Page 5 of 6

Re: Afghanistan: Village [CW and GCW Vehicle Updates]

Posted: Mon Apr 09, 2012 5:10 pm
by ARCTroopaNate
I'm one step ahead of you AQT. I saw the fruit bowl thing, I have like ten in my map already. This morning after Maw's post I created a little part of a market thing. It's currently the 7th Command Post and belongs to the defending team. The Cantina is now neutral. How would I do that with the random mountain textures? That would be pretty cool.

@Revan, the ground texture in the day is in-between Mos and your picture. The night time texture is darker.

I'm about to leave for Baseball practice but I'll post more pictures of the map. As you can see in the above screenshots, the Elite Battle Droid now has a a new skin. Thanks for all the responses!

Re: Afghanistan: Village [CW and GCW Vehicle Updates]

Posted: Mon Apr 09, 2012 5:29 pm
by AQT
Ah, alright. :wink: As for the appropriate randomized mountain ranges, you load the normal one in your daytime .sky file and the darken one in your nighttime .sky file, which I'm sure you have both files set up already.

Re: Afghanistan: Village [CW and GCW Vehicle Updates]

Posted: Mon Apr 09, 2012 5:54 pm
by RevanSithLord
@Nate: Ah, okay. :) Thanks for pointing that out.

Re: Afghanistan: Village [CW and GCW Vehicle Updates]

Posted: Mon Apr 09, 2012 9:31 pm
by ARCTroopaNate
Screenshots

AI Hero Support in action
Hidden/Spoiler:
Image
Scrap parts
Hidden/Spoiler:
Image
Market
Hidden/Spoiler:
ImageImage
Daytime Ground Texture
Hidden/Spoiler:
Image
I'll try to get the Alpha ready for next weekend, I'll be able to do so if my homework load is light. (pray for me)

Thanks to all of you for the support, comments, critiques and replies, it means alot to me.

Re: Afghanistan: Village [CW and GCW Vehicle Updates]

Posted: Mon Apr 09, 2012 10:18 pm
by Marth8880
That's starting to look pretty great! :thumbs: You should probably have your directional light set to cast specular and shadows, though. Also, I think it looks pretty awkward to see a Terran automobile in a Star Wars era. Maybe you could create a layer for the Star Wars eras, in which would be speeder props and such, and a layer for the Earth era, in which would be automobile props, and the layer would be only loaded in that era's mission script; see Dagobah for an example with its Republic Gunship versus the X-Wing.

Re: Afghanistan: Village [CW and GCW Vehicle Updates]

Posted: Mon Apr 09, 2012 10:23 pm
by ARCTroopaNate
Yep. I forgot about that, I can work on that right now.

Re: Afghanistan: Village [CW and GCW Vehicle Updates]

Posted: Tue Apr 10, 2012 8:34 am
by AcaelusThorne
New texture is nice and when you change the mountin prop nighttime will look great too.
For those "Scrap parts" I would rotate some of them so that they don“t look all the same but rather randomly spread about.

Re: Afghanistan: Village [CW and GCW Vehicle Updates]

Posted: Thu Apr 12, 2012 12:20 pm
by AirspeedRedux
Loving the look of those clones from a few pages back!

This map is shaping up to be a good one! Just a question, for the real-world era or whatever are you going to be replacing the crashed ship just outside the arena area and the sail barge within? They might seem a tad out of place! :wink:

Re: Afghanistan: Village [CW and GCW Vehicle Updates]

Posted: Thu Apr 12, 2012 2:12 pm
by RevanSithLord
That 'arena' area is actually a starport docking bay. ;)

As for the sail barge, I COULD recommend (to Nate) something along the lines of this for the real world era if there's a model for it: http://en.wikipedia.org/wiki/Caterpillar_797 or http://en.wikipedia.org/wiki/Terex_33-19_%22Titan%22 Though I still would have no idea how it got in there in the first place, but we'll leave that kind of talk for later. :p

Re: Afghanistan: Village [CW and GCW Vehicle Updates]

Posted: Thu Apr 12, 2012 3:45 pm
by ARCTroopaNate
Thanks AirspeedRedux!

The sail barge and crashed ship were the very first things my friend and I did with the first munge. Right now I'm not planning on replacing them because I need the space they took up for vehicle combat.

Re: Afghanistan: Village [CW and GCW Vehicle Updates]

Posted: Thu Apr 12, 2012 8:53 pm
by AirspeedRedux
ARCTroopaNate wrote:Thanks AirspeedRedux!

The sail barge and crashed ship were the very first things my friend and I did with the first munge. Right now I'm not planning on replacing them because I need the space they took up for vehicle combat.
Fair enough! Sounds great!

Re: Afghanistan: Village [Map Updates]

Posted: Sat Apr 14, 2012 10:43 am
by ARCTroopaNate
I've just got a few more things to do before sending out the Alpha PMs. I'm planning on sending them out on Sunday night. I just have to do these few things.

-Fix terrain heights
-NATO Compound
-Fix Foliage and Water
-Work on Lighting

Screenshots
Skiff in CW, I took out the cars for the Star Wars eras and replaced them with skiffs
Hidden/Spoiler:
Image
A screenshot of the darker nighttime mountain
Hidden/Spoiler:
Image

Re: Afghanistan: Village [Map Updates]

Posted: Sat Apr 14, 2012 11:58 pm
by Marth8880
Looks great! ;)

Re: Afghanistan: Village [Map Updates]

Posted: Sun Apr 15, 2012 12:04 am
by ARCTroopaNate
Thanks.

New screenshots. The map is now almost ready for the alpha. I just have to clean up a skin or too, wait a bit for Marth to finish the custom music stuff, and finally fix those pesky foliage and water bugs.

New sun
Hidden/Spoiler:
Image
NATO Compound
Hidden/Spoiler:
Image
Palm trees
Hidden/Spoiler:
Image

Re: Afghanistan: Village [Map Updates]

Posted: Sun Apr 15, 2012 5:56 am
by Delta-1035
Looks good.

Where did you find that sniper rifle?

Re: Afghanistan: Village [Map Updates]

Posted: Sun Apr 15, 2012 9:29 am
by ARCTroopaNate
It comes with Kinetos's BX Commando Droid. It's pretty cool. The map will have a custom music soundtrack put together by Marth once we can figure out how to fix a bug with it. I'll be releasing the alpha tonight regardless of what bugs are fixed. There are no major bugs in the map and gameplay will still be fine.

Re: Afghanistan: Village [Map Updates]

Posted: Sun Apr 15, 2012 10:36 am
by kinetosimpetus
heh, I kinda forgot I released that. Cool to see someone else using it instead of the less accurate one. :thumbs:

Re: Afghanistan: Village [Map Updates]

Posted: Sun Apr 15, 2012 2:45 pm
by ARCTroopaNate
Yep, thanks for releasing it!

Random Screenshots
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image

Re: Afghanistan: Village [Map Updates]

Posted: Sun Apr 15, 2012 3:06 pm
by MawDrallin
Maps looking great, can't wait to see pics of the "War on Terror" era on that map.

Re: Afghanistan: Village [Map Updates]

Posted: Sun Apr 15, 2012 3:08 pm
by ARCTroopaNate
Thanks! After I get my alpha reports back I'll begin work on the War on Terror Era. I'll try to get screenshots up as soon as possible. Since it will use the same side setup as CW and GCw I'll be able to copy a lot of files so it won't take too long. Vehicles will take awhile cause I'll need some new models (Tank, Blackhawk and Technical (Pick-up truck with mounted gun)