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Old 02-12-2005, 04:39 PM   #121
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No, but it eats up all my spare time...

Anyway am 50% through UVmapping The Rebel Commando player model. Psyk0Sith has kindly acquessed to do the rigging on this and the AT-ST Pilot.


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Old 02-16-2005, 07:19 PM   #122
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Have decided to rework several large sections of the map - including the main terrain section (To allow better speeder-bike battles) and have drastically shortened the way through the bunker, past the generators and up to the landing platform in order to speed up play. I also removed the two turbo-lifts in this section, since lifts seem to cause annoying bottlenecks during play.
Have rezed up the ground textures from 215x215 to 1024x1024, so it "should" look better.


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Old 02-16-2005, 07:58 PM   #123
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Quote:
Originally posted by monsoontide
Have rezed up the ground textures from 215x215 to 1024x1024, so it "should" look better.
I hope you meant 256x256...

The textures won't look any better if you just resized them in Photoshop or PSP - you'd have to get ahold of larger originals.

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Old 02-17-2005, 09:18 AM   #124
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Ooops, yeah, I did mean 256

I went out and took some photos with my digital camera of various ground surfaces (I'm not that silly to just resize a texture - jeesh, sounds like something one of my clients would want to do!) LOL.
The battlefront textures are just placeholders, indicating what I want the texture to look like, until I can make better versions.


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Old 02-23-2005, 09:41 AM   #125
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Post AT-ST Pilot

Good news, Psyk0-Sith has finished rigging the AT-ST Pilot and he works wonderfully. So should look great in the map.

I've been busy trying to finish up a whole slew of old models I started way back in late 2003/ early 2004, so I've currently released the Rebel Transport, The Queens Starship and the desert skiff over at www.pcgamemods.com.
Have a couple more releases planned then it'll be back to endor, which I'm a lot happier with now with the new layout and landscape. The hi-res textures make a huge difference too.
However, lighting with a sky shader doesn't seem to light as "evenly" through fog as an entity_sun.
Will post some screens soon.


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Old 02-23-2005, 01:51 PM   #126
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So what does Psyk0-Sith do? LODing? Btw, when do you think you might get to work on the AT-ST?

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Old 02-23-2005, 07:58 PM   #127
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It's (the AT-ST) in the pipeline - but its a special project. These other ones are already 80% coompleted and just need some attention to get out the door.

Psyk0 Rigs the models in 3DS Max (Which I don't have)


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Old 02-24-2005, 08:01 AM   #128
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Rig? The reasone I am pestering you so is because Hapslash is looking for someone to LOD and weight alot of his models. So I've been keeping an eye out for people who do that sort of thing.

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Old 02-24-2005, 09:04 AM   #129
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Rig = Weight.

The process of setting up the 'bones' within the model so they properly deform the model during animation.
LODs are of course models with fewer polys for viewing at a distance instead of using a hi-poly version. I'm not sure if Psyk0-Sith does that but he's done a lot of rigging and is quite efficient at it.


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Old 02-24-2005, 03:20 PM   #130
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Is he bussy? How may I contact him?

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Old 03-04-2005, 07:48 PM   #131
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Sorry...

Been er... busy playing KOTOR 2.

Quite a compelling story line - if only the battles weren't so tediously boring it might be fun rather than a chore.
Still just finished it now on the light side - why the first thing everyone else does is turn to the dark side, I just don't know.

Anyway, the place to get hold of Psyk0-Sith is

http://www3.sympatico.ca/psykopat/

Will get this project back on track now...


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Old 03-05-2005, 04:19 AM   #132
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Quote:
Originally posted by monsoontide
Sorry...

Been er... busy playing KOTOR 2.
That game is so damn distracting ... I also stopped all my modding work to finish it :>


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Old 03-05-2005, 06:54 PM   #133
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Quote:
Originally posted by Pahricida
That game is so damn distracting ... I also stopped all my modding work to finish it :>
same here and also whit Kotor1



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Old 03-05-2005, 11:11 PM   #134
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If only they would combine the cool story and character interaction of KOTOR with the direct action and dueling of Jedi Knight and the size and scope of the battles in Battlefront - then we'd get GAME!! lol


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Old 03-27-2005, 02:42 AM   #135
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ATST Pilot

Thanks to Psyk0Sith, the ATST Pilot is ready for release - just waiting on a permission or two before release...

