Anti-armor Attachment, Concussion Grenades

Gunner (12 points to unlock)
Weapons: Z-6 Rotary Blaster Cannon, DC-15s Side Arm Blaster, Vode An (a buff that increases both damage and defense), Auto Turrets
Hidden/Spoiler:
The reasons why not much is being shown is because the map is currently visually unappealing for the most part. This is where ANDEWEGET comes in. ;) I would say the overall project is around 75% to 80% complete, though.
Also, for those of you are not familiar with premise of this map, here's a link to further background information: http://starwars.wikia.com/wiki/Prosecutor

Extraction "story" mode, as some of you have already pointed out, was based on the hangar defense sequences from the second level of Republic Commando, but DarthD.U.C.K. and I took great liberties with it to make it more "conclusive."
WOW the helmet is great especially the glow effect

Re: RAS Prosecutor: Hangars

Posted: Thu Mar 10, 2011 12:45 pm
by Delta-1035
I can't believe how beautiful are these commandos.

Re: RAS Prosecutor: Hangars

Posted: Thu Mar 10, 2011 12:55 pm
by Jendo7
I agree, those commandos look fantastic :thumbs:

Re: RAS Prosecutor: Hangars

Posted: Sat Mar 12, 2011 7:38 am
by DarthD.U.C.K.
thank you for the comments on the commandos, im pretty proud of them :D
they have both a specular- and a normalmap, so they look as good as they can in battlefront,
here is a comparison so you can see the difference:
commando without normal- and specularmap or any other unit in battlefront 2 (except for those few with specularmap):
Hidden/Spoiler:
Image
looks rather dull, doesnt it?

and here with specularmap (real time lighting-highlights) and normalmap (better bumpmap = more detail):
Hidden/Spoiler:
Image
you can see the specular pretty well on the visorglow reflected by the scratches of the helmet or the highlights on the rails on the thigharmor or the plates on the neckguard.
there are a few artifacts, e.g. on the shoulderpads, due to the normalmap having been scaled down and some smaller details arent noticeable well because of the dark lighting in this area, so once you play the map it will look (even) better.

Re: RAS Prosecutor: Hangars

Posted: Sat Mar 12, 2011 8:05 am
by THEWULFMAN
@Darth D.U.C.K.=That....looks...AWESOME. Have you released those, If so, I want to use them :yes:

Re: RAS Prosecutor: Hangars

Posted: Sat Mar 12, 2011 8:07 am
by Lephenix
Excellent my friend :thumbs: .

Re: RAS Prosecutor: Hangars

Posted: Sat Mar 12, 2011 8:49 am
by agentsmith38
I just had a heart-attack from how awesome that is.

Re: RAS Prosecutor: Hangars

Posted: Sat Mar 12, 2011 11:53 am
by acryptozoo
those look better than the RC ones awesome :D

Re: RAS Prosecutor: Hangars

Posted: Sat Mar 12, 2011 3:15 pm
by The Nasal Abyss
@ DarthDuck/AQT, if you don't mind me asking, how do you have the lighting set up? A lot of how you got the specular highlights and such to look so good is in the lighting. Do you have a directional light pointing down for the world lighting, and then another one pointing up to get a subtle light on the underside of the units? How'd you do it?

Oh, and the commando looks absolutely bonkers. That's the closest we've come to a next gen model in battlefront so far IMO.

Re: RAS Prosecutor: Hangars

Posted: Sat Mar 12, 2011 3:39 pm
by DarthD.U.C.K.
thanks, that was the intention
the lighting is only one light from below, i think, but AQT is the specialist for that :)
as far as experienced the specularhlights are mostly determinated by the units rotation rather than the lights position as long as the light doesnt point straight down or up no details will be compromised.
since the commando has a specularmap the details depend more on the map than the global lighting.

Re: RAS Prosecutor: Hangars

Posted: Sat Mar 12, 2011 3:49 pm
by Fiodis
DarthD.U.C.K. wrote:they have both a specular- and a normalmap, so they look as good as they can in battlefront,
Even though I've spoken English longer than most other languages, I still cannot think of a fitting word to describe that difference. Congratulations, Duck, you've defeated the English dictionary. :D

Re: RAS Prosecutor: Hangars

Posted: Sat Mar 12, 2011 7:26 pm
by VF501
About the droid dispensers. Did you try using them as set ambush spawns, similar to the scripted ambush in the Coruscant Jedi Temple map during campaign?

psuedocode

Code: Select all

something like this (not really familiar with LUA syntax but this is the general idea)

float getsecondspassed
>enter region
    >start timer
    >start animation

>getsecondspassed
    >if getsecondspassed = 10
        >enable spawn region
        >spawn X units of Y type
This of course won't make them function exactly like SWRC but it will be close enough.

Alternatively, you can have the dispensers set as a destructable CP for a local faction composed of only one battledroid type, and they spawn from it, until it is destroyed.

Re: RAS Prosecutor: Hangars

Posted: Sat Mar 12, 2011 11:20 pm
by AQT
@The Nasal Abyss: There's nothing special about the lighting. :o It's just a simple ambient top and bottom light along with a regular directional light, and that's it! I'd say it's the details on the models that are mostly doing all the work. ;)

@VF501: We actually didn't try anything with droid dispensers. We were going to use them as destructible CP's, but we figured that the AI commandos would charge at them with grenades rather than taking up defensive positions (which is crucial for Extraction). I had thought about a survival wave mode with droid dispensers, though.

Re: RAS Prosecutor: Hangars

Posted: Sun Mar 13, 2011 2:14 am
by RevanSithLord
The minute I saw that in-game, I............... O_O Can't wait for this next RC map, guys.

Re: RAS Prosecutor: Hangars

Posted: Sun Mar 13, 2011 9:30 am
by Anakin
nice pics the 2nd one is better but why did this looks in the preview more white and while playing more gray??

Re: RAS Prosecutor: Hangars

Posted: Sun Mar 13, 2011 9:35 am
by DarthD.U.C.K.
that is because the lighting on the unitselectionscreen is always the same whereas on this map its darker than usual.

Re: RAS Prosecutor: Hangars

Posted: Sun Mar 13, 2011 9:35 am
by Anakin
never noticed that before

Re: RAS Prosecutor: Hangars

Posted: Sun Mar 13, 2011 4:53 pm
by commander501stappo
Wow, that's awesome D.U.C.K. :D

Re: RAS Prosecutor: Hangars

Posted: Wed Mar 16, 2011 4:43 pm
by DarthD.U.C.K.
thanks you,
here is a small update: we are visually updating the common models (cp, flag, flagbase and dropitems)
and here is a screenshot of the new health+ammo-item:
Hidden/Spoiler:
Image
comments? :)