View Full Version : Battle Of Endor Siege WIP

01-22-2004, 04:54 AM
Hi folks. :D

Finally back at it.
Here are some early pics from the Battle Of Endor map I have been working on with help from SunBurn.
Theres 4 main zones:
1: Speeder Bike Chase/Battle Zone (With Speeder Bikes)
2: Imperial Research Outpost (What the Rebel Commandoes had to deal with while Han & Co. were cuddling the Ewoks)
3: Bunker Battle Area (With AT-ST's & Maybe Ewok Gliders???)
4: Inside The Bunker
5: A bonus secret area!!!

I am wondering since Star Wars:Battlefront is now coming out, if anyone thinks it's worthwhile me finishing this map for Jedi Academy.

(P.S. My online portfolio is up and running again (about 90% of it works now!)


01-22-2004, 04:59 AM

01-22-2004, 07:03 AM
It'd be worth it if you get new tree models (At least better textures for them, yuck!) and get rid of that horribly tiling terrain. othgerwise, pretty neat, though you might want to add some diversity.

01-22-2004, 07:45 AM
First off, My vote goes for finishing the map. Battlefront is a different animal.

As far as constructive criticism goes, darken the fog. It looks like a forest in heaven. Secondly, I'm with GothiX on the tree texs. Find some better ones. The map does look very good, though. I really like the fallen tree in the 2nd pic. Nice atmosphere. Last set of pics look cool, but not too true to the movies. But who says you have to make it 100% like the movies?

01-22-2004, 10:10 AM
Yeh, I'm with the others. Siege badly needs some cool new levels, and who better to provide them than the man who got Saga working for JO? Battlefront is really a different thing again. Also like the guys said, the fog is far too bright, and the tilled grass textures could do with breaking up/streching.

The interiors look really cool, though far too bright. All in all, this is such a cool idea and I really believe you can carry it off in style, I say go for it!

01-22-2004, 02:01 PM
I like it so far. The white fog is a bit overpowering, IMHO. Maybe reconsider the color of it... I'm not sure what color you could really use for a forest (maybe a dark bluish-green or something), but the white is just too strong if you ask me..

Aside from that it looks quite nice, especially the bunker.

01-22-2004, 03:46 PM
Some of the textures look a little repetitive on the first few screen shots, but overall it looks very nice.

01-22-2004, 03:59 PM
Yeah...needs less cartoony trees, make the fog a dark greenish-brown, and make a good EasyGen terrain....... :)

01-22-2004, 04:13 PM

01-22-2004, 10:25 PM
Nice! Yea you should finish it, it will be a hit with everyone!

01-23-2004, 01:02 AM
oh d00d ...

not again :D

I've been working on a"The Battle of Endor" -Siege mapping Project for about a month now.

Ah whatever finish it... -.-

01-23-2004, 05:51 AM
Anyone have any nice tree (Specifically redwoods/pines) textures/shaders? The ones I'm using are all I have and they're (As has been so kindly pointed out) a bit crap ;)

NB. The trees are built in Radiant so they are for the most part not models, so they will hurt if you crash into them on a speeder bike.
White fog is just so I can see what the fog is doing. Colour will be blueish I guess - if it's too dark, it looks light night (And very strange inside the bunker!). Still all in development.

If you're also doing a Endor map then don't let me stop you. People like to have options and if they don't like my map they may like yours!

01-23-2004, 08:55 PM
Ah so you're building the endor one, saw some screenies on jedi-moves.com

Definitely keep working on this map, there is no bigger need for maps than in siege, and it actually looks very good! You'll just have to add more stuff in it (don't make it too big unless you put a lot of stuff on it, maps with open spaces are annoying)

keep up the good work! I searched for some texture places (I slightly remember visiting one months ago) but couldn't find them again

01-23-2004, 09:53 PM
Also planning to convert my old SAGA maps (Anchorhead / Bast CAstle) to SIEGE but just haven't had a chance yet.

