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{xg}darthVADER
07-31-2004, 07:40 PM
greetings
i planning on making a siege map and not jsut any siege map no
the actual battle of hoth ive already started on it and its looking good so far

i'll post screenshots tomorow when my compile is done
curently ive made a rough echo Base North Hanger wich i am still detailing, the snow field wich wil feature the snow speeder and at-at battle

also i'd like to ask tie fighter pilot if i can use his very good snow speeder vehicle and duncans amazing at-at vehicle

also if anyone knows how i can place these vehicles in a map it would be highly apriciated

screens are gonna come tomorow


:D

lauser
08-01-2004, 12:56 AM
LOL! Good luck using an ATAT in your map. Snow speeders I can see. But make sure your map has minimal detail so you can ACTUALLY play the thing. I tried Duncans ATAT in a map big enough to handle it. I noticed some video lag and I only had the one ATAT in it. Duncan only has the BETA out. I think he gave up on the whole idea so it's still unfinished, although seems to work well. The battle of HOTH is just too unrealistic for a game engine such as this. Especially when it's not utilized to it's full potential. I'm doing the battle on Endor or Endor_offensive if you will. But my map only has one MAIN outside area and another small one. When the outside areas get too big, expect lag of some sort. If you plan on going ahead with this project, USE FOG as much as possible. It will help loads!

{xg}darthVADER
08-01-2004, 04:46 AM
ive already tested my map with duncans at-at and with tie fighter pilots snow speeder and i can asure you its big enoegh for 4 at-at's and for a snow speeder to fly around them quite easy

and yes my map has fog in it but only for mood
the map compiled faster without them and also lag wasent an issue even without fog

so far the map is fairly stable and i know i dont have that good of a machine

i just need to know how to get those vehicles in my map via radiant

{xg}darthVADER
08-01-2004, 07:35 AM
screenshots as promised

http://www.imagedump.com/index.cgi?pick=setandget&tp=102652&poll_id=0&category_id=19&warned=y

http://www.imagedump.com/index.cgi?pick=get&tp=102653

http://www.imagedump.com/index.cgi?pick=get&tp=102656

:D

http://www.imagedump.com/index.cgi?pick=get&tp=102658

http://www.imagedump.com/index.cgi?pick=get&tp=102665

http://www.imagedump.com/index.cgi?pick=get&tp=102666

http://www.imagedump.com/index.cgi?pick=get&tp=102667

http://www.imagedump.com/index.cgi?pick=get&tp=102669


note that these vehicles have been spawned ingame i still need to know how to do it in radiant

Livingdeadjedi
08-01-2004, 07:45 AM
yeah ive tested this map with Alex and i get a full fps on my machine with no slowdown, even when we spawned 5 rancors 8 wampas and 12 reborns :D

lots of area outside to manouver you AT-AT :atat:

{xg}darthVADER
08-01-2004, 07:14 PM
gues no one likes my idea:mad:

Lil Killa
08-02-2004, 12:27 AM
Post things like the objects and maybe a few action shots....

{xg}darthVADER
08-02-2004, 06:10 AM
ok wel i have tought up some objectives for the imperial and rebel side

imperials

1. Break through the main Rebel defense line.

2. Take out the shield generator so reenforcements can land.
(i wil have actual shuttle's landing with troops and in the final wave lord vader wil land)

3. secure the trenches

4. secure the command center

5.vader must survive

6. 2 at-at's must survive (out of 5)

7. prevent the remaining rebels from taking off in their last docked transport
(this can be achieved by ether destroying the transport or closing the hanger doors)


rebel

1. prevent imperial at-at's from breaking trough the defense line
(do this with snow speeders with actual tow cables;) )

2. defend the shield generator

3. prevent the imperials from overtaking the trenches

4. prevent te imperials from taking the command center

5. if all the above failed give the evacuation code signal from the secondary command center.

6. head for the last transport that is docked in the south hanger
(every one playing must be aboard for it to take off)

7. make sure all transports get out safely
(make sure they dont get shot down by enemy fire)

any sugestions on these objectives are welcome

Livingdeadjedi
08-02-2004, 07:17 AM
this will be pretty cool, what with people in the trenches while atats walk towards them

i like the idea of keeping vader alive :D

Zappa_0
08-02-2004, 09:05 AM
Sounds good and its looking awesome!

{xg}darthVADER
08-02-2004, 12:39 PM
yeppers i have to make both hangers (north and south)
the one you see in the screens is the north hanger
the south wont be as detailed as that is gonna be since you only use the south one to escape if your a rebel

i finaly got vehicles in the game without crashing btw =]

if anyone has a blue print of the ewxact layout inside echo base can you please send it to havoc373@hotmail.com

Livingdeadjedi
08-02-2004, 01:49 PM
yeah then hopefully he will send it to me after :D :p

{xg}darthVADER
08-02-2004, 02:40 PM
nope i already have that

{xg}darthVADER
08-02-2004, 04:43 PM
update

some action shots of the snow speeder and the new echo base north entrance

http://www.imagedump.com/index.cgi?pick=get&tp=103080

http://www.imagedump.com/index.cgi?pick=get&tp=103081

tFighterPilot
08-03-2004, 07:20 PM
Me and alex had a blast dueling on Tauntauns and with Snow Speeder. I told him a lot of ideas but I pretty much forgot it all now :(

{xg}darthVADER
08-04-2004, 04:32 AM
dont worry
i still know a few of them ;)

mergatroid
08-05-2004, 11:43 AM
This map looks great! I've seen an other Hoth map being made but this one blows the other away! If you can pull this off, it will be better then Raven's siege maps.

tFighterPilot
08-05-2004, 12:28 PM
Originally posted by mergatroid
This map looks great! I've seen an other Hoth map being made but this one blows the other away! If you can pull this off, it will be better then Raven's siege maps. If he'll be able to put off everything he wants to do in this map, it will be better than everything

{xg}darthVADER
08-05-2004, 01:04 PM
:D :D :D :D :D :D :D
its posts like that that give me the willpower to go on =]

lauser
08-05-2004, 01:17 PM
LOLL! No wonder it doesn't lag guy...theres nothing in it!
If you leave it as it is then yes you might pull it off. Now add a bunch of vehicles to it and on top of that add 10 players. Now how does it play?

Hey if you can pull it off by all means do it. Looks good so far. See how far you can push the detail limit before she starts to lag. The map looks promising. Keep it up! :D

lauser
08-05-2004, 01:20 PM
Originally posted by tFighterPilot
If he'll be able to put off everything he wants to do in this map, it will be better than everything

I have to agree. :D

tFighterPilot
08-05-2004, 01:37 PM
Originally posted by {xg}darthVADER
:D :D :D :D :D :D :D
its posts like that that give me the willpower to go on =] That's the idea.

When people try to do something very big, they usually quit in the middle. Heck, looks like even Clone Wars TC is dead, which is really ashame, cuz I love cel shading. I will not let give up. If you'll think to give up, I'll keep bugging you through MSN to keep on going :D

{xg}darthVADER
08-05-2004, 03:21 PM
thanks :)

as a thanks for suprting me :D

a new screenshot update
tfighterpilot and myself flying around in snow speeders around the atatīs

http://www.imagedump.com/index.cgi?pick=get&tp=103909

the new maintenance bridge for the x wings
http://www.imagedump.com/index.cgi?pick=get&tp=103912

i have added a new part to the hanger
http://www.imagedump.com/index.cgi?pick=get&tp=103915

http://www.imagedump.com/index.cgi?pick=get&tp=103916

ATATīs lined up at their starting positions

http://www.imagedump.com/index.cgi?pick=get&tp=103917

wadda ya think?

