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Re: Urban map series
Posted: Fri Jul 10, 2009 4:53 pm
by TK432
you think fliers would fit?
Re: Urban map series
Posted: Fri Jul 10, 2009 4:55 pm
by Xavious
Depends. Flyers tend to not work out well on smaller maps. I suppose they'd be fine on the platform map, seeing as it seemingly has plenty of space to fly around.
Re: Urban map series
Posted: Fri Jul 10, 2009 4:58 pm
by Nova Hawk
Ya, flyers would work. Such as X-wings, B-wings, Republic Starfighters, ARC 170s, etc...
Re: Urban map series
Posted: Fri Jul 10, 2009 5:01 pm
by TK432
ok added flyers to plattforms, screens coming in a min
Re: Urban map series
Posted: Fri Jul 10, 2009 5:07 pm
by Nova Hawk
Coolio.

Re: Urban map series
Posted: Fri Jul 10, 2009 5:12 pm
by TK432
Gotta have to add some place for them to spawn then.
for now i just was able to get one screened before he blew up at the houses lol
Are the BFX flyers actually faster than the stock ones?
Re: Urban map series
Posted: Fri Jul 10, 2009 5:24 pm
by Nihillo
TK432 wrote:Are the BFX flyers actually faster than the stock ones?
Yes.
Nice platforms map.
Re: Urban map series
Posted: Fri Jul 10, 2009 5:29 pm
by Null_1138
Nihillo wrote:
Nice platforms map.
Very nice platforms map. You should recolor the sky if you want it to be more unique.
Re: Urban map series
Posted: Fri Jul 10, 2009 5:41 pm
by TK432
Null_1138 wrote:You should recolor the sky if you want it to be more unique.
Sure thing. Just need to know how.
If i retexture it and save it i get this error when munged:
Re: Urban map series
Posted: Fri Jul 10, 2009 5:50 pm
by AQT
Instead of choosing "Save" to save, choose "Save as," replace the original image, and and uncheck RLE Compression assuming you use GIMP. Otherwise, just turn off RLE Compression.
Re: Urban map series
Posted: Fri Jul 10, 2009 6:18 pm
by TK432
ok thanks will try that
Re: Urban map series
Posted: Fri Jul 10, 2009 8:17 pm
by Maveritchell
TK432 wrote:Since I'm not yet into making own sides and skins I'm using the BFX sides
Please don't neglect adding stock sides; I cannot speak for everyone but I could frankly do with never having to play more endless variations on a clonetrooper theme.
Re: Urban map series
Posted: Sat Jul 11, 2009 12:01 am
by Nova Hawk
I think the BFX sides work great for these maps.
Re: Urban map series
Posted: Sat Jul 11, 2009 12:07 am
by Grev
Looks awesome! I'd suggest you experiment with sides now since these are your first maps. Make a new gamemode and experiment with different ideas and code changes, and see what you like. It's not a must but it's a plus. And it also allows for further deviation with sides when you work on future maps, since you have the knowledge. However, remember when working with sides: BALANCE>pew factor (meaning it may look awesome, but balance it).
Re: Urban map series
Posted: Sat Jul 11, 2009 1:14 am
by B-1Burt
Fluffy_the_ic wrote:You haz skizzizzles.
That's my line!
Are these your first maps period? Or just first
released maps? Either way the do look great, and they're not even Geonosis! My diagnosis.(Nothing's wrong just what might make them even better)
Make the "Rhen Var like" map's name, "Rhen Var: Abbey."
Make these part of your local side, or make them vehicles; even better!
FragMe!'s Bantha and Dewbacks!!!
Make use of these new tatooine buildings, if they're released in time.
mswf's new Tatooine Buildings!!!
Make sure you use enough hint nodes, that way mines are properly utilized, snipers snipe and everyone takes cover!
Other than that can't really think of anything else, good looking stuff here. Keep it up!

Re: Urban map series
Posted: Sat Jul 11, 2009 8:20 am
by TK432
Maveritchell wrote:Please don't neglect adding stock sides; I cannot speak for everyone but I could frankly do with never having to play more endless variations on a clonetrooper theme.
