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Re: Enviro-Packs (4)
Posted: Mon Mar 01, 2010 7:38 am
by Sky_216
CodaRez wrote:Skyhammer_216 wrote:CodaRez wrote:Skyhammer_216 wrote:
Slum buildings/props (
tatooine anyone

).
Fixed

Ummm..........no?
Well honestly u don't see slums around raxus prime dont ya (well, if u think lots of metal junk conviniently magnetised that way is....)
Tat i believe is a better player, or some other backwater planet.
(but if its raxus prime.....just include a droids head k

)
K.....Or I could not. Oh and just to make a point (and one that's canonical for that matter)......
How is this not a slum????
And even without that......I'm going to make props based on what I make in XSI that also works for BF2 rather than on what people consider to be more canonically likely. Think I've made it clear enough that beyond major plot points and character development of main characters I really don't care about star wars canon.
Re: Enviro-Packs (4)
Posted: Mon Mar 01, 2010 10:04 am
by CodaRez
Not to be rude but.....that picture
Notice the devoids of life around that place. (except for jawas i believe?)
Anyway, matters aside, if u are gonna make the stuff around that wreckage, ill accept it with open arms

Re: Enviro-Packs (4)
Posted: Mon Mar 01, 2010 4:39 pm
by Sky_216
CodaRez wrote:
Notice the devoids of life around that place. (except for jawas i believe?)
Ri-ight...its a run down village with huts and houses made out of junk and its not a slum.
And yes its devoid of life. Because (a) its an old game and (b) its in a vehicle (speeder) section you pass through in a few seconds so putting in animated characters would be a little bit of a waste of resources, no?
Re: Enviro-Packs
Posted: Mon Mar 01, 2010 6:03 pm
by Fiodis
Skyhammer_216 wrote:Alien plants are taking longer - may even animate a few of them for XSI practice.

Carniverous vegetative deathtraps, Rancor-style?

Re: Enviro-Packs
Posted: Mon Mar 01, 2010 6:24 pm
by Eggman
Fiodis wrote:Skyhammer_216 wrote:Alien plants are taking longer - may even animate a few of them for XSI practice.

Carniverous vegetative deathtraps, Rancor-style?

