Announing: Tech Map
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- Teancum
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- Teancum
- Jedi Admin

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Update time again. This time I'm going through my notes and commenting on all assets.
Props/CPs
-Rebel Alliance Lander (big prop ship in current Tech Map) ---Prop work is done, upon release it will also have a command post version. It looks like there may be animations for it to take off/land (in the assets) but I have no idea if they work.
-CIS Lander ---Have CP version of it in my other map. Need to do prop version to release
-Republic/Imperial Lander ---Have CP version of it in my other map. Need to do prop version to release
-EWEB ---Have not started, but I don't reckon it should take much work to get everything lined up right. I need to play Hoth: The Big Battle to see what exactly needs work
Vehicles:
-K-Wing ---Final released in downloads section
-Imperial Landing Craft ---Final is to be released in the downloads section
-R-41 Starchaser ---Cockpit is done, weapons need tweaking, and Bandu and I have almost figured out how to get a good looking mesh w/ collision. Stay tuned
-A-Wing ---Just need a good mesh with collision. Everything else (cockpit included) is done
-Moldy Crow ---Finishing final work on the ODF, sending final mesh to Bandu for collsion work
-Gian Speeder (4-Man version) ---Released in downloads section
-XP-34 Landspeeder ---Finished two versions - one with weapons and one without. Need to release
-TIE Advanced X1 ---Very early stages, but should be in next version of the map
-Millenium Falcon ---On hold. The XWA Upgrade version should be released fairly soon. That's the version we'll use
-Hovernaut ---3rd person views completed. Now has slower speed, more health and more powerful weaponry. You still die when you exit, but only as the pilot. Don't know how to fix it, so I might release it as-is
-MTT ---Need to release
-TIE Interceptor ---No change - It's fine the way Saturn_V left it
-Coruscant Speeders ---They'll be in the next version of the Tech Map (thanks Rends)
-TIE V-38 Phantom ---Not in-game yet
Units:
-Grand Admiral Thrawn ---Released in downloads section (no change from Fred's)
-Imperial Officer ---Released in downloads section
-General Crix Madine ---Released in downloads section
-Chiss Smuggler ---Released in downloads section
-Bothan Spy 2.0 (with different camo variations) ---Released in downloads section
-AT-AT Commander (with grey and original green suits) ---Released in downloads section
-All others are still a work in progress
And now for the sad part, vehicles that can't be finished:
-AT-PT ---It has that nasty animation bug, as you all know. Fred's not sure what to do. It's quite possible that the AT-RT uses the same animation, and so we may be able to do it that way once the BF2 tools come out. We'll have to wait and see.
-AT-XT ---Same deal, slightly different bug. Fred re-rigged the model, but still, it's a no-go. If we could get an in-game mesh to export correctly, we might be able to take it through BConstructor-->Milkshape-->XSI and back with proper fixes, but current tools flip some polygons and mess up UV coordinates.
-Flash Speeder ---I took it out, into Milkshape, raised it up to fix it, and back out. It had some polygons flipped. That's how I found out about the problem.
In other news, you'll see by the above pic that we're not on Geonosis anymore. That's because I'm extremely sick of Geonosis.
*edit* Oh yeah, and you might find that if I've released something, it's not in the map anymore. That's because I have about 20 side directories, and even if I combined stuff, it's getting confusing. So, to fix that, I am pulling some things that have been released. It's less of a headache that way.
Props/CPs
-Rebel Alliance Lander (big prop ship in current Tech Map) ---Prop work is done, upon release it will also have a command post version. It looks like there may be animations for it to take off/land (in the assets) but I have no idea if they work.
-CIS Lander ---Have CP version of it in my other map. Need to do prop version to release
-Republic/Imperial Lander ---Have CP version of it in my other map. Need to do prop version to release
-EWEB ---Have not started, but I don't reckon it should take much work to get everything lined up right. I need to play Hoth: The Big Battle to see what exactly needs work
Vehicles:
-K-Wing ---Final released in downloads section
-Imperial Landing Craft ---Final is to be released in the downloads section
-R-41 Starchaser ---Cockpit is done, weapons need tweaking, and Bandu and I have almost figured out how to get a good looking mesh w/ collision. Stay tuned
-A-Wing ---Just need a good mesh with collision. Everything else (cockpit included) is done
-Moldy Crow ---Finishing final work on the ODF, sending final mesh to Bandu for collsion work
-Gian Speeder (4-Man version) ---Released in downloads section
-XP-34 Landspeeder ---Finished two versions - one with weapons and one without. Need to release
-TIE Advanced X1 ---Very early stages, but should be in next version of the map
-Millenium Falcon ---On hold. The XWA Upgrade version should be released fairly soon. That's the version we'll use
-Hovernaut ---3rd person views completed. Now has slower speed, more health and more powerful weaponry. You still die when you exit, but only as the pilot. Don't know how to fix it, so I might release it as-is
-MTT ---Need to release
-TIE Interceptor ---No change - It's fine the way Saturn_V left it
-Coruscant Speeders ---They'll be in the next version of the Tech Map (thanks Rends)
-TIE V-38 Phantom ---Not in-game yet
Units:
-Grand Admiral Thrawn ---Released in downloads section (no change from Fred's)
-Imperial Officer ---Released in downloads section
-General Crix Madine ---Released in downloads section
-Chiss Smuggler ---Released in downloads section
-Bothan Spy 2.0 (with different camo variations) ---Released in downloads section
-AT-AT Commander (with grey and original green suits) ---Released in downloads section
-All others are still a work in progress
And now for the sad part, vehicles that can't be finished:
-AT-PT ---It has that nasty animation bug, as you all know. Fred's not sure what to do. It's quite possible that the AT-RT uses the same animation, and so we may be able to do it that way once the BF2 tools come out. We'll have to wait and see.
-AT-XT ---Same deal, slightly different bug. Fred re-rigged the model, but still, it's a no-go. If we could get an in-game mesh to export correctly, we might be able to take it through BConstructor-->Milkshape-->XSI and back with proper fixes, but current tools flip some polygons and mess up UV coordinates.