Yea i thought about making 2 versions for each map. One with the stock sides for those that eighter don't like any other sides or don't have BFX. (Or i might be able to add BFX to be as it's own era. Gonna look for a toturial about that.
B-1Burt wrote:
Are these your first maps period? Or just first released maps?
Of course I had a "mess around and try everthing map". But these are my first real maps
B-1Burt wrote:
Make the "Rhen Var like" map's name, "Rhen Var: Abbey."
Make these part of your local side, or make them vehicles; even better!
FragMe!'s Bantha and Dewbacks!!!
Make use of these new tatooine buildings, if they're released in time.
mswf's new Tatooine Buildings!!!
Make sure you use enough hint nodes, that way mines are properly utilized, snipers snipe and everyone takes cover!
Yea I would rename most of my maps. Is it possible? How?
I'll try to add them, thanks
Yea I might add some of these thanks!
I'm following that forum, thanks. Not sure if i add them too
I'm adding really much nodes, i hope it will be enough
AQT wrote:Instead of choosing "Save" to save, choose "Save as," replace the original image, and and uncheck RLE Compression assuming you use GIMP. Otherwise, just turn off RLE Compression.
I can't overwrite it. And if I just rename the original ones and save the new ones as the original ones the game crashes when i start. Any Ideas?
Sorry i was really hoping to spare you these noob questions, but I'm trying to add banthas as vehicles. So i make a vehicle spawn point, put in the cp number and the vehicle code...then i save. I'm opening the 2 luas and write this:
Code: Select all
ReadDataFile("SIDE\\ban.lvl",
"tat_walk_bantha_rider")
Note: I also tried it with dc:SIDE...
As next i change this:
Code: Select all
AddWalkerType(2, 0) -- 1x2 (1 pair of legs)
Then I save and munge. But they still don't appear, what am I missing?
Re: Urban map series
Posted: Sat Jul 11, 2009 12:09 pm
by Par3210
i can't tell you the last question, but i can tell you how to change your map name. Go to your data_ABC folder, then run the batch file called editlocalize.bat. Then go to the mapname section on the side, and then name, then find your 3 letter map name and edit that to what you want it. If you want custom tips (the stuff that comes up when you load a map) go to the level section, then common, then tips, and then you can add and delete the tips there. To make a custom tip click one already made then type in what you want to say in the box. You don't have to do it for all of them - you can delete tips too, just select a tip and press DELETE on your keyboard.
Hope this helps a bit
Re: Urban map series
Posted: Sat Jul 11, 2009 7:00 pm
by TK432
Thank you, that helped a lot
Re: Urban map series
Posted: Sat Jul 11, 2009 7:49 pm
by Nova Hawk
TK432 wrote:Maveritchell wrote:Please don't neglect adding stock sides; I cannot speak for everyone but I could frankly do with never having to play more endless variations on a clonetrooper theme.
Yea i thought about making 2 versions for each map. One with the stock sides for those that eighter don't like any other sides or don't have BFX. (Or i might be able to add BFX to be as it's own era. Gonna look for a toturial about that.
I like that idea. I think custom sides, BFX or not, add to the overall creativity to the map. I find it much more enjoyable when the author takes time and adds custom skins and stuff.
Re: Urban map series
Posted: Sat Jul 11, 2009 10:02 pm
by FragMe!
Sorry i was really hoping to spare you these noob questions, but I'm trying to add banthas as vehicles. So i make a vehicle spawn point, put in the cp number and the vehicle code...then i save. I'm opening the 2 luas and write this:
Code:
ReadDataFile("SIDE\\ban.lvl",
"tat_walk_bantha_rider")
Note: I also tried it with dc:SIDE...
As next i change this:
Code:
AddWalkerType(2, 0) -- 1x2 (1 pair of legs)
Then I save and munge. But they still don't appear, what am I missing?
Silly question, did you copy the ban.lvl to your map sides folder in the addon directory?
Is there any error with regards to the bantha if you run bfmodtools.exe