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Old 12-02-2004, 01:34 PM   #41
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New Daeth Star v0.4

This is the first map that take advantage of map1 mod logic. NTS if someone else comes up with new map in the future (as mod1) = name collision.

Anyhow, the new death star is out! This map is stand alone "Add On" map which will not INTRFEAR with your existing maps. It will show up just above jabba's map.

I can not host large files on my server so all of my levels are available at www.gametoast.com. I did not upload 0.4 or 0.5 version of DeathStar but it should be there soon. Other levels are available at gametoast, so enjoy

It will be self-extract so no need for zip or rar.

Screenshots at:

http://www.gametoast.com/index.php?n...t=127&start=15

eddie.


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Last edited by Servant; 12-05-2004 at 09:07 AM.
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Old 12-06-2004, 08:08 PM   #42
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Version 0.5 available for download

OK, i got version 0.5 finally uploaded. Get it at:

http://www.gametoast.com/modules.php...rder=0&thold=0

You can see some screenshots from upcoming 0.6:

http://www.gametoast.com/index.php?n...r=asc&start=30


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Last edited by Servant; 12-08-2004 at 10:34 AM.
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Old 12-10-2004, 12:20 PM   #43
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While we all wait for tools you can kill some time trying out my last "hex made" version of New Death Star map (v0.6)

http://www.gametoast.com/modules.php...rder=0&thold=0


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Old 12-11-2004, 09:21 AM   #44
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Doing some work on my Battle for Naboo map. It is basiclly nab1 map with some twists, such as expended map, more vehicles, flyers....



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Old 12-12-2004, 03:57 AM   #45
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I think that would be kewl,fighting in the woods where theres lots of trees,its flat and there isn't a lot of the tall grass so you can see better.

Do you think its possible to edit it so when playing the clone wars,you replace the clones with Gungans?

As for the deathstar map,when the tools get released,I think it would be kewl to have a hanger for the Imps,and have all the starfighters in it,maybe some chicken walkers.The rebels on the other hand,shouldn't have a hanger,or any vehicles other than fighters.But maybe the rebels have some tall towers that the imps dont,that Vangards to go up in and do their stuff.

Just some ideas for ya


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Old 12-12-2004, 04:21 AM   #46
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I am sorry, no clone wars of naboo as of now.

As for Death Star, when the tools come out, I will make it from scretch so this hex made DS will go out of picture.

Is that Klingon sign on your signature? Maybe you could make Star Trek mod when the tools come out he he...

Progress screens nab:


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Old 12-12-2004, 05:01 AM   #47
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I cant make any models nor do I have any tools,and I prolly wont get them unless they are*cough* free.I know the tools coming out will be free,but wont I need some others,hex editors,ect ect?

And yes,that is a Klingon symbol,I'm in a clan for a game called Klingon Academy.


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Old 12-12-2004, 05:23 AM   #48
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O yeah, KA, didn't playit but like Star Trek. Anyhow, going back to Clone Wars. I add some code to include CW to nab map and it works but no vehicles... I would need to spend a day to include respective vehicles to CW era and if I find some time....

Regarding tools. I think we will get everyting for free including that SoftImage...I do not think we will need hex editor anymore, and you can find some free once. But let us wait until tools come out..


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Old 12-12-2004, 07:14 AM   #49
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thanx for the info m8

that would be nice if the tools included EVERYTHING you need to mod the game.

If I do figure out how to mod this game,I think my goal would be to try to balance the Jedi.

I'd like to have a map,that has every vehicle in the game,so you can just drive around and try them out and what not, or for seeing which vehicles would win if you face each other,like the AT-TE and the AT-AT.

I would also like to try and make the Falcon a flyable vehicle,but who knows


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Old 12-12-2004, 09:54 PM   #50
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Here is progress screens for Eddie's Battle for Naboo map. It is in 0.9 release and it should be available for download tonight/tommorow. It uses mod1 logic so I will post install info once it is up on gametoast server.



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Old 12-13-2004, 07:32 AM   #51
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just a quick info for people running death star map over dedicated server:

"Aha, just downloaded ded server, check it out and this is what you have to do:
Copy mapinfo.txt from TAT3 to Eddie_NewDeathStar folder. Open mapinfo.txt in
Eddie_NewDeathStar folder and delete stuf from it and type

GCW,DEATH STAR: EDDIE DEATH STAR CW,mod1a,alliance,imperial,200,200

Now, I did not try to play it since I have single machine at home, but when I run ded server and choose deathstar map it loads and you get that white window first loading.... and then Game, mission, teams, score ....so it should be OK"


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Old 12-13-2004, 12:46 PM   #52
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Quote:
Here is progress screens for Eddie's Battle for Naboo map. It is in 0.9 release and it should be available for download tonight/tommorow. It uses mod1 logic so I will post install info once it is up on gametoast server.
Looks really cool! nice work.

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Old 12-14-2004, 09:52 AM   #53
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Post for Eddie's Battle for Naboo Map (Download)

I did not want to open new thread for this announcement since I release all progress for naboo map here.

