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Antar Four (Please lock)

Posted: Sat Oct 31, 2009 1:42 pm
by biohazard
I'm almost done with this one. It's a quickie map, I've spent only 8 or so hours overall total working on it over the course of the last week. However, the end result, in my mind, is stunning, despite its more obvious flaws. (localization is still screwing up on me)

Again, all objects are 100% custom textures and models, this time all textures are from scratch using GIMP, I used no bases.

Because of SWBF2 AI limitations, the upper walkway portion of the map is uninhabited. I would love to see it played online, where this is no issue.


Look for a release as soon as I fix the localization issue!


Gameplay footage:
http://www.xfire.com/video/17aedb/
http://www.xfire.com/video/17b017/
http://www.xfire.com/video/17b197/
http://www.xfire.com/video/17b346/
http://www.xfire.com/video/17b5ff/
http://www.xfire.com/video/17b845/
http://www.xfire.com/video/17ba05/
http://www.xfire.com/video/17ba3b/


To-do:
Rain (done)
Make it harder to get stuck outside intended map boundaries (done)
Minimap (maybe, a lot of work IMO)
Custom skins (maybe)


Now I just need to FIND OUT HOW TO LOCALIZE. (And fix Aalya, also scale minimap better)

Re: Antar Four

Posted: Sat Oct 31, 2009 1:48 pm
by Fiodis
Eh....it looks pretty good, actually. If you'd take my advice, don't add rain. I don't think it needs it, really. Change the sky a bit, maybe, like add a moon or something.

Re: Antar Four

Posted: Sat Oct 31, 2009 1:53 pm
by biohazard
Good sky idea, thanks

As for the rain, rain would make it more accurate to the canon, and I think personally it would add a bit more atmosphere to the place. I'll try it with and see which looks better.

Re: Antar Four

Posted: Sat Oct 31, 2009 2:19 pm
by Nova Hawk
This map actually looks really good. But will there be any custom sides??

Re: Antar Four

Posted: Sat Oct 31, 2009 2:21 pm
by biohazard
If someone really wants it, they can make gotal models, and we can have Hunt. Other than that, I'm planning on custom skins, but nothing else in the way of sides.

Re: Antar Four

Posted: Sat Oct 31, 2009 2:49 pm
by Lord Bardar
rain is a definite.

Re: Antar Four

Posted: Sat Oct 31, 2009 3:11 pm
by biohazard
BTW, how does one add rain? I copied Kamino1.fx, renamed it ATF.fx and put it in my world1 folder, modified a couple things, and when I munge with it the map ccrashes after it's loaded. Is there a nice tutorial someplace for me to follow?



http://www.xfire.com/video/17b346/ Yaaay, another video. Boba Fett owns.

Re: Antar Four

Posted: Sat Oct 31, 2009 4:09 pm
by elfie
biohazard wrote:BTW, how does one add rain? I copied Kamino1.fx, renamed it ATF.fx and put it in my world1 folder, modified a couple things, and when I munge with it the map ccrashes after it's loaded. Is there a nice tutorial someplace for me to follow?



http://www.xfire.com/video/17b346/ Yaaay, another video. Boba Fett owns.

Yeah, I made a tutorial a couple years ago on it:
elfie in an ancient topic wrote:First thing you need to do is create a new map. Once you have a map, go to the assets folder, go to worlds, click on KAM, go to world 1 and copy kamino1.fx to your world's world1 folder. Once it is in there, rename as ABC.fx, ABC will stand for your 3 letter name. Now we are on the last step, which I am not sure is required, but appeared to be needed when I did it. Open ABC.fx with word pad and trim it down so that these are the only lines in the document:


Code:
Effect("Precipitation")
{
Enable(1);
Type("Streaks");
Range(12.5);
Color(216, 220, 228);
VelocityRange(1.0);
ParticleDensityRange(0.0);
CameraCrossVelocityScale(0.2);
CameraAxialVelocityScale(1.0);

GroundEffect("com_sfx_rainsplash");
GroundEffectSpread(8);

PS2()
{
AlphaMinMax(0.8, 1.0);
ParticleSize(0.06);
ParticleDensity(80.0);
Velocity(8.0);
StreakLength(1.7);
GroundEffectsPerSec(7);
}
XBOX()
{
AlphaMinMax(0.2, 0.3);
ParticleSize(0.02);
ParticleDensity(256.0);
Velocity(9.0);
StreakLength(1.0);
GroundEffectsPerSec(15);
}
PC()
{
AlphaMinMax(0.3, 0.45);
ParticleSize(0.02);
ParticleDensity(256.0);
Velocity(9.0);
StreakLength(1.0);
GroundEffectsPerSec(15);
}
}



Now munge your map and enjoy the storm!
These steps worked for me. Let me know if you encounter any problems.

Re: Antar Four

Posted: Sat Oct 31, 2009 4:14 pm
by biohazard
Could an admin please put that in the FAQ topic?


