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Posted: Mon Sep 11, 2006 3:19 am
by Spacerocker
It's cool. Thanks for the input. There is only 1 bridge though, so if you jump over the edge of that.....you die. It doesn't matter if you're a Jedi, you got a jetpack, or you just a regular jumper. There's no where to go but down, unless you land on the lower level of course.
Posted: Wed Sep 13, 2006 6:05 pm
by blue-one
but if a jedi or a jetpack guy fell they could activate their jetpack or jump and land back on the bridge... they are heros after all...
Posted: Thu Sep 14, 2006 12:34 am
by Protector_Pulch
@ Space rocker: No specific plates óf armor - just some kind of wall, anything would do...
Posted: Sat Sep 16, 2006 4:26 am
by Spacerocker
Posted: Sat Sep 16, 2006 1:29 pm
by Xavious
Looking good!
When you take screenshots could you take them ingame? (not bf2modtools.exe) That green thing gets in the way.
Posted: Sat Sep 16, 2006 3:10 pm
by Spacerocker
Thanks.
Ha ha, to be honest I didn't even noticed the green half. I must have gotten so use to it playing in bf2modtools.exe all the time. If only there was a way to have freecam without the greenbar.
Posted: Sat Sep 16, 2006 4:48 pm
by RevanSithLord
There IS! A modified version of the common.lvl by Zerted. Let me get a link for you!
Posted: Sun Sep 17, 2006 1:03 am
by Protector_Pulch
the screens are nice, but you definately need some more props for the plain plains.Rocks, crates, corpses, anything will do.
And what in the name of the force are the ewoks doing there ?
Posted: Sun Sep 17, 2006 1:38 am
by General_Grievous_4
Protector_Pulch wrote:
And what in the name of the force are the ewoks doing there ?
Didn't you hear? The Ewoks are taking the role of Bantha Fodder.
Any way great map, a very simple concept, ships, a reeeeeally long bridge, and a pit of watery doom. Everything a good map needs, I can't wait to download this.
Posted: Sun Sep 17, 2006 4:59 pm
by Spacerocker
Protector_Pulch wrote:the screens are nice, but you definately need some more props for the plain plains.Rocks, crates, corpses, anything will do.
Yeah, I'll do that.
Posted: Sun Sep 17, 2006 6:20 pm
by Xavious
Protector_Pulch wrote:plain plains.
Lol.

Posted: Tue Oct 03, 2006 11:14 pm
by Spacerocker
I've got one and two flag capture the flags working, I only wish I could get all the flyer sounds working before my next release. I've remunged the sound .lvl file like a dozen times even adding only one flyer's sounds in the .sfx file yet still only the same couple of ships make noise.
Does this look right? I followed Rends' tutorial. Maybe I just dont understand .sfx files yet.
Code: Select all
// CIS Droidfighter ---------------------------------------------------------------------------------------------
..\..\global\effects\veh_dsf_accel_01.wav droidfighter_shift_up -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_dsf_shpRll_01.wav droidfighter_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_dsf_deccel_01.wav droidfighter_shift_down -resample ps2 16000 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\cw\effects\wpn_drdFghtr_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\eng_droidStarfighter_low_lp.wav -resample xbox 12000 pc 22050
..\..\cw\effects\eng_droidStarfighter_mid_lp.wav -resample xbox 16000 pc 22050
..\..\cw\effects\eng_droidStarfighter_hi_lp.wav -resample xbox 20000 pc 22050
Getting droid starfighter sounds working
Posted: Wed Oct 04, 2006 1:07 am
by AceMastermind
Indeed those are the correct sounds for the Droidfighter.
