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Re: Talay: Tak Base
Posted: Sun Feb 08, 2009 3:09 am
by RevanSithLord
Hey, it's no problem.
To be honest, I think this will recreate it more accurately than we tried to at first.
I also wish someone would make an assault cannon (Dark Forces inspired, not FoC inspired) model for the Phase-II's. I was at one point, but I could never in my life figure out how to get it converted, let alone people weren't interested. Heh, shame. Hmm, actually, I think I recently rebooted it sometime late last year, I dunno if I still have the file. If I do, I'll probably end up giving it to someone else to finish it. It's about time someone makes an assault cannon and throw it into SWBF2.
Re: Talay: Tak Base
Posted: Sun Feb 08, 2009 8:04 pm
by AQT
Yeah, a proper assault cannon model would be nice. I'm currently using a scaled-down chaingun in its place and it's not that bad at all.
Anyway, I got the Phase I Dark Trooper in-game (your skin, Revan

):
I just need to tweak the combo a bit and the PI also needs a shield. I think I will scale the blade bigger and recolor the eyes to a dark-bluish color. It should be done then.

Re: Talay: Tak Base
Posted: Sun Feb 08, 2009 8:42 pm
by RevanSithLord
Phase-1's have blue eyes? I thought they had Red eyes.
Unless of course, you wanted to go with a cooler interpretation. I don't mind either way, as Phase-1's are awesome in general.
Re: Talay: Tak Base
Posted: Sun Feb 08, 2009 9:29 pm
by GangsterJawa
I don't know much about P1's, but from Revan's first picture, it appears that instead of a right hand, he just has a vibroblade, and he has a shield in the left hand. Was this going to be changed? Other than that, it looks great!
Re: Talay: Tak Base
Posted: Sun Feb 08, 2009 9:33 pm
by Ping
RevanSithLord wrote:Phase-1's have blue eyes? I thought they had Red eyes.
Uh... It
does have red eyes. See:
Re: Talay: Tak Base
Posted: Sun Feb 08, 2009 10:18 pm
by RevanSithLord
AQT wrote:I just need to tweak the combo a bit and the PI also needs a shield. I think I will scale the blade bigger and recolor the eyes to a dark-bluish color.
First. Read my post entirely, Ping. Then read the post that AQT made above mine. Reading makes everything so much better.
He said he was going to recolor the eyes BLUE. I pretty much asked why he was deviating from the original DT P1 look, but I didn't mind, but I thought I'd give a reference just in-case he wanted to change his mind.
Re: Talay: Tak Base
Posted: Sun Feb 08, 2009 10:21 pm
by Ping
RevanSithLord wrote:AQT wrote:I just need to tweak the combo a bit and the PI also needs a shield. I think I will scale the blade bigger and recolor the eyes to a dark-bluish color.
First. Read my post entirely, Ping. Then read the post that AQT made above mine. Reading makes everything so much better.
Oh, sorry about that.
Re: Talay: Tak Base
Posted: Sun Feb 08, 2009 10:25 pm
by RevanSithLord
No problem. Simple misunderstanding.

Didn't mean to sound hostile.
Anyways, during the attack, correct AQT? Is it starting like in the middle of the Dark Trooper attack and then Stormtroopers come down for support, clean, and sweep anything the Dark Troopers didn't destroy? I'd think you should have an Imperial landing craft somewhere showing that they are ready to proceed with their job after the testing got done. No Stormtroopers about yet, but just waiting in the craft. In the second level, which we (can I say we?) are basing off here, there was like a couple of landed Imperial craft somewhere. Particularly there was one located just next to one of the bridges going over the man made canal. Forgot what type of ship it was, but I'll make a reference if I can in-case you want the option or time to think about whether to take the suggestion or not.
Re: Talay: Tak Base
Posted: Sun Feb 08, 2009 11:09 pm
by AQT
GangsterJawa wrote:I don't know much about P1's, but from Revan's first picture, it appears that instead of a right hand, he just has a vibroblade, and he has a shield in the left hand. Was this going to be changed? Other than that, it looks great!
I plan on giving it a shield but at this time one doesn't exist. I'll probably request a shield addon mesh in the Request thread.
Unless of course, you wanted to go with a cooler interpretation.
Nah, it's just for matching reasons. As for the map, Uber mode in this case, takes place at the start of the massarce and to its end. The Empire side will only feature one class of Phase II Dark Troopers and nothing else. As for the landing craft, I already have one in

:
I've already asked MasterSaitek009 about Campaign mode and he is currently working it (hopefully). It will feature the Stormtroopers and of course Kyle Katarn:
As you can see, he is wielding the Bryar Blaster Pistol (a reskinned DC-17) which will function as it did in JKO. In addition, he will also carry an E-11. And yes Revan, you can say we. This originally was your idea.