TK-8252
08-05-2004, 04:17 PM
Looks great! Finally a real Battle of Hoth Siege. :D

But who is going to code the tow cables? It would take hella coding to get functional tow cables to work. Also, it's important that you don't put too many Snowspeeders, or there won't be enough players to fight in the trenches. Me thinks ship-camping could get bad for that sort of thing...

tFighterPilot
08-05-2004, 05:18 PM
Originally posted by TK-8252
Looks great! Finally a real Battle of Hoth Siege. :D

But who is going to code the tow cables? It would take hella coding to get functional tow cables to work. Also, it's important that you don't put too many Snowspeeders, or there won't be enough players to fight in the trenches. Me thinks ship-camping could get bad for that sort of thing... Apperntly, unique will do it. He's a coder for AOTCTC

{xg}darthVADER
08-05-2004, 05:29 PM
the coding is being done by unique1 he has or is going to get some realy good rope code with rope that actualy bend and everything from someone (cant rmemeber the name)

about ship camping
it wil be like this some players wil spawn inside the hanger and some inside the trenches
btw the trenches are also manned by rebel npc's
and dont forget the rebel turrets

lauser
08-05-2004, 07:54 PM
Man...I'm telling you, you are pushing the limits of a game engine that is not even utilized efficiently. Keep going. I want to test this badboy with 6 or 7 other players when you get all that coding done.

tFighterPilot
08-05-2004, 07:59 PM
Originally posted by lauser
Man...I'm telling you, you are pushing the limits of a game engine that is not even utilized efficiently. Keep going. I want to test this badboy with 6 or 7 other players when you get all that coding done. Rogue Squadron had tow cable, heck, even Shadows of The Empire had them!

lauser
08-06-2004, 02:48 AM
Same engine? Same M/P capabilities?

{xg}darthVADER
08-06-2004, 03:14 AM
Originally posted by lauser
Same engine? Same M/P capabilities?

great way to spoil the moment

question: is it possible to make the blasters visible trough the fog??

cause right now when i'm firing the at-at's guns i dont see the lasers just the impacts
same goes for the snowspeeder's blasters

Btw
i think this map wil be pretty much able to handle what i have planned for it considering i spawn 30+ luke skywalkers and reborns and the map dropped from 30fps to 26 fps

{xg}darthVADER
08-06-2004, 03:21 AM
30fps is avarage on my computer

Alegis
08-06-2004, 05:43 AM
seems big, but it looks liek it will be a nice product, and oen where i can test tfighters airspeeder...

{xg}darthVADER
08-06-2004, 06:37 AM
also note that tfighter's snow speeder is gonna be modified with new sounds and some other things aswel

{xg}darthVADER
08-06-2004, 02:08 PM
time to feed the masses again with more screenshots

ive done some more detailing on the hanger

http://www.imagedump.com/index.cgi?pick=get&tp=104752

some early shots of the new coridors

http://www.imagedump.com/index.cgi?pick=get&tp=104753

http://www.imagedump.com/index.cgi?pick=get&tp=104754

http://www.imagedump.com/index.cgi?pick=get&tp=104755

enjoy
and yes i know the frame rate ahs dropped but thats because i ahevt added hint brushes and area portals to the new area's

lauser
08-06-2004, 06:03 PM
HINT brushes yes...area_portals????

Are those platform bridge things ASE models? If they are not...they should be...WITHOUT autoclip.

{xg}darthVADER
08-06-2004, 06:06 PM
why without autoclip if i may ask?

and no their not i dunno how to make .ase models if your willing to tell me i'll be more than happy to do it

Eldritch
08-06-2004, 11:00 PM
Here you go - you can thank rgoer.

How to Make An ASE Model Out of Brushwork (http://en.wikibooks.org/wiki/Q3Map2#Creating_an_.ase_model_out_of_brushwork)

lauser
08-07-2004, 03:15 AM
Originally posted by {xg}darthVADER
why without autoclip if i may ask?

and no their not i dunno how to make .ase models if your willing to tell me i'll be more than happy to do it

1) Because autoclip is mainly for terrain and very large simple objects. Clipping complex objects will generate a TON of extra brushes you don't need in a map of that size. Just do a general clip of the model and that's good enough. You will never notice it ingame. Clip the railing properly yes, but the rest just do a general.

2) Copy this and paste it in notepad:

"C:\Program Files\GtkRadiant-1.4\q3map2.exe" -meta -patchmeta -subdivisions 4 -game ja "C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\WHAT.map"
"C:\Program Files\GtkRadiant-1.4\q3map2.exe" -convert -format ase -game ja "C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\WHAT.bsp"


Replace WHAT with the name of your mapfile.

Now save it as a batch file EX: q3mapase.bat
Put the batch file in the Radiant folder...or in Q3map2 folder if you have another build of the compiler.

And THIS (http://www.map-review.com/index.php?page=tutorial_view&id=29) is a way better tutorial. rgoer is one of those guys who explains things in a way that he assumes you know how most things are supposed to work. Mslafs tutorial is much easier to understand.

Oh! and just ignore the shader part and ignore the batch file he made. :D

Pahricida
08-07-2004, 07:59 AM
ah nice just please don't abandon this project!

And I suggest you use a foghull or at least multi volume fog since that distance cull looks kinda stupid.

otherwise:

Really nice I've been waiting for this !

{xg}darthVADER
08-07-2004, 08:08 AM
i know i have abandoned my other projects before but people didnt realy support me for that

what exactly do you mean by fog hull?
please explain any help is welcome

(and the fact that i mapped them poorly so i couldnt compile the lights)

i wil finish this project you have my word on it

P.S. if any has some good ref pics from inside echo base please feel free to post them

{xg}darthVADER
08-07-2004, 06:16 PM
ok here's a new offer a beta test for someone who can get the hall models raven made to work in multiplayer note it has to be working for you to get the beta spot

wedge2211
08-07-2004, 08:01 PM
Originally posted by lauser
And THIS (http://www.map-review.com/index.php?page=tutorial_view&id=29) is a way better tutorial. rgoer is one of those guys who explains things in a way that he assumes you know how most things are supposed to work. Mslafs tutorial is much easier to understand.
Mslaf's bad grammar aside, his tutorial actually has incorrect information in it! I would highly reccomend rgoer's tutorial...it doesn't have the unnecesary information mslaf's includes, and it's really really simple to understand--because making an ASE model is a really really simple process!

lauser
08-07-2004, 11:02 PM
Hehe..that's why I took the best of both worlds and made my post there Wedge. Maybe we should do that. Make it simplified and easy for beginners and repost at map-review.

You know I just reread the tutorial Wedge. It seems it has been updated from the original. I didn't look at the tutorial for that specific reason. But it looks fine to me now other than having the -game ja in the command line.

Eldritch
08-07-2004, 11:43 PM
For that tutorial, I think rgoer assumes that if you're advanced enough to know what an ASE model is, you should know enough technical terms to follow the tutorial.

Short, sweet, to the point, and most importantly -- accurate.

Pahricida
08-08-2004, 10:27 AM
foghull ... like that:

http://shaderlab.com/mapcenter/q3map/foghull_01.jpg

Instead of the normal distance cull it fades out in fog so you won't see a rapid end of the level. You can adjust the values to determine the distance the fog will start from. Plus it can improve performance since everything past the opaque border won't be rendered ...

Check this out:
http://www.shaderlab.com/q3map2/manual/foghull_guide.htm

sorry but that's the only foghull tutorial I know in english language.

{xg}darthVADER
08-08-2004, 02:30 PM
the link doesnt work

tFighterPilot
08-08-2004, 02:38 PM
It does for me

{xg}darthVADER
08-08-2004, 05:24 PM
ok here's a new feature thats going into my map
at-st's and at-at's that can actualy turn their heads

the current at-st's and at-at's cant rotate their head but they wil soon :D

lauser
08-09-2004, 04:47 AM
Darth....copy the sky_portal box from the HOTH SIEGE map EXACTLY and import it into your map......100% improvement ;)

{xg}darthVADER
08-09-2004, 05:44 AM
3 leters:

how? lol

{xg}darthVADER
08-09-2004, 05:08 PM
might i remind anyone who looks at this thread that any sugestiosn on the bojectives or on the map itself are more than welcome

lauser
08-09-2004, 11:03 PM
Open up the Hoth Siege .mapfile. You will notice above the map a small box with a portal_sky entity in it. You will also note a terrain model inside it. Just copy the whole thing and save it as a prefab under edit. Now load your Hoth map up and import that badboy in there. If you need help with a skyportal go here:

PORTALSKY (http://www.map-center.com/modules.php?name=Forums&file=viewtopic&t=1585)

But this portal is already set up nice for ANY HOTH map.

