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Re: Urban map series
Posted: Mon Jul 13, 2009 3:29 am
by TK432
Nova Hawk wrote:As in answer to your poll, I would like to see one last map added to this and the planet to be selected would be Alderaan. That planet has not been done that many times and I would like to see what you can do with it.
Some other urban maps could be:
Corellia
Coruscant
Kashyyyk (?)
for alderaan i wouldn't know any other style props than bespin ones, but 2 of my 4 maps yet are already made with them. I think that'd become too much bespin stuff.
for the other maps I'd prefer kashyyyk, but a city on the trees or on the ground?
Re: Urban map series (WIP)
Posted: Mon Jul 13, 2009 5:36 am
by B.I.G_Cookie
I'd like to see a Kashyyyk tree town map.

Maybe something like "Kachihro(?) Bridge" seen in Republic Commando.
Great work so far.

Re: Urban map series (WIP)
Posted: Mon Jul 13, 2009 8:44 am
by Fluffy_the_ic
B.I.G_Cookie wrote:Maybe something like "Kachihro(?) Bridge" seen in Republic Commando.
Yesterday when I blew up the bridge I was thinking the exact same thing
The new skies look great, especially the bespin sky, even though you really only did a color change, but whatever.

Re: Urban map series (WIP)
Posted: Mon Jul 13, 2009 12:40 pm
by TK432
Just started on the tree village and this is what i got so far:
hope you like it
Progress:
Map: 40 %
Barriers: 60 %
Planning: 60 %
Hints: 10 %
Re: Urban map series (WIP)
Posted: Mon Jul 13, 2009 12:47 pm
by Nihillo
TK432 wrote:Just started on the tree village and this is what i got so far:
hope you like it
Progress:
Map: 40 %
Barriers: 60 %
Planning: 60 %
Hints: 10 %
That is awesome. I think the player shouldn't be able to see the ground.
Re: Urban map series (WIP)
Posted: Mon Jul 13, 2009 1:02 pm
by FragMe!
TK432
How many Dewbacks and Banthas in total are you trying to spawn?
Make sure the number is correct in the LUA for 2 pairs of legs walkers.
Was just looking through previous posts and noticed it was only 2 at one point.
Re: Urban map series (WIP)
Posted: Mon Jul 13, 2009 1:04 pm
by Delta-1035
Nihillo wrote:
That is awesome. I think the player shouldn't be able to see the ground.
Yeah, it's awesome! Good job.
Re: Urban map series (WIP)
Posted: Mon Jul 13, 2009 1:14 pm
by Par3210
i love the new kashykk map.

You're a really good modder!

Re: Urban map series (WIP)
Posted: Mon Jul 13, 2009 1:18 pm
by TK432
Nihillo wrote:I think the player shouldn't be able to see the ground.
Thats what i hoped to do, too. But the stock trees are the only ones i really liked.
+ I made a cp on the ground. So there will be one far up and done at the bottom
FragMe! wrote:TK432
How many Dewbacks and Banthas in total are you trying to spawn?
Make sure the number is correct in the LUA for 2 pairs of legs walkers.
Was just looking through previous posts and noticed it was only 2 at one point.
I'm trying to make one bantha and one dewback (which is working)
I'm having 4 in my lua at the moment
Re: Urban map series (WIP)
Posted: Mon Jul 13, 2009 1:23 pm
by B.I.G_Cookie
Nihillo wrote: think the player shouldn't be able to see the ground.
You could add some leaves over the ground to make something like a little "jungle" under the trees. You won't see the ground then.
Looks great so far.
Im getting more and more interested to this project.

Re: Urban map series (WIP)
Posted: Mon Jul 13, 2009 1:28 pm
by TK432
B.I.G_Cookie wrote:Nihillo wrote: think the player shouldn't be able to see the ground.
You could add some leaves over the ground to make something like a little "jungle" under the trees. You won't see the ground then.
Good idea will try that, thanks
Bit progress, added wookies as locals and made the terrain a bit darker
will care about foilage and that now
Re: Urban map series (WIP)
Posted: Mon Jul 13, 2009 4:00 pm
by Nova Hawk
Wow, nice Kashyyyk map, dude.
Re: Urban map series (WIP)
Posted: Mon Jul 13, 2009 4:08 pm
by YouJediJunkie
MAN. That's the best Kashyyyk map I have EVER seen. I really love those maps with actual light work.

Re: Urban map series (WIP)
Posted: Mon Jul 13, 2009 4:09 pm
by TK432
what's missing with the torches anyone know? texture?
Re: Urban map series (WIP)
Posted: Mon Jul 13, 2009 4:12 pm
by B.I.G_Cookie
Wow looks great.
TK432 wrote:what's missing with the torches anyone know? texture?
Yes,
I think it's a missing texture.
Re: Urban map series (WIP)
Posted: Mon Jul 13, 2009 4:16 pm
by Nova Hawk
I cannot wait for this mappack! Awesome work, TK432!
Re: Urban map series (WIP)
Posted: Mon Jul 13, 2009 4:19 pm
by TK432
B.I.G_Cookie wrote:Wow looks great.
TK432 wrote:what's missing with the torches anyone know? texture?
Yes,
I think it's a missing texture.
Do you accedently know what its name is or what i have to do?
cuz i only find kas1_prop_torch (msh) and torchflame (effect)
and both are already in their folders
Re: Urban map series (WIP)
Posted: Mon Jul 13, 2009 4:38 pm
by FragMe!
Have a look at the .fx file for the torch, it will list the tga files it uses. I am pretty sure one of them would be underlightsmoke (or something like that) then just copy those tot he effects folder.
Re: Urban map series (WIP)
Posted: Mon Jul 13, 2009 4:59 pm
by TK432
FragMe! wrote:Have a look at the .fx file for the torch, it will list the tga files it uses. I am pretty sure one of them would be underlightsmoke (or something like that) then just copy those tot he effects folder.
for some reason adding that file caused a crash
found nothing in errors about it
EDIT: just tryed to remove everything i did since last munge and the map still crashes
(and i'm sure it's not beacuse of anything in the lua)
EDIT2: ok i just tried everthing out, even removed/changed all files that are not necessary, so that only odfs, mshes and some sky files were left. also lua was a stock one
It's something with the wld file (in ZE) but what in ZE would make the game crash?
(I know you need more to get known what it is, but I'm totally clueless at this point)
I'm trying to recontruct the map in another folder step by step now
Re: Urban map series (WIP)
Posted: Mon Jul 13, 2009 10:13 pm
by FragMe!
Once you rebuild your map, sorry to hear about that, for the bantha_rider I have found the error.
Go into the req folder in the Ban side. Open the tat_walk_bantha_rider.req file and add _rider to the tat_walk_bantha. I guess I missed it when I was compiling the side for export.
