Old Republic map pack Wip [Makeb released]
Moderator: Moderators
-
- Sith
- Posts: 1433
- Joined: Thu Jan 23, 2014 6:01 am
- Projects :: Star Wars - Battlefront III Legacy
- xbox live or psn: El_Fabricio#
- Location: Right behind you :)
Re: Old Republic map pack Wip
This cantina looks better than the original one. It's more colorful, inviting and more peaceful.
-
- Rebel Warrant Officer
- Posts: 308
- Joined: Thu Aug 15, 2013 11:27 am
- Projects :: Old Republic Map pack
- xbox live or psn: No gamertag set
- Location: Belsavis, Maximum Security Ward
Re: Old Republic map pack Wip
So I decided to try my hand at doing environment mapping.
And well, I can definitely say I got it to reflect the environment, albeit a little too well.
I tried using a alpha layer, but as far as I can tell the alpha layer isn't doing anything. The is reflectivity hardcoded?
And well, I can definitely say I got it to reflect the environment, albeit a little too well.
Hidden/Spoiler:
-
- Jedi
- Posts: 1194
- Joined: Fri Dec 19, 2008 7:58 pm
Re: Old Republic map pack Wip
That is awesome! Did you do an env map or did you just enable the rendertype?
-
- Gametoast Staff
- Posts: 4910
- Joined: Sat Nov 03, 2007 4:55 pm
- Location: SoCal, USA
Re: Old Republic map pack Wip
Simply enabling the render type doesn't do anything.
To tone down the shininess, you're going to have to edit the specular decay value of the material to where you applied the environment map. Using a hex ediior, I personally would just replace your current material settings with that from the stock Tantive IV trooper's helmet (which has a reasonably shiny environment map applied to it). You will want to replace the information as shown highlighted here.ZoomV wrote:I tried using a alpha layer, but as far as I can tell the alpha layer isn't doing anything. The is reflectivity hardcoded?
-
- Jedi
- Posts: 1194
- Joined: Fri Dec 19, 2008 7:58 pm
Re: Old Republic map pack Wip
Yeah, I could never get it to work, but the BF2_materials doc says this:
Must be wrong.
Hidden/Spoiler:
-
- Rebel Warrant Officer
- Posts: 308
- Joined: Thu Aug 15, 2013 11:27 am
- Projects :: Old Republic Map pack
- xbox live or psn: No gamertag set
- Location: Belsavis, Maximum Security Ward
Re: Old Republic map pack Wip
Thanks that works.AQT wrote:Simply enabling the render type doesn't do anything.
To tone down the shininess, you're going to have to edit the specular decay value of the material to where you applied the environment map. Using a hex ediior, I personally would just replace your current material settings with that from the stock Tantive IV trooper's helmet (which has a reasonably shiny environment map applied to it). You will want to replace the information as shown highlighted here.ZoomV wrote:I tried using a alpha layer, but as far as I can tell the alpha layer isn't doing anything. The is reflectivity hardcoded?
However I ran into a snag. I was using a single global envmap for the world via the light tab in ZE. I tried to add a another envmap for the city via a shadow region. After putting that in the unit only gets a envmap while in the city and not for the rest of the world.
Another issue is I tried hex editing a darktrooper jumppack onto a unit, and succeeded but the pack is using the unit's texture rather than it's own.
EDIT:
I fixed the envmap problem
Hidden/Spoiler:
Commencing weapons test....
testing.....
weapons test successful.
- Anakin
- Master of the Force
- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Re: Old Republic map pack Wip
Very nice. But why did you fix the shiny armor?? It's not a bug, it's a feature. That effect would look awesome for commander chrome from ep7
-
- Rebel Warrant Officer
- Posts: 308
- Joined: Thu Aug 15, 2013 11:27 am
- Projects :: Old Republic Map pack
- xbox live or psn: No gamertag set
- Location: Belsavis, Maximum Security Ward
Re: Old Republic map pack Wip
So I'm having some trouble. I was building makeb as it's own addon directory, but now that it's almost completed I want to merge it into the TOR addon so users will only have that one folder for the trilogy.
