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monsoontide
11-06-2003, 03:59 AM
At Duncan's request I'm starting a new thread exclusively for the Dewback vehicle. Here you'll find the latest pictures, be able to give feedback and apply for Beta testing.
As we make more progress on the other models they too will get their own thread.

As of now, Duncan_10158 has it in-game and animated but it's early days yet and there's still planty to do - the major thing at the moment is its about half the size it should be.

http://www.home.earthlink.net/~monsoontide/NewFiles/dewback_ingame1.jpg

http://www.home.earthlink.net/~monsoontide/NewFiles/dewback_ingame2.jpg

Also started yet another creature model today :P
Will post pictures of it (In the main vehicle thread) when I have more of it complete

Monsoontide

Tesla
11-06-2003, 11:02 AM
Wow, that is Awesome !!! :D
Send it my way Please !!! :D (tesla@xtremegamesinc.com)

tFighterPilot
11-06-2003, 11:13 AM
WOW, can't wait :D

Looks just like the real thing

Keep up the good job!

GothiX
11-06-2003, 11:16 AM
How sweet, a dewback midget version! :D

kmd
11-06-2003, 02:54 PM
WOW!!!!!!!!!!!!!!!! awsome work

tFighterPilot
11-06-2003, 03:32 PM
Originally posted by gothicX
How sweet, a dewback midget version! :D That could be quite a problem, unless you can make a new animation for riding, the animals should be small enough.

Casper
11-06-2003, 08:34 PM
I will beta for you it would look great in my mod too when all of these vehicles are done

Duncan_10158
11-07-2003, 09:28 AM
I suggested Monsoontide to open this thread to discuss the problems of the Dewback. as the the Dewback is set up now it is an >animal class< vehicle like the tauntaun. there are still lots of things we need to figure out about this vehicle class so we can set up the Dewback correctly to it.

just to make it clear, Monsoontide is choosing the beta testers, but i think if you help us to figure out how the animal class vehicles work, your chances could rise ;)

we need to know wich of the animal class animation sequences seen in ModView are realy in game. you can open tauntaun in modview and compare it with the one game.

the sounds, how can we change them to dewback? does it work? if there is someone good at finding or making new sounds for the dewback?

if you find out something new about the animal class vehicles, for ex. a new cool setting in the veh file, post it.


once again, the more things you find out about animal class vehicles, the higher your chances for beta testing it ;)

ninja
11-07-2003, 03:23 PM
great idea. but is it we only can play it in siege games?

monsoontide
11-07-2003, 05:43 PM
Vehicles can be spawned in ANY type of game. However, RAVEN really only used vehicles in SP and SIEGE. It's up to the custom map makers to include the new vehicles in their maps, whatever the type may be.

As far as BETA testing there will be 6 positions available with the first slots being offered to those who have tested before (And sent feedback!)

NO positions are being taken YET! - The model isn't quite ready ;)

shukrallah
11-07-2003, 06:51 PM
The detail and shape of the model look great, the only problem is, like you said, its too small. But it does look great. You guys are doing a nice job. Very nice :D

DarkLord60
11-09-2003, 10:28 PM
Its looking good! too bad about legs going through dewback

tFighterPilot
11-10-2003, 03:05 PM
If you'll need a beta tester, know that I'm here. :)

monsoontide
11-10-2003, 03:38 PM
O.K. Duncan resized it and it looks a lot better.
A lot of it comes down to the vehicle file though.

http://www.home.earthlink.net/~monsoontide/NewFiles/dewback_ingame3.jpg

http://www.home.earthlink.net/~monsoontide/NewFiles/dewback_ingame4.jpg

http://www.home.earthlink.net/~monsoontide/NewFiles/dewback_ingame5.jpg

There's not much more I can do...
So, I'm gonna open up 7 (SEVEN) positions ONLY for Beta testing.
That is proper (& extensive) testing and reporting. All testers will have a week to test with reports due back by 18th November.