Things are cycling around to the point where I'm able to resume this project again... Hooray!


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Old 03-27-2005, 10:55 AM   #136
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Quote:
Originally posted by Pahricida
That game is so damn distracting ... I also stopped all my modding work to finish it :>
wich can only mean that lucasarts is finaly starting to put more quality into their games


Maps aren't released
...they escape

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Old 03-27-2005, 02:29 PM   #137
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Alas, no... KOTOR 2 was rushed to meet the Xmas deadline and as a result the last third of the game is badly broken with quests that are impossible to complete an entirely missing planet, character arcs that go nowhere and lots of bugs.
Its just the first half that sucks you in - If they hadn't been rushed to finish this, this game could have been absolutley fantastic.


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Old 03-27-2005, 11:24 PM   #138
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Post ATST Pilot

OK, permissions received - so ATST pilot release will be all GO! So am planning to get it released tonight! (Though the best laid plans...)

ALso got back to work on the mapping last night. Just a little bit, but something to get me motivated again. (Its so hard to keep ones enthusiasm for a project going sometimes... but I am determined to get it finished)


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Old 03-28-2005, 04:10 AM   #139
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just asking out of curiosity:

for what did you have to ask permission for?


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Old 03-28-2005, 06:45 AM   #140
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Re: ATST Pilot

Quote:
Originally posted by monsoontide
(Its so hard to keep ones enthusiasm for a project going sometimes... but I am determined to get it finished)
i know exactly what you mean ive had that problem with hoth several times


Maps aren't released
...they escape

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Old 03-28-2005, 03:25 PM   #141
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I used their model as a base and simply reworked a lot of the mesh, rather than starting from scratch. Same with textures - notably on the holster, gloves, face and goggles. No point reinventing the wheel, when I have such a small amount of time to work on the project in the first place!!!


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Old 04-01-2005, 03:17 AM   #142
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Vehicles

Anyone know of a way to block vehicles but NOT players???
(Currently the AT-ST's in the map can walk up into the Ewok village and it looks a little rediculous!)


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Old 04-01-2005, 09:42 AM   #143
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i dunno if theres an entity or a system shader for it but my best gues is that you could put somekind of clip brush above the walkway upto the village blocking off the at-st but not the players

this would not be a smart thing to do if your map is gonna have jedi players


Maps aren't released
...they escape

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Old 04-01-2005, 10:28 PM   #144
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vehicles are NPCs, theres an npc blocker texture in the system textures, you might try that and see if it blocks the ATST.
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Old 04-04-2005, 10:17 PM   #145
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Post MAP UPDATE

Ok, I've redone the forest facade texture so it matches the model trees a lot better, I've added a couple of hollow tree trunks to run through. rezzed up (redid) most of the ground textures, finished the AT-ST Pilot and added him in the team classes, changed the Vader model to the VaderVm one (Hapslash's one looks great but since he rarely releases anything, I'm not holding out hope).
Also started work on the log swings and it kinda looks good but needs a lot more work - will probably have to script them to get them to swing only once, perhaps with some sort of delayed reset on them
Have the primary Siege Objectives working properly but still need to add the secondaries. When activated, I'm hoping to spawn in some NPC backup forces - though not certain if that will work well or not.
Have finsihed the handrails on the four main Ewok platforms - now just have to do the small ones and the bridges (Which are a pain in the arse).
Am working on the map screen and objective icons.
Added some more lighting and sound effects but still much more to add.
Am definitely going to have to add fog as it runs a bit too choppily without it.
Hope to have some new screenshots in bit.

Also been playing Lego Star Wars: The Game - Dang! If that Revenge Of The Sith Space Battle level isn't full on!!!

As an aside, what Game Engine do you think should be used for the "next" Jedi Knight game? (Assuming one ever gets made of course.)


