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Wookiee catamaran?

Posted: Mon Sep 04, 2006 10:31 pm
by diabloschild
howdy. i was just wonderin if anyone is working on a wookiee catamaran at this point? im thinkin about simply usin a pre existing odf and switchin with the catamaran specs. but if anyone is working on at the moment id like to know. im looking for one for my kashyyyk: coast map. if someone is and is willing to share the odf id be quite apprieciative.

RE: wookiee catamaran?

Posted: Mon Sep 04, 2006 11:15 pm
by Guest
There is an unfinished odf in the assets.

I started rebuilding the Wookiee Catamaran

Posted: Mon Sep 04, 2006 11:55 pm
by AceMastermind
I started working on an odf for the wok_hover_catamaran a couple of days ago, but it's got some bugs that i need to iron out.

Posted: Tue Sep 05, 2006 2:49 pm
by jangoisbaddest
I have one working, too, in my map. But the msh is kinda screwed up - it never spawns right where the arrow is - it's always to the right, above, below, whatever. But it works and everything.

Posted: Tue Sep 05, 2006 5:49 pm
by diabloschild
interesting. this map is a final battle between the wookiees and the empire/cis. a catamaran would add to the feel. if only we could set it to float on water. that would be awesome. anywho. perhaps you would like to team up and aide me in the creation of it. im a decent mapper. i already have a map design in my minds eye. (need to plan but school just started).

Posted: Tue Sep 05, 2006 6:25 pm
by jangoisbaddest
First of all, if you have a vision of it, you should do it yourself - I learned that the hard way. You can fulfil the vision exactly how you want it, rather than someone else demanding that it be different because they're helping you. So go for it! Second, I'm in school too, and have a job, and still find time (limited as it is) to mod, so it's possible to fit it in. As for the ODF, I aactually didn't make it - Jawakiller and his team did. So I can give it to you, but you MUST give them credit when you release. You can edit it, though, and I might help you with that (cause I don't particularly like the way it is now, either, but it does work). Anyway, I'll be glad to help you with any questions/problems with your map that you might have, or even suggestions, but you should make it yourself. It's quite satisfying.

PS. A little preview of the catamaran is in my Kashyyyk: Kachiro alpha release, which is located here:
http://www.gametoast.com/viewtopic.php?f=27&t=6725

Good luck!

Posted: Tue Sep 05, 2006 9:00 pm
by diabloschild
its my every intention to give everyone who aides me credit. if i did not, i would consider myself and so would everyone else, a thief. and your not alone with the limited time thing. school started here in canada today, and my time is limited by my girlfriend. not that i dont apprieciate her lol. well, perhaps we can communicate via msn or xfire. you can find my adress in my profile. I'm tryin the beta test of your map.

EDIT:apparently the game cant read your mission.lvl. looks like ill have to wait.

EDIT EDIT: nice juggernaut in your map as well. looks awesome great job on skinnin.

EDIT EDIT EDIT: well, the map i know i can create myself. at this point i need some help with side editin. not havin any luck with it myself. and it seems like you have very creative weapon ideas. the map i could proabably make myself. (been doin awhile never realeased)

EDIT EDIT EDIT EDIT: sorry for all the edits lol.

Catamaran ODF

Posted: Wed Sep 06, 2006 12:10 am
by AceMastermind
Here's an odf that works, feel free to use it.
This odf has no weapons, chunks, destruct explosions, or engine sounds, but you can add your own.
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "wok_hover_catamaran.msh"

[Properties]
FLYERSECTION = "BODY"

VehicleType = "fighter"

HealthTexture = ""
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5

// PathFollower Attributes
PathFollowerClass = "Fighter"
PathFollowerBranchPaths = "5"
PathFollowerBranchMaxAngle = "60"
//-----------------------------------

GeometryName = "wok_hover_catamaran"

MaxHealth = 1500.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"

PilotSkillRepairScale = 0.02

TakeoffTime = 0.75
TakeoffSpeed = 10.0
LandingTime = 0.75
LandingSpeed = 10.0
TakeoffHeight = 1.5
LandedHeight = 1.1

TerrainCollision = "p_spherefront1"
TerrainCollision = "p_spherefront2"
PC:TerrainCollision = "p_spherefront3"

BuildingCollision = "p_spherefront1"
BuildingCollision = "p_spherefront2"
PC:BuildingCollision = "p_spherefront3"

VehicleCollision = "p_spherefront1"
VehicleCollision = "p_spherefront2"
PC:VehicleCollision = "p_spherefront3"


PilotPosition = "hp_active"
PilotAnimation = "drive"
IsPilotExposed = "0"

