Space Coruscant (Battle over Coruscant)
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Darth_Squoobus
- General

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Re: Space Coruscant (Battle over Coruscant)
Did you ever find or implement the core ship with hangars?
- Deathplayer
- Private First Class
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Re: Space Coruscant (Battle over Coruscant)
looks good, but i'd add more heavy venator turrets.
will the turrets fire bolts or beams?
(i'll download the beta
)
will the turrets fire bolts or beams?
(i'll download the beta
- IronMan_MKII
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Re: Space Coruscant (Battle over Coruscant)
yay!
im one of the chosen!
thank you so much.
im one of the chosen!
thank you so much.
- martin105038
- First Lance Corporal

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Re: Space Coruscant (Battle over Coruscant)
I´ll beta if you need help.
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stardestroyer001
- Sergeant Major

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Re: Space Coruscant (Battle over Coruscant)
No, I didn't find it.Darth_Squoobus wrote:Did you ever find or implement the core ship with hangars?
Yeah, I'll add more (I didn't have many because I thought that's what slowed the map down. It doesn't, so I'll add more when necessary). They currently fire beams, and will continue to do so in the beta, but I hope to replace them beams with lasers.Deathplayer wrote:looks good, but i'd add more heavy venator turrets.
will the turrets fire bolts or beams?
(The main thing is modding the laser, from then on it's easier)
@IronMan_MKII: You're very welcome. Actually I should be the one thanking all of you for showing such interest in my first map.
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MrCrayon
- Jedi Knight

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Re: Space Coruscant (Battle over Coruscant)
I want to beta test please!!!!
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Darth_Squoobus
- General

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Re: Space Coruscant (Battle over Coruscant)
Click this if you want to land in the core ships.stardestroyer001 wrote:No, I didn't find it.Darth_Squoobus wrote:Did you ever find or implement the core ship with hangars?
- Deathplayer
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Re: Space Coruscant (Battle over Coruscant)
maybe you want this?Yeah, I'll add more (I didn't have many because I thought that's what slowed the map down. It doesn't, so I'll add more when necessary). They currently fire beams, and will continue to do so in the beta, but I hope to replace them beams with lasers.
(The main thing is modding the laser, from then on it's easier)
http://starwarsbattlefront.filefront.co ... sers;59386
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stardestroyer001
- Sergeant Major

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Re: Space Coruscant (Battle over Coruscant)
@Darth_Squoobus: Thanks, it's now in there.
One question, do I have to ask AceMastermind if I can use his Lucrehulk in my map? Or, because he posted it publicly (almost invitingly) I only need to put his name in the credits?
@Deathplayer: Thanks, but his turbolasers aren't Episode III. Thanks anyway for the effort.
Question to all: What should be the weapon (laser) colours for CIS and Republic turrets?
(Canonically it's both blue, but smaller CIS fighters fire red)
One question, do I have to ask AceMastermind if I can use his Lucrehulk in my map? Or, because he posted it publicly (almost invitingly) I only need to put his name in the credits?
@Deathplayer: Thanks, but his turbolasers aren't Episode III. Thanks anyway for the effort.
Question to all: What should be the weapon (laser) colours for CIS and Republic turrets?
(Canonically it's both blue, but smaller CIS fighters fire red)
- Eggman
- Master Bounty Hunter

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Re: Space Coruscant (Battle over Coruscant)
If an asset has been released publicly, you generally don't need permission to use it. As long as you give credit where credit is due (and as long as you aren't breaking any of GT's rules regarding copyright laws), you should be good to go. Situations where you might need to ask for permission would be if you intend to make changes to the asset (for example, editing a model created by someone else) or if the author specifies that you must ask for permission to do certain things. When in doubt it doesn't hurt to ask for permission, but in this case you'll be fine just crediting AceMastermind for the object.
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stardestroyer001
- Sergeant Major

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Re: Space Coruscant (Battle over Coruscant)
Ok thanks. I'll put his name in the credits list.
And now we have a landable Lucrehulk! *cheers*
And now we have a landable Lucrehulk! *cheers*
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Executer94
- Major

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Re: Space Coruscant (Battle over Coruscant)
This map looks to become good. Nice idea with the gateways in the hanger. Keep it up 
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stardestroyer001
- Sergeant Major

