Page 3 of 5
Posted: Fri Oct 07, 2005 5:13 pm
by Exclamation
I posted my main reference picture on the first post, so you can see what I am going for.
One of my bigger problems for the map is the view distance. The massive crashed Acclamator props fade out way to quickly... But I am also deciding whether I should use .obj props in the distance, or create a .tga for the sky file as the ships in the distance (sort of like the Control Ship ball on the Geonosis shipped map). Which one of these would look better?
Posted: Fri Oct 07, 2005 5:30 pm
by Bobafett16
cool sounds good!i like the name! any new pictures?i am looking forwerd to this map!
Posted: Fri Oct 07, 2005 6:35 pm
by Blackrider
well if i cold make a suggestion i think the republic troopers shld be this
regualr arc trooper with rifle
arc pilot shot gun
medic
arc troper with rocket luancher
heavy gunner the guy with the HUGE gun
pretty cool but hard to do i think
Posted: Fri Oct 07, 2005 7:57 pm
by Exclamation
Blackrider wrote:well if i cold make a suggestion i think the republic troopers shld be this
regualr arc trooper with rifle
arc pilot shot gun
medic
arc troper with rocket luancher
heavy gunner the guy with the HUGE gun
pretty cool but hard to do i think
Actually, I was thinking, depending on how this map turns out, I might do a second
HYPORI map where you pwn as
ARCs. However, if you see the story on the first post, you will see that these survivors are regular clone forces (though, as I have said, classes-
which are listed on a previous post of mine on page two of the topic-are more like SWBF 2).
I do like everyone's comments and suggestions, and I sometimes incorporate them, such as the Engineer class's shotgun*.
*
shotgun more like the Dark Trooper gun, not that of SWBF 2
Posted: Fri Oct 07, 2005 8:31 pm
by Melrek_Krakan
Exclamation wrote:...preparing my Eagle Court of Honor have taken up almost all of my time...
Congratulations, I had mine last May.
Posted: Fri Oct 07, 2005 10:55 pm
by Joe-B-Wan
Exclamation wrote: I am also deciding whether I should use .obj props in the distance, or create a .tga for the sky file as the ships in the distance (sort of like the Control Ship ball on the Geonosis shipped map). Which one of these would look better?
This really depends on just how close to the objects you want the players to be able to get. Unless the players can get right up beside the objects, I'd seriously consider the .tga option. It would work very well, especially if the image is of high enough quality. (the Control Ship on Geonosis could've been a little higher rez)
Also remember that each polygon you place in the map is gonna' increase potential lag.
I'd be willing to do some background images for you if you'd like. Just PM me.
Posted: Fri Oct 07, 2005 11:14 pm
by Delta_57_Dash
Sorry Exclamation, but the ARC: Hypori map was already given to me by OOM-9, and actually I pretty much just have to get the ARC stuff from OOM-9 (*ahem cough ahem*), modify it, and it'll be ready 4 beta test
Posted: Sat Oct 08, 2005 1:33 am
by Exclamation
Thanks, Melrek_Krakan, and congrats to you as well!
Joe-B-Wan wrote:Also remember that each polygon you place in the map is gonna' increase potential lag.
I'd be willing to do some background images for you if you'd like. Just PM me.
Well, you can see the background I am sort of going for in the
Clone Wars Cartoon picture on the first post.
Lag :evil: is never a good thing (
although it lead to some funny things on the SWBF 2 space map 
), so I think I will go with the image. I have some hi-res Acclamator models in lightwave format that I have imported to
Blender. The toughest thing is going to be figuring out the proper size and proportion. I figure I will try with an image the size of the Control Ship, and copy the coordinates from the Geo.sky file. Once I get it to work, I can fiddle around to get it looking good!
Oh, and don't worry,
Delta_57_Dash. I am not going to elbow into the ARC series of maps (although that series haunts me... I was working on a
Jabiim map, too, when I found there was already an ARC one

).
EDIT: Think is spelled with a 'k', not a 'g'

Posted: Mon Oct 10, 2005 10:34 pm
by chubby
Any progress on this map? Hold out maps are my favorate, and I would like another besides "Arc: Jabiim"
Posted: Tue Oct 11, 2005 12:45 pm
by Exclamation
chubby wrote:Any progress on this map? Hold out maps are my favorate, and I would like another besides "Arc: Jabiim"
I am working on getting the Acclamator's to look good in the distance. Here is an image that would replace the SKY_spire.tga file, but I need to do a lot more tweaking:
Model by S. Matthew Coles, LW conversion by Matthew N. Christou, downloaded from scifi3d.theforce.net
I have made a lot of progress with the Republic units, but I haven't been able to test it yet...

