WIP: Jabiim

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Alpha

WIP: Jabiim

Post by Alpha »

JABIIM

.::Introduction::.
Since I read the tragedy of the war on Jabiim during the Clone Wars, I've loved the story. I have always wanted to see it made into a playable area for SWBF2 (the ARC map for SWBF1 was very nice, btw). So I began my own.

.::Screenshots::.
Image

.::Units::.
Republic-
All unit classes will remain the same except that they will have EP2 skins because of the time in which the Jabiim conflict took place. They will have gray stripes on all units and will need to be muddy at the shin guards on their armor. The hero will be "Alpha" the character from the Dark Horse comic (yes, that is where my name is derived from).
CIS-
Likely Units: Regular classes except for magna guard who will be a battledroid with magna guard weapons. Hero would be an elite battle droid.
Hopeful Units: Regular classes except for Magna guard which would be changed into the Jedi-extermination droids from the comic book story. Hero would be Alto Stratus.

.::Help Needed::.
I need someone who can do the sides mentioned above. No testers will be needed because I will most likely release Alpha and Beta versions to the public before the final version. I also need a good sky background, however.

Thank you for reading,
-Alpha
JabbaLovesLava
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RE: WIP: Jabiim

Post by JabbaLovesLava »

One thing i would change is the textureo n Tatooine buildings, make them darker and more Jabiim-ish :D
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Teancum
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RE: WIP: Jabiim

Post by Teancum »

Love the ambience of the scene. Very nice.
Alpha

RE: WIP: Jabiim

Post by Alpha »

@Jabba: Yeah, I've been working with that. :) They're starting to turn out well.

@Teancum: Thanks. I accidently did that wondering what the mist prop did, and tah-da. It looks nice in-game and I still need to add rain though.
Lord-Bandu

RE: WIP: Jabiim

Post by Lord-Bandu »

Looks nice but you need to play with the fog distance and settings...... lots of mappers arnt doin this which makes for a weird map generic blue background :P
Alpha

RE: WIP: Jabiim

Post by Alpha »

I had not noticed that, but I kind of like the blue there in the distance. I'll toy with it though and see what happens. It's really hard to notice actually on the battlefield, I had to get to the top of a rather large hill to get that view. Is the fog distance in the sky file?
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RE: WIP: Jabiim

Post by RevanSithLord »

Very nice! Keep it up. Just do what you think is best, and you should listen to all the advice here as well. With everyone helping each other, the possibilities are almost endless!

Love it- keep em comin man!
Alpha

RE: WIP: Jabiim

Post by Alpha »

Question to the masses: The map right now has very fast close combat, and no vehicles, which is pretty fun, but there could be more. Shoudl I spread the CPs out and add in the ATATs and maybe ATXTs or just leave it as is. Or I could make two versions. One big one smaller.
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RE: WIP: Jabiim

Post by JabbaLovesLava »

I would leave it as is. Infantry only maps pwn... i love them. :D
dreadlordnyax

RE: WIP: Jabiim

Post by dreadlordnyax »

i agree, i love small inf only maps. i'm sure we'll get plenty of vehicle heavy maps.


nice screen, btw.
Lord-Bandu

RE: WIP: Jabiim

Post by Lord-Bandu »

Yea its these settings in the skyfile

SkyInfo()
{
Enable(1);
FogColor(85,108,142,128);
PS2()
{
FogRange(0, 0);
NearSceneRange(0.5, 85.0, 100.0);
FarSceneRange(5000.0);
SplitOptions()
{
PropClusterEnable(1);
PropClusterFadeAdj(0.6);
PropClusterDensity(0.1);
}
}
XBOX()
{
FogRange(-200.0, 1300.0);
NearSceneRange(0.5, 85.0, 100.0);
FarSceneRange(3000.0);
NearSplitScreenRange(0.2, 110.0, 160.0);
FarSplitScreenRange(0.0);
SplitOptions()
{
FogRange(5.0, 140.0);
PropClusterEnable(0);
}
}
PC()
{
NearSceneRange(30.0, 160.0, 40.0, 200.0);
FarSceneRange(5000.0, 5000.0);

FarSceneRange(5000.0);
FogRange(-100.0, 600.0);
}

}



ignore the PS2 and Xbox parts in the middle.



for some reason the default fog distance is -100.0 , 600 . I changed mine to 200 600 and the slight blue tint on everything went away ....it made everything abit sharper anyway. The fog color is up at the top
Guest

Re: WIP: Jabiim

Post by Guest »

Alpha wrote:JABIIM

.::Units::.
Republic-
All unit classes will remain the same except that they will have EP2 skins (and can you add jedi classes?) because of the time in which the Jabiim conflict took place. They will have gray stripes on all units and will need to be muddy at the shin guards on their armor. The hero will be "Alpha" the character from the Dark Horse comic (yes, that is where my name is derived from).

