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Re: Clone Remnant: Rise

Posted: Sun Feb 10, 2008 6:11 pm
by Grev
What face mask thing? :?

Thanks for the comments! More naboo screens today! Im gonna add some vehicles to the map, some flyers, and tanks for the CIS. The empire already has 2 tanks, Ill look around for more tank placement places.

EDIT1
Well, tis isn't movie realistic althoug in my first map attampt, I made the snipers paratroopers. I may do that now. And mandarek, this is the clone remnant, these skins will be in all these 3 maps.... Next mappack, the skins and sides will change dramatically.

As for the skin qualtiy.. What needs to be changed?

EDIT2
Here are some new naboo screens:

I added the rocket chaingun, but somehow, the cis still does very wel, infact it won with me playing rep most of the game, so enjoy!

Image

Image

Image

Image

Image

Comments?

Re: Clone Remnant: Rise

Posted: Sun Feb 10, 2008 7:31 pm
by JPI Dictator4life
Awesome! Can't wait for this to come out!

Re: Clone Remnant: Rise

Posted: Tue Feb 19, 2008 5:11 pm
by Grev
Thanks! Thats just about it for the republic, Now I have to work on the CIS....

I may give the darktrooper a saber with the mortar launcher geometry, so he will have it as a melee weapon...

EDIT
ok, new updates, screens later. Im making the tatooine map much smaller, so the fighting is canyons and on the crashed ship.

Naboo beta will be released when I add 2 more cps, so the fighting isnt as laggy and ginormous in 1 area.

Mustafar also needs 2cps till beta.

Re: Clone Remnant: Rise

Posted: Tue Feb 19, 2008 5:56 pm
by JPI Dictator4life
Oh god...please don't tell me your putting limits on the map? I hate that! I prefer to explore the whole place. Limits don't let me do that. However, the maps are still going for high 8s and 9s!

Re: Clone Remnant: Rise

Posted: Tue Feb 19, 2008 6:07 pm
by Grev
Dont worry, Im getting rid of all around, so you wont miss a thing.

Re: Clone Remnant: Rise

Posted: Tue Feb 19, 2008 7:24 pm
by JPI Dictator4life
*phew!*

Re: Clone Remnant: Rise

Posted: Sat Feb 23, 2008 12:18 am
by Grev
The naboo beta is out on filefront. Check it out and tell me what you think.

EDIT
Ok, here is the final side layout: No wepoans yet, weapons tba later.

Trooper: Rep: Stormy CIS: B2

Pilot (Special Vehicles Unit.. SVU lol): Rep: Imp Pilot CIS: Droid Pilot

Heavy: Rep: Stormy Heavy CIS: B1

Engineer: Rep: Rep Eng. CIS: B1

Sniper: Rep: Imperial Snpr CIS: B1

Medic: Rep: Republic Snpr CIS: B1

Support: Rep: Darktrooper CIS: Droideka

Commander: Rep: Clone Commander CIS: IG100 MagnaGuard

Re: Clone Remnant: Rise

Posted: Sat Feb 23, 2008 12:47 am
by JPI Dictator4life
Neat. Any descriptions of what they look like or pictures?

Re: Clone Remnant: Rise

Posted: Sun Feb 24, 2008 2:04 pm
by Grev
Here ya go: Here are the screens of the sides. IM keeping all of these skins. I just need to edit the clone sniper I didnt show to work as a medic unit.

Then, IM gonna start work on the CIS:

Stormtrooper:
Image

Heavy:
Image

Imp Sniper:
Image

Darktrooper:
Image

Side Layout Unlocalized:
Image

Comments?

Re: Clone Remnant: Rise

Posted: Sun Feb 24, 2008 2:15 pm
by NullCommando
I'm liking the Stormtrooper :o

Re: Clone Remnant: Rise

Posted: Sun Feb 24, 2008 2:20 pm
by Grev
THanks! I was trying to get it dark like your talay trooper, but wanted some of my own spin to it, so I added the green design and the dark stomach.

Re: Clone Remnant: Rise

Posted: Sun Feb 24, 2008 2:21 pm
by woner11
I love the rocketeers skin and all the face mask things. :vader2:

Re: Clone Remnant: Rise

Posted: Sun Feb 24, 2008 2:50 pm
by JPI Dictator4life
So far so good. Keep up the good work!

Re: Clone Remnant: Rise

Posted: Sun Feb 24, 2008 2:55 pm
by woner11
Grev wrote:What face mask thing?
The goggles/ black screen that they look through looks different to me.