If you would like to Beta test. PM me. I will pick by preference those who have already tested properly for me.
Then I will post a list of testers here.
Testers will recieve the Dewback vehicle and a quick note of things I am looking for in testing.
Depending on the level of feedback & how much needs to be changed/fixed - expect a release the following weekend.

KHaRMa
11-10-2003, 04:55 PM
LoL a Dewback on the roof :eek: !!

GothiX
11-10-2003, 05:01 PM
That skin looks awfully pinkish.

DarkLord60
11-11-2003, 01:56 AM
It does look alittle pink but I could live with it

kmd
11-11-2003, 02:09 AM
i dont really see to much pink, but all pics ont he internet are dark to me becuase of my dinosor moniter

monsoontide
11-11-2003, 03:33 AM
Current Beta Testers are:
SunBuRn
Kengo
Pnut_Master
KMD
LightNinja

Still Have two positions open if anyone wants them...

If they aren't filled tomorrow, then I'll close it and send out the Dewback.

Thanks Guys :D

kmd
11-11-2003, 12:43 PM
i'll wake a position...beta testing, and when is this date you want replys back? shadowassasin2050@yahoo.com

tFighterPilot
11-11-2003, 01:07 PM
I'll take a postion.

Casper
11-12-2003, 11:51 PM
Nym259@hotmail.com And I have done a beta for you in the past beta so I'am in

TK-8252
11-13-2003, 01:34 AM
Wow! Someone made what I requested! Can't wait for some new Tatooine maps. Bring on the Sandtroopers!

monsoontide
11-13-2003, 03:48 AM
(Alphabetical)

gothicX (need e-mail)
imyourfather (need e-mail)
kengo (need e-mail)
kmd (need e-mail)
lightninja
nym
pnut_master (need e-mail)

If you haven't done so already - please PM me your e-mail where you would like the file sent. Currently looks like only two of you will get it tonight :(

Expect e-mail, instructions & a testing bonus!!! :D

Please post all responses to this thread - so everyone can see what's going on - Thus I won't get 7 e-mails telling me the same thing ;)

Thanks guys hope you enjoy it.
Testing finishes Sunday 16th November. Not much time I know but there shouldn't be too much to do ;)
Please have all you feedback in by then.

My appologies to any who applied and didn't make it. Strictly first come first served.

monsoontide
11-13-2003, 05:47 AM
Nym & Lightninja - you should have your files by now. If they didn't get to you let me know ASAP. :cool:

The rest of you need to PM me details on where you want me to send the files!:eek:

:mauls: :wan:

kmd
11-13-2003, 11:37 AM
well i gave you my e-mail a few posts up, edited my original post, any way i pmed you too

monsoontide
11-13-2003, 01:50 PM
kmd & gothicX should find the files in your e-mail in the next 30 mins. Let me know if they don't show up.

BTW: As there have apparently been problems around the place with people pinching BETA material and releasing it, Just a friendly reminder to ALL testers :D - Should these BETA models be released in any form I will have to take swift & appropriate action. - though I know you won't let me down ;)

Also apparently with the Jedi Academy update patch, the vehicles (starships) are much more controlable! :D

GothiX
11-13-2003, 03:11 PM
DING DING DING DING DING

This one's in, expect a detailed report after I finished dinner and testing! :D

kmd
11-13-2003, 03:42 PM
I got it, and well for some reason, I cant spawn them in mp, I donít know why, so I spawned a tauntaun, and sure enough it worked... i don't know why, oh well, so i couldnt really play around with the n1 star fighter since it would spawn in mp, so i did the dewback in sp, and what i could with the n1 in sp as well.

Dewback-----------

1. The back two legs are a wee bit skinny, below the knee, and look a little clunky.

2. There is no real animation for the feet when walking, they are stiff as boards, and it makes it look a little funny.

3. I can see what those guys are talking about now, saying it is a little too pink, a darker color, maybe a light tan would work

4. a little bug with the saber, if I have my e-11 when I get on it, then switch to my staff, or dual bladed sabers, I can only get one side of my saber, or one saber to work. But when I have my staff out both ends drawn, it works fine.

