Page 14 of 24
Posted: Fri Dec 22, 2006 3:37 pm
by Murdocr
I've never delved much into scripting, but isn't it possible to remove the damage regions periodically and then set them up again with 20 second intervals? oh well, i'm sure you've already tried stuff like that. Awesome models BTW.
Posted: Fri Dec 22, 2006 3:49 pm
by Epena
I'm sure it's possible, but think how many AI that will kill off. Wayyy too many.
Posted: Fri Dec 22, 2006 6:56 pm
by GuitarMan
*sniff* It's maps like these that make me wish that SWBF2 still worked on my computer...
Posted: Fri Dec 22, 2006 7:16 pm
by Elmo
sry about that.... i can't wait for this to come out... is there a release date?
Posted: Fri Dec 22, 2006 7:53 pm
by trainmaster611
I have an idea. What if you made the hole a straight cylinder that is short to save on your poly count and then paint the bottom of the inside black so that it looks like it fades into darkness

Posted: Sat Dec 23, 2006 1:35 am
by Koolaid7g
@ Elmo- No release date yet!
@ train- I'll try it and see how it looks.
Posted: Sat Dec 23, 2006 1:35 am
by Protector_Pulch
trainmaster611 wrote:I have an idea. What if you made the hole a straight cylinder that is short to save on your poly count and then paint the bottom of the inside black so that it looks like it fades into darkness

And then somebody shoots into this cylinder and sees his blaster bolt hit something far to early...or somebody falls right into it and lands on the bottom of the cylinder, dies (due to the death region) and his corpse is seen lying in the middle of an eternal tunnel...rather strange, isn't it ?
So I'd simply stick to the provided solution.
As to the damage regions... can't you make it so that the damage isn't lethal at all ? So the AI can walk through it and be shot apart on the other side instantly.
Posted: Sat Dec 23, 2006 8:36 am
by yankeefan05
I think its better for the barriers not to cause damage because the AI r too stupid and will just run into them and die.
Elmo, please never ask on GT "is there a release date?".
Posted: Sat Dec 23, 2006 8:43 am
by minilogoguy18
trainmaster, you dont need more polies to make a deep hole, if the vertices dont contribute to any shape then they arent needed, just make a 12 sided cylinder that has no subdivisions going across and just scale it horizontally, also delete teh vert at the end of the cap to knock down polies.
Posted: Sat Dec 23, 2006 2:16 pm
by Koolaid7g
Yeah, I'm using a lot of grids and such to cut back on needless 3D model-age.
Does anyone know if there's a limit to how many anims one can incorporate into maps? Or perhaps a filesize limit?
Posted: Sat Dec 23, 2006 2:26 pm
by Elmo
im sorry if i broke a rule asking if there was a release date... I'm not forcing anyone to finish this map "early". But ok, i won't ask anymore
Posted: Sat Dec 23, 2006 3:03 pm
by darthgunray
you didn't break a rule but it's just impolite to ask somebody for a release date cause it makes them feel like they are being rushed.
Posted: Sat Dec 23, 2006 3:09 pm
by Elmo
i know...
Re: Naboo: Theed Hangar
Posted: Sat Dec 23, 2006 4:34 pm
by Darth_Z13
Koolaid7g wrote:
-rough hangar outline complete
-side hallway modeling complete (9-17)
-secret additions underway(9-18)
-secret additions 50 % complete (9-27)
-N1 completed (9-27)
-New Hangar design roughly complete (10-5)
What do those numbers mean?
RE: Re: Naboo: Theed Hangar
Posted: Sat Dec 23, 2006 4:47 pm
by yankeefan05
...as what do the #-#s mean. I dont understand either.
RE: Re: Naboo: Theed Hangar
Posted: Sat Dec 23, 2006 4:54 pm
by Xavious
The date they were completed?
Re: RE: Re: Naboo: Theed Hangar
Posted: Sun Dec 24, 2006 12:52 am
by Protector_Pulch
Darth_Maul wrote:The date they were completed?
You're correct. When you go back to page 9, you'll see the N-1 being released on the 27th october.
PS: Took a long time to realize these are american dates (stupid little european me, eh.)
RE: Re: RE: Re: Naboo: Theed Hangar
Posted: Sun Dec 24, 2006 10:20 am
by Alpha
Lol, I'm American but I write in European date format (or try to) because it makes more sense.

RE: Re: RE: Re: Naboo: Theed Hangar
Posted: Mon Dec 25, 2006 12:53 am
by Protector_Pulch
But when the forum somehow prefers american dates (look at the post date, right side, on top of my post - it's Month, Day, Year), we could agree on them, just to make thing easier and less complicated.
Posted: Tue Jan 02, 2007 2:42 pm
by Koolaid7g
Progess update!
Modeling for the pit/ laserwall area is done! Modeling for the generator room is nearly done as well. Screenies coming soon.
First post updated.