{xg}darthVADER
08-10-2004, 04:46 AM
ok thanks its gonna look nice thanks

{xg}darthVADER
08-10-2004, 01:31 PM
here's a new screenshot update

here's the early forward lookout post
(still need to make the texture)

http://www.imagedump.com/index.cgi?pick=get&tp=106508

http://www.imagedump.com/index.cgi?pick=get&tp=106509

main hanger north view from the secondary command center

http://www.imagedump.com/index.cgi?pick=get&tp=106510

flight command control room
(its above the falcon)

http://www.imagedump.com/index.cgi?pick=get&tp=106511

flight command control coridor

http://www.imagedump.com/index.cgi?pick=get&tp=106512

enjoy

P.S. if anyone knows any ways to decrease the compile time feel free to tell me ;)

Skyfez
08-10-2004, 05:36 PM
awesome work man! I gave up playing siege but this may bring me back to it!

lauser
08-10-2004, 07:06 PM
The fog is just the right density now. That PORTAL_SKY makes it look so much better..good stuff man! Let's have a BETA :p

Big maps will always take forever to compile. Look at SithJs Kamino map..it's just amazingly oversized. He has the biggest BSP file I have seen...................EVER! 52000kb!!! :eek: :drop2:

{xg}darthVADER
08-10-2004, 07:13 PM
erm 2 things 1 i havent changed a thing to the fog
and second i havent added the portal_sky yet
hehe
unless the density of the fog changes when you encrease the size of the map

btw expect to see some screenshots of the new shield generator tomorow

lauser
08-10-2004, 07:20 PM
No it doesn't change..it just seems like it though. Put the portal in and see if you can see it or not. Otherwise just leave it out.

Lil Killa
08-10-2004, 08:48 PM
Originally posted by {xg}darthVADER
P.S. if anyone knows any ways to decrease the compile time feel free to tell me ;) [/B]

What part is taking so long? Are you using detail brushes (corectly)?

lauser
08-10-2004, 10:09 PM
Originally posted by lauser
Big maps will always take forever to compile. Look at SithJs Kamino map..it's just amazingly oversized. He has the biggest BSP file I have seen...................EVER! 52000kb!!! :eek: :drop2:

Originally posted by Lil Killa
What part is taking so long? Are you using detail brushes (corectly)?

Again...shear size.

Lil Killa
08-10-2004, 10:43 PM
well he could speed it up if he's not using detail brushes by using them...

{xg}darthVADER
08-11-2004, 04:36 AM
i'm using detail brushes
and the part thats taking so long is the passage portal flow

{xg}darthVADER
08-11-2004, 02:39 PM
as i promised a new screenshot update

shots of the new (early wip) shield generator

http://www.imagedump.com/index.cgi?pick=get&tp=106937

http://www.imagedump.com/index.cgi?pick=get&tp=106940

http://www.imagedump.com/index.cgi?pick=get&tp=106942

http://www.imagedump.com/index.cgi?pick=get&tp=106945

here's the secondary control room from the hanger

http://www.imagedump.com/index.cgi?pick=get&tp=106950

enjoy

also i'm gonna need some beta testers soon
prefrebly people who can run a server with 16 people on it

so keep an eye on this thread ;)

P.S. lauser i tried adding a skyportal but the map lagged incredibly
also the fog becase extremly dense with dynamic glow turned on

Livingdeadjedi
08-11-2004, 02:48 PM
hehe i dont have to beta test, ive been testing it from the first brush :D


love the new shield generator by the way

cant wait to destroy it with me :atat:

Livingdeadjedi
08-11-2004, 02:52 PM
hehe my map is huge at the moment... even with alot of the objects in the rooms as detail, it is still 300mb passage memory :P it was 70 till i added laser door section...

passage memory is so bad on mine i have to fast vis now :p

lauser
08-11-2004, 04:30 PM
Originally posted by {xg}darthVADER

P.S. lauser i tried adding a skyportal but the map lagged incredibly
also the fog becase extremly dense with dynamic glow turned on

Ehh...exactly how did you add it in? Did you import it and use that tutorial link? If your map is more than 8000 x 12000 grid units then yes...it will lag unfortunately. Endors outdoor areas collectively are about 12000 x 4000 grid units. I get a 3FPS loss after adding the new portal_sky. If yours is twice as big as mine then double that. 6 FPS loss is quite a bit on a low end card like mine. But on a 128 you might lose 20 or more.

lauser
08-11-2004, 04:35 PM
Originally posted by Livingdeadjedi
hehe my map is huge at the moment... even with alot of the objects in the rooms as detail, it is still 300mb passage memory :P it was 70 till i added laser door section...

passage memory is so bad on mine i have to fast vis now :p

LDJ...use the newest Q3map2 batch file. When you edit your batch file put this switch in the BSP phase:

-lomem

Will help a TON. ;)

{xg}darthVADER
08-11-2004, 05:00 PM
i dont know exactly how many grid units my map is but i can tell ya its pretty big in size i think its bigger than kamino by SJC
but not to worry i wil make it look good without a sky portal

{xg}darthVADER
08-12-2004, 06:41 PM
ok good news for the likes of you

its beta time
i need about 5 people for now
below this post anyone who posts his msn details and a good reason why he'd want to beta test wil be considerd for this beta

i need someone who can run a server for 5 people tho

TK-8252
08-12-2004, 08:18 PM
I'd be honored to beta test! :)

TK8252MJL @ hotmail.com is my MSN.

I'd like to be a beta tester because I love JA Siege more than any other game. I'm always eager when there's a new Siege map in the works, especially a Star Wars-based one. Hoth has always been one of my favorite battles (maybe because the Imperials won :p ) and this one looks very promising. :)

I know a guy who would be able to host a server very lag-free; next time I see him I'll ask him about this.

tFighterPilot
08-12-2004, 08:21 PM
Originally posted by TK-8252
I'd be honored to beta test! :)

TK8252MJL @ hotmail.com is my MSN.

I'd like to be a beta tester because I love JA Siege more than any other game. I'm always eager when there's a new Siege map in the works, especially a Star Wars-based one. Hoth has always been one of my favorite battles (maybe because the Imperials won :p ) and this one looks very promising. :)

I know a guy who would be able to host a server very lag-free; next time I see him I'll ask him about this. Please do, we will all really appreciate it!

*thinks of massive Snow Speeders fight*:D

RDX1
08-12-2004, 08:31 PM
I'll help out, I have free time to help out. :) I don't have MSN, but I do have AIM, I can give you my e-mail if you would like. I love new maps and I have some free time.

TK-8252
08-12-2004, 08:56 PM
The server guy says he can host a server for the test. Although it's a home-run server, it's amazingly lag-free. It can host a nearly lag-free game of ForceMod easy. His name is Shippo, BTW. Do you want his MSN too?

tFighterPilot
08-12-2004, 09:41 PM
Yes.

TK-8252
08-12-2004, 09:43 PM
inu_yasha_demon @ hotmail.com

RDX1
08-12-2004, 11:22 PM
I remembered I have a MSN passport. You can contact me over MSN with: ja (AT) rdxmedia (dot) com if needed. :)

{xg}darthVADER
08-13-2004, 04:27 AM
ok thats about 3 people then the server guy, TK, and RDX1

that leaves 2 more beta spot note this map hasent been made siege compatible yes
i just need you guys to stress test it and help me find bugs wich i might have forgot ect. ect.

and ofcourse ask you all what else you would like to see in my map

mergatroid
08-13-2004, 07:36 AM
I'd like to test it. Your map looks so 'movie correct' that it's interested me since you started the thread. I have plenty of time with the school holidays that testing it shouldn't be a problem (and I haven't got much to do lately). So , yeah! I've have a go.
My msn address is danielkennedy902@hotmail.com and I do have msn messenger.

{xg}darthVADER
08-13-2004, 07:51 AM
ok then 1 more beta spot going once..........

{xg}darthVADER
08-15-2004, 05:24 AM
ok applying for beta is no longer an option
all positions have been filled

ok now for those of you who havent gotten into beta here's some more screenshots of the enew echo base entrace

lady's and gentle man i present to you the ion cannon

http://www.imagedump.com/index.cgi?pick=get&tp=108883

and the new entrance

http://www.imagedump.com/index.cgi?pick=get&tp=109075

http://www.imagedump.com/index.cgi?pick=get&tp=109076

as you can see alot has happaned since lucasforums went down

enjoy

{xg}darthVADER
08-16-2004, 04:31 AM
not much interest in this thread anymore i see
anyways for those of you who still have interest in this project

here's screenshot update

the new walkway

http://www.imagedump.com/index.cgi?pick=get&tp=109416

http://www.imagedump.com/index.cgi?pick=get&tp=109417

the 2 new pieces of the hanger

http://www.imagedump.com/index.cgi?pick=get&tp=109418

http://www.imagedump.com/index.cgi?pick=get&tp=109419

enjoy

wedge2211
08-16-2004, 01:59 PM
You might want to have that walkway actually be accessible...in other words, have it go somewhere. How do people get onto it? What do they use it for? Ask yourself questions like that.

