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Re: WIP: Deneba: Mount Meru
Posted: Fri Sep 24, 2010 8:09 pm
by darthtyren
Alright, I changed a few of the textures. I've done everything+ that I wished to do today. I need to take a break.
UPDATE
I was able to make a few, short hills, and added a bit of cover, and started planning over. So, this mod is still under construction. I'm not munging again, not until I'm done with the planning, so you guys won't be able to see anything other than what I'm posting. But, this map is definitely under construction.
Re: WIP: Deneba: Mount Meru
Posted: Fri Sep 24, 2010 8:59 pm
by Grev
This looks promising. I'd suggest though to add LOTS of cover. If you have an open map, having some cover is not enough. And if you think you have enough cover, add more. Being generous with cover and objects on a large map is good. Just don't add the objects sloppily.
Re: WIP: Deneba: Mount Meru
Posted: Fri Sep 24, 2010 9:03 pm
by acryptozoo
adding crased ships and that sort is always good for cover
Re: WIP: Deneba: Mount Meru
Posted: Fri Sep 24, 2010 11:02 pm
by THEWULFMAN
Dont be discouraged, modding takes patience and willingness to learn. Keep working on it, and keep posting screenies!
Re: WIP: Deneba: Mount Meru
Posted: Sat Sep 25, 2010 8:53 am
by darthtyren
Grev wrote:This looks promising. I'd suggest though to add LOTS of cover. If you have an open map, having some cover is not enough. And if you think you have enough cover, add more. Being generous with cover and objects on a large map is good. Just don't add the objects sloppily.
It's not quite as open as the first screenshots tell it would be. I've decreased the size by half. I will add more cover, but right now, the best way is to find flat space, which I don't really have a lot of, and points that plans go through, and I am still on that.
acryptozoo wrote:adding crased ships and that sort is always good for cover
I don't know if a crashed ship will fit. Or even work with this map.
THEWULFMAN wrote:Dont be discouraged, modding takes patience and willingness to learn. Keep working on it, and keep posting screenies!
Don't worry, you'll see everything I have been working on the next time I post some screens.
Re: WIP: Deneba: Mount Meru
Posted: Sat Sep 25, 2010 12:31 pm
by acryptozoo
darthtyren wrote:acryptozoo wrote:adding crased ships and that sort is always good for cover
I don't know if a crashed ship will fit. Or even work with this map.
.
the crashed fighters/tanks would fit into the map easily but its your map

Re: WIP: Deneba: Mount Meru
Posted: Sat Sep 25, 2010 8:48 pm
by darthtyren
Alright, I have munged, and now bring you the new Deneba: Mount Meru.
The reason why I didn't use "new and improved" above is because I have encountered three bugs with objects already. But I did decrease the size by half, as I have stated before.
Re: WIP: Deneba: Mount Meru
Posted: Sat Sep 25, 2010 9:10 pm
by Fiodis
You may hate me for saying it, but it's still too wide and open.
The most obvious way to fix this would be to add more object. However, you're probably tired of doing that. So, my recommendation: place a few very large props in the middle of this...arena-type area. Geonosis or Dune Sea spires, maybe. Something that will look big, take up space, and maybe make it so you can't snipe halfway across the map.
Then, add vehicles. Some big ones, like a couple AT-TEs. Having big, lumbering things making their destructive way across the battlefield may serve to make it feel just that much smaller.
Re: WIP: Deneba: Mount Meru
Posted: Sun Sep 26, 2010 7:53 am
by darthtyren
Fiodis wrote:You may hate me for saying it, but it's still too wide and open.
The most obvious way to fix this would be to add more object. However, you're probably tired of doing that. So, my recommendation: place a few very large props in the middle of this...arena-type area. Geonosis or Dune Sea spires, maybe. Something that will look big, take up space, and maybe make it so you can't snipe halfway across the map.
Then, add vehicles. Some big ones, like a couple AT-TEs. Having big, lumbering things making their destructive way across the battlefield may serve to make it feel just that much smaller.
First of all, I don't hate anyone. It's not in my character. You're trying to help me. Why would I hate you all of a sudden?
Second, I am a bit tired of adding objects, but I also don't like having an open map. So I shall see what I can do.
Third, vehicles... this would be very tiresome, especially since I am primarily making this map to play better in the GCW era, and the Rebels don't have any big vehicles.
Even worse is I have two more maps to make on my agenda, then introduce a mod using these three maps+. Thre are about two people on GT that know about this mod. I see this as the biggest barrier. And I don't think I'll get vehicles working with it.
