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Re: Tatooine: Outpost

Posted: Tue Feb 08, 2011 10:07 pm
by modmaster13
For locals, you added tusken raiders, jawas, and wequay pirates. Don't you think thats alot of locals for a desert? I would just stick with jawas.

Re: Tatooine: Outpost

Posted: Tue Feb 08, 2011 10:42 pm
by Jendo7
martin105038 wrote:I won´t get tired of saying this: your map is awesome :thumbs:
Thanks martin! I really appreciate that :D
Nihillo wrote:
Jendo7 wrote:Any suggestions for the CIS?
The B-1's beige color scheme is surprisingly functional as camouflage in the desert, so I don't think you'll have to do anything fancy. I'd say just throw some sand at the SBDs and you can call it a day. :thumbs:
Thanks Nihillo! I'm glad someone said that, as I'm not too fused about the CIS. Anyway, I've already given the sniper a new skin, so I may just do what you suggest. Or maybe throw the droid commando model in as well, and leave it at that. I can get carried away sometimes :faint:
modmaster13 wrote:For locals, you added tusken raiders, jawas, and wequay pirates. Don't you think thats alot of locals for a desert? I would just stick with jawas.
Ok, the set up for the locals is actually not too bad, as they are unable to capture command posts, and are only in specific areas of the map. There will not be any close to command post areas, so you could engage in fighting them, or ignore them as you wish, therefore it has no effect on balance. The Weequay pirates will only be in the DTII era, so in the normal GCW/CW era it will only be Jawas near the sandcrawler, and a handfull of Tuskens, maybe six near the Jundland Wastes. I think the gameplay works out pretty well.

Re: Tatooine: Outpost

Posted: Wed Feb 09, 2011 11:16 am
by Anakin
have you new pics?? :P

i'm looking to make a Magna guard after i finished my clone assassin. you will find it in my assets thread if you want to use it

Re: Tatooine: Outpost

Posted: Wed Feb 09, 2011 11:42 am
by Jendo7
I might post some new pics this evening, or tomorrow at the latest.

...and thanks for the offer, I'll have a look :P

Re: Tatooine: Outpost

Posted: Wed Feb 09, 2011 11:46 am
by Anakin
here my referent
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==EDIT==

here my pic i will upload it to my assets pack thread if it run in BFII
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Re: Tatooine: Outpost

Posted: Wed Feb 09, 2011 4:11 pm
by modmaster13
Jendo7 wrote:
martin105038 wrote:I won´t get tired of saying this: your map is awesome :thumbs:
Thanks martin! I really appreciate that :D
Nihillo wrote:
Jendo7 wrote:Any suggestions for the CIS?
The B-1's beige color scheme is surprisingly functional as camouflage in the desert, so I don't think you'll have to do anything fancy. I'd say just throw some sand at the SBDs and you can call it a day. :thumbs:
Thanks Nihillo! I'm glad someone said that, as I'm not too fused about the CIS. Anyway, I've already given the sniper a new skin, so I may just do what you suggest. Or maybe throw the droid commando model in as well, and leave it at that. I can get carried away sometimes :faint:
modmaster13 wrote:For locals, you added tusken raiders, jawas, and wequay pirates. Don't you think thats alot of locals for a desert? I would just stick with jawas.
Ok, the set up for the locals is actually not too bad, as they are unable to capture command posts, and are only in specific areas of the map. There will not be any close to command post areas, so you could engage in fighting them, or ignore them as you wish, therefore it has no effect on balance. The Weequay pirates will only be in the DTII era, so in the normal GCW/CW era it will only be Jawas near the sandcrawler, and a handfull of Tuskens, maybe six near the Jundland Wastes. I think the gameplay works out pretty well.
How could you have certain locals in a certain area? :?