EDIT: It didn't work, it may have been my skins (haven't tested them yet is why) butI don't think it would be.

We'll see, all in due time.

Re: Antar Four

Posted: Sat Oct 31, 2009 4:21 pm
by theultimat
There's also this one, altough it's harder to understand. I could set it up like a proper tutorial though if anyone really wants.

Re: Antar Four

Posted: Sat Oct 31, 2009 4:30 pm
by biohazard
Message Severity: 3
.\Source\Weapon.cpp(1604)
Weapon base class "com_weap_inf_lightsaber" not found

...

Message Severity: 3
.\Source\Weapon.cpp(1604)
Weapon base class "com_weap_inf_lightsaber" not found

...

Message Severity: 3
.\Source\Weapon.cpp(1604)
Weapon base class "com_weap_inf_lightsaber" not found
Message Severity: 3
.\Source\Weapon.cpp(1604)
Weapon base class "com_weap_inf_lightsaber" not found
Message Severity: 3
.\Source\Weapon.cpp(1604)
Weapon base class "com_weap_inf_lightsaber" not found
Message Severity: 3
.\Source\Weapon.cpp(1604)
Weapon base class "com_weap_inf_lightsaber" not found
AHHHHHHHHHHHHHHHHHH



I tried copying the entire rep side folder with no .req modifications over to my DATA_ABC\Sides directory, and I did the same kind of stuff that made my skins work on Korriban, and both fail.
All I changed was some tgas. That's it. And I get this. Why?????


Why must skins be so insanely difficult to do - why?


EDIT:

Oh, yea. The fx is making it crash after it's done loading, too.

wait, same error of missing saber at the end, still, with no sides munged? This is inhuman.

Contents of ATF.fx:
Hidden/Spoiler:
Effect("Precipitation")
{
Enable(1);
Type("Streaks");
Range(12.5);
Color(18,60,110);
VelocityRange(1.0);
ParticleDensityRange(0.0);
CameraCrossVelocityScale(0.2);
CameraAxialVelocityScale(1.0);

GroundEffect("com_sfx_rainsplash");
GroundEffectSpread(8);

PS2()
{
AlphaMinMax(0.8, 1.0);
ParticleSize(0.06);
ParticleDensity(80.0);
Velocity(8.0);
StreakLength(1.7);
GroundEffectsPerSec(7);
}
XBOX()
{
AlphaMinMax(0.2, 0.3);
ParticleSize(0.02);
ParticleDensity(256.0);
Velocity(9.0);
StreakLength(1.0);
GroundEffectsPerSec(15);
}
PC()
{
AlphaMinMax(0.3, 0.55);
ParticleSize(0.04);
ParticleDensity(256.0);
Velocity(8.0);
StreakLength(1.2);
GroundEffectsPerSec(15);
}
}


DOUBLEEDIT:

Great. Just great. Now CW Conquest refuses to load, even with absolutely no era-specific modifications. I want to shoot whoever came up with how skins were to work.



TRIPLEEDIT:

Okay, somehow rain magically works now. (???)




QUADEDIT:

'nother vid: http://www.xfire.com/video/17b5ff/

Somebody else post already, this is getting awkward.

Re: Antar Four

Posted: Sat Oct 31, 2009 5:34 pm
by Sky_216
Did you munge the "Common" side folder along with rep?

Re: Antar Four

Posted: Sat Oct 31, 2009 5:45 pm
by biohazard
Nope. That's why. Forgot the common folder. -.-

Thanks


I'll get the hang of skins yet.


Whoopie! Clone skins are go!
And now for some reason, though, Aalya Secura's head-tentacles are completely messed up. And her animations are more similar to Mundi's than her own. What's the deal here? (Vid coming soon, you'll see what I mean easily then)



EDIT: New video!
http://www.xfire.com/video/17b845/

Re: Antar Four

Posted: Sat Oct 31, 2009 6:55 pm
by Fiodis
biohazard wrote:As for the rain, rain would make it more accurate to the canon, and I think personally it would add a bit more atmosphere to the place. I'll try it with and see which looks better.
Can't argue that it does add atmosphere, but I'm not sure if I like it. Makes it more gloomy, which may be what you are aiming for.

As for canonicity, I doubt any planet (even Kamino) canonically rained every single day. :wink:

Re: Antar Four

Posted: Sat Oct 31, 2009 7:10 pm
by biohazard
Kamino.
Wookieepedia wrote:Although there were a few islands that were once mountains, they were rained on almost every second

Anyway, I think it's better with rain. Without it it just seems like it's an indoors map, which it's not, and I don't want it to.

Re: Antar Four

Posted: Sat Oct 31, 2009 8:14 pm
by trainmaster611
I have to say, this is very good especially considering the amount of time you've worked on it. My main criticism is that you probably need some smaller scale object variation (ie, barrels, boxes, etc). Right now, when you walk into a courtyard, there's basically no cover.

