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Re: WIP DEV's Side Mod 1.1

Posted: Mon Jun 08, 2009 7:24 pm
by Deviss
B.I.G_Cookie wrote:so you want the geonosis map more bigger than the shipped geonosis map, right?
problem solved thanks man, now i have problem for get same height in all map :? because have differents terrains height and new update skyhammer_216's Fallen LAAT

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INSPIRATION: black hawk down movie :lol: in this case LAAT down xD
comments?? :D

Re: WIP DEV's Side Mod 1.1

Posted: Mon Jun 08, 2009 8:21 pm
by 501st_commander
Looks Good! :thumbs:

Re: WIP DEV's Side Mod 1.1

Posted: Mon Jun 08, 2009 8:32 pm
by Sky_216
DEVISS-REX wrote:
B.I.G_Cookie wrote:so you want the geonosis map more bigger than the shipped geonosis map, right?
problem solved thanks man, now i have problem for get same height in all map :? because have differents terrains height and new update skyhammer_216's Fallen LAAT

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INSPIRATION: black hawk down movie :lol: in this case LAAT down xD
comments?? :D
That's not my LAAT - I seem to remember I included the default crashed LAAT with my edited ones.

Re: WIP DEV's Side Mod 1.1

Posted: Mon Jun 08, 2009 8:32 pm
by YaNkFaN
what's with the sky?

Re: WIP DEV's Side Mod 1.1

Posted: Mon Jun 08, 2009 8:35 pm
by Nihillo
It's nice.

What do you intend to do with this map, exactly? I don't understand what is your goal.

Re: WIP DEV's Side Mod 1.1

Posted: Mon Jun 08, 2009 8:39 pm
by Deviss
Nihillo wrote:It's nice.

What do you intend to do with this map, exactly? I don't understand what is your goal.
i want put all in height = 0

Re: WIP DEV's Side Mod 1.1

Posted: Mon Jun 08, 2009 8:41 pm
by Nihillo
Wouldn't be easier to just start a new map instead of editing stock geonosis?

Re: WIP DEV's Side Mod 1.1

Posted: Tue Jun 09, 2009 6:22 am
by Deviss
Nihillo wrote:Wouldn't be easier to just start a new map instead of editing stock geonosis?
well i 'll try it :wink: , what do you think must i add a destroyed AT-TE?
and other questions for all:
must i continuos with geonosis modifies or create a new snow map??
NOTE: i am Noob making maps, dont sure if the new map look good xD

Re: WIP DEV's Side Mod 1.1

Posted: Tue Jun 09, 2009 9:21 am
by 501st_commander
DEVISS-REX wrote:
Nihillo wrote:Wouldn't be easier to just start a new map instead of editing stock geonosis?
well i 'll try it :wink: , 1. what do you think must i add a destroyed AT-TE?
and other questions for all:
2. must i continuos with geonosis modifies or create a new snow map??
NOTE: i am Noob making maps, dont sure if the new map look good xD
1) yes
2) if you want..

Re: WIP DEV's Side Mod 1.1

Posted: Tue Jun 09, 2009 4:34 pm
by maxloef
Yeha that laat/i is my work...not his i remade it to support 4 passengers and the aft gunner... not him..

same for new AAT model, he only did the skin...

Re: WIP DEV's Side Mod 1.1

Posted: Tue Jun 09, 2009 5:47 pm
by Deviss
maxloef wrote:Yeha that laat/i is my work...not his i remade it to support 4 passengers and the aft gunner... not him..

same for new AAT model, he only did the skin...
mm i talked with you, I PUT CREDITS ONLY ON THE MOD FINISHED AND THIS IS A WIP!!!!! Watch your language. -Staff, i used your AAT in my previous mod and you are on my credits but the LAAT/I already no is in my FINISHED MOD, UNDERSTAND ??? :x , I ALWAYS PUT THE CREDITS ALWAYS BUT IN FOR FINISHED, DON'T IN WIPS, and so sorry to the others members for my agresive answer

Re: WIP DEV's Side Mod 1.1

Posted: Wed Jun 10, 2009 2:40 am
by maxloef
DEVISS-REX wrote:
maxloef wrote:Yeha that laat/i is my work...not his i remade it to support 4 passengers and the aft gunner... not him..

same for new AAT model, he only did the skin...
mm i talked with you, I PUT CREDITS ONLY ON THE MOD FINISHED AND THIS IS A WIP!!!!! Watch your language. -Staff, i used your AAT in my previous mod and you are on my credits but the LAAT/I already no is in my FINISHED MOD, UNDERSTAND ??? :x , I ALWAYS PUT THE CREDITS ALWAYS BUT IN FOR FINISHED, DON'T IN WIPS, and so sorry to the others members for my agresive answer
well i just wanna see a bit of glory for my work you know u made it seem like it was ALL your work while it wasent :P