01-23-2004, 10:28 PM
Looks good cant wait to play it.

01-24-2004, 06:58 AM
Eeek! Stormtrooper on a speeder bike! That's just wrong! Well, hopefully you can get some proper models in there. HapSlash is making a Scout Trooper, Navy Trooper, and Rebel Commando model that would go pretty well in here IMO. :)

01-24-2004, 07:07 AM
I've already made a scout trooper model (And pistol) and am just waiting on Keshire to run it through 3DSmax etc etc.
Could do with the others though + an Ewok :D

01-24-2004, 04:40 PM
That looks awesome!

For the map, you might want to add more trees; it would look more like the forest moon of Endor.

Other than that, looks great.:D

01-24-2004, 04:48 PM
Very nice map!! spectacular, but im thinking that maybe the map will make lag goes up very quick, or ppl with gforce2 or under that wont be able to play with it in the forest part :/

01-24-2004, 07:05 PM
Nice job!:)

01-26-2004, 03:45 PM
You mean those?:


01-26-2004, 06:24 PM

It's the right idea, but that leaf texture is really crappy. It looks cel-shaded with white lines. Ick. Looks worse than the trees in Myst.

Seriously, though, that's about the right approach. Find a better leaf texture, make the leaves broader and thicker, compile em into .ASE models and you'd be all set.

01-26-2004, 11:47 PM
Originally posted by monsoontide
+ an Ewok :D Oh yeah! Forgot to mention that, HapSlash is making an Ewok too! :D

01-26-2004, 11:54 PM
give me some pics of a Redwood Leaf..

I've never seen one and didn't find anything useful in google ...

The Leaf Texture is just temp Stuff until I've found some Reference.

And actually the model already is in .ase format :D

Leaf Texture:


I will create a Package including 5 - 10 different Redwood Models.

The one shown above will only be used in areas the player can't reach cause the model is very low on detail.
Those the player can see from near distance will be more Detailed specially the lower part of the trunk.

If you can't find someone else to model you those trees what I find hard to believe (really nothing special just a few modified cylinders) I'll let you use mine (of course only if you want them. :D)

Oh and if it disturbs you in any way that I am abusing your thread ... tell me I'll move to another place then. ^^

01-28-2004, 02:43 AM
Sweet new trees I just hope we get no lag.

01-29-2004, 10:34 PM
O.K. Thanks Guys. Will continue working on this map.
(As a side note - all textures are tempoary as I will make some specifically for this map - the current ones are just to help me to work out how to set up a decent forrest effect.)

Also what is an .ASE model - and what is the difference between using that an an .md3? Also then, how do you make one?

Currently midway through updating my Bast Castle SAGA map from Jedi Outcast into a SIEGE map for Jedi Academy.
Nearly there - maybe another week or two - look for it end of FEB (Fingers crossed).

Acklay & Speeder bike will be early-mid Feb now. (I just haven't the time to work on everything at once!)

01-29-2004, 11:49 PM
You can make a set of brushes in a map, and turn it into a misc_model, which you can then attach to movers, use the angle, angles, modelscale, and modelscale_vec keys on! Only the latest q3map2 will do this. rgoer explained the process to me...here goes:

Build the structure you want to make into a model in Radiant (in this case, trees). The origin of the map file will be the origin of the model. Build a caulk box around it to prevent leaks, and add an info_player_start. Next, BSP the map with the line <path to q3map2> bsp -v -meta -patchmeta <path to map>. Then, run the following line on the finished BSP file: <path to q3map2> bsp -convert <path to new BSP file>. Look in your maps directory, and you'll find the file mapname.ase. This file can be used as a misc_model in a map! Just enter the path to the .ase file in the model key in the misc_model entity.

To have the map model react properly to lightmaps, use the key/value spawnflags 4. To have q3map2 auto-clip the model (make it solid), use spawnflags 2. For both, use spawnflags 6.