The hangar bits look solid, but you need some more details on the walls, floors, and cieling. Watch the Hoth parts of ESB, and figure out what sorts of things are on the Rebel hangar walls. You should also check out Raven's models/hoth directory of md3 models.

{xg}darthVADER
08-16-2004, 03:20 PM
erm that walkway wasent finished yet jsut showing early deseigns

and the walls are being worked on those new parts of the hanger were jsut added yesterday i didnt get the chance to add any details yet

the walkway is going to lead to ion control wich is one of the objectives i ahve planned for the imperials

Skyfez
08-16-2004, 06:13 PM
wow looking great! Heres an idea, have some of those trollies that are in the hoth hangers. They could help speed players to wherever. Thats what i always think of when i think of hoth, them nice lil trollies. Just an idea ;)

MadCow1989
08-17-2004, 01:30 PM
what atat are you using since duncans Beta atat is about dead when you shoot 2 snowspeeder bullets

then we have the blasters those weapons cant even destroy a flying thing

tFighterPilot
08-17-2004, 01:43 PM
Originally posted by MadCow1989
what atat are you using since duncans Beta atat is about dead when you shoot 2 snowspeeder bullets

then we have the blasters those weapons cant even destroy a flying thing Yeah, we've done some teaking to the veh and vwp files.

{xg}darthVADER
08-17-2004, 05:00 PM
(yep gezien)

i need voice sounds for my map like i echo station 3t8 weve spotted imperial walkers

stuff like that but i cant record it from the movies if someone is willing to copy those for me i'll be msot gratefull

PR-0927
08-17-2004, 06:34 PM
Holy sh*t!! That is awesome!! I saw that other Hoth Siege map being made, I thought that was good, then, I saw this one, and boy, this PWN's that one!!

The lasers on the AT-AT should be able to shoot down a Snow Speeder in one or two hits, just a little tip. They aren't all that armored against the AT-AT's, as the Imperials PWNED the Rebels in the Battle of Hoth.

Hmm, are those X-wings flyable? If not, good. They shouldn't be, it isn't realistic. Unless, no, that'd be too much work. I was thinking that you could have a new X-wing, with no weapons, and they are supposed to evade fire, and slip past the whole battle, and get away into space, like they did in ESB.

I love the idea with NPC's. I so wish I could map (and I was good at it). This looks awesome!!

I can't wait until this is released. It PWN's all!! I too, love Siege maps, and especially, realistic ones (Star Wars realistic).

:fett:

{xg}darthVADER
08-17-2004, 06:43 PM
scout trooper if you can pm me your msn adress it might be easyer

i wil need the sounds of a rebel repeating trought he microphone imperial troops have entered the base
luke saying echostation 5 7 were on our way
and the anouncement of the first transport is away

also its a good bet the empire knows were here said by han

and no the x-wings wont be flyable
how ever in the south hanger they wil take off by themselves escorting all 8 transports

the at-ats take down a at-st in 2 shots

and i'm glad you like my map

also here's some bad news i'd have to call off the tow cable thing duncan apearantly wont respond to me anymore and i havent gotten his original at-at file so i cant add the tag's to the legs for the tow cable to bolt onto

darthALEX out

PR-0927
08-17-2004, 06:50 PM
I really like the idea about the ships taking off by themselves, that is cool!! As for the transports...maybe someone should make them into vehicles?

The TOW Cable...oh, well, it'll still rock and be fun!! :)

:fett:

PR-0927
08-17-2004, 07:29 PM
Well, my voice is still young (I'm only 14), and so I decided to try two of those announcements. I put static in the background, as to make them sound like they are coming from a speaker, and as we all know, the Rebels didn't have the best technology. Most of their stuff was outdated, broken, and...not good.

I dunno why I did these voice outtakes...but, I did. {xg}darthVADER, I can send them to you, just tell me your e-mail address.

:fett:

MadCow1989
08-18-2004, 04:56 AM
i could try a Rebel voice but then i need to know how to record sound on this mic first :D

{xg}darthVADER
08-18-2004, 06:06 AM
my e-mail is HaVoC373@hotmail.com
i would prefer recordings from the movies but lets see how this wil work out
:D

PR-0927
08-18-2004, 03:19 PM
Well, I sent you them, but, then I sent you another e-mail, with the, "Imperial troops have entered the base," part from the movie, off the internet. I am currently trying to get the other one, from some contacts of mine.

:fett:

MadCow1989
08-18-2004, 04:20 PM
i think recording from movies would be hard since the only DVD's of the Trilogy are Pirated versions as soon as i find out how to record sound il try my best

{xg}darthVADER
08-18-2004, 05:26 PM
ok no offense revan but your sounds moved shivers down my spine
like nails on a chalk board

i think we better stick to the ones on the dvd:D

once again no offense

{xg}darthVADER
08-18-2004, 06:37 PM
can someone please tell me how i can make a script that wil make a set of brushes move to certan entity's ?
thanks

Lil Killa
08-18-2004, 09:42 PM
I think a little trisouping on the floor would look nice in that hangar. lie next to the walls and stuff.

tFighterPilot
08-19-2004, 05:03 AM
Originally posted by {xg}darthVADER
can someone please tell me how i can make a script that wil make a set of brushes move to certan entity's ?
thanks Make a func_train with a trigger?

{xg}darthVADER
08-19-2004, 05:49 AM
that doesnt look good so i want to script it

mergatroid
08-19-2004, 05:58 AM
Originally posted by {xg}darthVADER
can someone please tell me how i can make a script that wil make a set of brushes move to certan entity's ?
thanks

I think you make a func_static (Brushes with an origin brush where you want the 'origin' to be), triggered by a func_mutiple, give the static a script_targetname (lets say: mover1) in the entity screen. Create a Ref_tag with a script_tagetname like 't1'. Put the tag where you want the Func_static's origin to go. Compile your map.

Then open up BehavED and make script that tells 'mover1' to go to 't1' with the origin as the origin brush on 'mover1' with a time in miliseconds (1000=1sec) for how fast you want 'mover1' to move.

I think that's it (I'm a beginner scripter) If you want to make the brush go back to its place when it has moved, make another scipt and add another tag where the starting point of the func_static was.

I hope this helps :)

{xg}darthVADER
08-19-2004, 01:24 PM
thats the problem i dont know how to make it move these i do know how to write the script but not what to put in it

Lil Killa
08-19-2004, 05:32 PM
He just told you exactly what to do...

{xg}darthVADER
08-19-2004, 06:02 PM
ok lemme put it like this how do i make the origin brush move to where i want it

show me an example fo the script or somethign cause it didnt make much sense to me

sorry i'm new to scripting

mergatroid
08-20-2004, 05:46 AM
Originally posted by {xg}darthVADER
ok lemme put it like this how do i make the origin brush move to where i want it

show me an example fo the script or somethign cause it didnt make much sense to me

sorry i'm new to scripting

This should do it:

//Generated by BehavEd

rem ( "A moving brush" );

task ( "Move1" )
{

affect ( "Mover1", /*@AFFECT_TYPE*/ FLUSH )
{
move ( $tag( "t1", ORIGIN)$, 2500.000 );
}

}

do ( "Move1" );

I'm not the best scripter but I think this should work (I've really only managed to make rotating doors).

{xg}darthVADER
08-20-2004, 09:35 AM
Originally posted by Lil Killa
I think a little trisouping on the floor would look nice in that hangar. lie next to the walls and stuff.

what exactly do you mean by trisouping?

wedge2211
08-20-2004, 12:15 PM
He means cutting the floor up into triangles and then using the vertex tool (V) to move their edges around and make the floor lumpy.

lauser
08-20-2004, 06:13 PM
Why would you want to trisoup the floor? It needs to be smooth for landing craft and storing equipment. If anything soup the outside areas. That what you meant LIL KILLA?

