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Re: Alderaan: Treefall a Old Republic map and mod

Posted: Sun Jan 18, 2015 8:43 pm
by Kingpin
AQT wrote:Are you planning to add snowy mountains in the background?
I remember looking through the Glamour skins thread and finding someone who skinned some nice HD mountains, I think even for an alderaan map... looking for it now.

Re: Alderaan: Treefall a Old Republic map and mod

Posted: Sun Jan 18, 2015 9:18 pm
by ZoomV
So I started adding snow patches in order to match the references better, but for some reason the texture is getting cut off in some places instead of blending.
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Re: Alderaan: Treefall a Old Republic map and mod

Posted: Sun Jan 18, 2015 9:28 pm
by AQT
Kingpin wrote:I remember looking through the Glamour skins thread and finding someone who skinned some nice HD mountains, I think even for an alderaan map... looking for it now.
Was it this? :P
ZoomV wrote:but for some reason the texture is getting cut off in some places instead of blending.
Hmm, this might be the cause of the problem: http://www.gametoast.com/viewtopic.php?p=367431#p367431

Re: Alderaan: Treefall a Old Republic map and mod

Posted: Sun Jan 18, 2015 11:40 pm
by Kingpin
AQT wrote:
Kingpin wrote:I remember looking through the Glamour skins thread and finding someone who skinned some nice HD mountains, I think even for an alderaan map... looking for it now.
Was it this? :P
Why yes it was :o
Anyway, I do think that wouldn't look too shabby in my humble opinion.

Re: Alderaan: Treefall a Old Republic map and mod

Posted: Mon Jan 19, 2015 1:00 am
by ZoomV
hmm I'll have to clean up those terrain textures then.

With the mountains tho, Alderaan mountains are more rock than snow, so the snow covered hoth ones are a bit out of place. However as far as I can tell Hoth_mountains.msh is just a disk and the transparent sections on the texture are what determine the shape, so I'm thinking about grabbing a screenshot of those mountains in the opening shot of the hope trailer, and seeing if I can make a sky out of that.

Re: Alderaan: Treefall a Old Republic map and mod

Posted: Mon Jan 19, 2015 10:22 am
by Oswald1928
Loving how this is turning out! I was a bit worried because the first screenshots made it look more Endor-ish than Alderaan-ish, but the snow and rocks and foliage are really making Alderaan come to life. :D
I am curious, however: Will there be Galactic Civil War and Clone Wars eras as well?

Re: Alderaan: Treefall a Old Republic map and mod

Posted: Mon Jan 19, 2015 1:12 pm
by ZoomV
So I started with this...
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..and I came up with this...
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..which looks like this. :mrgreen:
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Re: Alderaan: Treefall a Old Republic map and mod

Posted: Mon Jan 19, 2015 1:20 pm
by thelegend
Looks really nice.

Re: Alderaan: Treefall a Old Republic map and mod

Posted: Mon Jan 19, 2015 2:08 pm
by jedimoose32
:thumbs: Looks fantastic.

Re: Alderaan: Treefall a Old Republic map and mod

Posted: Mon Jan 19, 2015 2:18 pm
by JazzMaster
Amazing job on the sky! This is looking to be one of the best and most accurate Alderaan maps yet imo. The custom sides look great as well.

Re: Alderaan: Treefall a Old Republic map and mod

Posted: Mon Jan 19, 2015 2:59 pm
by AQT
Very nice work! :D Have you considered adding a shadow map similar to the one from stock Endor to simulate shadows from the trees?

Re: Alderaan: Treefall a Old Republic map and mod

Posted: Mon Jan 19, 2015 3:39 pm
by ZoomV
AQT wrote:Very nice work! :D Have you considered adding a shadow map similar to the one from stock Endor to simulate shadows from the trees?
No, I've been procrastinating

Plus I have never worked with Shadows maps before

EDIT: is there a tutorial for shadow maps? I tried duplicating endor but I am missing something here.

Another thing I need to do is get some ambient forest sounds working. When I did Icebound, they just popped up the moment I started using fel1cw sound, but that didn't happen with ACW.

