WIP: Deneba: Mount Meru

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Fiodis
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Re: WIP: Deneba: Mount Meru

Post by Fiodis »

It's the default sky. It looks terrible. It looks terrible on any map, really.
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Re: WIP: Deneba: Mount Meru

Post by darthtyren »

Wow, dude, that's not the default sky. It's the sky from the BF1 Naboo map.
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Re: WIP: Deneba: Mount Meru

Post by Fiodis »

Is it? Alright; it still doesn't fit that well. Might I recommend the Geonosis one instead?
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Re: WIP: Deneba: Mount Meru

Post by martin105038 »

Are you sure you changed the sky correctly? It really looks like yavin´s sky.
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Re: WIP: Deneba: Mount Meru

Post by darthtyren »

Fiodis wrote:Is it? Alright; it still doesn't fit that well. Might I recommend the Geonosis one instead?
If I use the Geonosis one, will I have to use the sprites of flying warships?
martin105038 wrote:Are you sure you changed the sky correctly? It really looks like yavin´s sky.
Bwaha... I don't know.

Well, now for a quick update(don't focus on the sky, unless you want to)

I added a bunch of crates... everywhere:
Hidden/Spoiler:
Image
Image
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Re: WIP: Deneba: Mount Meru

Post by Fiodis »

And yet there is still a lot of open space. My suggestion is to use canyon wall props to greatly narrow the game field.
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Re: WIP: Deneba: Mount Meru

Post by darthtyren »

Greatly narrow is an understatement. Using the only canyon walls that I found would mean I would have to completely rearrange my map, because they're way too big.
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Re: WIP: Deneba: Mount Meru

Post by Sky_216 »

darthtyren wrote:
Fiodis wrote:Is it? Alright; it still doesn't fit that well. Might I recommend the Geonosis one instead?
If I use the Geonosis one, will I have to use the sprites of flying warships?
No.

You can just use more geo canyon walls to make it narrower, you dont need to use the giant tatooine ones.
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Re: WIP: Deneba: Mount Meru

Post by MrCrayon »

Um, I looked at all your responses, and they all seem defensive. I just want to say, we are just trying to help. And to be frank, the suggestions all make sense. Your map is

A. Humongous
B. Open and bland
C. Default sky
D. Desperately in need of something more than just a flat terrain and geonosis props. Here is a link to the props:
forums/viewtopic.php?f=64&t=12991

if you continue to scroll down, you will see the prop section of the assets.

Good luck!
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Re: WIP: Deneba: Mount Meru

Post by acryptozoo »

a suggestion for the caves your adding (if you are) you could use these there perfect for "cave building"
http://www.gametoast.com/forums/viewtop ... 64&t=23826
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Re: WIP: Deneba: Mount Meru

Post by THEWULFMAN »

MrCrayon wrote:Um, I looked at all your responses, and they all seem defensive. I just want to say, we are just trying to help. And to be frank, the suggestions all make sense. Your map is

A. Humongous
B. Open and bland
C. Default sky
D. Desperately in need of something more than just a flat terrain and geonosis props. Here is a link to the props:
forums/viewtopic.php?f=64&t=12991

if you continue to scroll down, you will see the prop section of the assets.

Good luck!
I agree, if you want a good review, listen open FLAT MAPS SUCK, you can see a mile away and it takes forever to get anywhere, I cant tell you how many times we have played big open maps, and guess what, no matter how good it looks, it SUCKS, trust us, the biggest exception nis the stock Hoth..and from this screenshot
Image

I can clearly see the default yavin sky, if you really did change it to nabbo, then do a world manualy clean, then munge again, this should change the sky( that is of course if you changed it at all...)
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Re: WIP: Deneba: Mount Meru

Post by darthtyren »

Sky_216 wrote:
darthtyren wrote:
Fiodis wrote:Is it? Alright; it still doesn't fit that well. Might I recommend the Geonosis one instead?
If I use the Geonosis one, will I have to use the sprites of flying warships?
No.

You can just use more geo canyon walls to make it narrower, you dont need to use the giant tatooine ones.
Find, then I can do that. It will take a while, but I can do that.
MrCrayon wrote:Um, I looked at all your responses, and they all seem defensive. I just want to say, we are just trying to help. And to be frank, the suggestions all make sense. Your map is

A. Humongous
B. Open and bland
C. Default sky
A. I know this, and am currently working on it, no matter how long it takes.
B. Doing something about that while doing something about A.
C. I'll change it to Geonosis ASAP.