To sum up:

- Make the model out of brushes, save it as modelname.map
- Compile modelname.map to modelname.bsp
- Convert modelname.bsp to modelname.ase
- Load the model in Radiant as a misc_model

01-30-2004, 06:11 AM
If there are different sorts of ewoks, it would be more fun, so don't let 1 person make it, it's better to make different ones.
Maybe there will come ewok clan, or something.

01-30-2004, 11:27 AM
Well Actually I build my models in 3DSMAX since it's somewhat uncomfortable making models with Radiant :D

And Export them to ASE from Max ...

The advantage in ASE Models is that you can have bigger models with more polys.
Since MD3 Models are limited in their dimensions my trees wouldn't work as md3's not cause of the facecount but because of their height.

5 Trees done yet ... thinking about another 5 to come.
But hey if anyone knows what Redwood leafs look like could you give me some Pics or a brief description? :D

Well and of course my SPeederbike s also in the making :D

New effects and sounds are added ... still need someone to finish the skin.


01-30-2004, 06:37 PM
OK - seems simple enough.

The next question would be - where's the ASE plugin for MAX (I don't really use MAX if I can help it) and is it (The ASE plugin) compatible with
3DS Max 6? (Since some of the other Raven plugins aren't - at least last time i tried them.)

Also HapSlash's stuff is great - but he (like me) models a lot of stuff but doesn't seem to get many of them "in-game".

Anyone familiar with making weapons for JA (I mean blasters?) - or can point me in the direction of a tutorial on this - I've modeled the Scout Trooper pistol and would like to get it in game (Replace the old bryar pistol) for the Endor Map.

As far as pictures of redwood trees - just go to www.altavista.com and do an image search for redwood trees - there's a couple of sites that have nice images (And even movie vs location as it is now) photos.

01-31-2004, 04:21 PM
3: Bunker Battle Area (With AT-ST's & Maybe Ewok Gliders???)

Please! No new vehicles. Alot of people are already struggling with maps such as Kotor Flight School, and Hangar12 and the like.

01-31-2004, 07:27 PM
Dude those are some ghetto trees. Just use default JA trees.:)

01-31-2004, 07:59 PM
Originally posted by Crangbor
Please! No new vehicles. Alot of people are already struggling with maps such as Kotor Flight School, and Hangar12 and the like. Then download a mod that expands the vehicle limit! This might help:


02-01-2004, 07:04 AM
Dude those are some ghetto trees. Just use default JA trees.

The trees in JA are NOT redwood trees and doing Endor without redwoods would be like doing Coruscant with rolling grasslands!!! ;)

02-01-2004, 02:19 PM
right ! :p

02-01-2004, 02:19 PM
right ! :p

And there MUST be new vehicles.
Everybody is waiting on new vehicle, Everybody !

02-01-2004, 02:22 PM
Originally posted by monsoontide
I've already made a scout trooper model (And pistol) and am just waiting on Keshire to run it through 3DSmax etc etc.
Could do with the others though + an Ewok :D

Why can you read 10/16/03 ???
Isn't it ready yet ??:confused:

02-01-2004, 05:44 PM
That was the date I took the picture.

The Speeder Bike IS ready. The Scout isn't yet.

Sometimes things don't progress as quickly as you might like owing to real life commitments.

02-01-2004, 06:24 PM
I absolutely get it.:)

02-01-2004, 07:28 PM
Well Max 5 and 6 should have an internal ASE export ...

since ASE is ASCII based it can be used for many purposes.

And Yeah I've done some weapon replacements.
Basically you just have to model 2 Versions of the weapon one for first and one for third person view. The First Person Model should be exactly the same as the third person one except one thing: You should remove all unseen faces to increase performance :D

Just load a Weapon from Raven, copy the tags and insert them in your model.
Since a weapon doesn't need bones or such you can export the weapon as MD3 and convert it to GLM via MD3 View.

