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Posted: Mon Jan 22, 2007 7:13 pm
by Razgriz
Dude that looks pretty good but again the deathstars texture is realllyyyy low resolution. And id like to see more of the deathstar then the fleet if u dont mind

Posted: Mon Jan 22, 2007 7:18 pm
by wierd165
although razgriz it would be hard because think of the size! of this map once its finally done its probably gonig to be like BOC with two diffrent parts of it!

Posted: Mon Jan 22, 2007 7:25 pm
by Razgriz
Although id rather see some of the ships removed for a higher texture

Posted: Mon Jan 22, 2007 7:40 pm
by wierd165
well if its bigger its more realistict ever thought of like making two actual parts to the map and the read-me would just reccomend u to play both of them in an order. that would be cool regardless of textures some textures can be fixed by munging too.

Posted: Mon Jan 22, 2007 7:43 pm
by trainmaster611
Hmm...Are you planning on a higher resolution texture for the Death Star :dstar: surface? :?

Posted: Mon Jan 22, 2007 7:50 pm
by Razgriz
I hope so cause it kinda looks nothing like the deathstar. In that last pic is that the reactor core?

Posted: Mon Jan 22, 2007 8:08 pm
by [SBF]ATATFIGHTR
The Reactor Core looks great, you should have lots of fighters.

Posted: Mon Jan 22, 2007 8:21 pm
by Darth_Z13
trainmaster611 wrote:Hmm...Are you planning on a higher resolution texture for the Death Star :dstar: surface? :?
Ya that's what I noticed about the first. It was just sorta a gray sphere.

Posted: Tue Jan 23, 2007 1:02 am
by Protector_Pulch
I guess that's not an issue with the texture/skin, but with the model, which is just streched. And this streching causes the described issue.

Posted: Tue Jan 23, 2007 1:21 am
by Maveritchell
With an object that size, it'd be nearly impossible to have a decent-resolution texture. If you're lucky, you'll find a 2056*2056 high-res texture. On that big of an object, it'd still look like crap. It would have to be several small objects, which would be a beast to mesh together well.

Posted: Tue Jan 23, 2007 7:24 am
by wierd165
like i said thats why youd have to make two parts of the map!

Posted: Tue Jan 23, 2007 2:59 pm
by 11of3
The sphere used for the outer shell of the Death Star has been a real pain to texture.The sphere object has been rescaled by a factor of 850!everything I have tried so far with the texture looks poor.If only someone(hint,hint) would make a model of the Death Star II which I could use.

Posted: Tue Jan 23, 2007 5:44 pm
by Razgriz
Dont get your hopes up 11of3. Now i realize swbf2 is a bad engine and your doing the best you can and its really not the texture that counts its the entire map.

Spherical texturing

Posted: Tue Jan 23, 2007 6:21 pm
by AceMastermind
11of3 wrote:The sphere used for the outer shell of the Death Star has been a real pain to texture.The sphere object has been rescaled by a factor of 850!everything I have tried so far with the texture looks poor.
From my experience in dealing with spherical texture projections, they are the absolute worst for large models, it seems like no matter how much you scale, rotate, or translate the projection in the Texture Editor, there is always something wrong with how it wraps.
You could try a "planar best fit" sub projection on each individual poly and scale each poly outward to increase the tile mapping while randomizing the translation on each poly to give the appearance of "sections" which is what i did with the "Core" of the "Lucrehulk" that i made, it is rather time consuming though, but it does increase the detail of the texture that you're using.
Nice work on your map btw.

Posted: Tue Jan 23, 2007 9:11 pm
by jangoisbaddest
This look superb. And look! MORE friendly suggestions....xD

Seeing as how the core will be a bit removed from the battle itself, I suggest, for the sake of keeping the game interesting, you have a hangar or some form of CP in the core for the imps. Otherwise (unless you've found a way to make the AI smarter than a tree stump) no fighters are going to follow you in. Also (though it's not very cannon - like), it would be cool to fly into the tunnel while several fighters attack you coming AT you.

Posted: Sat Feb 03, 2007 2:11 pm
by Fox
How is it coming this map? it is very COOL!

Posted: Sat Feb 03, 2007 3:25 pm
by trainmaster611
What happened to 11of3? He hasn't come here in 2 weeks :?

Posted: Sun Feb 04, 2007 1:15 am
by Protector_Pulch
He's probably busy...either working on the map, or on his RL. Both things wouldn't be a reason to criticize him. Remember: RL first!

@ Jangoisbaddest: A good idea, the only problem is that the Rebels could settle down in the hangar, launching attacks on the core with stolen imperial ships...I guess this would make things too easy.
So what about some turrets right in front of the hangar: They shoot anything that comes out, but are unable to bring down ships passing by, since they can't rotate in their alcove.

Posted: Mon Feb 05, 2007 3:21 pm
by 11of3
I`am still here.Nothing new to report at the moment.still trying to get the textures better and I have found that when I add more objects to the surface of the Death Star,the maps been crashing!

Posted: Mon Feb 05, 2007 3:51 pm
by Epena
You've hit the object limit. :O