Anyhow announcement:

http://www.gametoast.com/index.php?n...iewtopic&t=135


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Last edited by Servant; 12-15-2004 at 12:06 AM.
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Old 12-19-2004, 05:52 AM   #54
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Please stop calling anti-air turrets, AAT's. AAT's are the Trade Federation Armored Assault Tanks. You are gonna confuse someone!!

Nice work, though!!





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Old 12-19-2004, 06:27 AM   #55
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Sorry mate, people at GT calls them like that. How should I call them? They are referenced as AAA in the code itself. Anti Air ???

I've seen your work for JA. Great job. You will be making somthing for SWBF also??


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Old 12-19-2004, 12:57 PM   #56
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Offer of help?

Hi. I am not sure if you need any additional help or could use someone with some 3D/2D skills, but if you like what you see here please let me know.

Your Deathstar Map sounds interesting(haven't downloaded it yet) but as I am working on re-creating the entire final deathstar sequence I figured you might be interested from a texture stand point.

http://www.djlithium.com/swvfx/index.html

Check it out. The Deathstar surface is fully an original model with textures that I did in an afternoon. Many of the models were originally bad 3DSMax or 3DS files which I trimmed down to make more suitable for use in high poly scenes for rendering. I can't stand people who think you need to use more than 6 polys for a box. Unless you are stuck in triangle land.

Anyway check it out. These are all render tests for the final sequence. I have a few Divx files laying around but for fear or getting sued or perhaps maybe getting a job I will or will not post them. Contact me if you need texturing or additional help.


DJ Lithium
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Old 12-19-2004, 09:50 PM   #57
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DJ, looks good. You know models are done in XSI? Well I am sure you know your stuff...

Anyhow regarding Death Star Map. Due to memory limitations we have to asume that we are (rebs) already on the surface of death star.

My Current map is a chunk of death star surface and this is how the map should be treated. Other solution would be to have a battle in space and deathstar could be just a background planet, but I do not like this idea. Maybe for other kind of level. So let us assume we are doing a chunk of DS surface.

Now, for level to be playable we have to see what ground troops should do and what flyers should do.

Flyers:

Reb flyers could start on the transport ship just hovering above the surface. Imp flyers could start from within some kind of hangar. There should be a lot of reb flyers and a few of imp flyers. So you could do a model of transport ship and hangar. The task of imp flyers could be just to destroy reb flyers. Now, reb flyers should have a task of destroying something = shield generator or something. I could import shield generator from hoth....Location of shield generator: Easier way to deal with this would be to make tranches and at the end of one shied generator should be located with a lot of AAAs (anti air turrets) around. Harder version of flyers objective would be to actualy go inside DS to destroy generator. I will have to check with devs about this: is it possible to go far down the map....

Ground troops:
Imp ground troops could be limited to flyers, AAA (we need a lot of these on this map) and fighting reb ground troops.
Now, the map part for ground troops could be eather:
1. open area, as in current DS level where flyers could nose down and destroy ground troops, or
2. most of ground troops map could be inside buidings of DS (this would be better) - some kind of buidings on the surface as in bespin plaforms map.

You could do buidings for surface and surface textures...

This is just basic idea of the map. Comments?


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Old 12-19-2004, 10:32 PM   #58
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Thanks for your reply.
No problems with working with XSI to get models in and out of LW and eventually back into BF if the tools are and when they are released.

I have an idea for a ROTJ scenario where its all flyers going down the internal exhaust ports of the DS to the main reactor core or a combination of that with a battle taking place along the tunnles inside the DS on the way to the core itself between reb "back up plan suicide types" if the rebel flyer strike force "doesn't make it". The object would be to either capture all of the command posts along a string along the tunnel to the core reactor or destroy the reactor itself. I can model just about anything needed and from what I am looking at in the texture maps so far I can get everything I need out of the bespin cloud city stuff and modify it for the deathstar internal stages. Sound like an idea?


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Old 12-19-2004, 10:41 PM   #59
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Further to your idea I like the idea of perhaps fighting towards a goal in a running battle on the surface of the DS between the buildings, towers and turret guns, kind of like mos e on Tatooine but with replaced buildings using the bespin models with different surface maps (darker harsh contrasting, whites and black and deep matrix greens and reds) plus a dark star sky, throw in some endor or yavin planet somewhere in the sky going towards yavin 4 etc etc.

Providing you can pull the models needed together and put them into a "city like" map, I can do the textures and even model gun turrets as well as additional towers. Getting the textures back in doesn't seem to be a problem, but models I don't know much about how that is done just yet. sounds like that is more your speed. Your guidance is greatly appreciated.


DJ Lithium
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Old 12-20-2004, 03:55 AM   #60
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we should use existing resources and we will get all of them with tools and yes changing texture for existing building would be easiest but we should have some new buildings. For guns we can use AAAs just change texture to bit darker.

We can not start with the map itself because I have to make tranches first. This is MUST for this version.

You could strart with making hovering transporter with hangar.

Also Hangar for imp flyers.

