Space Assault map with Dragonum's models and more!
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Ace_Azzameen_5
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Clonedude55
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raz1992
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Ace_Azzameen_5
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ARC_Commander
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Jawa_Killer
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hey ace
i'm happy to see someone is making the map i always wished to do
in my test map of our models i edited the laser shot colour......i think rgb alpha 0 0 255 255 was the code......realy looked like in the movie 
a second thing is if you want the lasers to shot on different places on the map......look at a special odf......i forgot the name *sry* but it has a code in it that the lasers shot at it.....it's just a ZE visible square but a nonvisible model ingame......like an invisible aim
a third thing i did was an animation of hyperspacing venators......realy cool feeling those gave to me! especially when you are dog fighting around and suddenly you got 3 heavy armed venators in front of you
......the trick:
place 2-3 Venators REALLY FAR AWAY from the map......( i think you know that they disappear in ZE after they reached the line of 512*512) but in game they are still visible (so place them that they disappear in game).......then just let them come along with a speed of 0,2/ 0,1 and make them fly VERY slowly around after they came out of hyperspace......especially if you stick some of those invisible aims on them (animate them of course too) it looks really cool when they fly around.....of course no spawnpoints or CPs.....you can let 2 of them disappear of course after they joined the battle......(maybe they saw the venators will win
) by a script or sth like that......or you let just one spawn whatever xD! or.......or........or let one crash into deep space.....looks ingame realy cool............so just a few tips of my side......as i know how much work this is
a second thing is if you want the lasers to shot on different places on the map......look at a special odf......i forgot the name *sry* but it has a code in it that the lasers shot at it.....it's just a ZE visible square but a nonvisible model ingame......like an invisible aim
a third thing i did was an animation of hyperspacing venators......realy cool feeling those gave to me! especially when you are dog fighting around and suddenly you got 3 heavy armed venators in front of you
place 2-3 Venators REALLY FAR AWAY from the map......( i think you know that they disappear in ZE after they reached the line of 512*512) but in game they are still visible (so place them that they disappear in game).......then just let them come along with a speed of 0,2/ 0,1 and make them fly VERY slowly around after they came out of hyperspace......especially if you stick some of those invisible aims on them (animate them of course too) it looks really cool when they fly around.....of course no spawnpoints or CPs.....you can let 2 of them disappear of course after they joined the battle......(maybe they saw the venators will win
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Ace_Azzameen_5
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I did this a while ago: http://www.gametoast.com/index.php?name ... 93&start=0
Also, I have a hyperspacing frigate already, with plans for more things coming, but not Venators. Just a design choice.
And I still need someone to test the map until it crashes using the modtools.exe
Also, I have a hyperspacing frigate already, with plans for more things coming, but not Venators. Just a design choice.
And I still need someone to test the map until it crashes using the modtools.exe
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Sniper_eye
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Razgriz
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Jawa_Killer
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Ace_Azzameen_5
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So, yeah, update:
New Features:
-No more or less anyway:falling through floors
-The Venator has a few hallways, and massive cargo bays
-A frigate that withdraws when it's SHEILDS are out-unless you disable it's engines
-a Lucrehulk that sends C9979's up the Venator's Diet Dr. Pepper What? I can't say ventr4l hang4r?
-Some blue lighting in the venator's ventral hangar
-A lot more republic interior auto turrets
-Giant Turrets that shoot starship lasers-soon to have a new msh to go with the updated Venator.
-The hallway's are kinda long, so take an Actis to speed things up
-Oh yeah the sky dome is more awesome as seen in previous screenshots.
New Problems:
-The Lucrehulk won't withdraw all the way, since it's so huge it doesn't go very far off the map. I'ma try expanding the terrain.
-Interior decorating of Venator incomplete
-need to get update collision model for latest version of Venator interior
-And Much Much more!
DisabledFeatures(buggy):
-LAAT/C walker combo-Zooms into IH hangar- Unfortunately, the AT-TE doesn't like walking on msh's. I'm going to try the UT-AT.
-hacking enemy security turrets to shoot enemies-c'mon Zerted, fix my lexical error!
New Features:
-No more or less anyway:falling through floors
-The Venator has a few hallways, and massive cargo bays
-A frigate that withdraws when it's SHEILDS are out-unless you disable it's engines
-a Lucrehulk that sends C9979's up the Venator's Diet Dr. Pepper What? I can't say ventr4l hang4r?
-Some blue lighting in the venator's ventral hangar
-A lot more republic interior auto turrets
-Giant Turrets that shoot starship lasers-soon to have a new msh to go with the updated Venator.
-The hallway's are kinda long, so take an Actis to speed things up
-Oh yeah the sky dome is more awesome as seen in previous screenshots.
New Problems:
-The Lucrehulk won't withdraw all the way, since it's so huge it doesn't go very far off the map. I'ma try expanding the terrain.
-Interior decorating of Venator incomplete
-need to get update collision model for latest version of Venator interior
-And Much Much more!
DisabledFeatures(buggy):
-LAAT/C walker combo-Zooms into IH hangar- Unfortunately, the AT-TE doesn't like walking on msh's. I'm going to try the UT-AT.
-hacking enemy security turrets to shoot enemies-c'mon Zerted, fix my lexical error!
Last edited by Ace_Azzameen_5 on Thu Feb 15, 2007 5:04 pm, edited 2 times in total.
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Ace_Azzameen_5
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