Re: Talay: Tak Base
Posted: Sun Feb 08, 2009 11:24 pm
by RevanSithLord
Well, I just find the idea cool that SWBF2 is open up to many possibilities mapping/modding wise to have things that are inspired by other games.

That's what started my whole idea about my SWG stuff I wanted to do and, of course, Dark Forces. I also wanted to do a fight which involved the Arc Hammer, but I didn't know exactly how I was going to pull it off. It was going to be a concept showing that a small Rebel force stumbled upon the Arc Hammer in orbit over Talay, and thus engaged to defeat this collosal force. Obviously they would fail, but it's just one of many of my ideas for some cool Star Wars type maps that would try and coincide what would be happening in other games. The force would try and disable the Arc Hammer, possibly try and destroy it, but at the very least disable its hyperdrive.
Ya know, I have an idea where I could try and make a team of mappers/modders that are dedicated to making maps based off of locations in other games, with some of their own interpretations to make it unique. Maybe a huge mappack called 'Star Wars: Battlefields of the Expanded Universe' or something like that. Preferably members such as AQT and HeroUnit and yeah, any others who would like to help to keep BF2 alive as long as possible. An idea hopefully to be in production soon, but... okay, yeah, I'm babbling about random crap.
Good luck with Talay, man. Hope I can help out with anything you may have questions about or on. I love to help any mapper whereever possible and whenever possible.

Re: Talay: Tak Base
Posted: Mon Feb 09, 2009 12:05 am
by Grev
ah! What model is that for Kyle katarn and where can I find it? Nice work on the environment, absolutely beautiful..
Re: Talay: Tak Base
Posted: Mon Feb 09, 2009 12:30 am
by RevanSithLord
AQT, if you want, I can send you the song 'After the Massacre' from DF. I have like the original version (from DF) and a revised version from the DF mod for JA/JO. That is if you've tried adding custom music. I think it'd fit really, really well. I mean, if adding custom music is like I think how it works. Eh. Anyways, if you'd like to join a team I want to make up of modders and mappers, lemme know. It'd be awesome to get SWG and Dark Forces stuff out there for SWBF2.

Hell, anything EU.
[Scratch the original song. I only have the fanmade one. But it IS true to the original game.

]
[Scratch that last comment. Actually it is the original song. God, I am getting so confused. Lol. Unless FST means 'Fan SoundTrack'. I dunno, this sounds WAY like the original. The tone and everything.]
Re: Talay: Tak Base
Posted: Mon Feb 09, 2009 1:43 am
by AQT
Grev wrote:ah! What model is that for Kyle katarn and where can I find it?
In the Conversion Pack Heroes side assets.
Revan, I don't think I want to put in custom music. Thanks for the offer though. As for your team idea, I had an idea very similar to it but mainly focusing on locations from Shadows of the Empire (next map Coruscant: Sewers). I'll think about it.
Re: Talay: Tak Base
Posted: Mon Feb 09, 2009 1:03 pm
by RevanSithLord
Cool. No problem.