EDIT2: Are there limits to how many objects you can have? I added a few more rocks into the map and now it gets stuck mid loadscreen. :cpu:

Re: Alderaan: Treefall a Old Republic map and mod

Posted: Mon Jan 19, 2015 4:49 pm
by AQT
end1.fx wrote:

Code: Select all

Effect("WorldShadowMap")
{
	Enable(1);
	Texture("end_canopy");
	LightName("sun");
	TextureScale(70.0);	
	AnimationFrequency(0.1);
	AnimationAmplitude0(2.0, 0.0);
	AnimationAmplitude1(0.05,-0.1);
}
The name of your directional lighting goes where it says LightName, and you can find end_canopy.tga in the Endor world1 folder.

Re: Alderaan: Treefall a Old Republic map and mod

Posted: Mon Jan 19, 2015 6:01 pm
by ZoomV
So I cut down on the rock and tree object count, so the map isn't freezing on load anymore. Although it means I'm rather limited in adding more details.

Also thanks to AQT the shadow volumes are working (very subtle tho) however its making the grass look weird.
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Re: Alderaan: Treefall a Old Republic map and mod

Posted: Mon Jan 19, 2015 11:02 pm
by jedimoose32
I don't think it looks bad per se, but making the texture of the grass a bit darker and slightly less saturated would help it blend with the shadows better.

Re: Alderaan: Treefall a Old Republic map and mod

Posted: Tue Jan 20, 2015 12:22 pm
by ZoomV
Are there any guides for implementing ambient sound effects? Such as forest sounds and such? I saw the ones for adding brand new sound effects, but I was hoping to use preexisting vanilla assets

Re: Alderaan: Treefall a Old Republic map and mod

Posted: Tue Jan 20, 2015 2:29 pm
by Anakin
If you want to combinate the sounds from different maps it would be best to munge a new set, because it allways make troible when you try to combinate different soundfiles that share some sounds. (victory/defeat,..)

Re: Alderaan: Treefall a Old Republic map and mod

Posted: Tue Jan 20, 2015 3:03 pm
by ZoomV
Anakin wrote:If you want to combinate the sounds from different maps it would be best to munge a new set, because it allways make troible when you try to combinate different soundfiles that share some sounds. (victory/defeat,..)
Right, but right now the map uses fel1cw. I used the exact same file on Icebound and on Icebound I automatically got ambient forest sounds when I started using said file. In Treefall the ambient sounds didn't pop up.

Update: Ambient forest sounds still not working, however I now have everything localized and battle VO now works for the imps.

Re: Alderaan: Treefall a Old Republic map and mod

Posted: Thu Jan 22, 2015 11:18 pm
by jjonthefreeway
ZoomV wrote:So I cut down on the rock and tree object count, so the map isn't freezing on load anymore. Although it means I'm rather limited in adding more details.

Also thanks to AQT the shadow volumes are working (very subtle tho) however its making the grass look weird.
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Might I suggest using the mini gun model used in maps like landing at point rain? You know like the mini guns from the clone wars series?

Re: Alderaan: Treefall a Old Republic map and mod

Posted: Fri Jan 23, 2015 12:17 am
by ZoomV
jjonthefreeway wrote:
ZoomV wrote:So I cut down on the rock and tree object count, so the map isn't freezing on load anymore. Although it means I'm rather limited in adding more details.

Also thanks to AQT the shadow volumes are working (very subtle tho) however its making the grass look weird.
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Might I suggest using the mini gun model used in maps like landing at point rain? You know like the mini guns from the clone wars series?
I assume you are reffering to Master_Luke's underhand chaingun. I actually used it originally, however this is the Old Republic era, that that model is extremely iconic to the clone wars era.




Update
Progress is getting into the home stretch, mostly working on aesthetics now, finally got the faction balance more or less where I want it.

Also I am going to leave this here
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Model courtesy of Chadaface
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Update2
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Another of Chadaface's models
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Right now the Wardroid is the local side, I'm using it as a balancer as this map tends to skew republic, it will not appear on Icebound as that map is skewed imperial. For those wondering what the units will be like, the second picture should prove illuminating.