Music = ""
CISMusic = "cis_vehicle"
RepMusic = "rep_vehicle"
MusicSpeed = "0.3"
MusicDelay = "3.0"

FoleyFXGroup = "metal_foley"


// ****************************************

EnergyBar = 100
EnergyAutoRestore = 10
EnergyBoostDrain = 20
EnergyTrickDrainSingleTap = 15
EnergyTrickDrainDoubleTap = 50

FirstPersonFOV = "52"
CockpitTension = "22"
CollisionScale = 1.5
CollisionThreshold = 5.0

PitchRate = 1.2
PitchFilter = 4.0
PitchFilterDecel = 4.0
PitchBuildupMultiplier = 1.5
TurnRate = 1.2
TurnFilter = 4.0
TurnFilterDecel = 4.0
TurnBuildupMultiplier = 1.25

BankAngle = 0.8
BankFilter = 3.5
LevelFilter = 1.5
LevelFilterLanding = 5.0 // LevelFilter for landing
RollRate = 3.15

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

EyePointOffset = "0.0 1.0 -2.0"
TrackCenter = "0.0 2.0 -9.0"
CollisionScale = "1.5"
TiltValue = "5"

AimTension = "20.0"//how much the reticule swims
MoveTensionX = "4.00"
MoveTensionY = "4.25"
MoveTensionZ = "4.25"

BlurEffect = 0.9
BlurStart = 40.0

FOVEffect3rd = 90
FOVEFFectMinCamOffset3rd = "0.0 2.5 10.0"
FOVEFFectMaxCamOffset3rd = "0.0 2.5 -18.0"

FOVEffect1st = 90

Acceleraton = 100.0
MinSpeed = 70.0
MidSpeed = 90.0
MaxSpeed = 110.0
BoostAcceleration = 101.0
BoostSpeed = 200.0

TrickRollSpeed = 6.0
TrickFlipSpeed = 12.0
TrickSideRollStrafeSpeed = 30
TrickFlipCameraDetach = 0.24
TrickSideRollCameraDetach = 0.48

Posted: Wed Sep 06, 2006 10:35 pm
by diabloschild
cool. cept that i have no idea how to do that. suppose ill borrow off pre existing.

Posted: Wed Sep 06, 2006 11:29 pm
by Syth
If you have trouble finding the caramarans fire points open its MSH file, then press CTRL + F and search for "hp_" (no quotations).

Posted: Thu Sep 07, 2006 7:03 am
by Qdin
Heh

I've just got assigned on doing a Wookie Catamaran by Dragonum and the team for BF2142, but of course I could probably cut it down afterwards and release it for SWBF2.

but I've got school and alot of other projects as well, so it won't be released jsut like that :roll:

Catamaran hardpoints

Posted: Thu Sep 07, 2006 9:52 pm
by AceMastermind
Syth wrote:If you have trouble finding the caramarans fire points open its MSH file then press ctrl+F and search for "hp_" (no quotations).
hp_pilot
hp_passenger1
hp_passenger2
hp_passenger3
hp_damage1
hp_damage2
hp_damage3
hp_fire1
hp_fire2

Posted: Fri Sep 08, 2006 3:02 pm
by diabloschild
ok...i have no idea what your talkin about. hp thing i get. but where to input.

Wookiee Catamaran

Posted: Sun Sep 10, 2006 8:56 pm
by AceMastermind
::::Updated:::::
Here is a link to download an "updated" Wookie Catamaran that i put together.
I fixed the things that were screwed up in the previous dl, like EyePointOffsets and such.

Enjoy
http://files.filefront.com/wok_fly_cata ... einfo.html
^broken link

Posted: Wed Sep 13, 2006 10:47 pm
by diabloschild
dam. cant download. no servers or some crap.

Posted: Thu Sep 14, 2006 11:08 am
by Qdin
You know, How about asking Fred about making it into a working vehicle so you guys don't have to live with some tweaks etc.? :) I know he's more or less got most in his assets :P

Now hear this!

Posted: Thu Sep 14, 2006 4:41 pm
by AceMastermind
@Qdin
You don't learn much by letting someone else do all the work! :wink:

Posted: Thu Sep 14, 2006 4:54 pm
by jangoisbaddest
Except that the msh for the Catamaran is severly screwed up. It never spawns where you want it (i.e. where you put the vehilce spawn). If someone could fix that, and maybe even add some support for additional weapons (fire points), that would be good. Also, does anyone know how to allow pilots to eject during mid - flight? BFI vehicles let you do that, but not these. Is there a specific line of code in the ODF that you can put in?