Page 4 of 5
Posted: Thu Oct 26, 2006 10:15 am
by Redneck-Alcatraz
I don't know where ya'll get these ideas, but...
keep on coming up with them!!

Posted: Thu Oct 26, 2006 12:57 pm
by The_Emperor
Sweet
How will you animate it? Vyses trick he used on his Zelda spiders perhaps?
Posted: Thu Oct 26, 2006 3:53 pm
by Razgriz
You should also start focusing on HK-50. He just looks like a magna guard
Posted: Thu Oct 26, 2006 4:21 pm
by Maveritchell
Razgriz wrote:You should also start focusing on HK-50. He just looks like a magna guard
And he'll probably stay on the MG model. It's not worth making a whole new playermodel for a droid that already resembles - fairly closely - one we already have. Aside from shoulder-width, the HKs and the IG-100s have very similar structures.
I've got enough to try and do with creating models for an indoor level than to unnecessarily add to it with a pseudo-unnecessary playermodel. Of course, if I had more modelers...

Posted: Thu Oct 26, 2006 4:29 pm
by Bird-Kid
I think the magna guard model is good enough...
Will you insert some "Mining droid Mark II" too?

Posted: Sat Nov 04, 2006 10:31 am
by Razgriz
Hey mavermitchell you havent done alot of updates latley hows the map going?
Posted: Sat Nov 04, 2006 3:36 pm
by RevanSithLord
He said he'd use SBD's for the MK2's
Posted: Mon Nov 06, 2006 12:28 am
by Maveritchell
A small update... here's a little preview of part of the interior:
I've really not had a huge amount of time to work, and it would appear that WideBoy has both literally and metaphorically dropped off the map. Any modeling or texturing help would be most appreciated.
And as for the use of Mining Droid Mk II's, yes, they will be there. No, chances are they will not be a new model. If I do in fact do something like that, it would likely be on a very late release of the map.
Again - if you can model, and you like KOTOR... I would heart you if you could help.
Posted: Mon Nov 06, 2006 8:47 am
by Razgriz
Nice!
Posted: Mon Nov 06, 2006 11:05 am
by The_Emperor
Ah yes I remember that room

Nice job
Posted: Mon Nov 06, 2006 12:04 pm
by Protector_Pulch
This room looks perfect for an exciting saber duel - do you plan to include anything but the mode that pits mining droids against the exile&her allies ?
Posted: Mon Nov 06, 2006 2:53 pm
by Maveritchell
Protector_Pulch wrote:This room looks perfect for an exciting saber duel - do you plan to include anything but the mode that pits mining droids against the exile&her allies ?
I sure would like to. Not to toot my own horn, but if this map gets completed to the detail I'd like (which is
less likely the less help I have...

), then it seems like it'd almost be a waste to have only a conquest mode. I don't know if the possibility is there for a KOTOR hero assault in this level; I almost don't want to do that, it seems like something best left to the maps in the conversion pack. Seeing some of what's been done in terms of campaign-style scripting has opened my eyes to the possibility of having an objective mode... but I get ahead of myself. I'm really just focused on trying to get the interior modeled and textured.
And I hate to rep this every post, but I really could use some help. I don't mind the modeling so much, but if I could get some texturing help (especially if you're familiar with new texturing, and not just reskinning), I feel like I could get a lot more done, and faster. Even if you're not terribly familiar with KOTOR, I can provide you with screenshots, or even ingame videos for any sort of reference you need. Just let me know!
Posted: Mon Nov 06, 2006 7:15 pm
by Razgriz
You could ask The people at GT for the Exile, Atton Rand, and kriea model. I remember seeing them in Rends corscunt map they were a ton of fun
Posted: Tue Nov 07, 2006 4:06 am
by Protector_Pulch
As to the Kotor Assault you would like to have in your map: You could ask teancum to tell you (or even better: to show you the fitting thread) how to load KotOR Assault from the BF I conversion pack files.
Posted: Tue Nov 07, 2006 12:46 pm
by Maveritchell
Protector_Pulch wrote:As to the Kotor Assault you would like to have in your map: You could ask teancum to tell you (or even better: to show you the fitting thread) how to load KotOR Assault from the BF I conversion pack files.
Oh, it's not that I don't realize how to get it done. Like I said, I don't believe that I
want it in there. If enough people want it in, I suppose I could add it in, but really, I'd like my maps to be standalone.
Posted: Tue Jan 23, 2007 3:48 pm
by Maveritchell
Posted: Tue Jan 23, 2007 4:54 pm
by cloneknight
yay. i hoped you wouldnt stop this. looks good.
Posted: Tue Jan 23, 2007 5:35 pm
by Razgriz
yay! looks great!
Posted: Tue Jan 23, 2007 5:36 pm
by Tuskenjedi
mm, it's back... that's good!
Posted: Wed Jan 24, 2007 1:17 am
by Protector_Pulch
Oh, so your beta was nothing but a test whether the tunnels and the capital battle work? And now you're adding some more Kotor goodness? Oh my... I was even lucky upon seeing how you reenacted that hangar control board above the hangar...so even more Kotor is perfect.