02-01-2004, 09:55 PM
Coruscant has rolling grasslands? <-( Acting dumb. )

02-01-2004, 10:05 PM
Yea Casper and theres also Water Falls on Tatioone! LOL j/k!

02-02-2004, 03:47 AM
Acklay vehicle BETA is released on pcgamemods.com
Final version in development.

Please read the readme for instructions & installation details.

02-02-2004, 04:32 PM
well, when is this map due for release? any beta takers, and what trees have you decided on useing?

02-02-2004, 06:48 PM
I was just thinking how nice a Battle of Endor Siege map could be, and lo and behold, someone is doing one :)

I eagerly await its completion.

02-02-2004, 07:32 PM
one? XD

I know of at least 4 ENdor maps in progress


mine (http://www.jedi-knight2.de/forum/thread.php?id=19316 NOTE: German Page but still some Pics :>)

-]RC[-Nokill's (http://www.jedimoves.com/ Look over at the request Section)

Railback's (http://www.map-center.com/modules.php?name=Forums&file=viewtopic&p=16597)

And I heard about 2 more maps ... but haven't seen anything yet :D

But well ... mine will be the best no doubt :P

02-02-2004, 07:45 PM
Yes... But are they SIEGE maps? ;)
Always good to have a selection to choose from.

I'm still experimenting with various techniques to make it look like the forest goes off into the distance - will probably use one of those portal skies like on the hoth map.

Check out the new quicktime video of Star Wars BattleFront to see how they're doing the trees and stuff - custom game engine though - it's harder to get it to work like that in the quake engine.

I'm still thinking about catapults and log traps, though haven't worked out the best way to do them.

02-02-2004, 07:46 PM
Heh, well, that'll teach me not to pay attention :p

Looks like I'll have a few to choose between then :)

02-02-2004, 08:09 PM
ah I still didn't find any good pics showing Redwood Leafs ...

02-03-2004, 07:56 PM
Will be posting some new pix in a new thread for the updated Bast Castle (SIEGE) map in the next day or so. Expect BETA testing positions to open in about a week or so. Will be needing some really hard-core testing for this map to try and play balance it! I'm a little concerned the objectives may be too easy. Or that there aren't enough of them.
I have all the objectives working ('cept the one with the siege_item) and most of the main menu/objectives/map screen up and running now ('cept those stupid little icon things) - just needs a few tweaks. Still have to make some custom teams though.

02-03-2004, 08:08 PM
Hey! :D

While I'm still developing the ENDOR map, is there anything anyone would like to see/do in the map - as far as gameplay goes?
(i.e. objectives, locations, things like chokepoints etc etc)

I'm trying to stick fairly close to the movie, but instead of following Han/Luke etc, the map will follow the Rebel Commandos route.

02-04-2004, 02:22 PM
shure, I want to do the beta test.

02-04-2004, 02:24 PM
Originally posted by monsoontide
Hey! :D

While I'm still developing the ENDOR map, is there anything anyone would like to see/do in the map - as far as gameplay goes?
(i.e. objectives, locations, things like chokepoints etc etc)

I'm trying to stick fairly close to the movie, but instead of following Han/Luke etc, the map will follow the Rebel Commandos route. Maybe Naboo?Or check the request page on jedimoves.com, there are some maps, battle of hoth, because I don't think Emon is still working on that, or am i wrong?

02-04-2004, 02:57 PM
Er... I meant in reguards to the Endor map - not making other maps! ;)

02-04-2004, 03:03 PM
Throw in a crashed Ewok treehouse somewhere, and I'm happy.

02-04-2004, 05:05 PM
Maybe an Ewok's head on a spike, or some way to torture the repulsive little furballs :dev10:

BTW, the Ewok gliders magically carrying two huge boulders large enough to crush AT-STs is one of my pet hates about Star Wars, as is the critters apparently being able to threaten heavily armoured Storm Troopers with sticks and stones. Those Imperials officers must have had the impression that someone, somewhere, was so determined to prevent them winning that the laws of the Universe were re-written.