hence the lack of screenshots. But do not fear, I plan on finishing this map.
Posted: Tue Oct 11, 2005 2:55 pm
by Blackrider
whoa thats really cool. Is it goign to be actual size, and will it be hollow with like debris in it
Posted: Tue Oct 11, 2005 3:28 pm
by Joe-B-Wan
Hey Exclamation,
That Acclamator looks pretty cool, but you might think about turning it slightly so it's not such a straight on shot from the top. It would be a little more interesting I think. Maybe sink it into the ground just a little more too.
Also I'm assuming you'll put a more colorful texture on it before you do your final render.
Posted: Tue Oct 11, 2005 4:12 pm
by Exclamation
Blackrider wrote:whoa thats really cool. Is it goign to be actual size, and will it be hollow with like debris in it
This is going to be an image in the sky (like that Droid Control Dome you can see in the distance on Geonosis). You won't be able to reach it. It is just there for the atmospheric affect. I tried with the in game RAS's as props, but the view distance and stuff just wasn't working with them. Plus an image will allow for less
lag :evil: . And since, according to the official story, "no clones survived the crash," this action takes place on the outskirts of the crash site. The rubble (and the survivors, for that matter) will be from smaller, escort craft, not the big RAS's.
Joe-B-Wan wrote:That Acclamator looks pretty cool, but you might think about turning it slightly so it's not such a straight on shot from the top. It would be a little more interesting I think. Maybe sink it into the ground just a little more too.
Also I'm assuming you'll put a more colorful texture on it before you do your final render.
Thanks! Actually, this one is just going to be a test, to see how a custom sky image works out. I plan on having several in the distance, all at different angles, and editing the models a bit for a more damaged look. The look I am going for is the
Clone Wars snapshot on
the first post.
Posted: Tue Oct 11, 2005 4:47 pm
by Teancum
Hey Exclamation, you might want to color the ground a big more orangeish-brown for the final build. The textures you have now are great, but they're not quite the color that's in the CW cartoon.
Just a thought. Either way it'll look great.
Posted: Tue Oct 11, 2005 5:58 pm
by Blackrider
yeah its not a hard map. Are you gonna add the crashed AS in it
Posted: Sun Oct 23, 2005 6:24 pm
by Teancum
*bump* Don't let the project die, Ex. It's really looking excellent.
Posted: Mon Oct 24, 2005 8:12 pm
by Exclamation
Teancum wrote:*bump* Don't let the project die, Ex. It's really looking excellent.
I was actually just about to give a little update...
Unfortunately, I have
no new pics.

I haven't been able to
test the map on SWBF yet, since I have been busy with the Court of Honor. But now it's over!!!
I still need to redo one of the crashed Mos Eisley ship so it is burned... and Republic. I also need to fiddle with those sky images, but in the first test I'll do, it will mainly be the units
and the heroes. Once the units are too my liking, I will work on the final layout (screens you have seen are from a two CP prototype, final will have three for CIS surrounding the one for Republic).
I definitely want to get this done, but I have certain things that take priority at the moment (writing Thank-Yous right now

).
...Now I have to go get in my Agent Smith costume
Costume night at the troop meeting, lol
Posted: Mon Oct 24, 2005 8:53 pm
by Trans
Exclamation wrote:Teancum wrote:*bump* Don't let the project die, Ex. It's really looking excellent.
I was actually just about to give a little update...
Unfortunately, I have
no new pics.

I haven't been able to
test the map on SWBF yet, since I have been busy with the Court of Honor. But now it's over!!!
I still need to redo one of the crashed Mos Eisley ship so it is burned... and Republic. I also need to fiddle with those sky images, but in the first test I'll do, it will mainly be the units
and the heroes. Once the units are too my liking, I will work on the final layout (screens you have seen are from a two CP prototype, final will have three for CIS surrounding the one for Republic).
I definitely want to get this done, but I have certain things that take priority at the moment (writing Thank-Yous right now

).
...Now I have to go get in my Agent Smith costume
Costume night at the troop meeting, lol
Lets blow up that last line shall we?
"Costume night at the troop meeting, lol"
Posted: Wed Nov 09, 2005 2:43 am
by Exclamation
*climbs down ladder of this section of the forums, searching for topic*
*upon recovering it, begins to clear away the cobwebs*
Finally an update! I have been withholding posting on anything else so that this could be my
100th post!

But all for naught, cause I just looked and some of my past posts must have been deleted, because this is only the
96th.
But onto the pics (click on 'em to enlarge)!
Engineer class w/ Shotgun
Shotgun shoots blue lasers!
Destructible debris... from the
Space Debris Pack 1 (from the downloads section)
Another hero update... a caper.
Ground won't be so pink... I need to add more smoke... sky will be smokier... hero's lightsaber will be green... OOM-9 will replace Count Dooku.... CIS will have 3 CPs, surrounding the REP's 1 CP... I am not wild about the engineer being grey, I may leave him yellow.
Reactions, thoughts, suggestions?
Posted: Wed Nov 09, 2005 3:12 am
by EraOfDesann
Looks good so far! Might I recommend that you simply make the engineer all white? I'm not crazy about the gray either.
You might want to consider making the sky orange like in the cartoon, or some other menacing color that suggests inevitable doom or a final showdown.
Anyhoo, I'm looking forward to this map and if you have any questions please feel free to ask me.
