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WIP: Assault on Yavin-4
Posted: Mon Aug 07, 2006 2:00 am
by Syth
Okay this my first map. Its my remake of the shiped yavin, but of course going to much better.
- Custum, acurate, uber fun sides (done)
[corect laser colors, some new texures, acurate health/speed stats via units and weapons, different weapons for each unit, some new weapons]
- New Massassi temple (done, but in I made it in XSI-modtool so I need someone to ship it)
- Cap ship
- Star Fighters
-Its going to be a big, time consuming project
Ill add screen shots after some tells me how to take some in-game ones, to be n00bish. As well I dont know how to take screen shots in XSI of the temple (in also made a DLT-19 blaster for the IMP side).
RE: WIP: Assault on Yavin-4
Posted: Mon Aug 07, 2006 3:42 am
by Captain_Mazda
In XSI, press PrtScn (Print Screen) and press CTRL+V in an image viewer.
In-game, press CTRL+PrtScn to take screenshots.
RE: WIP: Assault on Yavin-4
Posted: Mon Aug 07, 2006 4:26 am
by DeathRow
Sounds great. Will you add your Imperial Royal Guard skin in this map? I really liked the look of that, but I never saw it ingame..
Posted: Tue Aug 08, 2006 1:24 am
by Syth
Posted: Tue Aug 08, 2006 8:43 am
by Xavious
this doesn't look like the shipped yavin.
does the emperor's force lightning send people flying?
edit: the cp in the droideka pic is floating
Posted: Wed Aug 09, 2006 4:35 pm
by Syth
I have a problem, GCW vehicles dont spawn. I was wondering if any one might know why. Vehicles spawn in Clone wars, but not in GCW. Everything is in the correct feilds (vehicles are in teams REQ, they are in the script, and I have assigned them spawns in 0-edit). I was trying to get combat speeders, Imp IFT tanks and some speeder bikes to spawn if that helps.
There, I fixed the terrain texures. Now it should ressemble yavin4 a little more.
Republic commando. And I used Alex533's skin for him.

Posted: Wed Aug 09, 2006 4:38 pm
by Xavious
nice commando model

Posted: Wed Aug 09, 2006 6:46 pm
by Syth
nice commando model
thanks!
Another prob- water isnt working either. I searched the forums for some help on this and nothing is working for me.
Heres what I did- I copied the entire assets/worlds/YAV file (yav1, yav2, odf, msh, fx) in to my worlds folder. I placed water on my map, save and munge it. Then the game loads, I spawn and as I turn to see how the water looks the game crashes. Only when I try to see the water, my game crashes.
SOME HELP HERE?!?! ANYONE!?
Posted: Wed Aug 09, 2006 6:58 pm
by Hebes24
did you change the name of YAV1.fx to ***.fx (*** = 3 letter mod ID ) and elete the old one? if so then it should work... do you have the texture for the water?
Posted: Wed Aug 09, 2006 10:23 pm
by Syth
Yes! that worked Hebes24.
Now if I can only figure out why GCW era wont spawn vehicles.

:
Posted: Thu Aug 10, 2006 12:02 am
by Protector_Pulch
Oh, Luke has Choke - now this is going to be funnny.
And Storm Commandoes and RCs- even better.
Will the frigates have auto-turrets supporting the troopers `?
Posted: Thu Aug 10, 2006 3:36 am
by Syth
Okay this is starting to piss me off. Ive even tried making seperate vehicle spawns for the GCW vehicles and they arnt spawning. Does ANYONE know why maybe clone war vehicles spawn but not GCW ones?!?!?!? Any ideas or help? Anyone?
EDIT: never mind all that, I had to add the correct memory pools. hm, I would of thought the default script would include them. oh well.
The RC, Storm commando, Bothan and a Droid unit will be part of a "spy/recon" class (all of which have invisibility).
Posted: Thu Aug 10, 2006 4:09 pm
by Syth
Posted: Thu Aug 10, 2006 5:35 pm
by Aksel3
Looks great
Syth. Would you mind showing more of the CIS skins ?
(If there is some, that is

)
Posted: Thu Aug 10, 2006 5:55 pm
by crazytieguy
Need help on the GCW vehicles?
Go to your ***g_con.lua where *** is your 3-letter mod id and make sure the Rebel vehicles are declared under the Rebel units, and the same is done for the Empire. If you don't know how, look how it is done in the CW script.
Also, you need to do some localizing...go to your map's main data folder and run editlocalize.bat.
Posted: Sat Aug 19, 2006 12:49 am
by Syth
I just recovered from restarting my map 3 times (fun, fun, fun). Now Im back on track.
I was wondering, how should I go about making cap-ships change according to era? I know it has something to do with layers (I read the doc about layers), but im not sure what to do and how with them. So can someone tell me how to do this??
Posted: Sat Aug 19, 2006 1:50 am
by Syth
Posted: Sat Aug 19, 2006 4:03 am
by archer01
Screens look good so far. I especially like the weapons/skin of the Stealth Droid.
Judging by how the units are spread out, the map looks quite large. Are you going to make a minimap to help people find their way around?
Posted: Sat Aug 19, 2006 6:49 am
by Penguin
just put the cap ships in a side, do all the req stuff etc, then in ZE place the odfs around where you want them to from the sides folder, then edit the LUA and add the readmedata thing for the clone wars cap ships in the clone wars lua, then do gcw, etc etc
Posted: Sat Aug 19, 2006 7:53 am
by Rekubot
I like the idea of 'elite' soldiers. What weapon will the elite droid have?