Re: Clone Remnant: Rise

Posted: Sun Feb 24, 2008 3:06 pm
by Grev
Oh ya. They are just connected now. The normal stormie has 2 eye holes, I connected them.

Re: Clone Remnant: Rise

Posted: Sun Feb 24, 2008 5:07 pm
by woner11
It looks better the way you did it.

Re: Clone Remnant: Rise

Posted: Sun Feb 24, 2008 5:32 pm
by Grev
Thanks!

Ok, screens later today, here are the vehicles to be found in the naboo map:

Tie Interceptor
Trifighter
IFT-X (Rep hover tank)
AAT ( will be replaces by Freds HAG if I can get it ingame)
Possibly Dwarf spider droids too.

Off topic: Wow, Ive been working on the naboo map more than any other map.

Re: Clone Remnant: Rise

Posted: Sun Feb 24, 2008 6:01 pm
by woner11
It sounds like it is really coming along, I can't wait to see screens.

Re: Clone Remnant: Rise

Posted: Sun Feb 24, 2008 6:37 pm
by JPI Dictator4life
Same here. And what maps are in RISE? I checked the first page, and I thought that there has to be more than that. Is there?

Re: Clone Remnant: Rise

Posted: Sun Feb 24, 2008 6:41 pm
by Grev
Nope, only those. But dont worry. This is called Rise for a reason. There will be more mappacks to satisfy your frail hearts.

And, Naboo crashes.

Here is my Mapcrashlog:
Hidden/Spoiler:
Message Severity: 3
.\Graphics\RedLight.cpp(254)
Global light 1 must be a directional light

Message Severity: 3
.\Graphics\Pc\Shaders\pcTerrainShader.cpp(180)
pcTerrainShader: detail texture expects L8 format!

Message Severity: 3
.\Graphics\Pc\Shaders\pcTerrainShader2.cpp(293)
TerrainShader_: detail texture expects L8 format!

Message Severity: 2
.\Source\EntityProp.cpp(875)
EntityProp 'geo_bldg_hangar' AttachOdf 'geo_yellowGodray' odf not found

Message Severity: 2
.\Source\EntityProp.cpp(875)
EntityProp 'geo_bldg_hangar' AttachOdf 'geo_yellowGodray' odf not found

Message Severity: 2
.\Source\EntityProp.cpp(875)
EntityProp 'geo_bldg_hangar' AttachOdf 'geo_yellowGodray' odf not found

Message Severity: 2
.\Source\EntityProp.cpp(875)
EntityProp 'geo_bldg_hangar' AttachOdf 'geo_yellowGodray' odf not found

Message Severity: 2
.\Source\EntityProp.cpp(875)
EntityProp 'geo_bldg_hangar' AttachOdf 'geo_yellowGodray' odf not found

Message Severity: 2
.\Source\EntityProp.cpp(875)
EntityProp 'geo_bldg_hangar' AttachOdf 'geo_yellowGodray' odf not found

Message Severity: 2
.\Source\EntityProp.cpp(875)
EntityProp 'geo_bldg_hangar' AttachOdf 'geo_yellowGodray' odf not found

Message Severity: 2
.\Source\EntityProp.cpp(875)
EntityProp 'geo_bldg_hangar' AttachOdf 'geo_yellowGodray' odf not found

Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'halo_yellow' not found

Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'halo_yellow' not found

Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'halo_yellow' not found

Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'halo_yellow' not found

Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'halo_yellow' not found

Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'halo_yellow' not found

Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'halo_yellow' not found

Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'halo_yellow' not found

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f75897c4: trying to replace "nab2_prop_bench" with "nab2_prop_bench1"

Message Severity: 2
.\Source\VehicleSpawn.cpp(140)
Vehicle spawn outside command post "cp1" control region

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "imp+fly_tieinterceptor"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=62fe3d1a: trying to replace "bes2_bldg_courtyard_overlook" with "bes2_bldg_courtyard_overlook1"

Message Severity: 2
.\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp2" has no control region

Message Severity: 2
.\Source\VehicleSpawn.cpp(140)
Vehicle spawn outside command post "cp1" control region

Message Severity: 2
.\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp2" has no control region

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=30a94ef4: trying to replace "nab2_bldg_bridge1" with "nab2_bldg_bridge11"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=fa589c7d: trying to replace "nab2_prop_bench" with "nab2_prop_bench2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f9589aea: trying to replace "nab2_prop_bench" with "nab2_prop_bench3"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=31a95087: trying to replace "nab2_bldg_bridge1" with "nab2_bldg_bridge10"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 192

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 196

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 200

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 204

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 208

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 212

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 216

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 220

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 224

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 228