ABC = Example 3 letter modID
Droidfighter
In your ABCc_con LUA, you should have this line under your base worlds sound, like this(without the arrow) :
Code: Select all
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:sound\\abc.lvl;abccw") <============
In data_ABC\Sound\worlds your "abc.REQ" should look like this for the Droidfighter:
Code: Select all
ucft
{
REQN
{
"str"
"align=2048"
}
REQN
{
"lvl"
"abccw"
}
}
and your "abccw.REQ" should look like this:
Code: Select all
ucft
{
REQN
{
"bnk"
"align=2048"
"abccw"
}
REQN
{
"config"
"cis_fly_droidfighter"
}
}
and your "abccw.SFX" should look like this:
Code: Select all
// CIS Droidfighter --------------------------------------------------------------------
..\..\global\effects\veh_dsf_accel_01.wav droidfighter_shift_up -resample xbox 22050 pc 22050
..\..\global\effects\veh_dsf_shpRll_01.wav droidfighter_roll -resample xbox 22050 pc 22050
..\..\global\effects\veh_dsf_deccel_01.wav droidfighter_shift_down -resample xbox 22050 pc 22050
#ifplatform xbox pc
..\..\cw\effects\wpn_drdFghtr_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\eng_droidStarfighter_low_lp.wav -resample xbox 12000 pc 22050
..\..\cw\effects\eng_droidStarfighter_mid_lp.wav -resample xbox 16000 pc 22050
..\..\cw\effects\eng_droidStarfighter_hi_lp.wav -resample xbox 20000 pc 22050
#endifplatform xbox pc
// -----------------------------------------------------------------------------------
The only sound that I could never get working was the torpedo firing sound.
Code: Select all
..\..\cw\effects\wpn_drdFghtr_missile_fire.wav -resample xbox 22050 pc 44100
Munge with "Sound" checked, then go to data_ABC/_LVL_PC and copy the "Sound" folder to:
C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\addon\ABC\data\_LVL_PC/
and your Droidfighter sounds should work.
Posted: Wed Oct 04, 2006 5:52 pm
by Spacerocker
Ah, I figuered out the problem! My bricw.req had "cis_fly_droidfighter_sc" instead of "cis_fly_droidfighter". Hopefully that is the reason the rest of the flyer's sounds aren't working. Thanks a whole lot!
Also, I had "brigcw" in my bri.req. I thought I was suppose to have in order to get gcw flyers working but the CW flyers wont work with it in there.
Update
Posted: Tue Dec 19, 2006 9:47 pm
by Spacerocker
Hi everybody. I've finally decided that I'm going to release a 1.0 version of my map on Christmas. I've added a few things and fixed some things. If I can find the right bespin turrets that I'm looking for I'll add them before I release it. I also got a newer(old but new to me!) graphics card so from now on I can have health and weapons droids on my maps, with my old one they wouldn't work.
Here's a screen shot until the new release.

Re: Update
Posted: Wed Dec 20, 2006 12:54 am
by Protector_Pulch
Spacerocker wrote: I also got a newer(old but new to me!) graphics card so from now on I can have health and weapons droids on my maps, with my old one they wouldn't work.
Rofl, really ?
Never mind, your new screen looks fitting. Not full of new eye-catching props, yet perfect for a tactical challenge (with so few cover!). I'm just wondering how to get that AT-TE over the small bridge.
RE: Re: Update
Posted: Wed Dec 20, 2006 3:36 am
by Spacerocker
Heh. Yeah, It sucked not being able to get health other than by killing people but at least it made me value it more.
The ATTE doesn't go over the bridge. I've finally taken use the the big empty space on the left( if you're a clone) of my map where an ATTE can battle a Spider Droid and an ATAT can battle 5 Tauntauns. Why Tauntauns you ask? Well I wanted it to be walker vs. walker. Sure it's not perfectly ballanced, but it's close with the rebels having speed without firepower and the imperials having firepower without speed.
RE: Re: Update
Posted: Wed Dec 20, 2006 8:29 am
by Tuskenjedi
But you do realize that taun taun has speed and NO fire power while the ATAT has firepower but SOME speed, right?
RE: Re: Update
Posted: Wed Dec 20, 2006 5:13 pm
by Xavious
Maybe you could give the rebels a salvaged AT-TE or a couple stolen AT-STs?
RE: Re: Update
Posted: Wed Dec 20, 2006 5:32 pm
by JackSkratch
Maybe you could make the Tauntauns shoot rockets out their mouths.
No, actually, I think there was a big rebel tank in a map once before... forget which. I think it was one of Penguins maps, though. I'm not sure.