Also, if you do end up trisouping any areas, build OVER the existing ground. Don't cut up the map HULL. Just clone the ground or make a new one and make sure everything except the visible surface has the snow texture. Everything else should be caulk.

Here is an example from Luksywalker1. Try this out and see how a script might work:

http://home.ripway.com/2003-11/40395/rolling_rock.zip

{xg}darthVADER
08-20-2004, 06:31 PM
you have no idea how much i appriciate that lauser
thanks a bunch

expect some screenshots of the new imperial landign shuttle tomorow

Lil Killa
08-20-2004, 09:50 PM
If you read my post you would have seen I said to do it next to walls and stuff. I meant stuff as in crates and other things. If you look in the movies you see the crates aren't placed perfectly on top of the snow. No, they have some sno piled around the edges. Also. No floor covered in snoww is going to always be 100% flat anyway. I would try to do some trisouping outside though. Not alot but some.

{xg}darthVADER
08-21-2004, 05:44 AM
ive done that around wall and crates with meshes

RDX1
08-22-2004, 10:13 AM
I have a server now that I can put the map on for beta testing. I won't run the map 24/7 but whenever anyone is interested I can load it up. :)

tFighterPilot
08-22-2004, 10:57 AM
Originally posted by RDX1
I have a server now that I can put the map on for beta testing. I won't run the map 24/7 but whenever anyone is interested I can load it up. :) cool, thanks :D

{xg}darthVADER
08-22-2004, 12:04 PM
cool now for part 2 of the plan
get online on msn!!!!

RDX1
08-22-2004, 10:16 PM
I've been on, what's your MSN?

ja (at) rdxmedia.com is my MSN - I keep it on 24/7

{xg}darthVADER
08-23-2004, 06:04 AM
darthVADER@xg-clan.com

{xg}darthVADER
08-24-2004, 05:08 PM
its been a while since my last update so here i go
ive been having problems with it lately they are fixed now
some new screenshots:

first pics of the south hanger(this one is gonna have a low level of detail since it wil only be there for the final objective for the rebels)

http://www.imagedump.com/index.cgi?pick=get&tp=112945

and here it is :
ion control
http://www.imagedump.com/index.cgi?pick=get&tp=112946

this one took me a while since i tried to copy ravens one as close as i could since it looked so good compared to the concept art

outside view of ion controla bove the ion cannon:
http://www.imagedump.com/index.cgi?pick=get&tp=112949


this is one of the other reasons it took so long to get a new update out
the first imperial lander shuttle (completly scripted from folding up its wings to extending its boarding ramp)

http://www.imagedump.com/index.cgi?pick=get&tp=112950

the shot is a bit dark right now but this was in a test map
ive made some noob textures for it if anyone can do a better job and is willing to feel free to contact me

darthALEX out...

Pahricida
08-25-2004, 08:14 AM
hrm Sith-J-Cull made a mapped Transport craft

http://sithjcull.jkmods.com/_private/shot0898.jpg

maybe you should ask him.

PR-0927
08-25-2004, 06:20 PM
So, when do you guys anticipate this to be released? This will definitely be in my /base folder!! I think this'll get so many downloads!! It looks completed to me already!!

I wish I could map...

:fett:

tFighterPilot
08-25-2004, 06:32 PM
Originally posted by Majin Revan
So, when do you guys anticipate this to be released? This will definitely be in my /base folder!! I think this'll get so many downloads!! It looks completed to me already!!

I wish I could map...

:fett: Everybody has something. You have modeling. :)

{xg}darthVADER
08-25-2004, 07:20 PM
release wil probably be in a week or 2, 3
this entire map has been a big learnign experience for me and it is going to be cause i still need to learn how to do siege objectives ect.

ive had to do something very painfull today
i had to take ion control out cause it was causing error during compile so i wil complete the basic rough cut of this map
then i'll see if its possible to add it back in
but for now no ion control

i wil release a small ffa version sometime soon so keep your eyes peeled

btw tfighterpilot can you try to put the sounds for the snow speeder and at-at in again cause last time it crashed the map when i loaded them

thanks...

P.S. does anyone know how i can record video's of jka ingame i want to make a teaser hehe

darthALEX out

tFighterPilot
08-25-2004, 07:29 PM
Originally posted by {xg}darthVADER
release wil probably be in a week or 2, 3
this entire map has been a big learnign experience for me and it is going to be cause i still need to learn how to do siege objectives ect.

ive had to do something very painfull today
i had to take ion control out cause it was causing error during compile so i wil complete the basic rough cut of this map
then i'll see if its possible to add it back in
but for now no ion control

i wil release a small ffa version sometime soon so keep your eyes peeled

btw tfighterpilot can you try to put the sounds for the snow speeder and at-at in again cause last time it crashed the map when i loaded them

thanks...

P.S. does anyone know how i can record video's of jka ingame i want to make a teaser hehe

darthALEX out It crashed? Weird, for me nothing happend. And when I say nothing I mean no sounds either. I still don't understand what the problem is.

PR-0927
08-25-2004, 08:28 PM
Originally posted by {xg}darthVADER
release wil probably be in a week or 2, 3
this entire map has been a big learnign experience for me and it is going to be cause i still need to learn how to do siege objectives ect.

ive had to do something very painfull today
i had to take ion control out cause it was causing error during compile so i wil complete the basic rough cut of this map
then i'll see if its possible to add it back in
but for now no ion control

i wil release a small ffa version sometime soon so keep your eyes peeled

btw tfighterpilot can you try to put the sounds for the snow speeder and at-at in again cause last time it crashed the map when i loaded them

thanks...

P.S. does anyone know how i can record video's of jka ingame i want to make a teaser hehe

darthALEX out


Recording is easy. I'm glad that this will be coming out soon, you rox!!

Get FRAPS, and install it. In game, hit the key to record. It doesn't record sound however, you'll need to buy the full version of that.

:fett:

acdcfanbill
08-26-2004, 12:19 AM
or if you would rather use the tried and tested method, check out the video faq stickied post in the jedi outcast forum. it was originally made to teach howto make frag highlight movies, but it should be adapted to your needs easily.

{xg}darthVADER
08-26-2004, 05:48 PM
ok thanks the recording software works great
now to figure out how to edit it

tFighterPilot
08-26-2004, 05:51 PM
Originally posted by {xg}darthVADER
ok thanks the recording software works great
now to figure out how to edit it If you have windows XP you can use movie maker

{xg}darthVADER
08-26-2004, 06:03 PM
i dont know how to use that

tFighterPilot
08-26-2004, 06:27 PM
Originally posted by {xg}darthVADER
i dont know how to use that It's really simple. Besides, I'm sure there's a help file.

{xg}darthVADER
08-27-2004, 05:47 PM
here's a small update

the shuttle ahs landed
http://www.imagedump.com/index.cgi?pick=get&tp=114157

this imperial lander shuttle wil drop off troops as soon as the shield generator is destroyed

here's a small request from all you guys
if you have any idea's on what you want to see in a battle of hoth map
please feel free to tell me in this thread
my goal is to make a map that people wil enjoy and get what they expect

thanks

darthALEX out

RDX1
08-27-2004, 06:02 PM
I don't know what's there. When will the map go into beta testing?

{xg}darthVADER
08-27-2004, 06:07 PM
not for at least an other week i want to get somethings done first

MadCow1989
08-28-2004, 03:36 AM
a second objective after the Shield generator has been destroyed the xwings have to defend the transport from the tiefighters (like rogue Squadron 3)

{xg}darthVADER
08-28-2004, 07:18 AM
i'd love that but that wil require a pretty large area i'll give it a try but dont expect anything concrete about that

PR-0927
08-28-2004, 11:38 AM
All I would request is that I get to play it!! It looks awesome...it's a shame that I never saw this thread before the beta testing positions were taken. Oh, well...

:fett:

{xg}darthVADER
08-28-2004, 11:54 AM
consider yourself a beta tester
cause mergatroid wont accept me into his msn list
pm me your msn contact details

LightNinja
08-28-2004, 12:09 PM
could you upload your images at www.imageshack.us plz? is hateable to clic in "accept view" ALL the times

mergatroid
08-28-2004, 01:31 PM
Originally posted by {xg}darthVADER
consider yourself a beta tester
cause mergatroid wont accept me into his msn list
pm me your msn contact details

I did accept you into my list, I mostly use msn for checking e-mail so I usually log in and say I'm busy so I can read my e-mail. Sorry if I offended you.

