¤ W.I.P. - Muunilinst Rooftops ¤
Moderator: Moderators
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Darth_Killius
- trainmaster611
- Sith Lord

- Posts: 1779
- Joined: Thu Aug 24, 2006 5:22 pm
- Projects :: No Mod project currently.
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- Location: Building a railway to Coruscant
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_vader_
OMG best map ever! &its just a BETA! wow this is great and u can go everywhere w/ jet trooper its awesome. 1 problem tho if u go near the boundaries w/ jet troop u can jump down onto floor and then when u get near battle u spontaneously die. but thats nothing this map is pretty awesome. and also plz dont remove the train thing its so cool and w/ multiplayer like 1 team could all get in and run out or the other eam could ambush its just got so much potential dont take it out![/url]
- trainmaster611
- Sith Lord

- Posts: 1779
- Joined: Thu Aug 24, 2006 5:22 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a railway to Coruscant
- Contact:
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TK-349
OKay, take a deep breath, and:
Well, I love this map. Few maps make me say that. And this is only the beta. I had a bit of a lighting problem too, but it was quickly forgotten.
The buildings were awseome. The library and all of it. It seemed very city like. And that brings me to...
The Train.
Now that was something to goin and out ten times. I love. Though slow, it's fun. And I like how you added that window to see the city of muunilst from the train. pretty cool. My only suggestions for the train are to make the track longer with another stop, make it faster (not too fast), and seats.
Seats would be pretty cool. Maybe just two aisles, 5 seats per aisle, in the middle.You'd move your trooper in between seats, so you can be in the front without being pulled back by the train.
Also, I saw the CIS artillery tower in the back. That's be a good map for arc troopers...hm...
Anyway, this beta was better that lots of final maps I've played. Cant wait for the final!!
And, exhale.
Well, I love this map. Few maps make me say that. And this is only the beta. I had a bit of a lighting problem too, but it was quickly forgotten.
The buildings were awseome. The library and all of it. It seemed very city like. And that brings me to...
The Train.
Now that was something to goin and out ten times. I love. Though slow, it's fun. And I like how you added that window to see the city of muunilst from the train. pretty cool. My only suggestions for the train are to make the track longer with another stop, make it faster (not too fast), and seats.
Seats would be pretty cool. Maybe just two aisles, 5 seats per aisle, in the middle.You'd move your trooper in between seats, so you can be in the front without being pulled back by the train.
Also, I saw the CIS artillery tower in the back. That's be a good map for arc troopers...hm...
Anyway, this beta was better that lots of final maps I've played. Cant wait for the final!!
And, exhale.
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pinioncorp
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Sides are coming next version! Quit asking!
TK-349: The train will be faster in the next version, but I can't make it longer or add another stop. You have to look at the entire map, I can't just stretch out the top layer, it just doesn't fit.
_vader_: There will be map bounds for the final. It is still just a beta, so for testing purposes I didn't want that restriction just yet. I only added the death region just recently.
Darth Killius: The AI cannot enter the train, for reasons stated above. The AI paths cannot overlap, and even if they could they would have no idea what to do if they got in there. Plus, they wouldn't have any motivation to go there because AI only travels between command posts. Plus, they would have no concept of the ground moving beneath them, so they wouldn't associate themselves to the nodes at the other station. Plus, they can't tell if the train is there or not so they would end up walking off the edge constantly. In a nutshell: its just not possible.
Trainmaster611: Yeah, you can have my source files if you want em. Not sure what you can do with them, as the collision meshes for the background buildings isn't the most fitting, and the rest of the map is not modular in any sense of the word. But you could use em for background objects and the star destroyers and the other skydome ships would be easily transferable.
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Sides are coming next version! Quit asking!
TK-349: The train will be faster in the next version, but I can't make it longer or add another stop. You have to look at the entire map, I can't just stretch out the top layer, it just doesn't fit.
_vader_: There will be map bounds for the final. It is still just a beta, so for testing purposes I didn't want that restriction just yet. I only added the death region just recently.
Darth Killius: The AI cannot enter the train, for reasons stated above. The AI paths cannot overlap, and even if they could they would have no idea what to do if they got in there. Plus, they wouldn't have any motivation to go there because AI only travels between command posts. Plus, they would have no concept of the ground moving beneath them, so they wouldn't associate themselves to the nodes at the other station. Plus, they can't tell if the train is there or not so they would end up walking off the edge constantly. In a nutshell: its just not possible.
Trainmaster611: Yeah, you can have my source files if you want em. Not sure what you can do with them, as the collision meshes for the background buildings isn't the most fitting, and the rest of the map is not modular in any sense of the word. But you could use em for background objects and the star destroyers and the other skydome ships would be easily transferable.
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Darth_Killius
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pinioncorp
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1. Yes, the CW heroes are Obi-wan (normal outfit, sorry!) and Durge (coming with 1.75 pack). The heroes for GCW are a secret.
2. You can't see my ships?!?