5. The health on the dewback doesnít really move, if I shoot it with a concussion blast, then get on it, it shows no change in health, I noticed that it takes five conc blasts to down the thing, but when I shoot it with four, I still see no change in health when I get on it.
________________________________

n1_mst

1. In sp I know it should really work well, so I donít have much to say about it, cept the handling is great, wouldnít change it, maybe itís the just new patch, but it handles well, and looks really good, great modeling job.

2. for some reason, when trying to approach it, I cant get ten feet away and it acts like I am toughing it, or their is a force field around it not letting me near it, weird.
___________________________________
I will try again to get them to work in mp, maybe itís just my game, I donít know, but I will keep trying ;)... PS: it was hard trying to find something wrong with the dewback, it's a great model, and so is the n1!

tFighterPilot
11-13-2003, 03:54 PM
4. a little bug with the saber, if I have my e-11 when I get on it, then switch to my staff, or dual bladed sabers, I can only get one side of my saber, or one saber to work. But when I have my staff out both ends drawn, it works fine. That's how it is in all of the vehicles.

2. for some reason, when trying to approach it, I cant get ten feet away and it acts like I am toughing it, or their is a force field around it not letting me near it, weird. Easy to fix, you just need to alter the width in both the .npc and .veh files(.veh has both width and lenth)
___________________________________
I will try again to get them to work in mp, maybe itís just my game, I donít know, but I will keep trying ;)... PS: it was hard trying to find something wrong with the dewback, it's a great model, and so is the n1! [/B][/QUOTE]

GothiX
11-13-2003, 04:22 PM
O..k..

As for the dewback:

Nice model, the skin just looks off.. as mentioned before, I think it's too pink. Big error I noticed was how only the front left leg and rear right leg blocked shots and showed scorchmarks! My shots went through the rest of its body! Also, the animation when it was running (Alt fire) was too slow compared to how fast I moved, while the riders animation went too fast. I like this model though, has some great potential.

For the N1:

Way too slow, but yeah, that can be fixed. Big error I noticed: When you crash; you spawn some X-Wing parts! The skin is spot-on, except for the chrome, but i think I can solve that myself perhaps. Don't count on it though. The model could be sized a tad bit bigger, 20% or something, but it's nice.

Also - they worked in both MP and SP, I use version 1.01.

I'll be testing some more, any bugs will be reported immediately.


Good luck,

-GothiX

tFighterPilot
11-13-2003, 04:39 PM
Big error I noticed: When you crash; you spawn some X-Wing parts!That's because of the exploasion's FX. In my Snow Speeder, I made a new .efx file, based on the z-95 exploasion .efx, and without all of the flying parts. The skin is spot-on, except for the chrome, but i think I can solve that myself perhaps. Don't count on it though. The model could be sized a tad bit bigger, 20% or something, but it's nice.
If it would be bigger, the rider's legs will be more inside the dewback's body.

kmd
11-13-2003, 04:55 PM
i am still trying to get it to work in mp, but when you giys got it in your e-mail, did it come as just a pk3 file, or as this

gamedata/
models/
modelsplayers/
modelsplayervehicles/


and bla bla, i looked in all of these folders and didnt find a .pk3 for the dewback or n1, so i just exstracted everything..that may be the problem, but that doesnt tell me why it would work in sp still, hmmm, i will keep on it and maybe post back with some more thoughts

GothiX
11-13-2003, 05:00 PM
Originally posted by imyourfather
If it would be bigger, the rider's legs will be more inside the dewback's body.
If he makes the N-1 bigger, my legs get stuck in the dewback?! :p

