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Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 25, 2008 11:18 am
by Fluffy_the_ic
Wait, are there astromechs in there?
Rep, do you mind if we change the ground texture in our lot? *coughI'mstartingasnowmobilecough*
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 25, 2008 11:45 am
by RepSharpshooter
No you cannot, as there would be no way to synch everyone's changes together.
Jedi Temple Sparring Arena:
There are 3 such arenas in the building, all for different purposes. One to spar, two to fight ai droids, and three as an obstacle course.
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 25, 2008 11:59 am
by FragMe!
Rep
You have become a model making machine effectively creating your own monster
Just don't spend too much time on it or you Mom will take you mshex away.
Oh but they do look really good keep up the good work.
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 25, 2008 12:22 pm
by Caleb1117
Yea, turns out it does work, I just had the pilot animation wrong. It should have been drive, and I had something else.
Hey baby, wanna ride?
Water safe
Dune jumping
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 25, 2008 1:29 pm
by [RDH]Zerted
RepSharpshooter wrote:No you cannot, as there would be no way to synch everyone's changes together.
Thats why you should be doing that layer loading thing I mentioned over XFire. It would automatically sync up all the changes for you.
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 25, 2008 3:11 pm
by Fluffy_the_ic
I tried to add my layer to the "layers used" list, but it didn't show up.
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 25, 2008 3:22 pm
by tsurugi13
Mind if I change my lot to K1? K4 makes my sad little building look lame ingame.
Edit: Also, can we add personal vehicles to our layer? Or would that require making sides?
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 25, 2008 4:00 pm
by FragMe!
Without speaking for Rep, a vehicle can be put in the map using just an odf and placing it in ZE at the location you want. This also means you wouldn't have to make a custom side.
You just have to make sure you have effects, explosions (unless it is indestructable) included in the odf/msh/effects that would
be submitted with your map layer.
While it is true a lot of it may be replicated if all the sides are there but if they aren't they could be a map crasher which would not be good.
As well depending upon which sound lvl is loaded you may not get the sounds you want.
The other part too is that if there are too many flyers or hovers in the map they will eat up memory pools.
The other question would be whether or not the vehicle is allowed to have weapons but given the talk that has gone on in this topic I am going to guess no
but I'll leave that up to Rep to decide.
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 25, 2008 4:31 pm
by MercuryNoodles
After seeing what the temple will be like, I don't feel so bad about having such a tall structure. XD Here's the rescaled version. Ignore the texture, though. It's just a placeholder.
Also, I noticed something odd with MeshEx today. It refused to munge my model and gave me a series of "This is a number: 1" (thanks for the info

), but when I quit and tried it again it ran fine.
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 25, 2008 4:33 pm
by tsurugi13
Hmm... I smell a geometryscale war coming on...

Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 25, 2008 5:02 pm
by trainmaster611
Isn't it possible you could just scale down the y axis? I know its fun to be a showoff and all, but should the centerpiece be the jedi temple?
Oh, and could someone give us an updated map of where everything is?
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 25, 2008 5:10 pm
by RepSharpshooter

D4 is now a repair depot.
Just a pretty picture.

Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 25, 2008 5:32 pm
by MercuryNoodles
It's not my fault someone said "city", and and not "galactic backwater podunk town".

That's actually the reduced version, because I used the prequel Coruscant scenes as my yardstick to make a moderately tall building. It was supposed to be a lot taller.
I also don't recall Jedi temples being so special, either. I've always hated the whole Jedi-centric thing anyway. I declare Contingency Order 66 in effect immediately!

Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 25, 2008 5:33 pm
by Fluffy_the_ic
Rep, if we have a lot by the side of the actual area, can we extend it, or no? I ask this because I have an observatory model that would fit into the area perfectly.
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 25, 2008 5:52 pm
by RepSharpshooter
We'll see once I get the terrain figured out more.
Elevators now installed in the Jedi Temple, it is fully opertional

Just need to add some of those arena things and props.
MercuryNoodles, it can be big, but not so insanely big that it dwarfs everything else. What you have is fine.
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 25, 2008 6:05 pm
by trainmaster611
RepSharpshooter wrote:We'll see once I get the terrain figured out more.
Elevators now installed in the Jedi Temple, it is fully opertional

Just need to add some of those arena things and props.
MercuryNoodles, it can be big, but not so insanely big that it dwarfs everything else. What you have is fine.
Yeah that definitely doesn't dwarf everything else
Rep, I found some streetcars and lightrail vehicles here
http://www.3dtransit.com/
I also found this untextured (but UVed) New York style subway (scroll down to where it says "Click for Free 3D Model").
http://www.allcitystyle.com/
Btw, are you going with the idea of making another town?
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 25, 2008 6:12 pm
by phazon_elite
Can I join in on this? I have an idea for the N square. I think I might take N 3 and 4.
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 25, 2008 6:40 pm
by Fluffy_the_ic
I am making a new building, and I want terrain cutters, (got idea from caleb) two things. 1: I need a better tut that Bandu's on terrain cutters. I don't understand it at all. 2: Do you mind if we extend a little over our limited soace as long as we're underground or way above ground?
A description of what I want the place to be like:
Above ground: Chill building, polys cut out all over the place to make it a sun roof-y feeling (and sun wall-y feeling), Entrance to Underground display. Ladder to floating Agility course
Undergound: Display Museum, near empty at first.
In air: Floating agility course, platform below.
Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 25, 2008 7:13 pm
by RepSharpshooter
I don't care if you go underground. But I'm sure you'll find the bigger the building you try to make, the more pain in the rear it is.
phazon_elite wrote:Can I join in on this? I have an idea for the N square. I think I might take N 3 and 4.
Sure

Re: Dynamic Map Idea (all lots open for taking)
Posted: Wed Jun 25, 2008 7:35 pm
by Fluffy_the_ic
I've figured that out.
When I follow your instructions on everything, I munged it just to play it, and the map sorta crashes.