to bandu - yeah i have every slot filled with all the geonosis textures so that i can mix and match, and i frequently use different strengths of the paint tool (setting foreground to like 120 etc) for pretty much everything. It looks good on foot, but as you said when your up in the air, the angle doesnt do it justice. Im think i pretty much fixed that ill give some more screen shots today.
I rarely see a difference when i blend. could you guys explain the blend tool?
(i know its self-explanatory but i want to know exactly how it works, does it just lessen the contrast between textures? equalize and mix them so they are on the same level but appear as a unique texture?)
This is why i wanted to use the dust - cover up areas of any large texture.
Yeah but dont worry thats the kind of thing that bothers me I wont release a map with unless its as good as i can get it.
To penguin - i know it works ingame, but like does the direction of the arrow have any effect on the dust? and how can i get the ground to appear dusty from up in the air aswell?
The main use for dust, aside from it really does a good job of mimicing the movie affect, is cover up the end of your view distance. When in a flyer the edge of the map (so far as you can see i mean) gets a checkered black effect and crawls with you. It looks really bad. so i want to throw some dust in to get around this (and all my settings are maxed out, including view and lod distance)
(you may wonder why cps dont count up evenly - i had to delete a few so i could have atte's on my map, i deleted the unnecessary ones)
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
cp11 = CommandPost:New{name = "cp11"}
cp12 = CommandPost:New{name = "cp12"}
cp13 = CommandPost:New{name = "cp13"}
cp15 = CommandPost:New{name = "cp15"}
cp16 = CommandPost:New{name = "cp16"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)
conquest:AddCommandPost(cp12)
conquest:AddCommandPost(cp13)
conquest:AddCommandPost(cp15)
conquest:AddCommandPost(cp16)
conquest:Start()
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
AddAIGoal(3, "Deathmatch", 100)
AddAIGoal(4, "Deathmatch", 100)
SetUberMode(1);
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(1800)
SetMaxPlayerFlyHeight (1800)
SetMemoryPoolSize ("ClothData",600)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)
SetMemoryPoolSize("Music", 40)
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_dome",
"rep_fly_gunship_dome",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_jettrooper",
"rep_hover_fightertank",
"rep_hero_macewindu",
"rep_walk_atte",
"rep_hover_barcspeeder",
"rep_fly_gunship")
ReadDataFile("dc:SIDE\\drd.lvl",
"drd_battledroid_geo",
"drd_battledroid_geoass",
"drd_battledroid_geocmd",
"drd_battledroid_geoeng",
"drd_battledroid_geosec",
"drd_battledroid_sb",
"drd_battledroid_geosniper",
"drd_droideka")
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
"cis_hover_stap",
"cis_hover_aat",
"cis_fly_droidfighter_sc",
"cis_tread_hailfire",
"cis_walk_spider",
"cis_hero_countdooku")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian",
"geo_inf_acklay")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_chaingun_roof",
"tur_bldg_geoturret")
SetupTeams{
rep = {
team = REP,
units = 200,
reinforcements = 600,
soldier = { "rep_inf_ep2_rifleman",60, 65},
assault = { "rep_inf_ep2_rocketeer",30, 40},
engineer = { "rep_inf_ep2_engineer",30, 40},
sniper = { "rep_inf_ep2_sniper",30, 40},
officer = {"rep_inf_ep3_officer",20, 30},
special = { "rep_inf_ep2_jettrooper",30, 40},
},
cis = {
team = CIS,
units = 220,
reinforcements = 600,
soldier = { "drd_battledroid_geo",60, 65},
assault = { "drd_battledroid_geoass",30, 40},
engineer = { "drd_battledroid_geoeng",30, 40},
sniper = { "drd_battledroid_sb",20, 30},
officer = { "drd_battledroid_geocmd",20, 30},
special = { "drd_droideka",30, 40},
}
}
AddUnitClass(CIS, "drd_battledroid_geosniper",30,40)
--Geonosians------------------------
SetTeamName (3, "locals")
AddUnitClass (3, "geo_inf_geonosian", 100)
SetUnitCount (3, 70)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(ATT,3)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)
------------------------------------
SetHeroClass(CIS, "cis_hero_countdooku")
SetHeroClass(REP, "rep_hero_macewindu")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 40) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 3) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("CommandWalker", 3)
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:GEL\\GEL.lvl", "GEL_conquest")
ReadDataFile("dc:GEL\\GEL.lvl", "GEL_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)
SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
--OpeningSateliteShot
AddCameraShot(0.897058, -0.103776, -0.426709, -0.049364, -1624.903198, 336.975311, -1536.692993);
end