Page 6 of 7

Re: WIP: Deneba: Mount Meru

Posted: Wed Oct 06, 2010 9:17 pm
by Fiodis
I would recommend using the Geonosis spires and Dune Sea rocks in more economic configurations. But if you don't want to post a minimap of your current map, there's not much I can do to help you there.

Re: WIP: Deneba: Mount Meru

Posted: Thu Oct 07, 2010 4:31 pm
by darthtyren
I don't know how to make a mini map,but if I did, I would have already posted it. But I did add a few more objects all over the place, I will munge as soon as I can to see if objects take up enough of the map, but I highly doubt it.

UPDATE
Alright, I doubt I'm done with the objects, but here are some screens showing the basic idea of how it looks with the ones I already have. My only question to ask: Am I on the right track?
Hidden/Spoiler:
Image
Image
Image

Re: WIP: Deneba: Mount Meru

Posted: Thu Oct 07, 2010 7:56 pm
by CressAlbane
I can't tell exactly, but I think you've followed Fiodis's advice. If so, keep adding more, good work so far.

Re: WIP: Deneba: Mount Meru

Posted: Thu Oct 07, 2010 8:32 pm
by MileHighGuy
the terrain is blurry and still bright, but otherwise its better

Re: WIP: Deneba: Mount Meru

Posted: Thu Oct 07, 2010 8:53 pm
by darthtyren
Well, I'm trying to get the objects done, and I have just added the last that will fit. So now I am going around and making sure all objects are grounded. But, what would this post be without screens?
Hidden/Spoiler:
Image
Image
If there isn't enogh objecs, then I'll add more AI to be on the field at once.

Re: WIP: Deneba: Mount Meru

Posted: Thu Oct 07, 2010 11:19 pm
by Fiodis
At last you're getting there! :) You could use a bit more non-Geonosis props, though, to change up the scenery a little. Some type of machinery, maybe.

Re: WIP: Deneba: Mount Meru

Posted: Fri Oct 08, 2010 8:50 am
by darthtyren
I have put in a few crates here and there. Should I try to find room for more? Also, if not, what else would go good with my map?
Fiodis wrote:At last you're getting there! :)
Ah, you just made my day. I guess it's time to update the map completion.

Re: WIP: Deneba: Mount Meru

Posted: Fri Oct 08, 2010 12:11 pm
by THEWULFMAN
good job!, now a little more.... and oila u have a good map!

Re: WIP: Deneba: Mount Meru

Posted: Fri Oct 08, 2010 3:11 pm
by Fiodis
Here's an idea: in the stock space assets, there are frigate fragment meshes. You could pick a frigate, a CIS one say, and place the parts as props, making it look like the frigate crash-landed. You could also place a few effect emitters there, so that it would give off smoke like that crashed ship in the stock Geo campaign. Depending on how far you wanted to go, you could even put a new, scorched-earth groundtexture under it, and maybe make a slight crash ditch. It would look awesome if done correctly, and it would fill the map out even more, maybe create some nice choke points.

Re: WIP: Deneba: Mount Meru

Posted: Fri Oct 08, 2010 5:37 pm
by darthtyren
I'll add chuncks of LA-AT gunships so that it can cross betyween the eras. I'll also add one of the republic's command tables, but it will be destroyed.

Re: WIP: Deneba: Mount Meru

Posted: Fri Oct 08, 2010 9:08 pm
by Fiodis
You can place era-specific props by putting them in seperate layers and loading those layers in their respective luas.

Re: WIP: Deneba: Mount Meru

Posted: Fri Oct 08, 2010 9:13 pm
by darthtyren
Eras have their own layers?

Re: WIP: Deneba: Mount Meru

Posted: Fri Oct 08, 2010 9:16 pm
by Fiodis
They could if they wanted to. You can load any ZE layer via lua.

Re: WIP: Deneba: Mount Meru

Posted: Sat Oct 09, 2010 12:18 pm
by darthtyren
Sorry guys, but the new objects didn't show up in my map. I guess it was because I didn't have any odfs for the new objects I was placing. I used the kwing parts and the laat gunship parts. Does anyone know where to find the respective odfs?

Re: WIP: Deneba: Mount Meru

Posted: Sat Oct 09, 2010 12:23 pm
by THEWULFMAN
You have to make new odfs, its really easy tho, just copy any prop odf,then rename it to whatever, then open it and change the name of the .msh it references, like this
[GameObjectClass]

ClassLabel = "prop"
GeometryName = "nameofmsh.msh"

[Properties]

GeometryName = "samenameofmshbeforewithoutthelastbit"


change only the yellow stuff

Re: WIP: Deneba: Mount Meru

Posted: Sat Oct 09, 2010 7:23 pm
by darthtyren
Thanks, THEWULFMAN. Now I bring you:

UPDATE
Hidden/Spoiler:
Image
Image
Image

Re: WIP: Deneba: Mount Meru

Posted: Sat Oct 09, 2010 7:45 pm
by Fiodis
Better, though the terrain still seems a bit too bright and shiny.

Re: WIP: Deneba: Mount Meru

Posted: Sun Oct 10, 2010 1:31 pm
by darthtyren
What do I do to fix that? I burned and colored the terrain already, but I'll try to burn again (mainly because I forgot to after the last time I added objects).

UPDATE
Well, I am not munging for just something as simple as darkening the terrain. I changed the color from 128 128 128 to 115 115 115, so it's a little darker, and I also burned the terrain.

I also think this map is just about ready. If I hear nothing bad about the map in a while, then I'll go ahead and munge the final and release it.

Re: WIP: Deneba: Mount Meru

Posted: Mon Oct 11, 2010 2:22 pm
by MrCrayon
grrr. I really wish you would at least make something memorable about the map. I can't count how many times I have seen geonosis props used like that before. But I must say, good for you on the vehicles! I know they can get tricky at times. Good work :thumbs:

Re: WIP: Deneba: Mount Meru

Posted: Mon Oct 11, 2010 2:52 pm
by Jendo7
darthtyren wrote:What do I do to fix that? I burned and colored the terrain already, but I'll try to burn again (mainly because I forgot to after the last time I added objects).
I wouldn't bother burning it again, that won't make any difference. The problem could be your computer, as I remember playing maps on my old computer that would render the terrain light colored, yet on my new computer that issue is gone.