{xg}darthVADER
08-28-2004, 01:43 PM
dont worry you didnt offend me its jsut that it was a little strange you apply for a beta position and you never come online

P.S. majin you can still PM me your details to beta test

PR-0927
08-28-2004, 02:52 PM
Done, PM has been sent!! Thanx for letting me beta test!!

:fett:

MadCow1989
08-29-2004, 01:10 AM
i dont realy need to beta test it (rather wait for full) but could you send me that atat i wanna try it out :D

{xg}darthVADER
08-29-2004, 02:38 AM
its the same as duncans beta at-at with just a few tweaks to the weapoons and armor and health

{xg}darthVADER
08-29-2004, 06:36 AM
ok time for a new screenshot update

i present to you the at-at imperial transport from rogue squadron 3 rebel strike (early WIP)

http://www.imagedump.com/index.cgi?pick=get&tp=115339

http://www.imagedump.com/index.cgi?pick=get&tp=115342

in this transport the at-at's wil spawn aswel as the imperial players
after the empire destroys the shield generator the spawn point wil be moved into the reinforcement's lander shuttle

this barge wil have a scripted main ramp
the barge can carry 2 at-at's and 2 at-st's

darthALEX out

Livingdeadjedi
08-29-2004, 07:05 AM
Looking pretty cool as always :D


but make the plain texture on front ramp larger, it looks to repeated.


p.s will we be able to go to the bridge on that thing ?????? with breakable glass to blast people through :p

MadCow1989
08-29-2004, 12:06 PM
in rogue squadron 3 it only carriers 3 atst's :D

MadCow1989
08-29-2004, 12:09 PM
in rogue squadron 3 it only carriers 3 atst's :D



Small pics but

http://images.google.com/images?q=tbn:-FuaOwdGu_gJ:www.theforce.net/scifi3d/starwars/images/atatDropship.jpg

http://images.google.com/images?q=tbn:tUVmg3UKhEEJ:www.theforce.net/scifi3d/starwars/images/atatDropship2.jpg

this is an atat dropship :D

{xg}darthVADER
08-29-2004, 01:14 PM
ITS MY MAP AND I MAKE THAT BARGE CARRY AN AT-AT LIEK IT DOES IN THE CONCEPT ART !!!!!! (J/K)
so now that i ahve that outa my system :p

main ramp is scripted now but tis not wide enoegh to hold 2 at-at's


yet.!

MadCow1989
08-30-2004, 01:52 AM
:D make it wider maybe?

{xg}darthVADER
08-30-2004, 05:42 AM
:p working on it hehe

{xg}darthVADER
09-01-2004, 12:15 AM
ok an other small screenshot update

the final imperial transport
http://www.imagedump.com/index.cgi?pick=get&tp=116634

now i'm going to work on the rebel gallofree transport after that its a simple matter of conncting a few coridors and placing these vehicles and the siege objectives and its done so give me an other week or 2

mergatroid
09-01-2004, 07:36 AM
Look good! *starts waiting patiently*.

MadCow1989
09-03-2004, 02:43 AM
nice lights oooh its looking Fantastico
your too good Alex
but for the *defend transport mission* some hints maybe? make a spawn location with vehicle tie-bomber2 (drops vertical bombs) those must destroy the landed transports it could be just behind the Echo base
and another thing wouldnt it be a little helpfull to lower the FPS maybe make the vehicles be spawned with a button seeing too many vehicles at once can bring down Fps badly (for me) lol

LightNinja
09-03-2004, 03:49 AM
www.imageshack.us
btw nice shots :p

{xg}darthVADER
09-03-2004, 04:35 AM
ok wel i jsut waisted an entire week on making that transport
i added it to my map and hello lag city besides it would also make the battle field much smaller if i added them
anyways i have a realy cool idea what i'm gonna use those transports for in an other map

anyways ive been working on the rebel gallofree transport but i am having a very hard time making beveled top side
any tips are apricicated

MadCow1989
09-04-2004, 12:41 AM
dont look at me i cant even skin i'm just a huge starwars fan :D

so are the Rebel transports map objects or models?

{xg}darthVADER
09-04-2004, 01:18 AM
they're brush work or going to be

MadCow1989
09-06-2004, 06:55 AM
Any Updates?

Lil Killa
09-06-2004, 10:55 AM
Originally posted by MadCow1989
Any Updates?



Do you see any?

;)

The Truthful Liar
09-06-2004, 11:19 AM
Originally posted by Lil Killa
Do you see any?

;)

I sure dont.

Please guys, stop asking for updates and bumping up the threads - the updates will come when they come. More posts I see asking for an update soley will be deleted.

MadCow1989
09-06-2004, 10:35 PM
well before that there hasnt been a post since 2 days we gota keep this thread alive its too perfect

tFighterPilot
09-07-2004, 05:05 AM
Alex won't forget about this thread if you won't bump it...

{xg}darthVADER
09-07-2004, 05:18 AM
greeting

here i am once again

sadly without an update

i havent worked on this map since the last update i posted
ive been playing starwars galaxies

also school has started again so i'll have less time to work on it

how ever expect an update within the week

darthALEX out

Visceral
09-12-2004, 09:03 PM
I have a question. You said you modified Duncan's AT-AT to have an appropriately powerful attack. I downloaded it from Duncan's site and spawned it in a game to give it a little test drive, and it also seemed to me that it was smaller than it should be. Do you think that's the case or am I going crazy? :p And if so, have you made it bigger?

Zappa_0
09-13-2004, 04:25 AM
You cant have them the real size, because it would really slow the game down. So be happy with what you got. :D

{xg}darthVADER
09-13-2004, 05:45 AM
JA has a limit for the size of the bones of a vehicle
if i made the model bigger the entire model wil go wrong restulting in gamecrash or a realy realy REALY ugly at-at and we dont want that now do we :D

LightNinja
09-13-2004, 06:05 AM
Originally posted by {xg}darthVADER
JA has a limit for the size of the bones of a vehicle
if i made the model bigger the entire model wil go wrong restulting in gamecrash or a realy realy REALY ugly at-at and we dont want that now do we :D

i know what you mean, that happened me when i put a pod in game and it was giant, so my game crashed xD

{xg}darthVADER
09-19-2004, 01:30 AM
ok here's a update

ive done olmsot close to nothing on this map for a week now
ive been working on my mos espa pod race arena for JA: Racer mod

i just wanted to let everyone know who is waiting for this project that i wil start on it again when the DVD box trilogy is released
then i wil have better recources to use as refrence than i have now

thank you for your patianece

still the suggestion rule in this topic is still active

if you have anyhting that i havent told about yet or you would like to see in a battle of hoth map
feel free to post your suggestion here
my objective is to make a map that everyone wil enjoy because you get what you wanted in this map

PR-0927
09-19-2004, 02:05 PM
Man, I wanna start beta testing, dude!! I'll be able to beta test very nicely a few days after Star Wars: Battlefront and the Star Wars Trilogy DVD's come out. I'll be getting a new, hyped-up computer!! AMD 64 3200, nVidia GeForce 6800 GT 256 MB RAM, 1024 MB RAM, 160 GB of free space...yeah, it's gonna PWN!!

All I want also is that the flying space isn't low, so you don't hit the "ceiling." It should be quite high, so you can do nose dives, and fire from above!! Once you reach the limit, it should send you back like in the Asteroids TFFA Mod.

:fett:

wedge2211
09-20-2004, 07:28 AM
Originally posted by Majin Revan
All I want also is that the flying space isn't low, so you don't hit the "ceiling." It should be quite high, so you can do nose dives, and fire from above!!
Watch The Empire Strikes Back again, and notice that snowspeeders are vehicles that hug the ground pretty nicely.

{xg}darthVADER
09-20-2004, 09:00 AM
correct
my map wil wil have on all sides of the map has a ship boundary that wil direct the snow speeder back in to the battle field
so dont worry

PR-0927
09-20-2004, 03:48 PM
Originally posted by wedge2211
Watch The Empire Strikes Back again, and notice that snowspeeders are vehicles that hug the ground pretty nicely.


I know, yet maybe I want to fly high?