Re: WIP: Deneba: Mount Meru
Posted: Sun Sep 26, 2010 9:19 am
by THEWULFMAN
darthtyren wrote:Fiodis wrote:You may hate me for saying it, but it's still too wide and open.
The most obvious way to fix this would be to add more object. However, you're probably tired of doing that. So, my recommendation: place a few very large props in the middle of this...arena-type area. Geonosis or Dune Sea spires, maybe. Something that will look big, take up space, and maybe make it so you can't snipe halfway across the map.
Then, add vehicles. Some big ones, like a couple AT-TEs. Having big, lumbering things making their destructive way across the battlefield may serve to make it feel just that much smaller.
First of all, I don't hate anyone. It's not in my character. You're trying to help me. Why would I hate you all of a sudden?
Second, I am a bit tired of adding objects, but I also don't like having an open map. So I shall see what I can do.
Third, vehicles... this would be very tiresome, especially since I am primarily making this map to play better in the GCW era, and the Rebels don't have any big vehicles.
Even worse is I have two more maps to make on my agenda, then introduce a mod using these three maps+. Thre are about two people on GT that know about this mod. I see this as the biggest barrier. And I don't think I'll get vehicles working with it.
If you want a really big Rebel vehicle, DL the vehicles from the conversion pack,
and use the Hovernaut, its kinda cool, and its actually its the best command vehicle).
And some of the geo spires would really improve things.
Re: WIP: Deneba: Mount Meru
Posted: Sun Sep 26, 2010 2:32 pm
by darthtyren
THEWULFMAN wrote:If you want a really big Rebel vehicle, DL the vehicles from the conversion pack, and use the Hovernaut, its kinda cool, and its actually its the best command vehicle).
And some of the geo spires would really improve things.
Hovernaut? Where can I get it?
And I am using three of the seven spires, just with different textures.
Re: WIP: Deneba: Mount Meru
Posted: Sun Sep 26, 2010 2:35 pm
by acryptozoo
darthtyren wrote:THEWULFMAN wrote:If you want a really big Rebel vehicle, DL the vehicles from the conversion pack, and use the Hovernaut, its kinda cool, and its actually its the best command vehicle).
And some of the geo spires would really improve things.
Hovernaut? Where can I get it?
And I am using three of the seven spires, just with different textures.
you can download
here
Re: WIP: Deneba: Mount Meru
Posted: Thu Sep 30, 2010 3:32 pm
by darthtyren
For some reason, when I go to load my map, after I added vehicles to every side, the only side that has the vehicle is the CIS. What might I be doing wrong? I am following the tutorial word for word.
Re: WIP: Deneba: Mount Meru
Posted: Thu Sep 30, 2010 4:09 pm
by CressAlbane
My two cents:
-Add more objects. One method I find usefull for stoney maps is to place a Geonosis Spire and lower it (greatly) into the ground so it looks like a small pillar rock.
-Vehicles would be great!
-Try adding some small huts and such near command posts.
-Add some "areas of interest" that aren't command posts.
-The near-to-ground texture on the spires is too dark, I believe the file is called geo (blahblahblah) _ transition.tga
In hindsight, that was five cents, but...
Wouldn't you rather have a nickel than two pennies?

Re: WIP: Deneba: Mount Meru
Posted: Thu Sep 30, 2010 4:41 pm
by darthtyren
That didn't help me at all. Can you please answer my question above your last post concerning vehicles?
Re: WIP: Deneba: Mount Meru
Posted: Thu Sep 30, 2010 4:44 pm
by DarthD.U.C.K.
maybe it didnt help you because he commented on your map and not on your question.
anyway, make shure you load the repvehicles properly in the lua and add memorypools for walkers.
Re: WIP: Deneba: Mount Meru
Posted: Thu Sep 30, 2010 5:40 pm
by darthtyren
DarthD.U.C.K. wrote:anyway, make shure you load the repvehicles properly in the lua and add memorypools for walkers.
Actually, the problem appears with the new hovernaut vehicle as well. I don't know what's going on.
And, memorypools?!?
Re: WIP: Deneba: Mount Meru
Posted: Thu Sep 30, 2010 6:37 pm
by Fiodis
Yes, memorypools. Search it.
Re: WIP: Deneba: Mount Meru
Posted: Fri Oct 01, 2010 3:39 pm
by darthtyren
Okay, well, what's happening with the hovernaut?
Re: WIP: Deneba: Mount Meru
Posted: Fri Oct 01, 2010 4:12 pm
by Fiodis
It will probably need a commandhover memorypool. Search it.