Originally posted by kmd
i am still trying to get it to work in mp, but when you giys got it in your e-mail, did it come as just a pk3 file, or as this

gamedata/
models/
modelsplayers/
modelsplayervehicles/


and bla bla, i looked in all of these folders and didnt find a .pk3 for the dewback or n1, so i just exstracted everything..that may be the problem, but that doesnt tell me why it would work in sp still, hmmm, i will keep on it and maybe post back with some more thoughts

I got 2 pk3's. Play an unpure server!

kmd
11-13-2003, 05:14 PM
i got it working!!!!!!!!!!!!! any way, the n1 is just as pretty as they can get, but she is way to slow, and when my wing gets damiged, it spins around even though every thing else is on green, so basicly i am down right after get hit the first time

riovu
11-13-2003, 08:52 PM
Nice model moon i really like your models by the way when do u think its gonna be released??

monsoontide
11-13-2003, 09:37 PM
I made the N1 REALLY REALLY slow, so you'd have a few seconds to look at it & fire a rocket or two before crashing! ;)

kmd
11-13-2003, 10:11 PM
well make it a bit faster..for final release

monsoontide
11-14-2003, 12:36 AM
Don't forget if you want a better look at the Dewback animations, you can always open it in ModView.

imyourfather - I still need your e-mail if you want to test.

LightNinja
11-14-2003, 01:28 PM
vehicle extensions (*.veh) are too large
mmh, how i go in game if it put this when i put the files on /base and try to enter in the game? :confused:

kmd
11-14-2003, 02:28 PM
Originally posted by monsoontide
Don't forget if you want a better look at the Dewback animations, you can always open it in ModView.

imyourfather - I still need your e-mail if you want to test. well now you know wee are good for it, and will post back with our thoughts next time you have a beta, you know who you can trust :cool:

GothiX
11-14-2003, 02:30 PM
That means you exceeded the amount of vehicles (12) the game can have. Stupid code.

LightNinja
11-14-2003, 06:55 PM
Ok, i tested the two models.
------
Dewback

-The dewback is really well done, and animations/sounds too, but i think that it is a little too fat and slow, but is really good. I think that it needs a reskin cuz that colors dont make the animal look like a real lizard; that pink at that green/yellow..

Naboo starfighter

-Well, the n1 is well done, but it is very, veeeeery slow, you should make it faster. The shader looks right
------
Well done models moonson

tFighterPilot
11-14-2003, 07:07 PM
Originally posted by kmd
well now you know wee are good for it, and will post back with our thoughts next time you have a beta, you know who you can trust :cool: What does that suppose to mean? :mad:

kmd
11-14-2003, 07:13 PM
Originally posted by imyourfather
What does that suppose to mean? :mad: jus what it says ;) he thought most of us were just out to get the beta and have fun, now we have showed him that we are trustworthy, and can give him a piece of our mind about what ever beta file, so he can trust us

tFighterPilot
11-14-2003, 07:32 PM
Originally posted by kmd
jus what it says ;) he thought most of us were just out to get the beta and have fun, now we have showed him that we are trustworthy, and can give him a piece of our mind about what ever beta file, so he can trust us Oh... ok... I just thought that... I thought you meant... never mind

monsoontide
11-14-2003, 07:55 PM
The Dewback textures/colours are from the toy (Which is kinda brown/green).
What colour do you want it?

wedge2211
11-14-2003, 08:11 PM
How 'bout these colors?
http://www.starwars.com/databank/creature/dewback/img/movie_bg.jpg

LightNinja
11-14-2003, 08:19 PM
like this for example would be cool
http://www.modellismo.fano.net/images/dewback.jpg
or something like this
http://www.sicqnus.com/imagbp/adbp4.jpg
I'll try to make some skin anyway, but i dont know how to do the scales :ewok:

monsoontide
11-14-2003, 08:23 PM
Wedge - What colours? That picture is almost entirely shadow and highlights! ;) - that's really the problem - it's either the photos from the special edition - which have the right colours but the wrong lighting or the toys which don't have a terribly good (acurate) paint job! :D
But I know what everyone is getting at! - More / darker green! ;)

Pnut_Man
11-14-2003, 08:39 PM
(Just got the models today, i'm answering the questions included in the email.)

