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Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Posted: Wed Jul 28, 2010 3:50 pm
by Eggman
Teancum wrote:
No, I think the problem is because the base speed is 0.
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Oh yeah, that's kind of what I was getting at - something with their planning takes them to that spot near the cp, so they stop and hover over it to try to capture it. You could prevent the AI hovering by raising the base speed, and maybe set the minimum speed to 0 so players can still hover. You'd still have issues with the gunships crashing into the spires though, so you should still edit the planning/flyer splines (whichever one the map uses, I don't know how you have it set up) to prevent that from happening.[/quote]
That's not a bad idea, set the minimum speed to 0, then the base speed to whatever. That gives players the hover ability, but AI will rarely stop. There's also a special region type to tell flyers to stay away from it. Can't recall what it is off hand, but it might be useful to put around the top of the spire.[/quote]
Pretty sure you're talking about danger regions. I've never used them myself, but I believe you place a region in ZE, then with the region selected, click its properties tab and select the danger region type from the list. There's a brief explanation of them in either one of the docs or on psych0fred's site.
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Posted: Wed Jul 28, 2010 3:55 pm
by Jendo7
Marvel4 wrote:About the crashing gunships: It's very weird, because sometimes they fly right and sometimes they just crash...

I don't know if you also set your flyer barriers to the MaxFlyHeight in the lua. This might reduce the crashing a bit.
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Posted: Wed Jul 28, 2010 8:57 pm
by Marvel4
Jendo7 wrote:Marvel4 wrote:About the crashing gunships: It's very weird, because sometimes they fly right and sometimes they just crash...

I don't know if you also set your flyer barriers to the MaxFlyHeight in the lua. This might reduce the crashing a bit.
Yes, I already did that.
Teancum wrote:That's not a bad idea, set the minimum speed to 0, then the base speed to whatever. That gives players the hover ability, but AI will rarely stop.
I did that, but they still spinned around.
UPDATE: Transports on Bespin are no longer moving CPs (so it's like BF1). Cloudcar and geonosian fighter now have boost, working tricks and are stronger. Added the space LAATs to Geonosis.
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Posted: Wed Jul 28, 2010 9:05 pm
by skelltor
cool
btw what map is next?
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Posted: Wed Jul 28, 2010 9:09 pm
by Marvel4
skelltor wrote:cool
btw what map is next?
Look in the first post.

Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Posted: Wed Jul 28, 2010 9:51 pm
by skelltor
wow

i am sorry i dident evan think of checking the first post.But isn't the bf1 kamino the same as bf2 or is it just a different layout or what?
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Posted: Wed Jul 28, 2010 9:54 pm
by Marvel4
It looks similar, but the layout is different and its smaller.
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Posted: Thu Jul 29, 2010 6:20 am
by Lagomorphia
All the changes to Bespin and Geonosis were good, save for some issues with the LAATs, (again

). All that's changed is the weapons, which don't look as good and make it too easy to take down the Techno Union ships. I'd use the previous LAATs but put the slowed speed rather than the base speed (as suggested by Teancum) at 0, which would give them starfighter controls and stop the AI spinning around. Also, the CIS and Empire still have mobile CPs. I'm not sure what to suggest for the Empire, but perhaps the MAF for the CIS? There's a blue CIS livery skin for it in the Released Assets section.
Otherwise a great job and some really fun maps.
EDIT:
MAF skin here.
MAF assets here.
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Posted: Thu Jul 29, 2010 9:39 am
by skelltor
for the empire what about thier stock lander that they use in space?
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Posted: Thu Jul 29, 2010 11:37 am
by Lagomorphia
The Theta-class shuttle is a mobile CP, which is the problem. You'd need to script a new vehicle using the model. The MAF is already made.
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Posted: Thu Jul 29, 2010 11:59 am
by Teancum
I would recommend sticking with transports only for Clone Wars. SWBF1 didn't have GCW transports on Platforms, and it just suited the game to not have them.
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Posted: Thu Jul 29, 2010 12:33 pm
by Lagomorphia
In BF1 there weren't interceptors either. Do I smell Delta-7s?

Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Posted: Thu Jul 29, 2010 3:57 pm
by Marvel4
Lagomorphia wrote:Also, the CIS and Empire still have mobile CPs. I'm not sure what to suggest for the Empire, but perhaps the MAF for the CIS?
Umm, no, I changed them so they aren't mobile CPs anymore. And I won't use the MAF, because it's just too ugly...
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Posted: Thu Jul 29, 2010 5:01 pm
by Lagomorphia
Looks better than the Droid Gunship, especially seeing as it can land.
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Posted: Fri Jul 30, 2010 4:32 am
by Marvel4
UPDATE: Removed the transparency in the Rhen Var: Harbor tunnel, so lightsabers etc. will be displayed properly.
UPDATE: Carbon freezing chamber in Bespin: Cloud City now looks much better.
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Posted: Fri Jul 30, 2010 11:28 am
by Fusion
Marvel4 wrote:UPDATE: Removed the transparency in the Rhen Var: Harbor tunnel, so lightsabers etc. will be displayed properly.
At least someone finally did this.

Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Posted: Fri Jul 30, 2010 12:21 pm
by Maveritchell
Fusion wrote:Marvel4 wrote:UPDATE: Removed the transparency in the Rhen Var: Harbor tunnel, so lightsabers etc. will be displayed properly.
At least someone finally did this.

That's not a bug, though. It is an unfortunate side-effect of the tunnels doing what they should, which is being rendered to look like ice.
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Posted: Fri Jul 30, 2010 12:30 pm
by Fusion
I'm aware of what it was, I'm just glad that the effect was changed so it doesn't look like people are being hit with lightsaber hilts trying to capture invisible command posts.
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Posted: Fri Jul 30, 2010 1:57 pm
by Teancum
Technically it's a bug in SWBF2's rendering code, as they did not account for lightsabers and reflection. I suppose technically it may still be there in SWBF1, but I've never been in the tunnel with a jedi/sith and gone to freecam to see.
Still, I'm of two opinions as to whether that's a good thing or not. I wonder if there are any other rendering flags that might work just as well for ice.
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Posted: Fri Jul 30, 2010 2:20 pm
by Maveritchell
Teancum wrote:Still, I'm of two opinions as to whether that's a good thing or not. I wonder if there are any other rendering flags that might work just as well for ice.
It's not a bug in the ice render flag, it's a bug in the transparency render flag. The walls require semitransparency (only available through the 04/08 flags) to appear as designed, and any two semitransparent objects viewed in-line with each other will cause the "first" object (the object closer to the viewer) to inherit the
sum of the two alpha maps as its own alpha map. There's no workaround - you either have the occasional issue with the lightsabers/CPs or the constant issue with the walls. Which one is a bigger deal is obviously a matter of opinion.