Kashyyyk: Smuggler's Trail Released

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flippy11

Kashyyyk: Smuggler's Trail Released

Post by flippy11 »

it's my second map.
http://savefile.com/files.php?fid=1946799 Smuggler's Trail
Story CW:
The CIS is smuggling weapons, droids and vehicles to Take Kashyyyk. The Republic has discovered the trail and is launching an attack to capture the trail.

Story GCW:
The Imperials are smuggling weapons, infintry and vehicles to Take Kashyyyk. The Rebels have discovered the trail and is launching an attack to capture the trail.
Last edited by flippy11 on Wed Jan 04, 2006 9:34 pm, edited 2 times in total.
Assasin_Clone

RE: Kashyyyk: Smuggler

Post by Assasin_Clone »

I can´t download it, when I go to the site, says: "file ID is not valid".
flippy11

RE: Kashyyyk: Smuggler

Post by flippy11 »

soryy about that. it should work now.
Assasin_Clone

RE: Kashyyyk: Smuggler

Post by Assasin_Clone »

Now work!
Exclamation

RE: Kashyyyk: Smuggler

Post by Exclamation »

Alright... I just played it, and I have some comments.

First, the images from Geonosis that you mentioned in the readme. To get rid of them, delete the images of them from your Worlds/KST2 folder in your DataKST2 folder. You should probably delete the references to those images in you .sky file as well. :)

I pictured a smuggler's trail as a narrow, winding path through the underbrush of the forests of Kashyyyk, with maybe a clearing or two for large cargo ships to land. This was more of a valley or a plain.

I liked that the smuggling huts were tucked away... very cool. :D Although the hut seemed to be lacking a texture (the bottom was black), so make sure that you have all of it's textures in the correct folder. It could just be my computer. :P Maybe stack some boxes around it, to make it look more like a smuggling den.

Overall, a nice job getting a variety of vehicles to spawn, very balanced as far as sides go (for CW era, anyways), and actually getting a map done and released! Something I haven't done yet... so take my criticism for what its worth. :wink:
Emperor_Syndacyte

RE: Kashyyyk: Smuggler

Post by Emperor_Syndacyte »

No it was not just your computer exlamation I had the black hut too. Yeah I think it would be cool if you made it more narrow and foresty. Also one other thing I noticed is that if you fly high enough and look down the ground there is no texter so it looks like there walking on air if you know what I mean but that could just be something in my options like view distance or something I dunno. But overall it was a pretty fun map to play :)
flippy11

RE: Kashyyyk: Smuggler

Post by flippy11 »

i know about the dissipering terrian and the huts. i couldn't find the texture for the huts and i don't know how to fix the ground. i wannted to make it wide so i could fit a few command walkers.
Last edited by flippy11 on Thu Jan 05, 2006 8:04 pm, edited 1 time in total.
Alpha

RE: Kashyyyk: Smuggler

Post by Alpha »

The texture for the huts should be in the msh folder in the shipped Kashyyyk folder.
flippy11

RE: Kashyyyk: Smuggler

Post by flippy11 »

i looked. i found hut walls and copied u over but it didn't work
Trans

RE: Kashyyyk: Smuggler

Post by Trans »

Just copy all of the ODFs MSHs from Kashyyyk so you get it no matter what, that is what I do so I don't have to go searching for individual ODFs or MSHs any time I want to add an object to my map.
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Teancum
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RE: Kashyyyk: Smuggler

Post by Teancum »

As far as fixing the disappearing ground, look in the SWBF1 Modding forum sticky. There's lots of tutorials for the problems you have.
saberhagen

RE: Kashyyyk: Smuggler

Post by saberhagen »

If you open the MSH in a hex editor you can find out which TGAs it needs. The munge window will also tell you which assets are missing and what requires them. Obviously most of these are actually found in common, but if you look through the list carefully you'll be able to see what the missing texture you need is.
flippy11

RE: Kashyyyk: Smuggler

Post by flippy11 »

i found the missing textures. i haven't tried to delete the mountains or fix the ground. i added a few barrels to the smuggling huts and am trying to fix the ai problem. once fix the problems i'll release v 1.1
Kaos66

RE: Kashyyyk: Smuggler

Post by Kaos66 »

this map is wicked!!!!
off topic- did any1 try mi map?????? its undr the forum My first map in map/mod announcements 4 BF1
motorxmania

RE: Kashyyyk: Smuggler

Post by motorxmania »

ok flippy nice map but there is one problem that i found. in the middle command post the enemy try to go to the out side command posts but they run into the wall i will try to get some pics of were it is but i don't know if i can im kinda busy now.

Nice map
flippy11

RE: Kashyyyk: Smuggler

Post by flippy11 »

do you mean the walkers will run into a wall?
motorxmania

RE: Kashyyyk: Smuggler

Post by motorxmania »

ok i now have some pics here they are. Oh and look at the mini map to help a lilbit. and that is what happens to the at-te when you bring it ot of that canyon.
Image
Image
Image
Image
Image

and the top pic with the droids agianst the walls gets more driods sometimes but i didnt get a pic. i don't know if it was just my pc or what but there u go.
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EraOfDesann
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Post by EraOfDesann »

Constructive Criticism:

Looking at those screens you might want to use the blending option under HEIGHTS. This makes elevation look more natural and organic. Also you may want to consider using more textures on your map. Finally, if you don't know how to get rid of the orange tint the units, vehicles, and objects have then just go the Sky File and do the following...

At the top you will see the following:

//ObjectVisibility(40.000000, 80.000000, 1600.000000);
FogColor(252, 252, 252);
FogRange(0.000000, 3000.000000);
NearSceneRange(50.0, 220.0, 60.0, 300.0);
FarSceneRange(10.000000, 1000.0);
//AmbientColor(120, 101, 76);
//TopDirectionalAmbientColor(120, 101, 76);
//BottomDirectionalAmbientColor(126, 70, 35);
//CharacterAmbientColor(209,156,73);
//VehicleAmbientColor(189, 136, 53);

Add in the highlighted slashes that you see above. This should get rid of the orange tint that your map has (the orange tint is a default lighting/ambience setting for Geonosis).

I hope this helped! :)
motorxmania

Post by motorxmania »

glad to see that my pics came in handy. if you notice i don't know if the pics help all that much with this but the area the bots tryed to go threw the wall it was kinda a lighter color. just thought i would say that i don't know if that will help or what.
flippy11

Post by flippy11 »

in the updated version i will make the paths to the huts to small for a tnk or at-te to fit into. i don't know wh the ai runs into the canyon wall. i have a path thing set up and changed the ally path in the cp so they're supposed to follow the path.
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