However when I tried to do so, I can't get it to work. Only icebound and treefall appear on the maplist.
I noticed pages and pages of these in the BF2log
my addme.lua looks like this:
Nevermind I fixed it. I forget to copy the new addme over. derp.
However when I tried to do so, I can't get it to work. Only icebound and treefall appear on the maplist.
I noticed pages and pages of these in the BF2log
Code: Select all
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>
Hidden/Spoiler:
-
- Gametoast Staff
- Posts: 4910
- Joined: Sat Nov 03, 2007 4:55 pm
- Location: SoCal, USA
Re: Old Republic map pack Wip
That's one awesome looking bounty hunter!
It sounds like you assigned the jump pack's MATI the wrong MATD value. Remember that the first MATD in your model is 00, the second is 01, and so on. Locate the fifth value after the jump pack's MATI, and simply change it to the value of the MATD corresponding to the texture you want.ZoomV wrote:Another issue is I tried hex editing a darktrooper jumppack onto a unit, and succeeded but the pack is using the unit's texture rather than it's own.
-
- Rebel Warrant Officer
- Posts: 308
- Joined: Thu Aug 15, 2013 11:27 am
- Projects :: Old Republic Map pack
- xbox live or psn: No gamertag set
- Location: Belsavis, Maximum Security Ward
Re: Old Republic map pack Wip
I have no idea how to do thatAQT wrote:It sounds like you assigned the jump pack's MATI the wrong MATD value. Remember that the first MATD in your model is 00, the second is 01, and so on. Locate the fifth value after the jump pack's MATI, and simply change it to the value of the MATD corresponding to the texture you want.ZoomV wrote:Another issue is I tried hex editing a darktrooper jumppack onto a unit, and succeeded but the pack is using the unit's texture rather than it's own.
Additionally I have a issue of this flamethrower weapon. I want it to deal minimal initial damage with a strong DoT effect. However no matter how much I nerf this thing it keeps one-shotting everything. It's kinda cheesy to walk into a whole pack of enemies, and then press one button and they all die instantly.
weapon ODF
Hidden/Spoiler:
Hidden/Spoiler:
-
- Corporal
- Posts: 158
- Joined: Thu Jan 15, 2015 12:05 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Connecticut
Re: Old Republic map pack Wip
I like that trooper's shinyness
-
- Rebel Warrant Officer
- Posts: 308
- Joined: Thu Aug 15, 2013 11:27 am
- Projects :: Old Republic Map pack
- xbox live or psn: No gamertag set
- Location: Belsavis, Maximum Security Ward
Re: Old Republic map pack Wip
Map is finished
Hidden/Spoiler:
-
- Rebel Sergeant
- Posts: 201
- Joined: Tue Nov 05, 2013 8:38 pm
- Projects :: No Mod project currently.
- Location: Jundland wastes, Argentina
Re: Old Republic map pack Wip
Whoa...trippy...hahaha it looks really cool.ZoomV wrote:Map is finishedHidden/Spoiler:
-
- Rebel Warrant Officer
- Posts: 308
- Joined: Thu Aug 15, 2013 11:27 am
- Projects :: Old Republic Map pack
- xbox live or psn: No gamertag set
- Location: Belsavis, Maximum Security Ward
Re: Old Republic map pack Wip
It was the closest I could get to the way SWTOR's maps are done. I redid the Icebound and Treefall maps as well.Generalfacu wrote:Whoa...trippy...hahaha it looks really cool.ZoomV wrote:Map is finishedHidden/Spoiler:
Hidden/Spoiler:
-
- Rebel Sergeant
- Posts: 201
- Joined: Tue Nov 05, 2013 8:38 pm
- Projects :: No Mod project currently.
- Location: Jundland wastes, Argentina
Re: Old Republic map pack Wip
Oh, now I see what you did. Haven't played SWTOR for quite a long time. Actually, I believe that with the background of the battle it'll be perfect.
