Page 6 of 8

Re: Kashyyyk: Village [New Name][Recovery Update]

Posted: Thu Dec 06, 2012 3:12 am
by AirspeedRedux
Looks like having to remake it may be a blessing in disguise...

This is looking really nice so far, I like that the map is all set over water, just looks very nice. The rain and stuff I remember liking a lot when it was still the old map, so I'm glad you decided to keep that.

Are you still planning on bringing back the features you had on the old map? Like a special wave mode et. al?

Re: Kashyyyk: Village [New Name][Recovery Update]

Posted: Thu Dec 06, 2012 4:27 pm
by Marth8880
The map's looking pretty good, THEYUKEMAN! Though, correct me if I'm wrong, but I can't help but notice that there doesn't seem to be any sort of global directional light, although it could just be the angle of all of the screenshots... :o Well regardless, I personally think you could make the overall map a little darker and perhaps increase the fog range by just a tad so it doesn't seem too low-visibility.

Re: Kashyyyk: Village [New Name][Recovery Update]

Posted: Thu Dec 06, 2012 4:33 pm
by yuke5
@AirSpeedRedux

I will do my best to redo everything I had earlier, and hopefully make it better in the process.

@Marth

I actually do have directional light, but when I took the photos, I had "shadows" turned off. I like your suggestions regarding the lighting, and I'll adjust the map accordingly.

Re: Kashyyyk: Village [New Name][Recovery Update]

Posted: Thu Dec 06, 2012 4:45 pm
by TWINKEYRUNAWAY
Its like pandemic had an offspring and called him yuke :funny2:
Very excited about this, kashyyk always felt like it needed a village type map.

Re: Kashyyyk: Village [New Name][Recovery Update]

Posted: Thu Dec 06, 2012 4:55 pm
by yuke5
Here are some revised pictures. I've adjusted the lighting so it's a bit darker and made the map less foggy.
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Is the lighting to your liking? :D

Re: Kashyyyk: Village [New Name][Recovery Update]

Posted: Thu Dec 06, 2012 5:43 pm
by Marth8880
Ah! Perfect! :o Heh, now it just feels like it's lacking something else... Foliage? Not sure... The Flooded Oil Refinery version had a lot of foliage like trees and associated junk, right?

Re: Kashyyyk: Village [New Name][Recovery Update]

Posted: Thu Dec 06, 2012 6:02 pm
by yuke5
Yeah, it did. I'm working on that right now. I need to add some more branches to the trees, and add some more bamboo.

Re: Kashyyyk: Village [New Name][Recovery Update]

Posted: Fri Dec 07, 2012 1:13 pm
by Fiodis
I like that crane looming out of the fog in one of the pictures on page 5. :thumbs:

Re: Kashyyyk: Village [New Name][Recovery Update]

Posted: Sun Jul 14, 2013 4:32 am
by yuke5
Well, like I said a while back, everything crashed. That being said, I refuse to give up on this map. Here is what I've got so far.
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I've been working all day to bring everything up to speed. I have everything backed up on an external hard drive so I will suffer no more pitfalls. This map WILL BE COMPLETED!

P.S.

I'm tweaking from my original design a bit, but things will remain fairly similar. I've removed the rain storm but there's still ambient jungle sounds (stolen from Dagobah).

Re: Kashyyyk: Jungle Outpost [Reboot of a Reboot]

Posted: Sun Jul 14, 2013 6:18 am
by THEWULFMAN
Reboot-ception. We must go deeper.

Jokes aside, I wish you the best of luck.

Oh and if possible, make backups of the backups. I'm speaking from experience when I say one backup isn't always enough.

And that's the story of how I lost all of TCW's animation msh sources...

Re: Kashyyyk: Jungle Outpost [Reboot of a Reboot]

Posted: Sun Jul 14, 2013 3:29 pm
by CressAlbane
Looking good again! This map is what used to be Flood Oil Refinery, right?

Re: Kashyyyk: Jungle Outpost [Reboot of a Reboot]

Posted: Sun Jul 14, 2013 3:35 pm
by yuke5
Yeah, this used to be Flooded Oil Refinery. The style has been changing so much, I figured a new name would be in order. There are hardly any oil refinery props anymore.

Re: Kashyyyk: Jungle Outpost [Reboot of a Reboot]

Posted: Sun Jul 14, 2013 3:39 pm
by Fiodis
I loved the original Oil Refinery, and I'm glad to see something new! :) Looking good!

Re: Kashyyyk: Jungle Outpost [Reboot of a Reboot]

Posted: Sun Jul 14, 2013 4:53 pm
by Dreadnot9
Great to see a reboot of this, I liked the old oil refinery, and your mapping as been looking great (shame about Coruscant: Skyline, it was still a great map).

I look forward to updates!

Re: Kashyyyk: Jungle Outpost [Reboot of a Reboot]

Posted: Sun Jul 14, 2013 9:11 pm
by TWINKEYRUNAWAY
Awesome work man! Another pandemic quality map(The good quality) for battlefront.

Re: Kashyyyk: Jungle Outpost [Reboot of a Reboot]

Posted: Sun Jul 14, 2013 9:30 pm
by CressAlbane
Awesome; I'm glad to hear that this map is being continued. I've still got the original in my addon folder. Really liking the misty look you've got going.

Re: Kashyyyk: Jungle Outpost [Reboot of a Reboot]

Posted: Mon Jul 15, 2013 4:21 am
by yuke5
I would say that this is quite a bit of progress for just two days.
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I also finally got fire to work!
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Re: Kashyyyk: Jungle Outpost [Reboot of a Reboot]

Posted: Mon Jul 15, 2013 1:27 pm
by Dreadnot9
yuke5 wrote:I also finally got fire to work!
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Getting fire/smoke effects working in maps (and looking good like this) is my least favorite part of mapping, always seem to be in the wrong spot...
Map is looking great so far, if I may suggest, it could be cool if you had like a "broken" platform and has two ramps that fell down so you can fight a little in some shallow water. Just a suggestion though.

Re: Kashyyyk: Jungle Outpost [Reboot of a Reboot]

Posted: Mon Jul 15, 2013 6:20 pm
by AQT
What's the story behind using both flaming torches and street lamps? :P Regardless, the atmosphere of the map looks quite nice!

Re: Kashyyyk: Jungle Outpost [Reboot of a Reboot]

Posted: Mon Jul 15, 2013 9:47 pm
by Marth8880
yuke5 wrote:I also finally got fire to work!
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Is it safe to assume that not only do those fire pfx have sounds attached to them, but they also have flickering (or the sort) lights attached to them as well? :o The look is fantastic, but there are those extra things that must never be forgot(ten).


If you need a light template, feel free to use the one from the Prothean Skyway:

Code: Select all

[GameObjectClass]
ClassLabel			= "light"

[Properties]
Color				= "255 255 128"
ConeLength			= 0.0
ConeWidth			= 0.0
ConeInitialWidth		= 0.0
ConeFadeFactor		= 0.0
ConeFadeLength		= 0.0
FlareIntensity		= 0.2
FlickerType			= 5
FlickerPeriod		= 0.5
OmniRadius			= 15.0

SpecularCaster	= 1
You may want to lower the OmniRadius a bit - maybe to 5.0-7.0, but yeah, you know. ;)