I know you want to stick to the movies, but including these obvious deviations from a believable reality would really annoy me.

But yeah, a crashed Ewok hut would be cool.

02-04-2004, 06:17 PM
Originally posted by monsoontide
Er... I meant in reguards to the Endor map - not making other maps! ;) Ow ! ( shame:chop1: )

Then I have another idea: the ewok city, the treehouses. no?
Ewok glider, you can also see a AT-AT in Ep. VI .
Wells, and falled trees(or falling), to hide .

I don't know more, i think.

02-04-2004, 07:05 PM
Maybe some ewok bridges between trees, and a couple of (crashed) houses or just some platforms around trees.
And maybe some fallen trees, like A-wingpilot said.

Autobot Traitor
02-05-2004, 12:24 PM
Looks great, just a few suggestions:

1-Mabye add a couple of EWebs across the map.
2-The forest needs to be a little more dense.
3-Add some dead NPC's such a stormtroopers for a more dramatic flare.
4- You can find a large selection of new MD3 trees and bushes here=> http://fps.brainerd.net/mapmodels17.htm
They were all make for Quake 3 arena but work fine in JA. Just bear in mind, you have to type sv_pure 0 in console for them to work unless you did a complete compile.:)

02-08-2004, 03:22 PM
Monsoon. I just saw this thread now. I hope your map is ready. Our beta will be out within 2 weeks!! And yes it is a SIEGE map which we have been working on since OCTOBER. Pahricida has provided us with the speeder bikes. I'm supposed to texture them but am stuck on some other things at the moment. I have 3 tree models at the moment but only one of them works. And the shader file needs work too. But as you can see at the map-center link the map we have created closely resembles the actual movie. Incorporating the SIEGE aspect into it was hard enough. So you actually can't have some of the same aspects like only ONE entrance. Just doesn't work. Portal skies? I don't know about that. I don't want to work on a map for the next 6 months only to find out no one is playing JA anymore. I'll stick to the basics and do the best I can with what the game provides at the moment.

02-08-2004, 05:13 PM
Now that I see the BATTLEFRONT game with no ONLINE fees and a BRAND NEW engine...I will make a HEADSTONE for my JA game. Because seriously guys this new game looks like it will make all other games look and perfom like crap.

Goodbye JA. It was fun.;)

MONSOON, I have seen your site. I see you are a fan of H.G. Gieger.:D

02-10-2004, 07:06 PM
Lauser - What's the Map-Center link & do you have any screenshots?
I'm always interested in what everyone else is up to.

As far as I can see in Battlefront - Jedi are only NPC's (eg. Obi Wan or Darth Vader). Though I imagine the modding community will take care of that pronto.

I would like to see the next Jedi Game be Jedi Master using the Source engine. I'm still not convinced of the doom3 engine for big outdoor areas - will have to wait and see I guess.

My map is still in development and it will remain so for some time until everything is as it should be.

In the meanwhile - my Bast Castle map has almost been fully ported from JO:SAGA into JA:SIEGE with various improvements and changes - New thread for that will start this week.

02-10-2004, 10:45 PM
Originally posted by monsoontide

As far as I can see in Battlefront - Jedi are only NPC's (eg. Obi Wan or Darth Vader). Though I imagine the modding community will take care of that pronto.

Dont mean to get off topic here, but I felt I just needed to say this.
This game isn't likely to be modded if it uses it's own engine and no editing tools are released, which is probably what will happen.

Anyway, the bike and scouttrooper look great! I wish you best of luck on this project :)

02-11-2004, 10:48 AM
I have a game ( bit old now ) with all the ships of the star wasr moveis, can i use the models for JA ?? Or someone else?

02-11-2004, 11:08 AM
Falling log idea

breakable rope object connected to a log.
Should be able to script it to drop when the rope is broken.