1: Dewback seems to be the right size, same goes for the N1.
2: Like some others have said, Dewback needs some reskinning, it's too Pink :p Darker colors would be appreciated. N1 skin seems fine to me, perhaps a chrome shader somewhat like the one used on vader's helmet? I haven't seen episode 1 in who knows how long so don't go by what i remember..hehe..
3: Animation is fine. Only concern is the 'running' animation for the Dewback. It seems to be almost gliding, perhaps those legs should be moving back and forth a bit faster?
4: Handling is fine. There's one problem though--The n1 moves way too slow, but i don't think this was meant...Just quicken that baby up and you'll have perfect control.
5: Compatablity - Aye it does work, but I had to delete Chair's Eopie..GOD DAMN VEHICLE LIMIT!!!!

LightNinja
11-14-2003, 09:16 PM
i finished the skin, it looks now green i cant upload the photo, but if u want ill send ya by mail

Usurpo
11-14-2003, 09:17 PM
and when my wing gets damiged, it spins around even though every thing else is on green, so basicly i am down right after get hit the first time

That is easy enough to fix. Somewhere in the coding is a damage level to be set for when the vehicle malfunctions. This can be altered, to change when the vehicle starts going nuts. Easy enough...

LightNinja
11-15-2003, 08:06 AM
well, im doing a new skin based on the SWG dewback, here is a little video
Dewback Video (http://starwarsgalaxies.station.sony.com/media/SWG_creature_mount_final.mov)

tFighterPilot
11-15-2003, 10:54 AM
Originally posted by LightNinja
well, im doing a new skin based on the SWG dewback, here is a little video
Dewback Video (http://starwarsgalaxies.station.sony.com/media/SWG_creature_mount_final.mov) Did you get it in the mail also?

Anyway,
Dewback: Alright expept his pinknesh, great animation :D

N1-StarFighter: Make it a bit bigger, and change it's weapon to the Tie Fighter weapon.

LightNinja
11-15-2003, 11:01 AM
First i changed the original skin from pink-green to green-darkgreen; but now im doing a new skin, making it looks more like a lizard, ill finish soon

LightNinja
11-15-2003, 11:45 AM
Finished, now it looks more like a dewback ;)
http://es.geocities.com/lightninja20002000
The shot 0011 was the first skin, 12 and 13 are the new ones.

tFighterPilot
11-15-2003, 11:58 AM
Looks nice :)

TK-8252
11-15-2003, 06:10 PM
Cool! An Eopie! Keep up the good work!

I think a Bantha could be in order... If it's not already being made.

Usurpo
11-15-2003, 06:45 PM
.....its green...can we please get the real-look'n Dewbak, the brown/tan one?

On another note, has anyone figured out how to get past the annoying 12 limit vehicle thing?

LightNinja
11-15-2003, 06:51 PM
Ya, that eopie is in pcgamemods; the dewbacks can be green or brown (i saw it on SWG), for that the skin i did is green, btw i've finished a kaadu model, i hope nobody has done it, cuz i left the eopie model cuz a guy did one lol, well ill post a WIP when geocities works, cuz it dont let me log in :rolleyes:

Kengo
11-15-2003, 09:41 PM
Sorry for my slow response Monsoontide, I'll have a report for you by tommorow AKA deadline day.

lassev
11-15-2003, 10:55 PM
Wow. Amazing, masterful workmanship!

