WIP: Deneba: Mount Meru
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- Fiodis
- Master of the Force

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Re: WIP: Deneba: Mount Meru
I would recommend using the Geonosis spires and Dune Sea rocks in more economic configurations. But if you don't want to post a minimap of your current map, there's not much I can do to help you there.
- darthtyren
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Re: WIP: Deneba: Mount Meru
I don't know how to make a mini map,but if I did, I would have already posted it. But I did add a few more objects all over the place, I will munge as soon as I can to see if objects take up enough of the map, but I highly doubt it.
UPDATE
Alright, I doubt I'm done with the objects, but here are some screens showing the basic idea of how it looks with the ones I already have. My only question to ask: Am I on the right track?
UPDATE
Alright, I doubt I'm done with the objects, but here are some screens showing the basic idea of how it looks with the ones I already have. My only question to ask: Am I on the right track?
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CressAlbane
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Re: WIP: Deneba: Mount Meru
I can't tell exactly, but I think you've followed Fiodis's advice. If so, keep adding more, good work so far.
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MileHighGuy
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Re: WIP: Deneba: Mount Meru
the terrain is blurry and still bright, but otherwise its better
- darthtyren
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Re: WIP: Deneba: Mount Meru
Well, I'm trying to get the objects done, and I have just added the last that will fit. So now I am going around and making sure all objects are grounded. But, what would this post be without screens?
If there isn't enogh objecs, then I'll add more AI to be on the field at once.
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- Fiodis
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Re: WIP: Deneba: Mount Meru
At last you're getting there!
You could use a bit more non-Geonosis props, though, to change up the scenery a little. Some type of machinery, maybe.
- darthtyren
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Re: WIP: Deneba: Mount Meru
I have put in a few crates here and there. Should I try to find room for more? Also, if not, what else would go good with my map?
Ah, you just made my day. I guess it's time to update the map completion.Fiodis wrote:At last you're getting there!
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THEWULFMAN
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Re: WIP: Deneba: Mount Meru
good job!, now a little more.... and oila u have a good map!
- Fiodis
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Re: WIP: Deneba: Mount Meru
Here's an idea: in the stock space assets, there are frigate fragment meshes. You could pick a frigate, a CIS one say, and place the parts as props, making it look like the frigate crash-landed. You could also place a few effect emitters there, so that it would give off smoke like that crashed ship in the stock Geo campaign. Depending on how far you wanted to go, you could even put a new, scorched-earth groundtexture under it, and maybe make a slight crash ditch. It would look awesome if done correctly, and it would fill the map out even more, maybe create some nice choke points.
- darthtyren
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Re: WIP: Deneba: Mount Meru
I'll add chuncks of LA-AT gunships so that it can cross betyween the eras. I'll also add one of the republic's command tables, but it will be destroyed.
- Fiodis
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Re: WIP: Deneba: Mount Meru
You can place era-specific props by putting them in seperate layers and loading those layers in their respective luas.
- darthtyren
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Re: WIP: Deneba: Mount Meru
Eras have their own layers?
- Fiodis
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Re: WIP: Deneba: Mount Meru
They could if they wanted to. You can load any ZE layer via lua.
- darthtyren
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Re: WIP: Deneba: Mount Meru
Sorry guys, but the new objects didn't show up in my map. I guess it was because I didn't have any odfs for the new objects I was placing. I used the kwing parts and the laat gunship parts. Does anyone know where to find the respective odfs?
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THEWULFMAN
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Re: WIP: Deneba: Mount Meru
You have to make new odfs, its really easy tho, just copy any prop odf,then rename it to whatever, then open it and change the name of the .msh it references, like this
[GameObjectClass]
ClassLabel = "prop"
GeometryName = "nameofmsh.msh"
[Properties]
GeometryName = "samenameofmshbeforewithoutthelastbit"
change only the yellow stuff
[GameObjectClass]
ClassLabel = "prop"
GeometryName = "nameofmsh.msh"
[Properties]
GeometryName = "samenameofmshbeforewithoutthelastbit"
change only the yellow stuff
- darthtyren
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Re: WIP: Deneba: Mount Meru
Thanks, THEWULFMAN. Now I bring you:
UPDATE
UPDATE
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- Fiodis
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Re: WIP: Deneba: Mount Meru
Better, though the terrain still seems a bit too bright and shiny.
- darthtyren
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Re: WIP: Deneba: Mount Meru
What do I do to fix that? I burned and colored the terrain already, but I'll try to burn again (mainly because I forgot to after the last time I added objects).
UPDATE
Well, I am not munging for just something as simple as darkening the terrain. I changed the color from 128 128 128 to 115 115 115, so it's a little darker, and I also burned the terrain.
I also think this map is just about ready. If I hear nothing bad about the map in a while, then I'll go ahead and munge the final and release it.
UPDATE
Well, I am not munging for just something as simple as darkening the terrain. I changed the color from 128 128 128 to 115 115 115, so it's a little darker, and I also burned the terrain.
I also think this map is just about ready. If I hear nothing bad about the map in a while, then I'll go ahead and munge the final and release it.
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MrCrayon
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Re: WIP: Deneba: Mount Meru
grrr. I really wish you would at least make something memorable about the map. I can't count how many times I have seen geonosis props used like that before. But I must say, good for you on the vehicles! I know they can get tricky at times. Good work 
- Jendo7
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Re: WIP: Deneba: Mount Meru
I wouldn't bother burning it again, that won't make any difference. The problem could be your computer, as I remember playing maps on my old computer that would render the terrain light colored, yet on my new computer that issue is gone.darthtyren wrote:What do I do to fix that? I burned and colored the terrain already, but I'll try to burn again (mainly because I forgot to after the last time I added objects).








