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Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Sun Oct 10, 2010 8:47 pm
by commander501stappo
nice helmet DarthD.U.C.K.

Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Sun Oct 10, 2010 9:38 pm
by AQT
Yep, very nice D.U.C.K. Looking forward to seeing the finished product.
AQT wrote:@Lagomorphia: Yes, I know they don't last very long. They're meant to be temporary relief; you can choose to take the time to build them or not. What fun would it be if you were able to build up the barricades very quickly and then repair them if needed at a fast rate? I would think you (anyone in general) would end up relying on them too much.
Scratch what I said. Build and repair times are now halved.
Also, the Clone Trooper heads as icons are staying (unless I can find a better substitute). I'm using lesser used modes that are supported by the 1.3 patch in place of con, ctf, and 1flag for the difficulty levels, so no more conflict with the icon changes.
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Mon Oct 11, 2010 12:59 pm
by poop
@AQT The commando's look nice and it sounds like it will be fun. However, the map (from the screenshots) looks kind of bland. Some of the terrain looks a little bit rough, but it could be you made it that way on purpose. So I guess that leaves me wondering what makes this map original and better than other wave maps?
@DarthD.U.C.K. The HUD is coming along fine. Like AQT said, I can't wait for the finished product.
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Mon Oct 11, 2010 1:03 pm
by theultimat
AQT wrote:@theultimat: I think I'll just stick to using squipple's for now. I don't think anyone would take the time to look at how hi-res the barrels are, rather they'll be busy blowing them up.

Ok, fine by me.
And the HUD looks like it's coming along nicely, DarthD.U.C.K.

Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Mon Oct 11, 2010 4:28 pm
by acryptozoo
Wow that HUD is going to look awesome when its finished

Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Mon Oct 11, 2010 5:50 pm
by AQT
poop wrote:However, the map (from the screenshots) looks kind of bland. Some of the terrain looks a little bit rough, but it could be you made it that way on purpose.
The terrain's meant to simulate two intersecting canyons (which are usually rough to an extent). I don't know which specific screenshots you are referring to, but I can tell you I took a great deal amount of time to smooth out and blend the terrain, yet perserving the "natural" canyon look at the same time. There's even texture variation with the terrain (sides of the canyons use a sheer rock texture, whereas any ground uses a cracked, sandy texture). The terrain also uses a bumpmap and detail texture. Flat rock (applied as foliage) also line the canyons' floors, as well destroyed AT-TEs and LAATs and explosive barrels. Still bland? Maybe. Serves the style of gameplay I'm going for? Most definitely.
So I guess that leaves me wondering what makes this map original and better than other wave maps?
I didn't say this map was intended to be original and/or better than other wave maps or any map in general. Technically, it's not even a wave map. Your goal is to defend the extraction point (a CP) while outnumbered one to four. The enemy's goal is to take the extraction point. They win if they managed to take control of it for 19 seconds. You win if you kill all of them. Simple as that.
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Mon Oct 11, 2010 6:04 pm
by DarthD.U.C.K.
i got bad some news!
the first person and hudmodels intersect! that means the weaponsymbols are somewhere in front of the gun. the result is that the visorhud either is placed in front of the weaponsymbols or behind the weaponand arm which looks really odd.
comments, ideas, flames, jawas?
my only idea is to manually change the z-axis translation of the weaponsymbols, however i dont know if thats possible
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Mon Oct 11, 2010 6:23 pm
by Maveritchell
DarthD.U.C.K. wrote:my only idea is to manually change the z-axis translation of the weaponsymbols, however i dont know if thats possible
If all you're talking about is HUD tags/high-res HUD models, the translation is simple. It's one of your three variables in the relevant sections of your .hud file. Since you're making a new HUD anyway, any HUD element should be able to be translated (they're all meshes).
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Mon Oct 11, 2010 6:29 pm
by DarthD.U.C.K.
well actually im not making a hud, im making a 1stperson file with the visormodel in it
i thought the weaponsymboltransformations were determinated for every symbol seperately
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Mon Oct 11, 2010 6:37 pm
by Maveritchell
DarthD.U.C.K. wrote:i thought the weaponsymboltransformations were determinated for every symbol seperately
Does that change anything? There's not one global adjustment for them, but it's no less possible to do.
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Mon Oct 11, 2010 6:43 pm
by DarthD.U.C.K.
well, that would mean more work
anyway from your second post i gathered that you could change the translation of th weaponsymbols globally/generally by editing the hudfile
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Mon Oct 11, 2010 7:36 pm
by Fiodis
Well, that CTD hasn't come up again; but is anyone else finding it rather hard to beat medium mode, let alone hard?
Come on, be honest, swallow your pride....
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Mon Oct 11, 2010 7:44 pm
by DarthD.U.C.K.
behold!
yeah, the rotation's not right yet
with normal(/+gloss) and specularmap
i found out that the second textureslot determinates the specularmap, so you cna use it simultaneously with any rendertype .D
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Mon Oct 11, 2010 7:46 pm
by acryptozoo
DarthD.U.C.K. wrote:behold!
yeah, the rotation's not right yet
with normal(/+gloss) and specularmap
i found out that the second textureslot determinates the specularmap, so you cna use it simultaneously with any rendertype .D
WOW that looks amazing . . . great job!
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Mon Oct 11, 2010 8:05 pm
by Deviss
acryptozoo wrote:WOW that looks amazing . . . great job!
i second great work

Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Mon Oct 11, 2010 8:15 pm
by Blade117
That is awesome!
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Mon Oct 11, 2010 8:47 pm
by poop
@DD Good Job DarthD.U.C.K. :clone:
@AQT Thanks for that. Now I get the subtle variety put into your map and the work that made it possible. As for the objective of the map, if keeping it simple is your style then I'm not going to stand in your way.
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Mon Oct 11, 2010 9:29 pm
by Twilight_Warrior
Fiodis wrote:Well, that CTD hasn't come up again; but is anyone else finding it rather hard to beat medium mode, let alone hard?
Come on, be honest, swallow your pride....
If you read up, Nova and I were. It took me about 5 times to take medium and I still havent beaten hard in single player yet.
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Mon Oct 11, 2010 9:41 pm
by Nova Hawk
DarthD.U.C.K. wrote:behold!
yeah, the rotation's not right yet
with normal(/+gloss) and specularmap
i found out that the second textureslot determinates the specularmap, so you cna use it simultaneously with any rendertype .D
Awesomeness. Love it.
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Mon Oct 11, 2010 10:42 pm
by AQT
Wow, awesome, D.U.C.K.! Can't wait to try it out myself.

Thanks again for doing this, man!
