WIP: Bespin Escape

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

Moderator: Moderators

User avatar
Jendo7
Sith
Sith
Posts: 1304
Joined: Wed Apr 01, 2009 6:37 pm
Location: Cambridge, England.
Contact:

Re: WIP: Bespin Escape

Post by Jendo7 »

Actually, now I think about it, that makes alot of sense. Thanks, that leaves me with one less problem to sort out. :D

Update: Sun Jun 14, 4:08 pm

I have been able to improve the view distance, increasing the visible range of terrain and buildings:

Before:

Image

After:

Image
User avatar
EraOfDesann
Jedi Admin
Jedi Admin
Posts: 2170
Joined: Mon May 30, 2005 5:22 pm
Location: North Texas
Contact:

Re: WIP: Bespin Escape

Post by EraOfDesann »

The view distance can make quite a difference.
User avatar
giftheck
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2218
Joined: Mon Jan 19, 2009 5:58 pm
Projects :: Star Wars Battlefront Anniversary

Re: WIP: Bespin Escape

Post by giftheck »

I think the courtyard's a bit empty. It'd also be cool to see some custom-made objects in there too - the shipped reactor shaft sucks on any Bespin map, it's nothing like I remember it.
User avatar
Jendo7
Sith
Sith
Posts: 1304
Joined: Wed Apr 01, 2009 6:37 pm
Location: Cambridge, England.
Contact:

Re: WIP: Bespin Escape v2.5 released

Post by Jendo7 »

One end of the courtyard has more props than the other as I had to leave certain space up one end for the vehicle planning, but I have filled out the other end more, where the central battle takes place. I'll see if I can add a few more objects before release. I know what you mean about the reactor shaft and it would be better if it was more movie accurate, unfortunately I can't model. I have just downloaded XSI though, so I hope to make some custom models in future.

Sat Jun 20

Didn't feel there was a need to start a release thread, as it's the latest version.

Bespin: Escape Version 2.5 released

http://starwarsbattlefront.filefront.co ... ape;100380
User avatar
EA711
Rebel Warrant Officer
Rebel Warrant Officer
Posts: 301
Joined: Sun Mar 22, 2009 6:20 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: West Yorkshire, Britain

Re: WIP: Bespin Escape

Post by EA711 »

I know this is an old thread but it is still within the limit. I have finaly got round to playing this map, it is very good but, I have had a idea; you should make it later on in the evening around sun set and add light effects to the street lamps, this would make it different from the original cloud city map, it would also remove the greenish tinge. Lower the reinforcements, the battle drags a bit, the imperial transport should be armed and slower.
User avatar
newguy99
Command Sergeant Major
Command Sergeant Major
Posts: 254
Joined: Sun Apr 19, 2009 10:58 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Re: WIP: Bespin Escape

Post by newguy99 »

That's a cool idea, I'd download it again just for a sunset version!
(I've never played a sunset map)
User avatar
Jendo7
Sith
Sith
Posts: 1304
Joined: Wed Apr 01, 2009 6:37 pm
Location: Cambridge, England.
Contact:

Re: WIP: Bespin Escape

Post by Jendo7 »

Thanks EA711, sounds good. I have been continuing to improve the map and am now close to releasing a final version, so I might consider your idea for a different bespin or a BF2 iteration. The improvements I've made are pretty extensive, as I've expanded the playable area and added more flyers for each era, and have been able to add passengers to the Imperial transport which is now armed :P . I've also added Boba Fett as the hero for the Imperials and Jango Fett for the CIS, both set up as Local NPC's, thanks to ggctuk's main play mod assets, which is the main source of the new content I've added. I don't think I would have been able to do it without that. Hopefully the final version should be released probably mid to late July as I'm still fixing bugs. I'll try and get some screens up of the new content in a few days.
User avatar
EA711
Rebel Warrant Officer
Rebel Warrant Officer
Posts: 301
Joined: Sun Mar 22, 2009 6:20 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: West Yorkshire, Britain

Re: WIP: Bespin Escape

Post by EA711 »

Great, I look forward to it.
User avatar
Raptor_101
Private Second Class
Posts: 61
Joined: Tue Jun 16, 2009 6:01 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Re: WIP: Bespin Escape

Post by Raptor_101 »

This map looks really good. The only issue that I have is that the file name is bes3 and that is the same for the Bespin map in the Main Play Mod. I'd suggest making it like bes5 or something so that people with this mod can play your map too. Just a suggestion.
User avatar
Jendo7
Sith
Sith
Posts: 1304
Joined: Wed Apr 01, 2009 6:37 pm
Location: Cambridge, England.
Contact:

Re: WIP: Bespin Escape

Post by Jendo7 »

Raptor_101 wrote:This map looks really good. The only issue that I have is that the file name is bes3 and that is the same for the Bespin map in the Main Play Mod. I'd suggest making it like bes5 or something so that people with this mod can play your map too. Just a suggestion.
I don't think it's possible to change the file name without breaking the map. You could always take the other bes3 out of your addon to play mine.

Anyway, below is all the new content I've added for the final version.

