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Re: Afghanistan: Village [Sides Update #6]
Posted: Fri Apr 06, 2012 12:37 pm
by ARCTroopaNate
I was originally gonna use ANDE's but I couldn't find a working link. Thanks.
Re: Afghanistan: Village [Sides Update #6]
Posted: Fri Apr 06, 2012 1:33 pm
by [Padawan]Helkaan
Re: Afghanistan: Village [Sides Update #6]
Posted: Sat Apr 07, 2012 10:53 pm
by ARCTroopaNate
Thanks for the link and the compliment Helkaan!
EDIT
GCW Vehicle Update and Alpha Test
I promised I would work on the map and now I have, I've finished the GCW vehicles (except for sound issues) and I will start the CW ones tomorrow. I'm also preparing for an Alpha test. This will not include the War on Terror era. All three eras will have the same sides setups so this alpha will give you a feel for how the War on Terror sides will work anyway. Alpha spots are below. The Alpha will include completed GCW and CW Sides (With some bugs), vehicles and some of the edited map.
Alpha Spots
Vehicles
2M Repulsor Tank
Seat1: Blaster Cannons
Seat2: Blaster Turret
TIE Defender
Seat1:Homing Missiles
AAC-1 Hovertank
Seat1: Blaster Cannons
Seat2: Missiles
Thats all for now!
Re: Afghanistan: Village [Sides Update #6]
Posted: Sat Apr 07, 2012 11:00 pm
by Marth8880
I'll alpha test for ya'.
Also, I'm not quite sure I'm seeing the resemblance here...
I think you should add some dusteffect props; there's one in Hoth whose texture you can recolor to look like sand.
Re: Afghanistan: Village [6 Alpha Spots Left!]
Posted: Sat Apr 07, 2012 11:04 pm
by ARCTroopaNate
Sure!
I know the map does not look very Afghanistany yet, I'm working on that right now. I need some more ideas for what to do, I'm going to add some foliage, assorted junk/trash on the ground and I'm going to add some dust. Should I possibly do a civilian side as well? What dust effect are you talking about?
Re: Afghanistan: Village [5 Alpha Spots Left!]
Posted: Sat Apr 07, 2012 11:30 pm
by Marth8880
hoth_prop_dust.odf, look in the Hoth assets.
Re: Afghanistan: Village [5 Alpha Spots Left!]
Posted: Sat Apr 07, 2012 11:47 pm
by AQT
ARCTroopaNate wrote:I need some more ideas for what to do
How about getting rid of those moisture vaporators?
Also, you can add miscellaneous puddles by making some depressions in the terrian and adding a layer of water. I think signs here and there with Persian writing could work, too. Chain-linked fences and parked cars are other possibilities. Just about every real-world based asset available out there could work in this map.
ARCTroopaNate wrote:Should I possibly do a civilian side as well?
If you want to make that little girl who is looking at the camera in the photo Marth posted, I think a reskinned Jawa could work. But yeah, sure! The more you can make it look less like Mos Eisley, the better. The AAC-1 tank is missing its cockpit texture, by the way. Keep up the good work!

Re: Afghanistan: Village [5 Alpha Spots Left!]
Posted: Sat Apr 07, 2012 11:53 pm
by ARCTroopaNate
Thanks for the responses! I'm going to get some soda to refill my energy reserves
AQT, would you like to
alpha test?
Re: Afghanistan: Village [5 Alpha Spots Left!]
Posted: Sun Apr 08, 2012 12:00 am
by ShadowWing
I'd like to volunteer to alpha (beta?) test.
Re: Afghanistan: Village [5 Alpha Spots Left!]
Posted: Sun Apr 08, 2012 12:05 am
by Unlucky13
I could alpha.
Do you plan on using any of the
Terra Strife assets for the War Against Terror era?
Re: Afghanistan: Village [5 Alpha Spots Left!]
Posted: Sun Apr 08, 2012 12:13 am
by ARCTroopaNate
Yes, I was going to get most of the weapon models from the Terra Strife Assets. I will add you two to the ALPHA test. (Sorry for me not being clear in my post to AQT)
Re: Afghanistan: Village [3 Alpha Spots Left!]
Posted: Sun Apr 08, 2012 1:31 am
by Marth8880
I think new weapon models would be better than the ones from Terra Strife, because if I remember correctly the ones from that asset pack are sorta thin and unrealistic looking (no offense to Taivyx[?]).
Re: Afghanistan: Village [3 Alpha Spots Left!]
Posted: Sun Apr 08, 2012 7:41 am
by yuke5
Hey, I'd like to Alpha!
Re: Afghanistan: Village [3 Alpha Spots Left!]
Posted: Sun Apr 08, 2012 9:09 am
by ARCTroopaNate
No problem Yuke!
Marth, I'll test the weapons ingame and see, I'm not sure yer but I might make a decision later.
Re: Afghanistan: Village [2 Alpha Spots Left!]
Posted: Sun Apr 08, 2012 2:08 pm
by Khicken
Can I test!!!

Re: Afghanistan: Village [Only 1 Alpha Spot Left!]
Posted: Sun Apr 08, 2012 2:25 pm
by ARCTroopaNate
You sure can!
CW Vehicles
Sorry these are older pics so they may not have some of the newer changes to the map.
AT-AP
Seat1: Mortar Launcher
Seat2: Heavy Blaster Cannon
ARC-170 Starfighter
Seat1: Rapid Fire Blaster Cannons
AAT
Seat1: Blaster Cannons
Seat2: Particle Cannon
Re: Afghanistan: Village [CW and GCW Vehicle Updates]
Posted: Mon Apr 09, 2012 9:28 am
by MawDrallin
Maybe you could add in a little market place area, with the little tent-awnings and carts full of food stuffs and such. Just a thought.
Re: Afghanistan: Village [CW and GCW Vehicle Updates]
Posted: Mon Apr 09, 2012 9:46 am
by ARCTroopaNate
Hmmm, that sounds like a good idea.
I have some screenshots of the cars I added in.
The reference picture has a darker ground texture and it also has bricks in it, I tried my hand at getting a brick texture on some of the Mos buildings and I tried a darker ground texture. What'do you guys think?
Re: Afghanistan: Village [CW and GCW Vehicle Updates]
Posted: Mon Apr 09, 2012 4:39 pm
by RevanSithLord
Maybe the ground is a tad too dark.
I'd go for something like this:
Perhaps in between of the default Tatooine sand and what you have could work? So that way it's not too light and not too dark. I'm not sure, it's up to you.
Re: Afghanistan: Village [CW and GCW Vehicle Updates]
Posted: Mon Apr 09, 2012 4:49 pm
by AQT
Whoa, it's starting to look really different now with the new textures and props.

I'm guessing it's dark in the screenshots you posted because you now have appropriate lighting for the nighttime version? If so, maybe you can include an appropriately randomized darken mountain range background object to go with this new lighting.
Going off what MawDrallin suggested, there's a "bowl of fruit" model from Jabba's Palace that you could possibly use for that. Also, maybe you can darken the terrain underneath that sunken car in that first screenshot? It seems a bit odd right now. Looking good, though!