Can you see 'em now?!?
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1. Yes, the CW heroes are Obi-wan (normal outfit, sorry!) and Durge (coming with 1.75 pack). The heroes for GCW are a secret.
2. You can't see my ships?!?
Can you see 'em now?!?
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Schizo
I actually did make an armored Obi-Wan based off of the stormtrooper Han model, and it did turn out pretty good. But since I couldn't really get a good cape on him, and the BF1 cape is like a big sheet of plastic strapped to his back, I decided against putting him in.
And, Pinion, maybe you can send those gun models to me; I might be able to get them working. But, I don't know if it's just a problem with the hardpoints that's causing them to not work, or just a simple ODF error. Either way, I'll try to see if I can fix it. Though I'm not guaranteeing anything.
And, Pinion, maybe you can send those gun models to me; I might be able to get them working. But, I don't know if it's just a problem with the hardpoints that's causing them to not work, or just a simple ODF error. Either way, I'll try to see if I can fix it. Though I'm not guaranteeing anything.
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pinioncorp
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Yeah, its not an ODF problem. Its a combination of strange scaling and hardpoint location errors. For example, below is the pistol. I included it with the source files, so you already have it. This is how it has to be arranged for it to work the way it does.

Notice the little white dot in the middle? Thats the 3rd person mesh for it. And yes, its facing the other way. No idea why it is like that, but its the only way it works.
Oh and its randomly deleting polygons. Don't know why, so I'll want to get that ironed out first.
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Yeah, its not an ODF problem. Its a combination of strange scaling and hardpoint location errors. For example, below is the pistol. I included it with the source files, so you already have it. This is how it has to be arranged for it to work the way it does.
Notice the little white dot in the middle? Thats the 3rd person mesh for it. And yes, its facing the other way. No idea why it is like that, but its the only way it works.
Oh and its randomly deleting polygons. Don't know why, so I'll want to get that ironed out first.
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Darth_Killius
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Schizo
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pinioncorp
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Yeah, I'll pass on the stiffness I think. But maybe the armoured Obi, minus the cape of course, would still look ok. Dunno, I'd have to have a look at it. If you think its good, then we'll go with it.
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Yeah, I'll pass on the stiffness I think. But maybe the armoured Obi, minus the cape of course, would still look ok. Dunno, I'd have to have a look at it. If you think its good, then we'll go with it.
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- trainmaster611
- Sith Lord

- Posts: 1779
- Joined: Thu Aug 24, 2006 5:22 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a railway to Coruscant
- Contact:
Cool, thanx, that's all I needed them for :yod: With the exception of the train, but I will see if I can get that working!pinioncorp wrote:Trainmaster611: Yeah, you can have my source files if you want em. Not sure what you can do with them, as the collision meshes for the background buildings isn't the most fitting, and the rest of the map is not modular in any sense of the word. But you could use em for background objects and the star destroyers and the other skydome ships would be easily transferable.
And yeah, the Obiwan would look good even without the cape! :eobi: btw, who is durge? I am not familiar with him. And another thing, you can't add seats to the train, it's to small.
- trainmaster611
- Sith Lord

- Posts: 1779
- Joined: Thu Aug 24, 2006 5:22 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a railway to Coruscant
- Contact:
I found a little something about capes...
index.php?name=PNphpBB2&file=viewtopic&t=6698
index.php?name=PNphpBB2&file=viewtopic&t=6698
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_vader_
- trainmaster611
- Sith Lord

- Posts: 1779
- Joined: Thu Aug 24, 2006 5:22 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a railway to Coruscant
- Contact:
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Protector_Pulch
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pinioncorp
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No, thats for other people to do. When I release the assets you can use the buildings along with some reskinned common assets to make some pretty nice looking city blocks. Making a good speeder, on the other hand, will be rather tricky.
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No, thats for other people to do. When I release the assets you can use the buildings along with some reskinned common assets to make some pretty nice looking city blocks. Making a good speeder, on the other hand, will be rather tricky.
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