We should continue this at my home:

http://www.gametoast.com/index.php?n...iewtopic&t=141


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Old 12-20-2004, 09:45 AM   #61
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Quote:
Originally posted by Servant
I've seen your work for JA. Great job. You will be making somthing for SWBF also??

Thanx!! Yes, I certainly hope to make tons of mods. As soon as those modding tools come out...

As for the anti-air turrets...call them anti-air turrets!!





- Former Star Wars: Jedi Knight: Jedi Academy, Star Wars: Battlefront, and Star Wars: Battlefront II modder. Used to go by the name "Majin Revan."
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Old 12-21-2004, 05:24 AM   #62
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too long, I will stick to aaa, PS calls it aaa, he he


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Old 12-24-2004, 12:11 PM   #63
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season greatings:

http://www.gametoast.com/index.php?n...iewtopic&t=153

eddie.


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Old 12-28-2004, 10:53 AM   #64
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Death Star Map v0.9 download

I am releasing 0.9 version of Death Star map...

More info:

http://www.gametoast.com/index.php?n...iewtopic&t=153

Eddie.


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Old 12-28-2004, 07:51 PM   #65
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Eddie i like your map a lot and i woud like to place your project on the Project page on www.redcell.tk if its ok whit you i only need some info from you



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Old 12-28-2004, 08:00 PM   #66
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Did you acctualy install it, some people had chrash on load screen? And Yes, I do not mind at all.

PS I Like your site.


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Old 12-28-2004, 08:05 PM   #67
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alright ill post you a PM soon whit the info i woud like to have and i dit install the map and i had a litle error in the start only after retrying it workt fine :|



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Old 12-28-2004, 09:26 PM   #68
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"Did some test on several PCs at work. Windows 2000 and Windows XP PCs, PIII/PIV, different regional settings, ATI/nVidia graphics, Single/multiplayer ALL GOOD.

The only machine that the map did not work on gave the same simptons as you guys wrote but then I realized I did not apply the last patch on it. After that, in worked OK on it too. I realy do not know why some of you have problems, I will keep investigating."

eddie.


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Old 12-29-2004, 01:11 AM   #69
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it works ok great work eddie!


The Empire Will Crush the Patethic Band of rebels!Long Live To the Emperor!
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Old 12-29-2004, 01:19 PM   #70
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I am doing work on 0.91 which will adjust several things I did not finish in 0.9. More and more people are reporting that the map works fine, so I am not sure what happend to people that the map did not work.


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Old 12-30-2004, 01:28 AM   #71
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Linky

tada =D



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Old 12-30-2004, 07:08 AM   #72
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NoKill, Thanx man, but you put old old 0.6 version available for download at your site which was made only with hex editor.

Also, screens are from new but showing some issues I had with bumpmapping. Anyhow, current version of this map is 0.91 and you can download it at the link bellow. Please download this map and put it on your site. Thank you, eddie.

So, this is also annoncement for version 0.91

http://www.gametoast.com/index.php?n...r=asc&start=15

BTW, I like the way your site shows maps/downloads.


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Old 12-30-2004, 07:43 PM   #73
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sorry ill add the good one soon ok
and the screen page will also come later today don't have enuf spece online anymore but thats fixed now



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Old 01-02-2005, 06:45 AM   #74
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Ok map Can you tell me what you used for your Deathstar map and everything you did to make it step by step?

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Old 01-02-2005, 08:57 AM   #75
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Heeh, TK (you are new TK aren't you?!?), step by step is bit too much, but I can give you quick info:

1. Made new project with BFBuild
2. The project itself is based on geo1 so you have to change some stuff
3. Mission.lua = copied stuff from bespin1
4. Use Rise tool to make trenches and land
5. Sufrace made with several .tgas
6. added vehicles and spawn points (read manual)
7. Imported shield generator from hot (get odfs, and mshs from hot and tgas for it)
8. Made graphics plan for AI (you have to connect each spawnpoint)

For more you can read the manual or get some info from our modding site (read signature)


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Old 01-02-2005, 08:58 AM   #76
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Latest Release (v0.92 - direct download)

http://www.gametoast.com/files/eddie...hstar_v092.exe


Some minor adjustments.

New: Some small improvements, bridges are now much wider, cliffs closer and some other suggestions included except vehicles (I am sorry but this map is a gift to my friends and they are in charge of what goes on it)


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Old 01-02-2005, 09:17 AM   #77
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New to SWBF. Not new to LF. Thanks!

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Old 01-02-2005, 10:46 AM   #78
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No, no you did not understand what I mean. New TK (there is another TK around whom I talk to a month or so ago, so I was confused which is you, that is all.

I will aswer any specific questions you, or anyone else, might have regarding modding...


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Old 01-03-2005, 04:25 AM   #79
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Oh, ok so TK-8252 is old TK then
You can just call me TK4.
Btw can you make the deathstar map work for all factions? I know its a "Deathstar" map but its really good for flying around in too. Maybe even a couple of ground vehicles?


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Old 01-03-2005, 05:09 AM   #80
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Maybe in the future, and if they show death star in episode III, he he..


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