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Posted: Sat Apr 29, 2006 1:24 pm
by Tuskenjedi
Oh awesome gun
you get to shoot out of the windows? great!

Posted: Sat Apr 29, 2006 1:25 pm
by BART
You could use that briar gun for Kyle Katarn as the rebels hero :D

Posted: Sat Apr 29, 2006 1:45 pm
by PvtParts
Just what I was thinking, especially because the Briar Pistol is specific to Kyle Katarn, as he customized it himself.

Posted: Sat Apr 29, 2006 8:18 pm
by Blackrider
Cancelled then up in a matter of mmmm two hours...lmfao!!
so is this the clone wars muunilinst. From the show
I have a suggestion
remember in the episode, the droids had those sniper rifles that were like blaster rifles, but it was the droid sniper model. Can you put the blaster rifle effect on the sniper rifle?

Posted: Sun Apr 30, 2006 12:04 am
by pinioncorp
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The Bryar pistol will be the default pistol for the rebels. It would be cool to have it as Kyle's weapon, but I don't have a Kyle, and wouldn't be able to make one.

At the moment the gun doesn't work. I get .req errors every time I try it, but when I check the reqs there is no problem. When I do get it working, I want it to be slow firing but accurate, something like the Y-wing's blaster. Additionally, supposedly, as I have never played them, the more recent games had the Bryar pistol chargeable, so I'd get that implemented as well.

BlackRider: lol, yeah I know... As far as the sniper rifles go when you look at it they lined up the perfect headshot but when they pulled the trigger they only killed one clone, and it wasn't the one they lined up... So no, that is a stupid idea. Its not a sniper map anyway.

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Posted: Sun Apr 30, 2006 12:19 am
by PvtParts
i suggest copying over the regular pistol. odf/req, rename it to your weapon, and edit it to use briarpistol.msh. trust me. making req's and stuff from start is asking for errors up the rear/

Posted: Sun Apr 30, 2006 12:34 am
by pinioncorp
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Okay, thanks PvtParts. I'll try that. It was the next thing I was going to try, but I'll have to make it work sooner or later, I have to get the other definate weapon to work (A goodie for the Dark Trooper, from Dark Forces again :D )

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Posted: Sun Apr 30, 2006 2:05 am
by RDST
PvtParts has some good suggestions...

Also, I would suggest (just for visual quality) you "diversify" the textures on you buildings. Everything is all gray.

Just a little advice
-RDST

Posted: Sun Apr 30, 2006 5:33 pm
by PvtParts
Yeah. and maybe add some destroyed buildings and attach a smoke fx to it so its...smokey.

And i suggest making the sun heavily angled, to cast defined shadows. That will make your buildings stand out so they the city doesnt look like its all one big blob of grey

Posted: Sun Apr 30, 2006 6:29 pm
by JabbaLovesLava
Actually I think it looks good how it is at the moment. If the buildings weren't gray on the outside, then it wouldnt be much like the cartoon :? (I dont know how they looked in the inside, so I'm only talking about the outside)

Posted: Sun Apr 30, 2006 6:53 pm
by RDST
Its not the layout or the models, its just the entire map is gray (with the exception of the blue skybox)

Posted: Sun Apr 30, 2006 7:05 pm
by PvtParts
Hence my suggestion with the light. Move it at a more steep angle so it casts stronger shadows. This will bring the buildings out more, and make it not all look like the same gray object.

And perhaps tint the light a bit yellowy-green (im talking like spring time yellowy-green). If i remember the area had that kind of tint to it. Maybe im dreaming.

Posted: Mon May 01, 2006 11:39 am
by pinioncorp
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The map is mostly grey for the exteriors. That is how it is supposed to be, however in the screenshots you have here, there are many unfinished buildings, which have the default grey placeholder texture on them (You know, the ones you look at and go "...What?"). Although grey, the finished sections are varied enough to look more vivid.

As far as lighing is concerned, there are no shadows. I don't know how to make a shadow mesh. And I'm not sure if I would want it. The whole map is surrounded by tall buildings, hence most, if not all, of the map would be in shadow. Just a question though, do objects cast shadows onto other objects?

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Posted: Mon May 01, 2006 1:51 pm
by Lord-Bandu
" Just a question though, do objects cast shadows onto other objects? "

Yes.


to make a shadowvolume ,just copy your mesh andmake it slighty smaller than your main mesh ,name it "shadowvolume" . Go to Animate> Create new parameter . In the pop up box put 'shadowvolume' at the top and uncheck 'animatable' (if your model isnt animated) and click OK.
Finally , hide your shadowvolume (H = hide) and make it a child of your main mesh.

Posted: Mon May 01, 2006 3:35 pm
by JawaMan
nice! i loved that part in CW with the Arcs!

Posted: Mon May 01, 2006 4:32 pm
by Blackrider
So any news about when it's going to be done?

Posted: Fri May 05, 2006 4:05 am
by pinioncorp
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Not much to report. University assignments come in waves, which annoys me because I have to rush everything, but it worries me that this map takes precedence over everything else unless there is an assessment due the next day...

I'm pleased with the way the pistol has come out. What do you guys think?

Image
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Thanks for the shadow info Bandu, I still don't think I'll use it for everything though, the whole map would be engulfed in shadow. However, I do have some ideas which I intend to try out when I get the time.

I hope to see some work out of you soon though...

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Posted: Fri May 05, 2006 6:21 am
by -Iceman-
WOW!! Big SSD!! and how do the bistol shoot???fast ore like the normal pistol??

Posted: Fri May 05, 2006 6:49 am
by yankeefan05
nice pistol. Nice SSD(if thats what it is) too.

Posted: Fri May 05, 2006 7:17 am
by chief
Awesome ship and pistol!hope to see your map soon;)