Re: WIP DEV's Side Mod 1.1

Posted: Wed Jun 10, 2009 10:23 pm
by Deviss
maxloef wrote:well i just wanna see a bit of glory for my work you know u made it seem like it was ALL your work while it wasent :P
well no problem.
here my new map i have problems with the terrain texture :( appear all white
Hidden/Spoiler:
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Hidden/Spoiler:
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CREDITS:
* :bowdown: LeonHart_501(Juan Carlos) - teach me all about ZE
* B.I.G_Cookie - teach me to add path
* maxloef - LAAT/I

anyone know why the terrain texture problem :? ??
thanks

Re: WIP DEV's Side Mod 1.1

Posted: Wed Jun 10, 2009 10:27 pm
by (502)GEN.york
Wrong folder I had the same deal. make sure you put the assets and textures in worlds>ABC I made the mistake of putting them in worlds and got that exact same error.

Re: WIP DEV's Side Mod 1.1

Posted: Wed Jun 10, 2009 10:43 pm
by Deviss
(502)GEN.york wrote:Wrong folder I had the same deal. make sure you put the assets and textures in worlds>ABC I made the mistake of putting them in worlds and got that exact same error.
i tried it, but the problem don't solved :(

Re: WIP DEV's Side Mod 1.1

Posted: Wed Jun 10, 2009 10:46 pm
by (502)GEN.york
DEVISS-REX wrote:
(502)GEN.york wrote:Wrong folder I had the same deal. make sure you put the assets and textures in worlds>ABC I made the mistake of putting them in worlds and got that exact same error.
i tried it, but the problem don't solved :(
Isn't solved. uhh and you don't have any assets loaded into the map? if you don't have any assets loaded into the map, then I would just remake the map (delete this one or rename/move so you can still use name)

Re: WIP DEV's Side Mod 1.1

Posted: Thu Jun 11, 2009 1:35 am
by Food_Eater
I think the terrain texture problem is actually a result of your graphics card, which certainly isn't the best. I suffer from the same problem. Shipped maps such as Geonosis have brighter terrain textures that blur easily in the distance, exactly as shown in the screenshots of your Geonosis mod. Custom maps suffer from worse problems. The terrain will appear incredibly bright in the area around the player, and distant terrain will be entirely devoid of texture and color. Both of these issues appear to be showing up in the screenshots of your custom map.

The truth is, your map and your textures are fine, but you just can't view them properly because of your insufficient graphics card. Everything should actually look as it does in ZeroEditor.

Re: WIP DEV's Side Mod 1.1

Posted: Thu Jun 11, 2009 8:51 am
by Deviss
(502)GEN.york wrote:
DEVISS-REX wrote:
(502)GEN.york wrote:Wrong folder I had the same deal. make sure you put the assets and textures in worlds>ABC I made the mistake of putting them in worlds and got that exact same error.
i tried it, but the problem don't solved :(
Isn't solved. uhh and you don't have any assets loaded into the map? if you don't have any assets loaded into the map, then I would just remake the map (delete this one or rename/move so you can still use name)
Many thanks man :D but i believe Food_Eater are right :(
Food_Eater wrote:I think the terrain texture problem is actually a result of your graphics card, which certainly isn't the best. I suffer from the same problem. Shipped maps such as Geonosis have brighter terrain textures that blur easily in the distance, exactly as shown in the screenshots of your Geonosis mod. Custom maps suffer from worse problems. The terrain will appear incredibly bright in the area around the player, and distant terrain will be entirely devoid of texture and color. Both of these issues appear to be showing up in the screenshots of your custom map.

The truth is, your map and your textures are fine, but you just can't view them properly because of your insufficient graphics card. Everything should actually look as it does in ZeroEditor.
you are right but don't understand some, i used the mygeeto terrain texture so why i can see fine mygeeto and not my custom map :( ??

Re: WIP DEV's Side Mod 1.1

Posted: Thu Jun 11, 2009 11:57 pm
by Food_Eater
Well that's the thing. Most mod maps DO use textures from the shipped levels, but for some weird reason that I cannot explain, they still appear brighter when used in a mod map.

Re: WIP DEV's Side Mod 1.1

Posted: Fri Jun 12, 2009 9:34 am
by Deviss
Food_Eater wrote:Well that's the thing. Most mod maps DO use textures from the shipped levels, but for some weird reason that I cannot explain, they still appear brighter when used in a mod map.
ouch, well many thanks man few times i have the exact motive of the bugs/problems lol i changed the terrain and added Light for the clones look same Mygeeto and added UT-AT 8)
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i don't why always spawn where is theUT-AT , this is a movible CP :lol:, i need help with which are the credits by this vehicle