CIS-

Likely Units: Regular classes except for magna guard who will be a battledroid with magna guard weapons. Hero would be an elite battle droid.
Hopeful Units: Regular classes except for Magna guard which would be changed into the Jedi-extermination droids from the comic book story. (Nimbus commando? Possible?) Hero would be Alto Stratus.
Alpha

RE: Re: WIP: Jabiim

Post by Alpha »

I can't do sides well by any means, so no jed will be added. And I don't know if the Nimbus are possible, that's just what I would like to see in the map personally.

And thanks for that sky info bandu.

How can I add rain?

And I need someone who is experience in SWBF1 and somewhat in the new game to build sides for me. I've tried to and I cant' figure it out even after reading documentation and the like.

-Alpha
Alpha

RE: Re: WIP: Jabiim

Post by Alpha »

UPDATE

I have made my sides work and the map has been imroved in that sense greatly. I added some wreckage to the battlefield as well.

Still needs to be done:
-Sky (placeholder right now)
-Add Rain (How?)
-Add Mist/Fog (How?)
-Add Nimbus Commando (I was thinking of a reskinned Naboo guard with Palpatine's floating animation so they hover like in the comic, is this possible?)
-Add Alto Stratus as CIS hero
-Reskin CIS units

Here's some updated Screenshots:
Alpha, the Republic Hero and two battleshots with normal trooper.
Image
Image
Image
Trans

RE: Re: WIP: Jabiim

Post by Trans »

To add rain just make an FX file in your world1 folder and put these lines in it
code wrote:
Effect("Precipitation")
{
Enable(1);
Type("Streaks");
Range(12.5);
Color(216, 220, 228);
VelocityRange(1.0);
ParticleDensityRange(0.0);
CameraCrossVelocityScale(0.2);
CameraAxialVelocityScale(1.0);

GroundEffect("com_sfx_rainsplash");
GroundEffectSpread(8);

PS2()
{
AlphaMinMax(0.8, 1.0);
ParticleSize(0.06);
ParticleDensity(80.0);
Velocity(8.0);
StreakLength(1.7);
GroundEffectsPerSec(7);
}
XBOX()
{
AlphaMinMax(0.2, 0.3);
ParticleSize(0.02);
ParticleDensity(256.0);
Velocity(9.0);
StreakLength(1.0);
GroundEffectsPerSec(15);
}
PC()
{
AlphaMinMax(0.3, 0.45);
ParticleSize(0.02);
ParticleDensity(256.0);
Velocity(9.0);
StreakLength(1.0);
GroundEffectsPerSec(15);
}
}
( I also have all of Kamino's effects in my effects folder but I am not completely sure if it is necessary or not. )
Last edited by Trans on Tue Apr 04, 2006 8:18 pm, edited 1 time in total.
Alpha

RE: Re: WIP: Jabiim

Post by Alpha »

What goes in place of the sun-glasses smilie face?

Edit: Nevermind.


Image

Now to do the sky.
Darkwedge

Post by Darkwedge »

Possably to have a greyer sky? it looks a bit to red for that type of planet..
Alpha

Post by Alpha »

That's listed on my to-do list on the previous page.

Updated to-do list:
-Sky
-Remove Rain effect when inside structures
-Alto Stratus
-Nimbus Commandos
-Mist (how?)
-Remove blue from edge of map (I did what you said Lord Bandu and it didn't change. I'll work with it some more)
-Tweak Terrain
-Add more wreckage and spread the map out a little bit

-Alpha
Tuskenjedi

RE: Re: WIP: Jabiim

Post by Tuskenjedi »

Wasn't Jabiim where the Republic first tested it's new vehicle, the ATAT? If so, it would be cool if the Republic could have it.
Alpha

RE: Re: WIP: Jabiim

Post by Alpha »

I thought about putting it in, but what the map is now as an infantry only map, it would not work at all. If you placed it in, it would have no where to move and would give the Republic too much of an advantage.

Does anyone know any good ODFs for wreckage?

-Alpha
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