:fett:

{xg}darthVADER
10-01-2004, 11:56 AM
suprise suprise ive resumed my work on this map

what ive done so far ive added a way to get to the secondary control room
ive added a way to block that path
i'm in the process of completly redoing the trenches
and i'm adding details to the south hanger

expect some new screens within the next week

{xg}darthVADER
10-02-2004, 03:00 PM
ok here i go talking to my self again
ive decided to make the northern hanger (one with falcon) correct size as it is in the movie
the one youve been seeing on screens is actualy twice as wide as the one from the movie
expect to see some screens up tomorow:D

MadCow1989
10-03-2004, 01:28 PM
great idea but for now just a question wil this project be released within this month or next?

{xg}darthVADER
10-04-2004, 12:36 AM
probably the end of this month

{xg}darthVADER
10-11-2004, 02:09 PM
suprise suprise here's a screenshot update

the new and improved hanger : http://www.imagedump.com/index.cgi?pick=get&tp=134719

http://www.imagedump.com/index.cgi?pick=get&tp=134720

http://www.imagedump.com/index.cgi?pick=get&tp=134722

http://www.imagedump.com/index.cgi?pick=get&tp=134723

http://www.imagedump.com/index.cgi?pick=get&tp=134724

next is revamping the outside
wich right now is a big mess so i wont be showing it till at least end of the week

enjoy

wedge2211
10-11-2004, 07:56 PM
I like the look. The hangar cieling still looks a little bare (I just watched ESB, too, and I can't remember whether there was stuff on the cieling or it just faded into blackness). Also, the corridors could use a tiny bit more detail on the walls and cieling--little control panels and stuff, more pipes, wires, whatever. Add that and I'll think this map is on its way to greatness.

{xg}darthVADER
10-12-2004, 02:26 AM
wel í wasent finished with the hanger jstu yet but if i add too much to the celing were gonna have the problem of flying into that when flying the snow speeder

Zappa_0
10-12-2004, 03:17 AM
Looking good :D

LightNinja
10-12-2004, 11:51 AM
Alex i beg you, please post the screenshots at www.imageshack.us

{xg}darthVADER
10-12-2004, 12:52 PM
woops sorry but why if i may ask?

MadCow1989
10-13-2004, 05:47 AM
the one you are you using gives that anoyying Or VIew This anyway and options its anoyying

PR-0927
10-14-2004, 07:57 AM
{xg}darthVADER and I did a beta test yesterday, and it went well. The only problems were that the turrets shot everyone, and the ground disappeared when flying a Snow Speeder. Those errors will be fixed. Along, with some very minor ones. The map is freakin' large. The AT-AT's need to be fixed...the sounds are too quiet, the view is freakin' far away, and the lasers are barely visible. I can fix this, yet {xg}darthVADER shall be using KBell's new AT-AT, which will rock as much as Duncan_10158's. I could make the effects, sounds, etc., better for this map, too, if wanted.

The architecture is awesome as well. I am an awesome pilot in JA, yet I crashed so much, as I am not used to flying in JA, as I have been playing too much SWBF.

{xg}darthVADER made a sweet enormous hangar for the Rebel Gallofree Transports (being made by Hatrus).

Overall, this map roxxors!!

Heh, back to school now...(I'm in lunch).

:fett:

{xg}darthVADER
10-23-2004, 08:03 AM
ladies and not ladies
i present to you
the trenches

http://img90.exs.cx/img90/8483/shot45.jpg

i know there's some lighting issues but i've olmost fixed them

{xg}darthVADER
10-25-2004, 02:21 PM
ok here's a small update me and darthzappa are working together to create the outside terrain since i am a noob with easygen ect.

also expect to see a trailer soon made by zappa_0

Thrawn42689
10-25-2004, 05:11 PM
Nice lighting. :p

The trenches should probably show up gradually, instead of cutting in like that. Also, I don't think they had little rims like that in the movie. Fun stuff, all the same.

wedge2211
10-26-2004, 06:00 AM
They'd probably look better if you just built THEM into the EasyGen terrain...but what you've got looks like a pretty good jumping-off point.

{xg}darthVADER
10-26-2004, 12:47 PM
trust me the new outside terain wil asount you with the trenches
it wil look good i promis

Pahricida
10-28-2004, 11:44 AM
hell this is huge!
I just ask myself how long will it take you to get from the spawn right into the battle?

And how will you prevent everyone from using aircraft instead of infantry cause they are simply lazy and don't want to walk.

Other than that:

awesome :p

The hangar reminds me of Shadows of the Empire... except this one here has got way more detail, you can leave the hangar through the gate and there's not just snowspeeders all around.

Will resume playing siege for this one :D

{xg}darthVADER
10-28-2004, 01:29 PM
Ladies and Gentlemen
boy's and girls of all ages
i present to you
The battle of hoth!

http://img80.exs.cx/img80/9870/shot107.jpg

http://img80.exs.cx/img80/4143/shot108.jpg

http://img80.exs.cx/img80/1049/shot110.jpg

http://img21.exs.cx/img21/8462/shot141.jpg

http://img21.exs.cx/img21/8654/shot0029.jpg

my compliments to darthZappa for the terain.

enjoy

DarkLordTrooper
10-28-2004, 01:41 PM
I don't remember Master Chief being in the battle of Hoth...:p

Looks nice, except for a few small texture problems. :D

Zappa_0
10-28-2004, 05:28 PM
I was fixing to say the same thing! Looking good, cant wait to do the trailer!

MadCow1989
10-29-2004, 05:07 AM
i see Masterchief ended somewhere else up then Earth wit that Longhorn

anyways nice map is it a FPS killer?

LightNinja
10-29-2004, 05:18 AM
i hope it will be easy to go out of the hangar with the ships

wedge2211
10-29-2004, 10:23 AM
You still need to do something with the patches over the trenches. Snow doesn't do that. A smooth curve from the trench up to ground level, without the wierd bulbous thing, would look much better and more natural.

Also keep in mind that the snowfield in front of the Rebel base was far from deserted during the battle--they had all sorts of field equipment and weaponry out there.

{xg}darthVADER
10-29-2004, 12:37 PM
the front of the base is not done
and i klinda like the pathes this way but well see what happans over the next few weeks
also ive gotten a cool idea and i'm redoing the interior hallway's
to be more true to the movie

Zappa_0
10-29-2004, 01:14 PM
The older version I have plays great. You can get out of the hangers great and theres no FPS killers. Overall its gonna be great, cant wait to see the improvements.

{xg}darthVADER
10-30-2004, 03:02 AM
the version you have still ahd the larger hanger i belive.
i kinda made it a little bit harder to get out of the hanger with the new size of the hanger.
but its still pretty easy for people who are good at flying
ive been considering adding a ship boundry so that you lift off and fly forward and automaticly turn the right way and fly out of the hanger but i want people who have some skill to play this map aswel and they might enjoy the latter more.

Zappa_0
11-07-2004, 05:05 AM
Official Trailer for Hoth Siege: http://www.pcgamemods.com/8420

wedge2211
11-07-2004, 12:11 PM
Well, as to the trailer...Jerk-O-Vision "spectator" cinemtography and you love shots of walkers sitting in one spot shooting way too much. On the other hand, I liked seeing how the Raven-made AT-ST's footsteps don't sync with its motion while the modded AT-AT's do. :)

For the map--I still think the snowfield is empty, but that doesn't look so bad with the giant vehicles running around in it. The puffy things on the trench lips are still really really strange looking, and there were some wierd patch sparklies in that arched tunnel in the snow--little things that could really be improved easily. After watching ESB, there's also a lot of extra "stuff" on the hangar floor--and I hope there's more to this map than just the snowfield and the hangar!

Definitely some kudos for the falling walkway and landing shuttle--interactivity is a BIG plus.

This just needs a little more polishing.

Lil Killa
11-07-2004, 12:37 PM
Originally posted by wedge2211
Well, as to the trailer...Jerk-O-Vision "spectator" cinemtography and you love shots of walkers sitting in one spot shooting way too much. On the other hand, I liked seeing how the Raven-made AT-ST's footsteps don't sync with its motion while the modded AT-AT's do. :)

For the map--I still think the snowfield is empty, but that doesn't look so bad with the giant vehicles running around in it. The puffy things on the trench lips are still really really strange looking, and there were some wierd patch sparklies in that arched tunnel in the snow--little things that could really be improved easily. After watching ESB, there's also a lot of extra "stuff" on the hangar floor--and I hope there's more to this map than just the snowfield and the hangar!