Hidden/Spoiler:
Last edited by Generalfacu on Mon Aug 17, 2015 6:06 pm, edited 1 time in total.
-
- Rebel Warrant Officer
- Posts: 308
- Joined: Thu Aug 15, 2013 11:27 am
- Projects :: Old Republic Map pack
- xbox live or psn: No gamertag set
- Location: Belsavis, Maximum Security Ward
Re: Old Republic map pack Wip
Look guys! I am actually making progress
At this juncture the map itself is completed, I'm in the process of making CP position tweeks for balance and gameplay reasons. I'm trying to make sure it's at Treefall standard or better.
Hidden/Spoiler:
-
- Field Commander
- Posts: 938
- Joined: Thu Jan 24, 2008 12:41 am
- Projects :: Engineering Degree
- Location: The Flatlands of Canada
Re: Old Republic map pack Wip
Looks very nice!
-
- Corporal
- Posts: 158
- Joined: Thu Jul 31, 2014 3:58 pm
- Projects :: Just some little things
- xbox live or psn: No gamertag set
Re: Old Republic map pack Wip
Wow I just love that Blue-White color scheme, it looks great!
-
- Rebel Warrant Officer
- Posts: 308
- Joined: Thu Aug 15, 2013 11:27 am
- Projects :: Old Republic Map pack
- xbox live or psn: No gamertag set
- Location: Belsavis, Maximum Security Ward
Re: Old Republic map pack Wip
Makeb should be done soon, balancing is still being a pill. Asymmetrical map design is hard.
Unit changes for makeb:
Unit changes for makeb:
- Three new Hero units have been added: Havoc Squad C.O. (republic - Makeb, Belsavis), Grand Champion of the Great Hunt (imperial - Makeb), and Cipher 8 (imperial - Belsavis)
- Black-ops Troopers have had their health slightly reduced.
- SpecForce Vanguard's Thumper weapon now has limited ammo. 48 shots with 12 shot clips.
- SpecForce Vanguard's High Impact Bolt now has unlimited clips.
- The damage dealt by SpecForce Commando's Explosive Round has been reduced.
- Concussion Grenade Launcher's ordnance explosion has increased shake.
- Republic and Imperial Engineers have slightly increased health.
- Shotguns now kick when firing.
- Republic Soldiers, Snipers, and Heavy Troopers are now reflection mapped.
- The texture of red and yellow lasers has been modified.
- Sticky Grenades should now stick to almost all objects.
- Non-playable Jedi units are now in play on Alderaan.
-
- Corporal
- Posts: 158
- Joined: Thu Jul 31, 2014 3:58 pm
- Projects :: Just some little things
- xbox live or psn: No gamertag set
Re: Old Republic map pack Wip
Sorry for asking, but do you have a release date? As much as I want to play this, I also want to review it. Things have been pretty stale lately, making it hard to find anything to review on my channel. And Filefront getting shut down doesn't help.ZoomV wrote:Makeb should be done soon, balancing is still being a pill. Asymmetrical map design is hard.
Unit changes for makeb:
- Three new Hero units have been added: Havoc Squad C.O. (republic - Makeb, Belsavis), Grand Champion of the Great Hunt (imperial - Makeb), and Cipher 8 (imperial - Belsavis)
- Black-ops Troopers have had their health slightly reduced.
- SpecForce Vanguard's Thumper weapon now has limited ammo. 48 shots with 12 shot clips.
- SpecForce Vanguard's High Impact Bolt now has unlimited clips.
- The damage dealt by SpecForce Commando's Explosive Round has been reduced.
- Concussion Grenade Launcher's ordnance explosion has increased shake.
- Republic and Imperial Engineers have slightly increased health.
- Shotguns now kick when firing.
- Republic Soldiers, Snipers, and Heavy Troopers are now reflection mapped.
- The texture of red and yellow lasers has been modified.
- Sticky Grenades should now stick to almost all objects.
- Non-playable Jedi units are now in play on Alderaan.