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Old 04-05-2005, 09:49 PM   #146
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The Half Life engine looks good from what ive seen, or perhaps the engine from Quake 4, since I assume it has the same type of engine as Q3a, just more powerful. I doubt LA would make another Jedi Knight game, thats something modders would have to do.
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Old 04-07-2005, 06:07 PM   #147
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Hmmm... Seems I'm getting too ambitious again for the Q3 engine. I keep getting the MAX_MAP_VERTS error - so looks like I'll have to split the map into two separate ones.
Will probably make the Forest - Ewok Village - Bunker portion into the Siege map and the Bunker - Shield Generator - Landing Platform into a FFA map. Sigh.
There is one alterative I'm going to try, but I've never seen it done before and have no idea if it will work - merely that I have seen the option.
OK. Once I get the damnthing working again, I plan to finish the UV mapping on the Rebel commando and get him to Psyk0Sith for rigging.

Progress is being made and I'll put some updated screeenshots up as soon as I get the map to compile again...


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Old 04-09-2005, 09:03 PM   #148
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Perhaps you're using too many patch meshes? Try compiling with a set LOD in the patches, or perhaps just try removing some unnecessary ones.

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Old 04-09-2005, 11:41 PM   #149
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Found it!
Was my shader.... generating too many plant models on the surface of my terrain!
Now that's taken care off... I can get back to it.


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Old 04-12-2005, 12:15 AM   #150
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Can someone please send me scans of the Endor stuff from the Incredible Cross Sections book?
I've seen the book in stores but haven't been able to justify the purchase.
It's a pretty good reference too and I'd like to make the Ewok village section of the map a bit more "accurate".

Thanks


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Old 04-12-2005, 01:26 AM   #151
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I too would like to see these images, im trying to build a rather small endor map for Movie Battles and have found no real good referance pics.

EDIT: For those who might have it, the title of the book (I think, just googled it) is: Inside the Worlds of Star Wars: The Complete Guide to the Incredible Locations from Star Wars
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Old 04-13-2005, 01:31 AM   #152
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yes it is the Incredible Cross Sections book only has vehicles in it
and i can't find many locations from the book on google
to bad i don't have my endor screen collection anymore

i coud advice to look for TYDIRIUM this also has a big number of endor stuf in it



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Old 04-13-2005, 10:25 PM   #153
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Exclamation Reference Request #2

While I'm at it, does anyone have any reference pix of the INTERIOR of a Turbo Laser Tower?

I've reworked the exterior to look more like a proper Turbo Laser Tower, but I wanted to make it so you could go inside...

Thanks

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Old 04-16-2005, 09:00 PM   #154
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OK, snuck into the local bookstore with my digital camera and took a snapshot of the cross sections Ewok page!
Plus found the old stage floorplan layout for the village, so using a combination of the two, I'm working on the Ewok village now and am happier with it now.
Still a lot to do on it and am not sure if it will compile yet!


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Old 04-17-2005, 02:00 AM   #155
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any chance you could post those images here or PM them to me at some point?
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Old 04-17-2005, 03:31 PM   #156
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I'll see what I can do...


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Old 04-25-2005, 07:05 PM   #157
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Post Ewok Village Progress...








Here's current progress on the Ewok Village!
All those handrails are driving me crazy!

I'm going to attempt something I've never seen done with MP maps. It may or may not work - but could proove an interesting addition to the way the map is played?!


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Old 04-25-2005, 07:18 PM   #158
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What have you never tried before but could prove interesting? :P

Couple comments:

-Looks like the walkway shader has no lightmap stage. Add one! Those look way too bright.

-That fallen log in the last shot would look a lot better made out of patches. You could even make it out of patches and turn it into an ASE model to bake in a LOD if you want that.

-Finally, I think those rope rails really need some depth. Did you just texture one side of a flat patch to make them? A cylinder, even a very thin one, would look much better.


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Old 04-28-2005, 02:17 PM   #159
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woah those village pics looks brilliant! hmm always when im looking at your pics Moonsoontide they are small but sometimes they are big ;/ is there a way to see them bigger? not clicking on them.
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Old 05-18-2005, 07:10 AM   #160
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Unhappy On Hold

Was hoping to have some more screenshots and even a ALPHA release by now

BUT!

It's still a go - but have to sort out some problems with the map not compiling the lighting stage now.


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