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Re: Clone Remnant: Rise
Posted: Sun Feb 24, 2008 6:43 pm
by JPI Dictator4life
That's a big list.

Re: Clone Remnant: Rise
Posted: Sun Feb 24, 2008 6:58 pm
by Taivyx
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!
These two are caused by some textures saved with RLE Compression on.
Make sure that when you save textures, you uncheck RLE Compression
I'm not sure what the first error is.
Re: Clone Remnant: Rise
Posted: Sun Feb 24, 2008 10:25 pm
by Grev
well, thats great and all, but I didnt edit any textures. And its a sides problem because I palyed in gcw and it worked fine. Im working on it right now.
Well, I fixed my giant crash, just the magnaguards weapon typo.
Updates, Ive got screens, but Im not on the right comp so:
I gave the engineer a pauldron.
RepSniper and Heavy now have goggles
Repsniper reskinned, now medic
Reskinned Imperial Sniper with NullCommandos Imperial sniper skin. I just edited it a tiny bit.
Screens soon!
EDIT
Here are the screens I promised:
One screen is missing cuz Imageshack is being annoying.
Enjoy!
Re: Clone Remnant: Rise
Posted: Sun Feb 24, 2008 10:27 pm
by JPI Dictator4life
AWESOME!!!! 9/10 map dude.
Re: Clone Remnant: Rise
Posted: Sun Feb 24, 2008 10:29 pm
by Grev
Thanks! Im gonna release the next beta when I fix a cp bug, near/ farscene range, and do some work on the CIS (Im givin the magnaguard his electro staff). Then I will release the next beta. After that, Im gonna get working on the other 2 maps!
Re: Clone Remnant: Rise
Posted: Sun Feb 24, 2008 10:33 pm
by SilvaDalek
What is going on with the CIS? Need skins?

Re: Clone Remnant: Rise
Posted: Sun Feb 24, 2008 10:34 pm
by Grev
Nope! Ive already started the CIS skins! Although what I listed above may seem like the final, Im still gonna edit weapons to be original in my final. What good are revamped sides without cool guns?

Re: Clone Remnant: Rise
Posted: Sun Feb 24, 2008 10:37 pm
by SilvaDalek
...
Not cool at all.

Anything I can do?
Re: Clone Remnant: Rise
Posted: Sun Feb 24, 2008 10:37 pm
by Grev
Not really. Sorry. Thanks for offering though!
Edit: Majroly Off Topic:
800 posts!!!!!!!!!
Please don't doublepost only to post offtopic just to boost your postcount. Thanks! -Staff
EDIT: Sorry.

Wont happen again whoever on the staff posted this!
Re: Clone Remnant: Rise
Posted: Mon Feb 25, 2008 1:29 am
by woner11
I can't wait for the beta. The map looks really nice so far, and you really scared me with your crash.

But nice work, I was going to offer to do something, but after the response to SilvaDalek, I guess it won't be needed. Oh well...
Re: Clone Remnant: Rise
Posted: Fri Feb 29, 2008 8:35 am
by Grev
Well, the Naboo Beta has been released, look for it on swbf2filefront (you can find the link oin the homepage), test it out, and tell me what should be done!
Re: Clone Remnant: Rise
Posted: Fri Feb 29, 2008 7:05 pm
by FOOLIS
Nice Skin ,
I like it

Re: Clone Remnant: Rise
Posted: Fri Feb 29, 2008 7:16 pm
by Grev
Thanks man! Try the beta! Its up on starwars filefront.
Re: Clone Remnant: Rise
Posted: Fri Feb 29, 2008 7:20 pm
by JPI Dictator4life
Yea, very good.
Re: Clone Remnant: Rise
Posted: Sat Mar 01, 2008 12:07 pm
by Grev
Well, to finish Naboo, all I need to do is:
-Localize
-Weapon Editing
-CIS Skins
-Add Flyers
-Fix ground glitches on edges
-Add water
-Fog
-Sky Bump
-Floating Buildings
-Some more cps
-Some more props
Its seems like a lot but it really isnt.
Also, Maveritchell, could you please post the pics of the floating buildings?
Re: Clone Remnant: Rise
Posted: Sat Mar 01, 2008 6:16 pm
by Maveritchell
Grev wrote:Also, Maveritchell, could you please post the pics of the floating buildings?
Yeah, sorry, forgot to send you those.
Here's a shot of the floating building:
Here's a shot of up in the floating buildings (note that they're not placed close enough together and consequently there is a gap in between them):
Here's a shot of those flat terrain walls that I mentioned you absolutely need to get rid of - this particular one is the biggest offender, as it's right inside the city:
Re: Clone Remnant: Rise
Posted: Sat Mar 01, 2008 6:36 pm
by JPI Dictator4life
Excuse me, but floating buildings? I look at the pics and think what are those? I thought they were supposed to float.
Re: Clone Remnant: Rise
Posted: Sat Mar 01, 2008 6:39 pm
by Maveritchell
(JPI)SWBF Map Grader wrote:I look at the pics and think what are those? I thought they were supposed to float.
Float on nothing?

Re: Clone Remnant: Rise
Posted: Sat Mar 01, 2008 6:44 pm
by JPI Dictator4life
Yes, isn't that what float means? To hover?
Re: Clone Remnant: Rise
Posted: Tue Mar 04, 2008 9:44 pm
by Grev
They arent. I fixed another set I found, so In case, I may issue another beta later.
Thanks mav! And, they arent supposed to float, and as for the big wall, there was a hangar there, but I got rid of it. I will instead get rid of the buildings and put vehicles there.
EDIT
UPDATES!!!!
No screens yet, I was using the modtools, but Ill explain what I did.
Sides:
Darktrooper now has the sonic blaster, mortar launcher, and grenade.
Sonic Blaster? Blech! Well, I spruced it up with force push that does damage, so when you shoot, the main beam goes out and anything in the radius get knocked flat by the damage dealing force push!
Republic/ Imp Medic:
The underhand chaingun I made by giving the chaingun rifle anims is great, but now its even better. Loved the bouncy ewok spears? The chaingun shoots these, but they have been reskinned to green, and bounce everywhere. Its massive.
Not much else, but I just loved playing with these weapons, so I thought I'd put it up.