And I know you are trying to help. Being defensive was built into my character, I cannot control that.
acryptozoo wrote:a suggestion for the caves your adding (if you are) you could use these there perfect for "cave building"
http://www.gametoast.com/forums/viewtop ... 64&t=23826
Do these caves go underground? If not, I can't use them.
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Re: WIP: Deneba: Mount Meru

Post by Fiodis »

darthtyren wrote:Being defensive was built into my character, I cannot control that.
Though I disagree with that statement, I also somehow like it. :wink:

As for Sky's tunnels, in the thread he says that the large entrance has a terrain cutter, so yes, you should be able to use them underground.
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Re: WIP: Deneba: Mount Meru

Post by Press_Tilty »

It looks...brown. It's kind of unappealing.

I agree that it is way to big, and flat and open.

But it needs more color. Idk what or how that would work. try getting another texture, and spraying it around on the canyon walls, its really obvious that they are tiled. It will add a ton. Add dust storms too.
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Re: WIP: Deneba: Mount Meru

Post by Fiodis »

Oh, also, see how distant objects have a blueish tint? While that's realistic on Earth, it doesn't look that nice in-game. I'd recommend changing that to maybe a yellow/orange tint, or no tint at all. The setting you would have to change should be in your sky file.
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Re: WIP: Deneba: Mount Meru

Post by Sky_216 »

Press_Tilty wrote: try getting another texture, and spraying it around on the canyon walls, its really obvious that they are tiled. It will add a ton.
Wish you could, but you can't do that.

As for the cave entrance - needs a pretty steep terrain wall to be set into. Or you can just stick rocks around the gaps.
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Re: WIP: Deneba: Mount Meru

Post by darthtyren »

Press_Tilty wrote:It looks...brown. It's kind of unappealing.

I agree that it is way to big, and flat and open.

But it needs more color. Idk what or how that would work. try getting another texture, and spraying it around on the canyon walls, its really obvious that they are tiled. It will add a ton. Add dust storms too.
How many times do people have to bring up the fact that it's too big? I know this, and I am working on it. It is, however, not flat. I am also working on openness. I also don't know how to begin to add dust storms.
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Re: WIP: Deneba: Mount Meru

Post by Fluffy_the_ic »

Okay, you say it's not flat, when it is. Sure, you added little bumps and rolls, but they're not big enough to change the gameplay value. Also, while adding a dust storm may make it look less open, you'll need to add objects to make the map actually be less open to the point of true playability.
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Re: WIP: Deneba: Mount Meru

Post by sim-al2 »

I would suggest reskinning the spire and cliffs texture. Even just a small change would make it not scream "Genosis with a different name".
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Re: WIP: Deneba: Mount Meru

Post by THEWULFMAN »

darthtyren wrote: I also don't know how to begin to add dust storms.
Do what I do, copy the odf

Code: Select all

myg1_bldg_fire_effect
and put it in your worlds odf folder
from the stock assets, and the msh

Code: Select all

myg1_bldg_fire_effect.msh
and put it in your worlds msh folder
again from the stock, then copy this effect

Code: Select all

geo2_sfx_bunkerdust
and put it in your worlds effect folder
from geo's effect folder, in the stock
and then rename the odf to something like this

Code: Select all

ryb_bldg_dust_effect
then open your newly rename odf and change it to look like this

Code: Select all

[GameObjectClass]       

ClassLabel      =   "prop"
GeometryName    =   "myg1_bldg_fire_effect.msh"


[Properties]        

GeometryName    =   "myg1_bldg_fire_effect"


FoleyFXGroup    = "metal_foley"




AttachEffect = "geo2_sfx_bunkerdust"

AttachToHardPoint = "hp_fire_01"
then place your new object in ZE, remember to lower it a little, or it will be visable, place these AT MIXIMUM, of ten meters apart, because that would be too close, if you put too many in( like 200) your effects will start to disapear
if you have trouble running into it ingame do this
copy any "mshname.msh.option" into your worlds msh folder, then rename to this

Code: Select all

myg1_bldg_fire_effect.msh.option
open it and delete all lines and add this

Code: Select all

-nocolision
save munge and then you wont be able to hit it ingame.

i know this went on, and there were typo bunnies, thhay breeed alloot
hope this helps


EDIT
sim-al2 wrote:I would suggest reskinning the spire and cliffs texture. Even just a small change would make it not scream "Genosis with a different name".
I agree, i never ever use stock textures, unless im making a stock planet( not another tatooine noooo!!!)
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