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Posted: Mon Jan 15, 2007 12:52 am
by Linus
11of3...
You are back! Good lord, I have missed you and your work...
Post Scriptum : stealth#a$$a$in{bf2}, where have You been ?...
- Linus
Posted: Mon Jan 15, 2007 12:54 am
by stealth#a$$a$in{bf2}
yea it really has been a long time since i posted here.....im slowly regaining all my knowledge on Star Wars and Swbf2,exept i still have that problem with my strormtroopers looking all plain white.....llike ghosts

Posted: Mon Jan 15, 2007 2:08 am
by Protector_Pulch
Well, a little question: Is this a complete re-build or just resuming work with new assets ?
[Ok, that's not important, but somehow I'm interested in this, don't ask why!]
@Those who hated flying through a wall (that had the texture of Yavin/The DS) : I'm sure this will appear ágain. There still is a sphere with DS texture...look at the first screen. (Same here: The quality of the texture is bad.) But hey, you don't complain about being able to enter vehicles without having to walk to the corresponding door/ramp/hatch, so why do you complain about this ?
Do you know what would be really great ? Having some interior (in both the Home one and the DS): For the home one, things could just be some Kamino corridors and the briefing room, while the DS would be a giant, with DS I interior walkways from the hangar to the fire control center (without real function) and to the emperors spire (without real function, just walking up and looking out).
Posted: Mon Jan 15, 2007 4:16 am
by Delta-038
Hello, I've been observing the forums frequently in silence without comments but for this particular map, I felt it was time to come out of the shadows once again and give my input/advisory/suggestions to enhance this potentially superior map. One thing I implore you to do for the final release of this map (when the time comes) is to actually give the entire map Directx9 'lighting' effects this time around unlike the relatively plain looking Death Star 1 map. This will add an immersive feel to the enviroment. Also, shadows will be important as well. Now you could compensate with higher resolution textures instead but Lighting is more important, or if you're up to it, include higher resolution textures along with the priority of "high" lighting effects. Otherwise, despite the 'construction' of the map, the hard work won't show off as the 'low-level' lighting is unpleasant and doesn't show off the game's engine. If you focus on the above along with what you already have on your agenda of this map, I assure you this will be, by far, one of the best maps. Just remember: Important-Lighting and Shadows.
p.s. otherwise, it will resemble N64 Rogue Squadron degrades in graphical imagery. Please consider my advice and good luck to the rest of the map. Nonetheless, I as well as others look forward to this work of art w/ or w/o lighting but I highly recommend it.
-Thank you, Delta-038--->out!
Posted: Mon Jan 15, 2007 6:03 am
by Darsol
Whoa, good to see yeah back. I loved the first DS map, and this one looks even better.
Posted: Mon Jan 15, 2007 9:46 am
by TheRocket
im shure every one found they flyin cps last time i did
will some one plz make a corellean corvet flyable?
Posted: Mon Jan 15, 2007 9:50 am
by yankeefan05
11of3, ive been wondering where u have been. xwingguy too is missing and still is. Im so glad ur back on track for this map. It looks so awsome and so much better than ur last one (no offense of course).
stealthasian, ur back too.
Posted: Mon Jan 15, 2007 9:53 am
by Razgriz
Hey stealth#a$$a$in{bf2} just to tell you before the moderators do your avatars to big. The limits 150x200
Posted: Mon Jan 15, 2007 11:28 am
by stealth#a$$a$in{bf2}
There we go my avatars changed,happy?
Posted: Mon Jan 15, 2007 3:37 pm
by 11of3
Thanks for all the feedback.Here`s some answers to the points raised
1.you will still fly through the outer shell of the Death Star to get to the surface.This the same idea I used in my first map and was aware that this trick would not be to everybodies liking,but it was/is the only I can think off(without building a full size Death Star!)
2.Textures on the outer shell of the Death star are poor.The sphere object that I have used is very small and once it is resized the textures become a mess.I have spent alot of time on this texture but just can`t get the result I want.what I need is a proper model of the 2nd Death Star,which I have asked for before,but no joy yet.
3.I have done a little bit of work on the lighting but any advice would be welcomed
Posted: Mon Jan 15, 2007 3:43 pm
by trainmaster611
How about the problem of seeing the edge of the map and how its just like one section cut out of the Death Star. It needs to look like it goes on forever like a planet would

Posted: Mon Jan 15, 2007 4:23 pm
by Food_Eater
Could you surround the playable area on the death star surface with boundaries so people wouldn't be able to fly/see off the edge?
Posted: Mon Jan 15, 2007 4:56 pm
by trainmaster611
Boundries will be able to keep you from flying off the edge and thats a good idea but there's nothing to keep you from
seeing off the edge

Offer to model new Death Star 2...
Posted: Mon Jan 15, 2007 5:01 pm
by AceMastermind
11of3 wrote:what I need is a proper model of the 2nd Death Star,which I have asked for before,but no joy yet.
Sounds interesting, but my plate is full with other projects at the moment.
But I may consider making one sometime in the future.
Posted: Mon Jan 15, 2007 5:01 pm
by MasterSkywalker
Razgriz wrote:Looks great dude! Im sure Linus and Masterskywalker are going to be thrilled.
Why you say that =P But yea, this map really looks H4XX0R, can't wait for its release
Soul -- And still a happy 2007!!

Posted: Mon Jan 15, 2007 5:12 pm
by Food_Eater
trainmaster611 wrote:Boundries will be able to keep you from flying off the edge and thats a good idea but there's nothing to keep you from
seeing off the edge

Well the boundaries can kill you before you get a chance to see off the edge.
Posted: Mon Jan 15, 2007 5:55 pm
by Elmo
wait a sec... Are the Rebs gonna start of from a planet or a ship?

I hope it's a ship...
Posted: Mon Jan 15, 2007 6:12 pm
by trainmaster611
Food_Eater wrote:trainmaster611 wrote:Boundries will be able to keep you from flying off the edge and thats a good idea but there's nothing to keep you from
seeing off the edge

Well the boundaries can kill you before you get a chance to see off the edge.
In his last map I could see off the edge without going anywhere near it. You could see it from the center of the map
@Elmo, he already said ship

Posted: Mon Jan 15, 2007 6:38 pm
by Razgriz
master skywalker u could use it for the movie mod
Posted: Mon Jan 15, 2007 10:28 pm
by Elmo
trainmaster611 wrote:Food_Eater wrote:trainmaster611 wrote:Boundries will be able to keep you from flying off the edge and thats a good idea but there's nothing to keep you from
seeing off the edge

Well the boundaries can kill you before you get a chance to see off the edge.
In his last map I could see off the edge without going anywhere near it. You could see it from the center of the map
@Elmo, he already said ship

ahh ok. stupid me