Old Republic map pack Wip [Makeb released]
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- TWINKEYRUNAWAY
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Re: Alderaan: Treefall a Old Republic map and mod (released)
Actually Action morales is a little cheaper & you get better fps. For me at least, fraps file sizes are super huge. Ill go ahead & deffinally take your advice on the frame rate cap, thanks bro. Right now I think ill wait on the machinima though.
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- Space Ranger
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Re: Alderaan: Treefall a Old Republic map and mod (released)
TWINKEYRUNAWAY wrote:For me at least, fraps file sizes are super huge.
That's because unlike something like Bandicam, Fraps doesn't compress video on the fly. Which is why it's less resource intensive than Bandicam is. Bandicam is constantly compressing the video while also recording the video.
This results in larger file sizes and higher quality video. If you don't have the HDD space, it can be an issue.
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Re: Alderaan: Treefall a Old Republic map and mod (released)
^Exactly, for the most part. If your game is installed on the same hard drive that's being written to and you're getting performance issues while recording with Fraps, it's because Fraps uses a crap ton of your hard drive's write-bandwidth so it can write the raw video data to the disk.
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- Rebel Warrant Officer
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Re: Alderaan: Treefall a Old Republic map and mod (released)
So have some new shinies.
New cliff and rock textures. Also a lot of the rocks on treefall and icebound are higher rez. I had forgotten that all the BF1 assets come with -compress in the tga.option.
Unfortunately I cannot seem to get the tat canyonwall meshes to take specular or bump mapping.
Republic troopers have been specular mapped. I found that having a pure white 255 specular map over the visor makes a really nice effect. I applied that to the imperial units as well although its far less noticeable on them.
New cliff and rock textures. Also a lot of the rocks on treefall and icebound are higher rez. I had forgotten that all the BF1 assets come with -compress in the tga.option.
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Republic troopers have been specular mapped. I found that having a pure white 255 specular map over the visor makes a really nice effect. I applied that to the imperial units as well although its far less noticeable on them.
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- Field Commander
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Re: Alderaan: Treefall a Old Republic map and mod (released)
Nice new specular map! You're right, the visor effect is nice.
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Re: Alderaan: Treefall a Old Republic map and mod (released)
New lighting effects
I tried animating the spotlights in ZE, however apparently that only moves the prop that emits the lights, but not the effect itself.
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- Field Commander
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Re: Alderaan: Treefall a Old Republic map and mod (released)
Nice effect, definitely adds to the environment of the maximum security facility. Might I suggest adding something to each of those towers that would be a believable source for the lights? (I mean, right now I guess they could be coming from somewhere inside the towers...)
Something simple like this:
Also maybe making the cone angle for the lights a bit wider might look a bit better. Most search lights are able to light up an area of at least 3-5 meters (or yards) across. That's obviously an artistic decision you have to make, just a suggestion on my part.
Something simple like this:
Also maybe making the cone angle for the lights a bit wider might look a bit better. Most search lights are able to light up an area of at least 3-5 meters (or yards) across. That's obviously an artistic decision you have to make, just a suggestion on my part.
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Re: Alderaan: Treefall a Old Republic map and mod (released)
There is actually a spotlight source, which was what I was referring to with the prop comment. However the light bloom from the tower itself tends to obscure them at long distances.
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- Field Commander
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Re: Alderaan: Treefall a Old Republic map and mod (released)
Oh okay. My bad.
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- Gametoast Staff
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Re: Alderaan: Treefall a Old Republic map and mod (released)
This might help: viewtopic.php?p=436426#p436426ZoomV wrote:I tried animating the spotlights in ZE, however apparently that only moves the prop that emits the lights, but not the effect itself.
Also, have you considered using a model for that road leading into the facility instead just a terrain texture? I'm pretty sure the DMI Prefab Pack already has such a model if you're interested.
