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Re: WIP Space: Boarding Action
Posted: Fri Sep 21, 2007 9:50 am
by XxDepredationxX
The officer looks very cool and realistic, and any way to get the Sentinel's engines to glow?
Re: WIP Space: Boarding Action
Posted: Fri Sep 21, 2007 10:24 am
by MercuryNoodles
Realistic? It's mostly a recolor, but thanks. O_o As for the engine glow, I'll have to look into that. I've been staring at that for ages, and never noticed.

I suppose it's about time I actually gave the Sentinel the attention it deserves. Here's to hoping I don't finish with extra parts.
Re: WIP Space: Boarding Action
Posted: Fri Sep 21, 2007 9:30 pm
by {501st}Commander_Appo
MercuryNoodles wrote:Realistic? It's mostly a recolor, but thanks. O_o As for the engine glow, I'll have to look into that. I've been staring at that for ages, and never noticed.

I suppose it's about time I actually gave the Sentinel the attention it deserves. Here's to hoping I don't finish with extra parts.
Are you sure,seems to me it looks real
- :clone:
Re: WIP Space: Boarding Action
Posted: Sat Sep 22, 2007 1:42 am
by XxDepredationxX
Yea, thats probably one of the best face models.
Re: WIP Space: Boarding Action
Posted: Sat Sep 22, 2007 3:54 am
by MercuryNoodles
I didn't touch the face at all. That's the same as the original texture for the unused officer model. All I've done is recolored the uniform, changed the rank plaque, and fixed the code cylinders to look more like they do in the films.
Re: WIP Space: Boarding Action
Posted: Mon Oct 29, 2007 11:30 am
by MercuryNoodles
Time for my monthly update..heh.
-did a little AI barrier revision...some ISD barriers were hastily constructed, mostly in the conference room, and are now more refined
-Oh yeah..almost forgot..

Dragonum's Venator bridge is currently in place on the ISD, and the older teleport script is in place. It has it's problems, and wasn't quite what I expected, but it's a nice view. I intend to use the more up to date script, whenever I get to switching it out. I hope you're happy now, trainmaster.
-working on implementing an underhanded grenade toss to work alongside the default overhanded animation. So far, no go on the underhand toss. I'm so close I can almost taste victory..
-various autoturrets moved about the ships..MonCal heavy turbolasers were a little too focused on the ISD hangar area
I need to make a list of people to credit for the readme and why, while I'm at it. The to-do list seems to be getting longer as I go. Shouldn't it be the other way around?

Re: WIP Space: Boarding Action
Posted: Mon Oct 29, 2007 11:40 am
by RevanSithLord
Awesome! Great work.

I've been following this map for quite a while now. It's looking great!
Finally a true space map.

Re: WIP Space: Boarding Action
Posted: Mon Oct 29, 2007 4:41 pm
by AceMastermind
MercuryNoodles wrote:-working on implementing an underhanded grenade toss to work alongside the default overhanded animation. So far, no go on the underhand toss. I'm so close I can almost taste victory.
I believe Delinquent accomplished this in his Imperial base map:
Delinquent wrote:I created four different ordnances with different velocitys for each grenade, combined with different shot elevation values in the odf. The underhand toss was played automatically for the weak toss. Don´t know why but it fits. It´s just the mine drop animation.
Re: WIP Space: Boarding Action
Posted: Mon Oct 29, 2007 10:58 pm
by MercuryNoodles
Thanks. Did I ever mention this my first mod/map up for public release?
@AceMastermind: Thanks, but I already had that info. I'm actually the one who asked him in that thread. lol What my problem is right now is figuring out the exact value(s) necessary to get it working.
Re: WIP Space: Boarding Action
Posted: Tue Oct 30, 2007 12:13 am
by trainmaster611
I'm sure you already know this but it just hit me the other day that AI can't land in hangars.
Re: WIP Space: Boarding Action
Posted: Tue Oct 30, 2007 3:56 am
by XxDepredationxX
Awesome! You got a picture of the ISD bridge?
The teleport will not function if the bridge is destroyed right? It'll be a bit strange if the bridge have been destroyed and you are still moving around in it, and will there be any AI in the bridge in their seats like controlling the ship.
Re: WIP Space: Boarding Action
Posted: Tue Oct 30, 2007 3:21 pm
by MercuryNoodles
Yeah, AI not being able to land is a problem. I thought there was some way around it, or I'd pieced a way together in my mind, so I'm probably crazy to boot.