Catapult is more than likely going to have to be a vehicle.

Duncan's lobbing effect for his hailfire droid's missles is pretty good.

02-14-2004, 05:48 AM
ah yes:confused:

But is it still going?
I don't see something new here coming up

02-14-2004, 01:49 PM
If this is still goin on and everything you might find use for many of the textures I found here.


02-14-2004, 03:13 PM
Yes... Still going,

Though it's on hold for a bit while I put the finishing touches on my BAST CASTLE SIEGE map.
I was going to post some pix of it this week but have been experiencing some compiling problems, so they'll have to wait a bit. And there's still an amount of fine tuning to be done.

Will get back to Endor once that's released.

02-16-2004, 02:18 PM
Thx, only it's stopid this topic moved. Not everybody see this topic.

02-21-2004, 02:20 PM
man, this rocks :D

cant wait till its out :D:D:D:D

heheh yea!

--Darksaber :atat:

03-02-2004, 10:02 PM
Hey Lauser,

I'm not ignoring you - just very busy at work and home at the mo...

Will get back to you in detail on this. It could be a good idea as I've just got such a lot on.

However, this one will be on hold til I get Bast Castle done.

Then it's all go again. Hopefully within the next month.

03-03-2004, 05:40 AM
Okay MONSOON..NP. I know you are busy and that BAST map is looking well...SWEET I guess..hehe

03-16-2004, 06:04 PM
Hey Monsoontide, 'sup? I have seen (and used) many of your vehicles. The Bast Castle Siege map looks good too.
First things first: I am beta testing for an Endor Siege map that will be unbeatable. It has ground and space!! And blowing up the Death Star II will be in it. The person I have been beta testing for rarely checks his e-mail so I don't know what happened to him. I live in the U.S. and he lives in the U.K., so he could be dead and I wouldn't know it.
What I'm getting at is, I'll tell you about if he is still doing this Siege map I told you about. If he isn't, I can beta test for you.
Oh yeah, make sure that you put space in it. I am a pilot at heart and I have taken out ten TIE Advanced X1 Fighters and TIE Interceptors one after another with a severly damaged Y-wing. It doen't take a genious that I am awesome at flying. So, include space for us pilots.

03-17-2004, 01:12 AM
Might kill this project - depends on whether or not the other Endor SIEGE map is any good or a piece of sh***. ;)
Will have to wait and see.
Anyway am now about to start final editing on Bast Castle map and get it fine-tuned for release.

Then I may finally get around to finishing my power duel map.

03-17-2004, 01:35 AM
I'm predicting that, although it is a very interesting idea, a space AND ground combat siege map won't be very useful. Unless it's a full, 16-man server, there just won't be enough people to fill all the positions. There'll either be too many people in space or on the ground, leaving the other area empty. Plus, with lasers, rockets, AT-STs, and speeder bikes on the ground, and TIEs, X-Wings, A-Wings, etc. in space shooting everything in sight, just imagine the lag.

It just won't work out.

03-17-2004, 07:29 PM
Umm, dude, first you start on the ground. Then you go to space with a teleport jump. From then on, you are stuck in space.:fett:

03-17-2004, 07:55 PM
I was thinking of making two separate maps - a speeder bike one and a buner battle one and joining them with a switch map entity when you complete the first section - though I'm not at all sure how or if that would work since I have yet to test it. Otherwise it'll just be one giant map!

03-17-2004, 08:14 PM
Originally posted by majinrevan
Umm, dude, first you start on the ground. Then you go to space with a teleport jump. From then on, you are stuck in space.:fett: Oh, cool. Forgive me, I misunderstood exactly what the plans for the map were. :D

03-21-2004, 07:02 AM
Ey monsoon, in the battle of endor, there was a AT-AT walking in front of the base of the empire. And maybe you can put a lambda (non-flyable) at the start. And you can make ewoks a personality off the rebels. I don't know, you'll have to see it yourself.