Page 19 of 72
Posted: Thu May 18, 2006 4:41 pm
by amazingfish
There are several Tantive objects that can kill a map.
When I was working on my map. It turned out that one of the Tantive doors was illegal. See how many Tantive doors you've place and get rid of them one by one. Thats what killed mine.
Posted: Thu May 18, 2006 4:44 pm
by xwingguy
There are 0 Tantive doors in my map. I learned about that booger early on.
Posted: Thu May 18, 2006 4:47 pm
by clonepilot1
my question then?
Posted: Thu May 18, 2006 5:21 pm
by Gunjak
wait xwingdude, didnt you earlier post an in game shot with a DS odf on screen?
Posted: Thu May 18, 2006 5:53 pm
by xwingguy
The turbolasers never seem to be able to hit vehicles for some reason.
DS odf that was shown had no actual collision geometry (I could fly through it) and was apparently unaffected. When I add one with collisions it crashes.
Posted: Thu May 18, 2006 5:53 pm
by jangoisbaddest
By the way, xwingguy, perhaps it's meerly because you don't have the animations for the door in your "munged" folder that the map crashes, cause that will definately do it - it's looking for animations that aren't there.
Posted: Thu May 18, 2006 5:55 pm
by xwingguy
no doors exist that aren't natural to space already (which I already said no tantive doors) and I have those munged files anyway. (And just having them there in the munged folder does no harm.)
Posted: Thu May 18, 2006 6:17 pm
by Aussie_Irishman
just out of complete curiosity, are there any of the blast doors from the death star?...coz i luv them doors...lol
AJay
Posted: Thu May 18, 2006 6:37 pm
by yankeefan05
Aussie_Irishman wrote:just out of complete curiosity, are there any of the blast doors from the death star?...coz i luv them doors...lol
AJay
For the SSD?
Posted: Thu May 18, 2006 6:54 pm
by xwingguy
......depends wether or not if I can get tantive IV and DS truly cooperating. Getting that to work is my nimber 1 priority right now.
Need that list of parts that Mercury_Noodles used.
Posted: Thu May 18, 2006 11:59 pm
by MercuryNoodles
Here we are:
dea1_bldg_blast_corridor
dea1_bldg_central_chaft_cor
dea1_bldg_conference_room
dea1_bldg_corridor_prison1
dea1_bldg_corridor_prison_A
dea1_bldg_corridor_prison_B
dea1_bldg_corridor_prison_C
dea1_bldg_corridor_prison_D
dea1_bldg_over_bridge
dea1_bldg_over_bridge_corridor
dea1_bldg_reactor_room_corridor
dea1_prop_door_ajar
tan4_bldg_barracks
tan4_bldg_corridor
tan4_bldg_corridor_01_A
tan4_bldg_corridor_02
tan4_bldg_corridor_02_A
tan4_bldg_corridor_02_B
tan4_bldg_corridor_A
tan4_bldg_corridor_B
tan4_bldg_corridor_C
tan4_bldg_pod
tan4_doornoanim
Granted I'm not using a lot, but hopefully that helps. The one that seems mispelled is actually the correct file name. I'm not sure how it got there since there is a duplicate odf with the proper spelling as well. I'm not using anything that has collision geometry since I haven't had the time to figure out what I'm doing wrong when I add it.
Posted: Fri May 19, 2006 4:29 am
by Gunjak
Is it really that important of you to get DS props etc. in your map, what items are you using??
Posted: Fri May 19, 2006 9:02 am
by RevanSithLord
Chamboozer wrote:
lol
you dont say much, do you?
lol sorry, thought it was funny. Actually, this is my first that I went on not talking on gametoast. lol Cause rather I talk quite a bit.

And nice work, Xwingguy!
Posted: Fri May 19, 2006 2:50 pm
by Tuskenjedi
hey, ask penguin how she got her turbos to actually take a whopping toll on fighters. And are you using all the DS odfs?
Posted: Fri May 19, 2006 11:04 pm
by xwingguy
Thanks sooo much for the list MercuryNoodles!
Tuskenjedi wrote:hey, ask penguin how she got her turbos to actually take a whopping toll on fighters. And are you using all the DS odfs?
I looked a my ordinances and I remembered why they do little damage. The reason why they cause great damage on the capitol ships is sheer rate of fire. When each cannon fires 4 times per second you don't need to make it very powerful. So now I bumped up the VehicalScale to like 30. (Base damage was only 100.)
I'm not planning on using everything from the DS. The hangars are completely worthless along with a few other things. They are worthless because they're too small and collisions of the Death Star are yucko to start with. (Who's idea was it to separate the collision geometry and the texture geometry into completely separate meshs? That map's structure is sooo wierd.)
Posted: Sat May 20, 2006 1:26 am
by xwingguy
Posted: Sat May 20, 2006 2:51 am
by pss_2002
I was wondering if we could get a look at the progress of the map. Could you post some screens, some of the interiors would be nice.
Posted: Sat May 20, 2006 7:03 am
by Gunjak
^what he said,
xwingguy now that you got rid of tan4_bldg_corridor_01_b what are you using to connect the interior?!!?
Posted: Sat May 20, 2006 7:03 am
by yankeefan05
yeah it doesn't crash.

I hope it wont crash when u release the whole thing.
One more thing, make sure it can work for the SWBF2 DVD version because sometimes it crashes or crashes a lot.
Posted: Sat May 20, 2006 8:39 am
by Tuskenjedi
great job xwing'! congrats were back on track!