Sounds fun. Kind've like how after my Death Watch Bunker map, I am making Theed where Imperial Nova Troopers fight against Rebel 'Terrorists'.
As for the Assault Cannon...are you going to be using the chaingun until a model is made for it? That's what I usually see. Anyways, make sure it fires blue pulse ball things as that's what it fired in DF, that is, when you get to custom efx/projectiles, etc. (If you are gonna be using custom efx for weapons.)
[Anyways, if you still want the song just for the sake of listening to it, let me know.]
Re: Talay: Tak Base
Posted: Mon Feb 09, 2009 9:54 pm
by Sky_216
RevanSithLord wrote:make sure it fires blue pulse ball things as that's what it fired in DF, that is, when you get to custom efx/projectiles, etc.
Remember one of you asked for that ages ago (didn't have time). Get me a pic or two and I'll make it.
Re: Talay: Tak Base
Posted: Mon Feb 09, 2009 10:22 pm
by RevanSithLord
It was me. lol. Lemme find a ref pic of what it would look like.
This is the only good firing shot I can of the projectiles themselves. Comics do it no justice, really, but from the shot, I'd say make them more roundish (less oval-ish), further apart in their firing trail, and definately more dark blue-ish hue. Impact marks would probably be somewhat of those of a small explosion with a blue plasma burn that goes away quickly (for instance, the Plasma Rifle in the Halo series. I'd go with those as a reference more-over than anything if you don't want to base them off the comic shot here.)
Also, AQT, I think it'd be awesome that if Mav releases his Mon Cals soon, you could use those since in the Ref shot there are Mon Calamari personnel.
Dark Forces Weapons Info wrote:PRIMARY: Fires a rapid stream of plasma.
SECONDARY: Fires Rockets.
Well, I've always tried to remember if it had a secondary. Well, there ya go. I'm gonna attempt to model this again as a version 5. Yeah. It took me up to 4 version already. I'm gonna make a new one from scratch now. I just would like if someone could texture my model for me if I sent it to them when I am done.
And I will even make an optional v6 if anyone likes the FoC version of it.
Actually my V3 was closer, I'll attempt to touch up on that one.
Re: Talay: Tak Base
Posted: Tue Feb 10, 2009 12:05 am
by Sky_216
Sorry, I'll get you a better pic soon, from the back/front they look like a glowing blue orb with sparks. But here's a sideways pic anyways.
plasma.jpg
Re: Talay: Tak Base
Posted: Tue Feb 10, 2009 12:50 am
by RevanSithLord
Wow. That is pretty much how I remembered the projectile looking like way back when when I played on the PSX! That's pretty cool.

I wonder if I get DF for pc if I should check it out. I dunno, or I can find a video of it and see if I can compare it. This is rather nice though. You never cease to amaze me with projectiles.

Re: Talay: Tak Base
Posted: Tue Feb 10, 2009 3:45 am
by AQT
RevanSithLord wrote:As for the Assault Cannon...are you going to be using the chaingun until a model is made for it? That's what I usually see. Anyways, make sure it fires blue pulse ball things as that's what it fired in DF, that is, when you get to custom efx/projectiles, etc. (If you are gonna be using custom efx for weapons.)
The chaingun model is okay for now but if there's a better model then I'll use it. My assault cannon currently fires fast and accurate blue bolts (stock blue texture, longer bolt). The second mode of fire fires blue rockets just like the REP Heavy Trooper. 600 shots total for the first mode of fire with 6 clips since 400 shots per clip (according to Wookiepedia) is kind of "unfair." 40 rockets total for the second mode of fire with 4 clips since 20 rockets per clip (according to Wookiepedia again) would be overkill.
I've set up Uber mode to have 50 Phase II Dark Troopers (shielded) against 100 Rebels (4 classes) and the Dark Troopers always win which is pretty realistic. Dark Troopers also start with half the reinforcement count compared to the Rebels. Since rocket explosions and textures tend to disappear due to the number of units, if I were to use that awesome projectile by Skyhammer, it would probably disappear too.
Anyway, the Phase I Dark Trooper now has a shield:
Re: Talay: Tak Base
Posted: Tue Feb 10, 2009 4:00 am
by Sky_216
AQT wrote:RevanSithLord wrote:As for the Assault Cannon...are you going to be using the chaingun until a model is made for it? That's what I usually see. Anyways, make sure it fires blue pulse ball things as that's what it fired in DF, that is, when you get to custom efx/projectiles, etc. (If you are gonna be using custom efx for weapons.)
The chaingun model is okay for now but if there's a better model then I'll use it. My assault cannon currently fires fast and accurate blue bolts (stock blue texture, longer bolt). The second mode of fire fires blue rockets just like the REP Heavy Trooper. 600 shots total for the first mode of fire with 6 clips since 400 shots per clip (according to Wookiepedia) is kind of "unfair." 40 rockets total for the second mode of fire with 4 clips since 20 rockets per clip (according to Wookiepedia again) would be overkill.
I've set up Uber mode to have 50 Phase II Dark Troopers (shielded) against 100 Rebels (4 classes) and the Dark Troopers always win which is pretty realistic. Dark Troopers also start with half the reinforcement count compared to the Rebels. Since rocket explosions and textures tend to disappear due to the number of units, if I were to use that awesome projectile by Skyhammer, it would probably disappear too.
Anyway, the Phase I Dark Trooper now has a shield:
Agree that it would dissappear...it's got double the particlecount of a rocket trail.
Just some advice, feel free to ignore: don't let realism damage gameplay. It's no fun when one side always massacres the other, even though in this case that's exactly what happens (canonically).