-Flash Speeder ---I took it out, into Milkshape, raised it up to fix it, and back out. It had some polygons flipped. That's how I found out about the problem.
In other news, you'll see by the above pic that we're not on Geonosis anymore. That's because I'm extremely sick of Geonosis.
*edit* Oh yeah, and you might find that if I've released something, it's not in the map anymore. That's because I have about 20 side directories, and even if I combined stuff, it's getting confusing. So, to fix that, I am pulling some things that have been released. It's less of a headache that way.
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sef0907
Just a suggestion, can you make the command posts unreachable? I start the game hop in a jet cruise around while my buddies just take a speeder to the enemy base and captures it. I just started like a minute ago and then it says 20 seconds to win. Anyways great vehicles! Srry you can't finish the wailkers, they look nice.
LOL, funny pic: I like how you made it so heroes can ride your new vehicles:
I'd show it to you, but Imageshack is down. It is me and darth in a 2-seated speeder.
LOL, funny pic: I like how you made it so heroes can ride your new vehicles:
I'd show it to you, but Imageshack is down. It is me and darth in a 2-seated speeder.
- Teancum
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I bring good news. With TONS of very careful hex editing, I'll be able to save the AT-XT. I have the head looking left and right independently of the legs, just like the AT-ST. Now comes lining up every other sub-mesh of the head correctly, fixing turret barrels and hardpoints, and then do proper weapons. Rest assured that I've figured out how to do it now. If anyone has gameplay video of the AT-XT firing each weapon, I sorely need it. I also could use some pics on how far left/right the neck can rotate... you know, stuff to make it just like in the Clone Wars game.
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sef0907
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Exclamation
That is good news about the AT-XT! I have been watching it's progress eagerly... since I want to use it in my Hypori map.Teancum wrote:If anyone has gameplay video of the AT-XT firing each weapon, I sorely need it. I also could use some pics on how far left/right the neck can rotate... you know, stuff to make it just like in the Clone Wars game.
This link here may be helpful to you. The Force.net tends to be a reliable source of info, and a quick search for AT-XT images on Google
Haven't found video yet... the Clone Wars trailer doesn't have any AT-XT footage, and I don't own the game.
- Teancum
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- Teancum
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Oh, and I guess I need to post what's been done with the AT-XT. I've literally gotten only as far as getting the head to turn properly on the neck, while having proper animations. The big thing coming up next that's gonna suck is lining up the stupid barrels. Yeah, when you look at it in the Tech Map they're lined up, but changing a model type from static to envelope sometimes makes a difference for some reason.
For owners of the Clone Wars game, I've watched Trailer #2, so I see that the head actually can pivot almost 90 degrees to either side. What I don't know is whether the head pitches up and down, or if it's the turret on the front.
I just had an idea, tell me what you guys think. I currently have the head pitching up and down and not the turret, and man, it looks cool. What if I released two versions of the AT-XT:
1-Republic AT-XT I (AT-XT one) -Works exactly like the Clone Wars version
2-Republic AT-XT II (AT-XT two) -Head pitches instead of turret, loaded with different weapons, slightly different texture.
For owners of the Clone Wars game, I've watched Trailer #2, so I see that the head actually can pivot almost 90 degrees to either side. What I don't know is whether the head pitches up and down, or if it's the turret on the front.
I just had an idea, tell me what you guys think. I currently have the head pitching up and down and not the turret, and man, it looks cool. What if I released two versions of the AT-XT:
1-Republic AT-XT I (AT-XT one) -Works exactly like the Clone Wars version
2-Republic AT-XT II (AT-XT two) -Head pitches instead of turret, loaded with different weapons, slightly different texture.
- EraOfDesann
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The AT-XT head does move up and down. As for weapons it has laser cannons as the primary weapon and a mortar launcher as the secondary. The mortar launcher fires blue projectiles that look like shooting stars. Also it has a shield that can be used for a limited time and has to charge up again. It's one of my favorite vehicles. 
- Teancum
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sef0907
- Teancum
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- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
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- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
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sef0907
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JabbaLovesLava
- Sith

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- EraOfDesann
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Exclamation
The CW era worked in the test map I used, so make sure you don't have a modded .lvl file or something.sef0907 wrote:Looks awsome! Too bad it won't have a shield..... And too bad we can't play as it, or did you fix it so we could acces the clone wars on the tech map?
And about that AT-XT shield--
Underlining and italics are mine.http://www.theforce.net/swtc/walkers.html#atxt wrote:The most peculiar feature of the AT-XT (at least some of them) is a deflector shield resembling those mounted in destroyer droids. This shield can only be activated briefly. Perhaps the provision of a shield implies that the AT-XT, despite its small size, is expected to endure barrages of heavier enemies? It appears better suited to front-line warfare than the typical scout role of an AT-ST.
This is all from the site that I linked in my last post. It seems not all AT-XT's have shields (so they don't have to have them).

A screen of shield activated, also from the same site. It is pretty round (as EraOfDesann said), and seems to go only around the cockpit.
Last edited by Exclamation on Sun Dec 18, 2005 1:52 am, edited 1 time in total.