These kind of vehicles really open new possibilities in SP. I'll have to keep this one in mind for possible future use. It might make a REAL difference in an SP project I have been planning for some time.

monsoontide
11-16-2003, 02:52 AM
Going mad today trying to get a working chrome shader. Still ended up looking not very different to what I already have.
Sped it up a bit (Will speed it up more - but not as fast as the x-wing - that's more modern technology!) and changed the lasers to the tie_fighter green ones. Changed the explosion to the z95 explosion.
Will change the colour on the Dewback (Easiy enough with the .psd file!)

LightNinja
11-16-2003, 11:32 AM
Monsoon, what skin do i have to send you, the second (shots 12&13) or the first (shot 11) :confused: or the two?

t3rr0r
11-16-2003, 12:58 PM
Originally posted by LightNinja
Monsoon, what skin do i have to send you, the second (shots 12&13) or the first (shot 11) :confused: or the two?
he said he'd do it.

monsoontide
11-16-2003, 02:27 PM
I've changed the skin to a drab green (Rather than the olive colour it was). But if you prefer your own skin, by all means, feel free to replace mine!
Or alternatively I could do a couple of .veh/npc files so you can pick and choose - what do you think?

Anyways - the main points raised so far about the Dewback are:

1: The Running Animation doesn't fit the action.
2: The Health Level (Which is actually set the same as the tauntauns!!!)
3: The Bounding Box on the Dewback is not the right size
4: The feet don't animate in the walk cycle.

And my own observations which are
1: The jaw looks like its snapping in half in the idle animation
2: The head needs to lift up more during the walk/run animations
3: The tail needs to wiggle a bit more during the walk cycle (It does move but it's hard to see from the current viewpoint)

Also - I have to do some custom sounds for it - does anyone have any samples?

Today is the final day for testing - so does anyone have any last minute comments to make?

Kengo has promised his feedback today.
So far no feedback from NYM :lightning:

Thankyou all for your help :D

RJW_ca
11-16-2003, 03:58 PM
I can help you with dewback sounds -- just give me the basic model so I have a good feel of his action-- I have already done sounds for a Watto and Aaron Smith's Quinlan_vos model please reply so I can help

RJW_ca "OUT"

RJW_ca@rogers.com

LightNinja
11-16-2003, 05:01 PM
Originally posted by monsoontide
Or alternatively I could do a couple of .veh/npc files so you can pick and choose - what do you think?
That'd be really nice, people who like the brown could choose a brown one and green green :D
Originally posted by t3rror
he said he'd do it.
He sent me a pm.

tFighterPilot
11-16-2003, 07:09 PM
I'm exactly a photoshop master, but I gave it a shot, which you will be able to see as soon a damn angelfire return my account :mad:

http://www.angelfire.com/droid/tfighterpilot/shot0009.jpg

PS:Anyone knows any good free file hosting website?

Usurpo
11-16-2003, 07:30 PM
MSN Groups. :jawa

Kengo
11-16-2003, 11:35 PM
Sorry for how late this beta report is, I hope its not totally redundant - it just makes the deadline, in your time zone if not in mine :)

N1 - Starfighter Beta Report

1: The model - Looks about right to me in terms of its shape. Is perhaps a *little* small, I spawned it on top of the Millenium Falcon in the Siege_Desert map, it looked fairly in scale with that. It does look very small when you get in because the camera goes rather a long way away out. The defualt settings are:
cameraRange 500
I tried setting it to 300 and to me it looked a lot better all round.

The bounding box is way too big, which doesn't just mean you can't walk anywhere near it, but it will hit things when flying that aren't close to it. Despite the large bounding box, I somehow managed to walk half way into the tail a few times.

2: The skin - Just needing that chrome look you've been working on and it'll be all there!

3: The animation - Thruster animations all work fine.