Re: Tatooine: Outpost

Posted: Wed Feb 09, 2011 4:17 pm
by Jendo7
Ah! that is the trick. Basically the locals are all custom units, so all I do is put "HOVER" in the odf's that defines their AISizeType, and then put a hover barrier around them in ZE.

This doesn't happen in the DTII era though, for obvious reasons.

Re: Tatooine: Outpost

Posted: Wed Feb 09, 2011 4:22 pm
by Sky_216
You could edit them through lua with "SetClassProperty"...not sure what it'd do to online compatability though.

Re: Tatooine: Outpost

Posted: Wed Feb 09, 2011 4:33 pm
by Jendo7
Ok, thanks Sky. I think I'll try that for the DT era unless Mav would prefer me not to. It's actually not much of a problem in the DT era though, as the main units have a lot more powerful weapons than the locals.

Edit: That worked, all the DTII Tuskens are now in their own little corner. :D

Edit2:
Anakin wrote:here my referent
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==EDIT==

here my pic i will upload it to my assets pack thread if it run in BFII
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Thanks, that would be great. I like it!

...just sent you a pm.

Re: Tatooine: Outpost

Posted: Wed Feb 09, 2011 10:50 pm
by modmaster13
I didn't give a full description to you earlier, but how did you get those cool sand textures for the ground?

Also, an assets pack wouldn't be a bad idea! :thumbs:

Re: Tatooine: Outpost

Posted: Thu Feb 10, 2011 12:07 am
by Jendo7
Screenshots as promised. Not in any particular order but they include DTII, CW and the GCW eras.
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Re: Tatooine: Outpost

Posted: Thu Feb 10, 2011 12:11 am
by THEWULFMAN
Nice :D :thumbs: :plokoon:

Re: Tatooine: Outpost

Posted: Thu Feb 10, 2011 12:23 am
by Jendo7
Thanks WULFMAN! :D

modmaster13 wrote:I didn't give a full description to you earlier, but how did you get those cool sand textures for the ground?

Also, an assets pack wouldn't be a bad idea! :thumbs:
I've had the sand textures for a while, so I can't actually remember, and the base color I made in gimp. I wouldn't release an assets pack for the simple reason the majority of assets are not mine, and are either from Sky216 assets or Rends, which are already available. I just skinned a few things, put together the sides (CodaRez/Deviss assets) and changed some colors. The world assets wont be released either, as it hasn't reached beta stage yet, and I probably wont anyway. Thanks for your interest, though :)

Re: Tatooine: Outpost

Posted: Thu Feb 10, 2011 2:18 am
by commander501stappo
Very nice! I like the dewbac and can't wait till I can blast some tuskens :maulsaber:

Re: Tatooine: Outpost

Posted: Thu Feb 10, 2011 3:54 am
by Sky_216
It all looks very impressive, just one thing - want a new crashed gunship or three? The one in the pic there is one of the first models I "made" in XSI and it's pretty bleh.

Re: Tatooine: Outpost

Posted: Thu Feb 10, 2011 5:21 am
by Lephenix
Awesome :thumbs:

Re: Tatooine: Outpost

Posted: Thu Feb 10, 2011 6:32 am
by naru1305
this looks awesome :thumbs:

Re: Tatooine: Outpost

Posted: Thu Feb 10, 2011 8:16 am
by Jendo7
Thanks again everyone!
Sky_216 wrote:It all looks very impressive, just one thing - want a new crashed gunship or three? The one in the pic there is one of the first models I "made" in XSI and it's pretty bleh.
I've got another one of your gunship's but it's from the same pack, so please do, that would be great.

Thanks! I really appreciate it :D

Re: Tatooine: Outpost

Posted: Thu Feb 10, 2011 8:42 am
by Marvel4
Looks very good! :thumbs:
One suggestion: You could change the skin for the CIS sniper, so the color matches the sand.

Re: Tatooine: Outpost

Posted: Thu Feb 10, 2011 11:30 am
by Anakin
WOW epic pics but what is this??
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