Or sarlacc, assuming the whole tentacle thing could be rigged up (I don't know anything about how the sarlacc tentacles from the BF1 assets work).
Re: Enviro-Packs (4)
Posted: Mon Mar 01, 2010 7:00 pm
by CodaRez
Skyhammer_216 wrote:CodaRez wrote:
Notice the devoids of life around that place. (except for jawas i believe?)
Ri-ight...its a run down village with huts and houses made out of junk and its not a slum.
And yes its devoid of life. Because (a) its an old game and (b) its in a vehicle (speeder) section you pass through in a few seconds so putting in animated characters would be a little bit of a waste of resources, no?
Well u coulda said that earlier
(honestly what a resemblance a lot of people wont follow)
*on that note what old game is it then*
Re: Enviro-Packs (4)
Posted: Mon Mar 01, 2010 7:33 pm
by Eggman
CodaRez wrote:Skyhammer_216 wrote:CodaRez wrote:
Notice the devoids of life around that place. (except for jawas i believe?)
Ri-ight...its a run down village with huts and houses made out of junk and its not a slum.
And yes its devoid of life. Because (a) its an old game and (b) its in a vehicle (speeder) section you pass through in a few seconds so putting in animated characters would be a little bit of a waste of resources, no?
Well u coulda said that earlier
(honestly what a resemblance a lot of people wont follow)
*on that note what old game is it then*
I hate to risk this turning into an off-topic debate, but I just have to ask...what is it with people trying to tell authors what to do with their work? There have always been instances of people going around pressing their "suggestions" on modders, but it seems like the problem has been getting a lot worse lately. Skyhammer said he was going to make Raxus Prime-style buildings. It's his work, it's what he wants to make, so just let him make it.
Re: Enviro-Packs
Posted: Mon Mar 01, 2010 11:38 pm
by EraOfDesann
Eggman wrote:
Or sarlacc, assuming the whole tentacle thing could be rigged up (I don't know anything about how the sarlacc tentacles from the BF1 assets work).
I vaguely recall a mod map for BF1 that utilized the sarlacc tentacles as living vines so I think it can be done.
Re: Enviro-Packs (4)
Posted: Mon Mar 01, 2010 11:52 pm
by Sky_216
Eggman wrote:CodaRez wrote:Skyhammer_216 wrote:CodaRez wrote:
Notice the devoids of life around that place. (except for jawas i believe?)
Ri-ight...its a run down village with huts and houses made out of junk and its not a slum.
And yes its devoid of life. Because (a) its an old game and (b) its in a vehicle (speeder) section you pass through in a few seconds so putting in animated characters would be a little bit of a waste of resources, no?
Well u coulda said that earlier
(honestly what a resemblance a lot of people wont follow)
*on that note what old game is it then*
I hate to risk this turning into an off-topic debate, but I just have to ask...what is it with people trying to tell authors what to do with their work? There have always been instances of people going around pressing their "suggestions" on modders, but it seems like the problem has been getting a lot worse lately. Skyhammer said he was going to make Raxus Prime-style buildings. It's his work, it's what he wants to make, so just let him make it.
@Eggman/CodaRez - I actually don't mind people making suggestions, provided they don't repeat them or try and force them on the author.
What I do mind is canon obsessed fanboys correcting me about something they haven't seen at all, based on their star wars knowledge/playing star wars galaxies too much. Also the resemblance seems pretty clear - (slums and shanty towns) often have buildings repaired with/made from junk and materials such as boards and scrap iron (in the real world, this is). Raxus Prime is a planet with quite large quantities of scrap metal lying around, and there's a screenshot I was inspired by that shows run down or made of junk huts/houses. So if I say the slum houses are Raxus Prime themed,
They Are. End of discussion.
EraOfDesann wrote:Eggman wrote:
Or sarlacc, assuming the whole tentacle thing could be rigged up (I don't know anything about how the sarlacc tentacles from the BF1 assets work).
I vaguely recall a mod map for BF1 that utilized the sarlacc tentacles as living vines so I think it can be done.
When did Eggman say this??? On that topic yes animated stuff is quite possible, will probably use my last XSI trial up on it.
PS. Screen is from Pandemic's Star Wars: Clone Wars. Pretty sure its the first game Raxus Prime appeared in.
Re: Enviro-Packs (4)
Posted: Tue Mar 02, 2010 12:15 pm
by GangsterJawa
Skyhammer_216 wrote:EraOfDesann wrote:Eggman wrote:
Or sarlacc, assuming the whole tentacle thing could be rigged up (I don't know anything about how the sarlacc tentacles from the BF1 assets work).
I vaguely recall a mod map for BF1 that utilized the sarlacc tentacles as living vines so I think it can be done.
When did Eggman say this???
Eggman wrote:Fiodis wrote:Skyhammer_216 wrote:Alien plants are taking longer - may even animate a few of them for XSI practice.

Carniverous vegetative deathtraps, Rancor-style?

Or sarlacc, assuming the whole tentacle thing could be rigged up (I don't know anything about how the sarlacc tentacles from the BF1 assets work).

Re: Enviro-Packs (4)
Posted: Tue Mar 02, 2010 4:42 pm
by swado95
Is the pine tree asset going to be released at the same time and it would be cool if you could make a cave asset.
Re: Enviro-Packs
Posted: Mon Mar 08, 2010 4:27 pm
by Fiodis
EraOfDesann wrote:Eggman wrote:
Or sarlacc, assuming the whole tentacle thing could be rigged up (I don't know anything about how the sarlacc tentacles from the BF1 assets work).
I vaguely recall a mod map for BF1 that utilized the sarlacc tentacles as living vines so I think it can be done.
I remember
this map (or maybe it was
this one) that had the Sarlacc tentacles set up using ZE anims to "swim" through a river, resembling a sea monster. So yeah, a lot could be done with that kind of thing.
Re: Enviro-Packs (4)
Posted: Mon Mar 08, 2010 9:50 pm
by Sky_216
Expect very sporadic updates on these packs and similar things over the next few months.
I basically have no modding/modelling time atm, so most of the stuff for this will be XSI excercises that are suitable for BF2 - won't necessarily follow a consistent theme. I'll still make some T-gen made pine trees and generic deciduous trees though, as well as random miscellaneous ones I've made before.
Re: Enviro-Packs (4)
Posted: Sun Apr 04, 2010 8:48 pm
by Darth_Squoobus
Skyhammer_216 wrote:Expect very sporadic updates on these packs and similar things over the next few months.
I basically have no modding/modelling time atm, so most of the stuff for this will be XSI excercises that are suitable for BF2 - won't necessarily follow a consistent theme. I'll still make some T-gen made pine trees and generic deciduous trees though, as well as random miscellaneous ones I've made before.
What about space/upper atmosphere props?