Definitely some kudos for the falling walkway and landing shuttle--interactivity is a BIG plus.

This just needs a little more polishing.


I concur

{xg}darthVADER
11-07-2004, 12:58 PM
Originally posted by wedge2211
Well, as to the trailer...Jerk-O-Vision "spectator" cinemtography and you love shots of walkers sitting in one spot shooting way too much. On the other hand, I liked seeing how the Raven-made AT-ST's footsteps don't sync with its motion while the modded AT-AT's do. :)

For the map--I still think the snowfield is empty, but that doesn't look so bad with the giant vehicles running around in it. The puffy things on the trench lips are still really really strange looking, and there were some wierd patch sparklies in that arched tunnel in the snow--little things that could really be improved easily. After watching ESB, there's also a lot of extra "stuff" on the hangar floor--and I hope there's more to this map than just the snowfield and the hangar!

Definitely some kudos for the falling walkway and landing shuttle--interactivity is a BIG plus.

This just needs a little more polishing.

just the snowfield and the hanger?
i dont think so
there is an other hanger on the other side of the base and a vast tunnel network leading upto that hanger
also some nice idea's i had were (these were taking from the original idea's from lucas)
in the tunnel network there wil be some doors wich have signs on them saying danger do not enter behidn these doors are wampa's that broke into the base earlyer the rebels can remove these signs from the doors wand lets the imperials walk into a trap
a reason for the imperials to go trough these doors is they are a faster way to the other hanger
in wich the empire needs to lock down the main hanger doors so the last few transports cant escape
and i agee there should be more on the ground of the hanger and there will be soon
an other idea i had was making alot of the enviorment destructible such as being able to shoot edges off walls
causing a cave in in the tunnels
and more stuff like this
and i wil see what i can do with the trenches but dont expect too much change.

Dilandau-Sama
11-12-2004, 04:23 PM
And no Taun-Tauns? There have to be Taun-Tauns on Hoth...

{xg}darthVADER
11-13-2004, 04:11 AM
i can add them but i wouldnt realy see the use of them
but we'll see

Neon
11-24-2004, 05:11 AM
Hm, the use of it, maybe because the map is big, and if rebels want to move ouside, they can use TaunTauns to move faster.
Or when people play it on FFA, then they can use Tauntauns 2.
I mean, from the look of the trailer, it looks huge.

{xg}darthVADER
01-24-2005, 08:14 AM
ok good news guys ive gotten new refrences and some free time comming up and i'll continu on this map expect some screenshots soon

P.S. if anyone can make me a model or a prefab of a rebel medium transport i would appriciate it so much

monsoontide
01-26-2005, 02:32 PM
What sort of transport?
You mean this one?
http://www.starwars.com/databank/starship/rebelmediumtransport/index.html

Might be possible...

{xg}darthVADER
01-26-2005, 09:35 PM
yep thats the one
i need it for the final objective for the rebels

monsoontide
01-27-2005, 12:27 AM
What do you want the polycount to be (approx)?

{xg}darthVADER
01-27-2005, 12:49 AM
highest thats possible for a normal .md3
use as much detail as you possibly can

monsoontide
01-27-2005, 08:40 AM
What sort of time frame do you need it by Realistically that is... ;D

{xg}darthVADER
01-27-2005, 11:39 AM
prefrebly within a month or so
but take your time

monsoontide
01-28-2005, 04:05 PM
Please PM me some e-mail details so I can send it to you when I have it done... Thanks :)

monsoontide
02-13-2005, 03:22 PM
OK, the Rebel Transport is now 95% finished. I've made it into an .md3 and everything seems to be in place. Just have to write the shader code and and test it out in Radiant to make sure it all works properly!

It's going to be a public release though, just in case anyone else wants to use it or turn it into a vehicle or something...

But will send it to you directly its finsihed, before I upload it the public servers...

monsoontide
02-13-2005, 11:11 PM
OK, I've finsihed it!
Tested it in Radiant and after a few tweaks, it looks lovely!

I tried to send it to you just now, but your hotmail mailbox is full.

{xg}darthVADER
02-15-2005, 01:56 AM
ok sorry for the late reply try sending it to havoc373@gmail.com

jdumber2k
03-07-2005, 07:57 PM
is this thread dead?
and are you still making the map?
jw and when (hopefully) will it be released?

{xg}darthVADER
03-08-2005, 10:13 AM
i'm trying to work on it as much as i can but i dont have alot of time with school and real life issues

but i wil release it as soon as i can

Pahricida
03-08-2005, 12:52 PM
After all it can just be fine tuning you have to adjust now, right?
I can tell that it looked quite complete to me in that trailer thing...

{xg}darthVADER
03-09-2005, 04:09 AM
yeah thats true

thats a good idea i'll tune what i have now and maybe make an extended version with all the features i wanted in later.

{xg}darthVADER
03-31-2005, 05:06 PM
i'll be releasing this map very soon only a ffa and team ffa version tho i might make the siege version later

anyways i keep getting an error when i load it

i get the error BG_getvehiclemodelname:
couldnt find vehicle snow-speeder-tfp

but i have that file installed and in the pk3 what can i do?

{xg}darthVADER
04-04-2005, 03:16 PM
the battle of hoth begins

begun this battle has

i just released it you can get it here
http://www.pcgamemods.com/11480/
hope you enjoy it

kessno11
04-04-2005, 05:23 PM
I'm looking forward to downloading this later today!

{xg}darthVADER
04-05-2005, 04:43 AM
rember to load it in team deathmatch

load it in ffa and you wil just keep falling 60 feet down

Pahricida
04-05-2005, 09:42 AM
impressive!

beats my machine to death, but very impressive :D

monsoontide
04-05-2005, 07:52 PM
Originally posted by {xg}darthVADER
rember to load it in team deathmatch

load it in ffa and you wil just keep falling 60 feet down

And then getting blasted to bits by all the turret cannons!!!! LOL

MadCow1989
04-06-2005, 07:11 AM
i like it alot its really cool but the fps is a pain

{xg}darthVADER
04-06-2005, 11:29 AM
yeah i know the fps is a real big pain but jsut turn down your setting a little bit

Pahricida
04-08-2005, 03:35 PM
heh I'm already playing on 800x600 with medium detail.
:D

MadCow1989
04-11-2005, 11:34 AM
ever thought on using spawn buttons i mean there are tons of models spawned all over the map i did npc kill all once and the fps went up so i think spawns would be a tad better to make it more playable

lurtz231
04-26-2005, 06:35 PM
It's been a while since you've had any updates darthVADER so...

Maybe you could send it to someone who will take on the task of finishing the siege objectives and everything...I'm sure someone will oblige.(I would take it on but I haven't any earthly idea how to use the map creator tools :compcry: )

ajcrow
06-12-2008, 06:49 AM
does any one have another link to download this map? I REALLY want to play this, but i can't find a link to it anywhere. pcgamemods.com seems to be dead. Could someone help me, PLEASE?!!!!!

M@RS
06-12-2008, 08:04 PM
Dude, look at the last date...the last post was in 2005...but don't worry I've done the same thing...:)

ajcrow
06-14-2008, 04:02 AM
Yeah well... i thought this would be the best place to try.

I can't find any inks to the map anywhere, and i really want to play it!!

can anyone please upload it to somewhere like filefront for me if they have it?
please??????

M@RS
06-14-2008, 11:17 AM
Why don't you go to Filefront?

ajcrow
06-16-2008, 02:35 AM
I did, but i can't find it anywhere on it. Man I'm desperate to play this.... I searched for "hoth", "imperial" "walker" "northridge".... ITS NOT FAIR!!!!!!

WHY AM I NOT ALLOWED TO FIND THIS MAP?!!!!!!!

Neon
06-16-2008, 02:42 PM
Well it has happened with lots of files.
Most people never sent their map to jk3files because jk3files had to validate the files first, and it could take weeks that time. So most people just uploaded their files to pcgm.com,
which is down.

M@RS
06-16-2008, 07:23 PM
Yes, and dude just calm down, it's only a level, if you want to play on Hoth get Battlefront II or something...

Neon
06-24-2008, 02:00 PM
battlefront I was better, specially the hoth map