Well, the AI was always a pain in the worst way. Even so, the player can land, and have AI spawn from the transport, or from an interior CP, once captured. I plan on having the AI try to capture CPs, though it's still not perfect at the moment.
Yeah, I have a pic somewhere. The bridge isn't fully set up, yet, since I'd only done enough to get it working. Hell, the bridge isn't even linked to anything. (My idea would've been to use destroyed geometry in some clever way.) I haven't set up any of the minor objects in the map. Right now, all halls and whatnot are empty, besides the default space stuff, and a few extra turrets. Don't expect any new scripting out of me. It's a little beyond my scope. I'll try to include what I can, though. Don't forget I still consider this the beta, not the actual release version, so I may leave things out for the moment.
It's not perfect, but it beats nothing.

The only big issue the bridge has is that you can see the sensor globes from below, which isn't pretty, and I'm hoping I can find a way to deal with that. If it comes down to it, I might make a wall outside, and give it the spaceside bridge texture, so there would be a partial illusion that the bridge isn't actually enclosed within the ISD model.
Re: WIP Space: Boarding Action
Posted: Wed Oct 31, 2007 4:43 am
by XxDepredationxX
Atleast I can see the battle ragging from the windows. Looks wicked awesome!
Re: WIP Space: Boarding Action
Posted: Wed Oct 31, 2007 4:51 pm
by CaptainOrdo
my only rant is that space maps are supposed to be galactic dogfights, if pandemic wanted inards of a ship they would have put it in the game as separate maps

,
now for the good.......too much to put, i like the bridge

and it really is a good idea to do this whole map :plokoon:
Re: WIP Space: Boarding Action
Posted: Thu Nov 01, 2007 9:50 am
by MercuryNoodles
Btw, I do plan to give it some kind of roof, so ignore that gaping hole for now.
my only rant is that space maps are supposed to be galactic dogfights, if pandemic wanted inards of a ship they would have put it in the game as separate maps

,
Don't forget the game was rushed to meet the RotS DVD release date. There are some things within the assets that indicate something more intricate was planned. It was my frustration with seeing such an incomplete game mode that inspired this map's creation in the first place. Space battles in SW are a bit more complex than what we got, and I want to reflect that as much as possible. Starfighter combat, ship-to-ship combat, and boarding parties are all going to be a part of it. So, don't worry, it's all going to get due attention.
Technically, they did put them as separate maps: Death Star, and Tantive IV..speaking of which, I've been itching to remake Tantive for a while now, too.
Re: WIP Space: Boarding Action
Posted: Fri Nov 02, 2007 3:40 am
by Guest
will your map also include mon calamari bridge?
Re: WIP Space: Boarding Action
Posted: Fri Nov 02, 2007 3:57 am
by MercuryNoodles
It won't be a close replica, like the ISD bridge, and probably won't be as neatly constructed, but yeah. I'd decided a while back if I do one bridge, I have to do both.
Re: WIP Space: Boarding Action
Posted: Fri Nov 02, 2007 10:43 pm
by Doom_Commander
This looks like it is going along relly good.
Re: WIP Space: Boarding Action
Posted: Wed Nov 07, 2007 7:14 pm
by CaptainOrdo
i didnt mean to bash you i mean't capital ship interiors but i was wondering if i could

test it out for ya

im like spazing out for this map and i wanna be a part of its production =)
Re: WIP Space: Boarding Action
Posted: Thu Nov 08, 2007 5:32 am
by MercuryNoodles
I didn't really take offense, so no harm done. Actually, the title was originally a placeholder until I could come up with a better one. A lot has changed since I began work on it.
Like it says in the first post, it'll be a bit before I release a beta for testing. I still have a lot of invisible stuff to take care of, in addition to the side modding and any last minute changes to the interior layouts. I'm hoping to have one ready before the end of the year, if I really get down to business, provided college doesn't get in the way. I honestly can't say when exactly it'll be done. It may be sooner, or it may be later. It all depends on how much time I can put into it.