4: The handling: - Main problems for me are here. I must say I found it awfully difficult to steer (with the new 1.01 patch BTW), that's partly down to the game engine of course. The controls for moving and aiming were very sluggish for me (not as bad as Battle for Naboo *shudder*). I tried altering some settings in the veh file, and it helped a lot:

lookYaw 60 (previously 45)
bankingSpeed 3.0 (previously 2.0)
turningSpeed 6.0 (previously 4.0)


I also set:
acceleration 25 (previously 15)

These may not all be relevant/wanted, but the overall effect seemed good. I set the speed up so the testing was at a more normal speed, I tried:

speedMax 450 (previously 200)
turboSpeed 600 (previously 400)
speedIdle 130 (previously 100)

Its a lot slower still with the settings I gave it than the X-Wing, much faster seems way too fast to handle for me. It could be a little faster than I tried however, I think.

All the above about controls and handling could certainly do with some good tweaking, its a start but not an optomised setup I'd say.

5: Compatablity - Works in SP and MP. One thing - you packed it up as a pk3.zip, so I had to rename it to a pk3 to get it to work. A mistake I'm sure you'll avoid for the final version, but I'm trying to be really picky now :)

Overall plus points: It looks very good, and I can really imagine it being a great deal of fun in MP - dogfights and such perhaps!

Kengo
11-16-2003, 11:58 PM
Dewback Beta Report

Hows this pic from starwars.com for colour?
http://www.starwars.com/databank/creature/dewback/img/eu_bg.jpg

1: The model - As has already been said, probabaly a little small, the legs go through the body and the bounding box isn't right, with the head going right into walls. As has also been said, in MP only the front legs can be damaged, shots and attacks go through the rest.

2: The skin - Lots has been said about the skin already too - I'd got for a more browny-green like the one in the picture above. With so many different references with differing colours, its hard to get a definative colouration, so your preference comes into it a bit.

3: The animation - Pretty impressive all round! I noticed that in SP the view is further back than in MP, and because of this you can see a lot more animation (the jumping bounds when the dewback breaks into a run, the movement of the tail), and it feels a lot more like you are moving. In MP, with the camera view closer - you don't get the same feeling of movement and its all a little strange. If possible, setting the camera view further back might help a lot.

4: The handling: - Nice and easy to move around. I wonder if it isn't a little faster at a run than it would be in reality? Then again, creatures like this in real life often have a surprising turn of speed when they want!

I kinda felt that when you ran headlong into an enemy, it would seem appropriate for him to be damaged/knocked to the ground, it seems odd to charge at an enemy on a huge creature and find yourself stopping as you reach it. Is it possible to program in a vehicle-like collision?

You have to hop to get onboard, you can't use the use key to climb onto the creature's back - is this the same for the Tauntaun, I can't remember? Not a big deal anyway.

5: Compatablity - Works in SP and MP. One thing - you packed it up as a pk3.zip, so I had to rename it to a pk3 to get it to work. A mistake I'm sure you'll avoid for the final version, but I'm trying to be really picky now (again) :)

Overall: Really wonderful creature, a lot of fun and certain to be very popular.

One note I'd like to make for both the Dewback and the N-1 - they really do deserve some great sounds to go with them, they won't be anywhere near as enjoyable to use without. Sorry but I don't think I'm the man to help you get those sounds, just wanted to say they are massively important and shouldn't be underated. Perhaps some of the sounds already in JA can be used, at least as a base (possibly with some editing with a sound editor program like goldwave), such as the X-wing and Tie-fighter sounds for the N-1, the tauntaun and Rancor for the Dewback? Good luck finding some sounds worthy of the excellence of this work :)

monsoontide
11-17-2003, 12:22 AM
Excellent Feedback Kengo! :cool:

Will definitely see what can be done about as many of these problems as possible.
The bounding box thing is a bit of a problem though as it's generated by the assimilation program when you compile the model for JK:JA and while you can tweak it int .veh file it seems to be just a big box regardless of vehicle shape?
Other things are set by the vehicle class which until they release the source, can't be changed :(

Thanks everyone for your help very much appreciated! :D

Pnut_Man
11-17-2003, 01:13 AM
On the subject of sounds, SWG might be a resourceful place to look *Grins*.

monsoontide
11-17-2003, 02:53 AM
That would be cool since they just released the patch with the ridable animals in it.
However I don't have the game (Not really having time for MMORPG games!)
If someone can supply them to me that would be very handy.
I'm hoping to find a few N1 sounds from other games as well.

monsoontide
11-20-2003, 01:53 PM
Hi Folks...