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Re: Old Republic map pack Wip
that did the trick.AQT wrote:This might help: viewtopic.php?p=436426#p436426ZoomV wrote:I tried animating the spotlights in ZE, however apparently that only moves the prop that emits the lights, but not the effect itself.
I can't seem to scale the road to what I have now, and I'd rather not rip up the entire prison section to accommodate the object. In other news I got rid of the bumpy texture on the road. Apparently bump maps are applied through multiple terrain layers.Also, have you considered using a model for that road leading into the facility instead just a terrain texture? I'm pretty sure the DMI Prefab Pack already has such a model if you're interested.
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Visual Upgrade Changelog
-Treefall should now perform better on some machines
-Treefall has had some lighting and texture changes
-Treefall's ambient forest sounds has been changed to a more appropriate forest sounds.
-Icebound's lighting has been completely revamped
-Imperial Soldiers now have better textures
-Republic Soldiers are now specular mapped.
-Republic Officer's pistol no longer has a accuracy reduction the more it is fired.
-The Operative's stealth effect is now fixed.
-Faction friendly NPC sides such as the Sith Warriors no longer spawn when the enemy team's reinforcements get low.
-The spawn rates of the Prison Guards and Escaped Prisoners on Icebound have been adjusted.
-Damage dealt by Prison Guards and Escaped Prisoners has been reduced.
See release thread for download.
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Now with that out of the way I can now focus on new stuffs.
UPDATE
new stuff coming
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This project has not been abandoned.
Needs a lot of retexturing, but I'm still working on the layout.
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- Rebel Sergeant
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Re: Old Republic map pack Wip
I'm glad you are still working on this mappack! I've been playing a lot Treefall and Icebound lately.
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- Corporal
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Re: Old Republic map pack Wip
You may of already been asked this so i'm sorry if you have but do you plan on adding heroes?
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- Corporal
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Re: Old Republic map pack Wip
I thinkyou shoulsat use less bf2 assets (already there) as least as possible. It will look better, the mod has much potential, it just looks like the map looks like an old bf2 map
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- Corporal
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Re: Old Republic map pack Wip
Not really, I think he should just use whatever looks good with the map. He should use the assets he needs. Just because they are stock doesn't mean they are bad.
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- Recruit Womprat Killer
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Re: Old Republic map pack Wip
Is it possible for you to make different sides for each map? Just curious.
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- Sergeant Major
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Re: Old Republic map pack Wip
Isaac1138 wrote:I thinkyou shoulsat use less bf2 assets (already there) as least as possible. It will look better, the mod has much potential, it just looks like the map looks like an old bf2 map
I think getting a working version out is more important than looking pritty, it can always be improved later?
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Re: Old Republic map pack Wip
I use stock assets because.Isaac1138 wrote:I thinkyou shoulsat use less bf2 assets (already there) as least as possible. It will look better, the mod has much potential, it just looks like the map looks like an old bf2 map
a) They look better than 95% of modder's resources
b) They aren't buggy
c) They fit the bill - finding custom models that fit my purpose is rare to the extreme.
I'm not a artist, I will upgrade visuals where it is convenient to do so, but I'm here for the gameplay not the aesthetics.
I've prototyped a hero unit for it. At this point however I have not decided if I am going to go through with it, especially since the final map of the trilogy still requires major work. I will not delay it just to put in a half-done hero unit.Sandtrooper956 wrote:You may of already been asked this so i'm sorry if you have but do you plan on adding heroes?
- Kingpin
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Re: Old Republic map pack Wip
When it comes to TOR heroes, I knew a thing or two.... Diet Dr. Pepper. I would have sent you all of my Sith Wars assets if I still had them, sadly, I don't.ZoomV wrote: I've prototyped a hero unit for it. At this point however I have not decided if I am going to go through with it, especially since the final map of the trilogy still requires major work. I will not delay it just to put in a half-done hero unit.
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Re: Old Republic map pack Wip
To prove that I'm actually doing stuff
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