The other thing is that that I would probably do something to make those walkways active with AI. If it means trying to change the layout on the ground, or changing the walkways so that they don't conflict with the ground AI planning.

Anyways, if we could get some freecam screenshots of the map to give us a sense of the layout, that would be great.

Re: Antar Four

Posted: Sat Oct 31, 2009 8:17 pm
by Sky_216
Off-topic:
OK- the all knowing wookiepedia says it rained every second: results of which would be (a) air too humid to breathe, (b) somehow insane amounts of water would have to be evaporating every second to keep up with rain (rain does not get spontaneously generated from air). Lots of water evaporating on a dark, cold, stormy planet. Yeah. Oh wait, I forgot, Star Wars = Logic Massacre.



On-Topic: could you perhaps post some screens of the map? The videos suggests its pretty good, but its hard to see the details due to quality.

Oh and BTW, those custom objects? :)


EDIT: curses, train beat me too it.

Re: Antar Four

Posted: Sat Oct 31, 2009 8:20 pm
by biohazard
Map is 100% custom objects, textures, and models. Clone team is 100% custom textues.



SCREEEENIEEEES!!!

Ingame:
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
ZeroEditor:
Hidden/Spoiler:
Image
Hidden/Spoiler:
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Oh, and 2 more videos, as well.
http://www.xfire.com/video/17ba05/
http://www.xfire.com/video/17ba3b/



As for the AI not being able to be on the walkways due to limitations of SWBF2, that means SWBF2 can't handle it. This is one thing I learned from Korrriban - the one place where AI were meant to pass both over and under a place was a constant source of unrepairable buggy joy. If I were to change the layout of the map to center around it, the entire map setup would become horrid and unbalanced.

They are there for those who play over the internet. The role they play in 1P is miniscule.


MISCELLANEOUS:
My maps:
- Korriban = 96% [localize, do CTF]
- Antar Four = 90% [Fix aalya, localize, put hero assault CPs where they belong]
- Khomm = 3% [Map layout plan is sketched on a piece of paper along with some model specs]
- Taris: Upper City = 0% [Probably make this sometime after Khomm, I've seen people not wanting to make this for sake of difficult models. I dare to take up the challenge.]
- Rodia = 0% [Probably do this after Taris]
Maps based on movie scenes:
- Hangar 96 = 2% [I've drawn up the map layout. FYI, Hangar 96 is where the Millenium Falcon docked on Tatooine in Ep. IV - get the idea?]
- Bespin: Inner Chambers = 0% [Has anyone recreated the area where Luke and Vader dueled it out yet? This would be a neat project, to make the internal chambers of Bespin shown in Ep. V]
- Grievous' Capital Ship = 2% [I drew up a map plan. This would recreate the ship Obi & Anakin landed on, killed dooku, and rescued Palpatine in Ep. III]

Re: Antar Four

Posted: Sat Oct 31, 2009 9:38 pm
by CodaRez
biohazard wrote: MISCELLANEOUS:
My maps:
- Korriban = 96% [localize, do CTF]
- Antar Four = 90% [Fix aalya, localize, put hero assault CPs where they belong]
- Khomm = 3% [Map layout plan is sketched on a piece of paper along with some model specs]
- Taris: Upper City = 0% [Probably make this sometime after Khomm, I've seen people not wanting to make this for sake of difficult models. I dare to take up the challenge.]
- Rodia = 0% [Probably do this after Taris]
Maps based on movie scenes:
- Hangar 96 = 2% [I've drawn up the map layout. FYI, Hangar 96 is where the Millenium Falcon docked on Tatooine in Ep. IV - get the idea?]
- Bespin: Inner Chambers = 0% [Has anyone recreated the area where Luke and Vader dueled it out yet? This would be a neat project, to make the internal chambers of Bespin shown in Ep. V]
- Grievous' Capital Ship = 2% [I drew up a map plan. This would recreate the ship Obi & Anakin landed on, killed dooku, and rescued Palpatine in Ep. III]
Lol.....

thats a lot of aspiration u got, lets hope u got what it takes to complete em all.
Skyhammer_216 wrote: Star Wars = Logic Massacre.


*GASP* how could you ever say that man? :(

Walking and screeching teddybears with crossbow stones that penetrate stormy armor so easily are PERFECTLY and DIVINELY logical :yes:

Re: Antar Four

Posted: Sat Oct 31, 2009 9:44 pm
by biohazard
Considering how long it took me to do this much for Antar Four, not to mention I'm getting better quickly, I don't imagine it'd be more than a month before I'm up to the movie maps. Which will be a lot harder, because they have to be laid out well while still being accurate to the movie, and will take a lot of interior modelling. (which is tons harder than exterior)


Thanks to AceMastermind, my localization nightmares are over!

:D :D :D

AceMastermind OWNS XCOPY:
Image

YAAAAAAA