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Update: Tue Jul 14, 1.31 am

Image

Image

The final starfighters are from the conversion pack vehicle assets that include Obiwan's Starfighter and Plo Koon's Starfighter.
Last edited by Jendo7 on Wed Jul 15, 2009 4:48 pm, edited 7 times in total.
User avatar
newguy99
Command Sergeant Major
Command Sergeant Major
Posts: 254
Joined: Sun Apr 19, 2009 10:58 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Re: WIP: Bespin Escape

Post by newguy99 »

Wow
Very nice
cool
yea
:D
keep it up!
User avatar
Jendo7
Sith
Sith
Posts: 1304
Joined: Wed Apr 01, 2009 6:37 pm
Location: Cambridge, England.
Contact:

Re: WIP: Bespin Escape

Post by Jendo7 »

I may have to take out Psych0fred's Republic Command Shuttle due to filesize. It is also of a high poly count so reduces performance of the map slightly. If people would still like it in please say, otherwise I'll put the Republic LAAT/i back in. There is also no 1st person cockpit view for the shuttle.
Last edited by Jendo7 on Fri Jul 17, 2009 10:11 pm, edited 1 time in total.
User avatar
Raptor_101
Private Second Class
Posts: 61
Joined: Tue Jun 16, 2009 6:01 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Re: WIP: Bespin Escape

Post by Raptor_101 »

This is starting to look really good with the vehicles and such. I'd say take out the shuttle, because some low-end comps. may have a hard time and people may get irritated from the lag lol. Looks like you have to fix the issue with the clones sitting inside the AT-RT lol.
User avatar
Jendo7
Sith
Sith
Posts: 1304
Joined: Wed Apr 01, 2009 6:37 pm
Location: Cambridge, England.
Contact:

Re: WIP: Bespin Escape

Post by Jendo7 »

Yeah, I thought someone might spot that. I've actually been having alot of trouble with this. If I keep the following PilotAnimation code in the ODF:

Code: Select all

AnimatedPilotPosition 		= "bone_root"
PilotAnimation 		        = "drive_1manatst"
The map crashes as soon as the ai get on the AT-RT.

If I change it to this:

Code: Select all

AnimatedPilotPosition 		= "bone_root"
PilotAnimation 		        = "drive"
The map works fine but the pilot position is completely wrong.
I may have to take the AT-RT out if I can't resolve it.

Edit: Fri Jul 17, 9.00 pm

O.K, problem solved, I've taken out the AT-RT and replaced it with the AT-XT instead:

Image

The command shuttle has also been replaced by the gunship.
I'll be uploading the final version this coming week.
User avatar
Raptor_101
Private Second Class
Posts: 61
Joined: Tue Jun 16, 2009 6:01 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Re: WIP: Bespin Escape

Post by Raptor_101 »

That's completely fine. I actually haven't gotten any map that had an AT-XT in it and I've wanted to take one for a spin lol. Looks great.
User avatar
newguy99
Command Sergeant Major
Command Sergeant Major
Posts: 254
Joined: Sun Apr 19, 2009 10:58 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Re: WIP: Bespin Escape

Post by newguy99 »

Nice map and vehicles!
:cry: I like at-rt's, but no matter a at-xt looks cool!
I hope to be waiting right here for the next version release. :thumbs:
User avatar
jango
Command Sergeant Major
Command Sergeant Major
Posts: 272
Joined: Mon Jan 19, 2009 8:05 pm
Projects :: too many
Games I'm Playing :: Black Ops
Location: A galaxy far far away...

Re: WIP: Bespin Escape

Post by jango »

looks awesome! how did you get the pilot's head not to stick out of the jedi starfighter? when i used it i had a head sticking out and it looked stupid. Also, can you give me the camera postion for 3rd person in the imperial shuttle? I had trouble getting the view right.
User avatar
Jendo7
Sith
Sith
Posts: 1304
Joined: Wed Apr 01, 2009 6:37 pm
Location: Cambridge, England.
Contact:

Re: WIP: Bespin Escape

Post by Jendo7 »

jango wrote:looks awesome! how did you get the pilot's head not to stick out of the jedi starfighter? when i used it i had a head sticking out and it looked stupid. Also, can you give me the camera postion for 3rd person in the imperial shuttle? I had trouble getting the view right.
I just used Anakin's Starfighter from ggctuk's Main Play Mod assets and then copied and changed the ODF to call for Obiwans and Plo Koons Starfighter.msh from the Conversion Pack vehicle assets. For the Imperial Shuttle I just changed the imp_fly_shuttle.odf from the main play mod to imp_fly_trooptrans.odf, changed a few other things like weapons and sound, then added all the .msh/.tga's it calls for to my side.

Update: I've added Psych0fred's ATST Dock to the Imperial and Republic landing area:

Image

Image

This is the last update I will do before release. I just wanted to know peoples opinion on it. Should I keep it in or take it out? Thanks.
mswf
Master Bounty Hunter
Master Bounty Hunter
Posts: 1674
Joined: Tue Mar 31, 2009 3:40 pm
Location: Twello, The Netherlands
Contact:

Re: WIP: Bespin Escape

Post by mswf »

I'd say keep it in. Maybe make the metal a bit more vanilla to let it blend in more, otherwise it's just perfect.
User avatar
EA711
Rebel Warrant Officer
Rebel Warrant Officer
Posts: 301
Joined: Sun Mar 22, 2009 6:20 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: West Yorkshire, Britain

Re: WIP: Bespin Escape

Post by EA711 »

I like it, keep it. :thumbs:
Post Reply