WIP: Assault on Yavin-4

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Syth
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WIP: Assault on Yavin-4

Post by Syth »

Okay this my first map. Its my remake of the shiped yavin, but of course going to much better.

- Custum, acurate, uber fun sides (done)
[corect laser colors, some new texures, acurate health/speed stats via units and weapons, different weapons for each unit, some new weapons]
- New Massassi temple (done, but in I made it in XSI-modtool so I need someone to ship it)
- Cap ship
- Star Fighters
-Its going to be a big, time consuming project

Ill add screen shots after some tells me how to take some in-game ones, to be n00bish. As well I dont know how to take screen shots in XSI of the temple (in also made a DLT-19 blaster for the IMP side).
Captain_Mazda

RE: WIP: Assault on Yavin-4

Post by Captain_Mazda »

In XSI, press PrtScn (Print Screen) and press CTRL+V in an image viewer.

In-game, press CTRL+PrtScn to take screenshots.
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RE: WIP: Assault on Yavin-4

Post by DeathRow »

Sounds great. Will you add your Imperial Royal Guard skin in this map? I really liked the look of that, but I never saw it ingame..
Syth
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Post by Syth »

Screenies!

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Of course, I viped up Sidious's lightening :emp:

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Post by Xavious »

this doesn't look like the shipped yavin.
does the emperor's force lightning send people flying?
edit: the cp in the droideka pic is floating
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Post by Syth »

I have a problem, GCW vehicles dont spawn. I was wondering if any one might know why. Vehicles spawn in Clone wars, but not in GCW. Everything is in the correct feilds (vehicles are in teams REQ, they are in the script, and I have assigned them spawns in 0-edit). I was trying to get combat speeders, Imp IFT tanks and some speeder bikes to spawn if that helps.

There, I fixed the terrain texures. Now it should ressemble yavin4 a little more.
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Republic commando. And I used Alex533's skin for him.
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Post by Xavious »

nice commando model :)
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Post by Syth »

nice commando model
thanks!

Another prob- water isnt working either. I searched the forums for some help on this and nothing is working for me.
Heres what I did- I copied the entire assets/worlds/YAV file (yav1, yav2, odf, msh, fx) in to my worlds folder. I placed water on my map, save and munge it. Then the game loads, I spawn and as I turn to see how the water looks the game crashes. Only when I try to see the water, my game crashes.
SOME HELP HERE?!?! ANYONE!?
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Post by Hebes24 »

did you change the name of YAV1.fx to ***.fx (*** = 3 letter mod ID ) and elete the old one? if so then it should work... do you have the texture for the water?
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Post by Syth »

Yes! that worked Hebes24.
Now if I can only figure out why GCW era wont spawn vehicles. :?:
Protector_Pulch

Post by Protector_Pulch »

Oh, Luke has Choke - now this is going to be funnny.
And Storm Commandoes and RCs- even better.

Will the frigates have auto-turrets supporting the troopers `?
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Post by Syth »

Okay this is starting to piss me off. Ive even tried making seperate vehicle spawns for the GCW vehicles and they arnt spawning. Does ANYONE know why maybe clone war vehicles spawn but not GCW ones?!?!?!? Any ideas or help? Anyone?

EDIT: never mind all that, I had to add the correct memory pools. hm, I would of thought the default script would include them. oh well.

The RC, Storm commando, Bothan and a Droid unit will be part of a "spy/recon" class (all of which have invisibility).
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Post by Syth »

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Aksel3

Post by Aksel3 »

Looks great Syth. Would you mind showing more of the CIS skins ? :wink:

(If there is some, that is :P)
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Post by crazytieguy »

Need help on the GCW vehicles?
Go to your ***g_con.lua where *** is your 3-letter mod id and make sure the Rebel vehicles are declared under the Rebel units, and the same is done for the Empire. If you don't know how, look how it is done in the CW script.

Also, you need to do some localizing...go to your map's main data folder and run editlocalize.bat.
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Post by Syth »

I just recovered from restarting my map 3 times (fun, fun, fun). Now Im back on track.

I was wondering, how should I go about making cap-ships change according to era? I know it has something to do with layers (I read the doc about layers), but im not sure what to do and how with them. So can someone tell me how to do this??
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Post by Syth »

Here are some new screenes!

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I added a new unit to each faction. Its a stronger, unlockable varient of the standard soldier. So the standard soldiers carry short carbine-like rifles (droid E-5, rebel DH-17, clone DC-15, imperial E-11). Elite soldiers carry heavy riffles, a better pistol and electro-binolculars.

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archer01

Post by archer01 »

Screens look good so far. I especially like the weapons/skin of the Stealth Droid.

Judging by how the units are spread out, the map looks quite large. Are you going to make a minimap to help people find their way around?
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Post by Penguin »

just put the cap ships in a side, do all the req stuff etc, then in ZE place the odfs around where you want them to from the sides folder, then edit the LUA and add the readmedata thing for the clone wars cap ships in the clone wars lua, then do gcw, etc etc
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Post by Rekubot »

I like the idea of 'elite' soldiers. What weapon will the elite droid have?
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