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Re: Space Coruscant (Battle over Coruscant)
UPDATE: Not a lot of significant work done, but some things have happened.
-Pathing needs improvement, but not as bad as before
-All playable starfighters that will be in the final version have had their weapons (and speed, if applicable) modified. (laser look has yet to be modified)
-Cockpits added for all starfighters
-I think the Republic interiors are all done, perhaps some small details left. Invisible Hand interiors progressing
-Retexture of the Venators progressing
-Beta loadscreen added
One picture this time:
-Pathing needs improvement, but not as bad as before
-All playable starfighters that will be in the final version have had their weapons (and speed, if applicable) modified. (laser look has yet to be modified)
-Cockpits added for all starfighters
-I think the Republic interiors are all done, perhaps some small details left. Invisible Hand interiors progressing
-Retexture of the Venators progressing
-Beta loadscreen added
One picture this time:
Hidden/Spoiler:
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Darth_Spiderpig
- Sith Master

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Re: Space Coruscant (Battle over Coruscant)
Nice, but it seems like the engines of the Venator in the top left corner are msiplaced.

- TML
- Private Second Class
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Re: Space Coruscant (Battle over Coruscant)
Wow, did you make that cockpit? It looks great! I'm just wondering, if your putting standard Jedis on the republic side, will you put Grievous's bodyguards on the CIS?stardestroyer001 wrote:UPDATE: Not a lot of significant work done, but some things have happened.
-Pathing needs improvement, but not as bad as before
-All playable starfighters that will be in the final version have had their weapons (and speed, if applicable) modified. (laser look has yet to be modified)
-Cockpits added for all starfighters
-I think the Republic interiors are all done, perhaps some small details left. Invisible Hand interiors progressing
-Retexture of the Venators progressing
-Beta loadscreen added
One picture this time:Hidden/Spoiler:
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Darth_Spiderpig
- Sith Master

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Re: Space Coruscant (Battle over Coruscant)
No, that's the one which comes with the mdotools.TML wrote:Wow, did you make that cockpit? It looks great!
It is a stock model, but it was never used in BF2.
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501st_commander
- Master Bounty Hunter

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Re: Space Coruscant (Battle over Coruscant)
yea, you can use it by un-commenting this line in the odf:Darth_Spiderpig wrote:No, that's the one which comes with the mdotools.TML wrote:Wow, did you make that cockpit? It looks great!
It is a stock model, but it was never used in BF2.
//FirstPerson = "REP\repjedfi;rep_1st_cockpit_jedistarfighter"
@stardestroyer001 :
i just saw this topic, this map will be a good one.
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stardestroyer001
- Sergeant Major

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Re: Space Coruscant (Battle over Coruscant)
Yes, I have noticed the engines are misplaced, they are like that on purpose.Darth_Spiderpig wrote:Nice, but it seems like the engines of the Venator in the top left corner are misplaced.
That's a good idea I didn't think about. If I can replace the MagnaGuard gun with a stick of some kind . . .TML wrote:if your putting standard Jedis on the republic side, will you put Grievous's bodyguards on the CIS?
Thanks501st_commander wrote: @stardestroyer001 :
i just saw this topic, this map will be a good one.
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Small update: My Nero 7 tried to update and, as a result, uninstalled itself.
Both sides are being tweaked. Jedi and Sith (Force-users) are now point-locked.
I actually saw pathing results in my map, from the droids flying out of the Lucrehulk. Let's just say even though I'm a bad pilot the AI is even worse, but at least they're flying.
Hey, does anyone know how to change the visible in-game name of objects, people, weapons, etc.?
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genaral_mitch
- Jedi

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Re: Space Coruscant (Battle over Coruscant)
For the last question: Use the ditlocalize.bat that came with the modtools.
- Eggman
- Master Bounty Hunter

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Re: Space Coruscant (Battle over Coruscant)
Fix: editlocalize.bat (I can imagine someone spending hours searching for "ditlocalize".genaral_mitch wrote:For the last question: Use the ditlocalize.bat that came with the modtools.
Also, for flight paths, are you using planning hubs/connections or are you using flyer splines? Either one can get the job done, but flyer splines are generally much more precise and allow for more creativity. If you aren't using flyer splines already or don't know how to use them, there's a .txt file in the mod tool docs that explains them well.