Just a quick update. Duncan_10158 has the Dewback & N1 for revisions - then I will make a few final changes to the .veh files and then they will be released - hopefully by Thanksgiving.

Duncan_10158 also has the speeder bike which I made some more changes to though there is some bizzarre problem with one of the UV maps which I have been unable to fix. It looks fine in Lightwave but when I export it through Milkshape to md3 it comes out with some wierd distortions in it.

Acklay is almost ready for BETA but not quite!

A big thanks to (nearly) all the BETA TESTERS - your feedback has been invaluable :D

kmd
11-20-2003, 02:48 PM
when is anikens speeder getting ready? is that last one your kist? and no problem bout the beta, i deleted it getting ready for final version!!

GothiX
11-20-2003, 04:36 PM
Heh, it was more like a pleasure testing these babies. ^.^

monsoontide
11-22-2003, 08:46 PM
...I only said it looked very favourable...

Duncan_10158 has been very busy for the last week and is only just getting some time to incorporate the BETA feedback this weekend. Hopefully we are looking at a Thanksgiving release for the Dewback and the N1.

Beta for the Acklay has begun. (Positions are already filled in case you're only reading this thread!)

...besides with the information in our posession, my calculations were correct...

Shotokan
11-22-2003, 11:47 PM
Wow monsoontide that's really cool. Reminds me of SWG (that game is fun). Anyway I still need to get JA! Heh when I do get it though, I know what to download!

monsoontide
11-30-2003, 04:18 PM
http://www.home.earthlink.net/~monsoontide/NewFiles/dewback_01.jpg
http://www.home.earthlink.net/~monsoontide/NewFiles/dewback_02.jpg
http://www.home.earthlink.net/~monsoontide/NewFiles/dewback_03.jpg

I believe the Dewback is almost ready for release. Should be within the next week depending on how quickly Duncan can get to it. He's fixed a couple of animations and I've tweaked the skin colour and will include a couple of other skins.

Duncan_10158
11-30-2003, 05:39 PM
yeah, there are only some few things to fix. i hope we can release this one soon.

the sound isnt working as expected, we probably need some coder to help us. i have no idea how the sound works for vehicles, changing the veh file sound things doesnt seem to have any effects.

DarkLord60
12-03-2003, 10:14 PM
Now that brings back memories!

Shotokan
12-04-2003, 01:39 AM
Can we get a profile shot? It looks to me as the back of the Dewback is a lil shorter than it's front...

And in the first and second shot its jaw looks a bit funny...

monsoontide
12-04-2003, 02:34 AM
The BETA is OVER! ;)

The whole Dewback is based on those Terryl Whittlich drawings and the few shots of the damn things in the movie.
The jaw is just the way it's supposed to be given the limitations of the Quake engine & yes the back legs are shorter than the front - Blame Lucasfilm.

Shotokan
12-04-2003, 03:21 AM
O no I don't mean the back legs. I mean its rear end. Because its head is pretty big and goes into a muscular neck and a muscular back... then theres a small tail... There's supposed to be some muscle after the legs... I can't really explain it but you can see it in the SWG creature mount video.

You need to make his backside longer... That's the best I can explain it.

monsoontide
12-06-2003, 09:58 PM
Download it from:

www.pcgamemods.com (http://www.pcgamemods.com/3322/)

Enjoy.

monsoontide
12-07-2003, 01:02 AM
Hi guys,

Released the N-1.
Download it from:
pcgamemods.com (http://www.pcgamemods.com/3326)
Thanks for all the help!
Big thanks to Duncan_10158 for his work! :D