ALDERAAN: CITY SQUARE (Final 1.0 Released!)

Post everything from general questions, to modding questions, to map WIPs to releases. (SWBF1 only)

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Teancum
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Post by Teancum »

I have no way of getting it to people. I have little extra time, as well. Why not ask the author?
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valiant
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Post by valiant »

Who would that be?
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Post by Teancum »

The author of the topic, Schizo :D
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Post by Epena »

Thick peoples... :P

Well anywhoos I hope that I can catch Schizo on BFII or something. Cuz I want a real release! :D
geoman777

Post by geoman777 »

Xfire now has a file send feature because of the new patch, if you xfire him, maybe he will be willing to send it to you.
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Post by valiant »

I don't HAVE x-fire.
Schizo

Post by Schizo »

You know what's ironic?


I just started work on a new version of the map. :P


Some WIP screens:

http://img367.imageshack.us/img367/1784 ... new9vl.png
http://img367.imageshack.us/img367/8641 ... ew21tm.png
http://img367.imageshack.us/img367/6578 ... ew32pp.png

Right now, the map itself is about 10% complete, not counting custom units and stuff I may put in... still thinking on whether I want to put in a small park or something, make it seem more "nature-y".
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Post by Teancum »

Dang . . . impressive, Shizo. The only thing that looks out of place is the lowrez ISD texture.
Schizo

Post by Schizo »

Yeah, well... what ya gonna do, eh? The Acclamator actually doesn't look all that bad in the heat of battle, to tell you the truth. Too bad I can't get a more detailed skin for it though...

But, as you can see, I figured I'd take a different approch to the overall "mood" of the map. You think, the first map took place sometime around... mid-noon or so? With all the battles raging on in the city until dusk, the majority of the city is just going to be... well... destroyed... looks pretty cool so far though. I'm pretty much done with the actual object placement now. It looks pretty good, if I do say so myself. Now, I need to put in some more CPs, vehicles (possibly the AT-RT? :)), make the skins and stuff for the Republic Ep. III-style, and other technical stuff like that. I was originally going to make this map take place late at night in the dark, but I have no idea how to change the ambient lighting besides removing it... so I made it take place around dusk and kept the Geo lighting. Looks pretty good, actually.

On a side note, I'm going to need some people to Beta test this for me. If you're willing to, give me a PM. First four or five people to PM me gets it.

Oh, and, does anyone know how to increase the view distance a bit? I'm asking because the map's a little bigger than the last, and therefore the buildings in the distance look a little... low quality. I'd like to increase the view distance just a bit so the buildings show up a little better. I know it's in the sky file, but I'm afraid of touching it without knowing what I'm doing... last time I screwed up one thing, I completely screwed the entire map up...
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Post by Raptor522 »

...that second screenshot looks like it'd make a nice POTD over on swbffiles.com lol "Wow...I like this gun!"



...anyway, it looks awesome!!!
saberhagen

Post by saberhagen »

NearSceneRange controls when models switch from high to low res. The four numbers correspond to the minimum and maximum values of the two sliders in the video options in the game. The first slider controls when the transition from high to low starts and the second controls when the transition finishes. If a model doesn't have any low res geometry or textures then it just fades to nothing at the end of the near scene. Low res models fade to nothing at the start of FarSceneRange.

NearSceneRange also controls when the terrain changes to the low res texture specified in the LowResTerrain section of the sky file. In practice, this often makes raised terrain appear to fade away to nothing as the outline of the low res version can be radically different.

ObjectVisibility doesn't appear to do anything as far as I can tell, so you can probably ignore it. The visibility of objects seems to be controlled entirely by NearSceneRange and FarSceneRange. Weapons disappear when a unit switches to low res geometry.

For a night map, you could try turning the ambient colours to black or dark grey. I don't know if it would look right, but could be worth a try.
^Destroyer^

Post by ^Destroyer^ »

Wow this looks really cool. It seems like Alderdaan City is crushed from the last Alderdaan City battle :D.
Schizo

Post by Schizo »

Yep, I tried to make the city look all gnarled and destroyed from the months of constant battling in the city (this map is more of a sequel to the last map). As you can see, the battlefield is thick with the haze of battle, and gives it a gloomy atmosphere. I just played a round of Alderaan: City Square, and then this map, and it really does feel like a "continuation" of it. The two go hand in hand.

But, here's some more screens for you guys:

http://img519.imageshack.us/img519/6509 ... ew45vc.png
http://img519.imageshack.us/img519/2282 ... ew65mx.png
http://img479.imageshack.us/img479/9692 ... ew76pc.png


Currently, I'm trying to get some vehicles in. For some reason, they're not spawning... but I'll figure it out. I done something wrong in the mission.lua or something. I'm also thinking of adding a custom unit. Though, I've never actually made a custom unit before... I've reskinned units, but never actually did anything to them. So, I may need help with that, if anyone's willing. And, also, one last thing, is I need some beta testers for the map, just to try it out and tell me what they think.
sawyerdk9

Post by sawyerdk9 »

Schizo, I would be happy to beta test your map. I could also probably make a better texture for the republic lander. It would be cool to add some craters and rubble to the city. In the swbf1 modding section I requested and object that is a repeating explosion, however confusing that is). If someone made it, it would be cool to have that in there to create the battle scene. I like how it a continuation of the first alderaan map.
^Destroyer^

Post by ^Destroyer^ »

Hey maybe it is possible to make the explosions like in SWBF 2 on Kashyyyk. There you see explosions over and over on the islands.
sawyerdk9

Post by sawyerdk9 »

yeah that is exactly what i mean.
Schizo

Post by Schizo »

Well, there's one beta tester. I need about two or three more, then once I get the vehicles and stuff on the map (having some troubles making them spawn...), then I can send everyone the beta so they can try it out and look for any bugs or discontinuities. But, to tell you the truth, I love how this map is turning out. It's going MUCH smoother than the last one did. I actually have a steady level of control of the bots this time around; they don't just stand around like in the last map; they fight, and they do it VERY well. This map is actually pretty challenging, due to the sheer amount of bots everywhere... you gotta use strategy to get the better of them. The map is looking pretty cool too. I added some debris and craters here and there, along with a cool hazy dust effect blowing over the battlefield. It's lookin' pretty good, if I do say so myself.
forresal

Post by forresal »

Wow!!

Looks really great Schizo! Look forward to the release!!
sawyerdk9

Post by sawyerdk9 »

Saberhagen has created the explosion thing I was talking about. FYI
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Post by Epena »

...Could we still have a link for the original?
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