I did a bit of searching, and found a site where a guy has some seamless sand textures that look like they'll fit the bill, or could easily be tweaked:
http://soundimage.org/txr-ground/ by Eric Matyas
Moderator: Moderators
here is the texture itself have fun lemme know how it goesHarrisonfog wrote:Not at all, I don't think anyone here is "elitist", only experimented. Yes, I am new to modding and to the forum, and what you say about a quality standard is completely valid and I agree 100%, in fact I thank you for answering my message, other experienced modders I conctacted see I'm new and they leave me hanging... but hey, no hard feelings. I just want to get better at this.
I can tweak your base texture (which looks nice as it is) to match the color of the images and make the variations from that base texture. And yes, size 2048X2048. I'll send you a PM, if you think I can give it a try I'll be glad to help you.
Thanks for responding, Gogie.Gogie wrote:1.) Health droids shouldnt dissapear but as a high poly animated prop their low rez is more noticible (this model will be replaced soon anyways) ammo droids im not sure if it doesnt have a lowrez or whats going on with that but thats getting replaced too before the beta.Warregory wrote:Nice work Gogie. The update is fantastic.
Upon my quick play, I've discovered a few issues.
-The Health and Ammo droids disappear if you look at them in a certain way
-The antenna you mentioned in your update post is no where to be seen
-The vehicles seem to still not have sound, I thought that was supposed to be fixed?
The antenna is definately there I just loaded the .rar I uploaded. if your not seeing this delete BRS from addon and re-copy and paste3.) vehicle sounds I still am having difficulty with, sound munge doesnt like this project very much; I can however add custom sounds with ease so be patient because this very likely wont be fixed until im finished making Uwing/tie reaper sounds.Hidden/Spoiler:
@harrisonfog absolutely id love whatever texture you can muster, a few things, make sure its seamless/tileable for ZE. make sure it looks clean and pretty and make sure the texture is 2048X2048 so it matches my other textures. If you take the base from a free texture site include the site/author for credits please. Id love textures from people as this project is meant to draw attention to get people back into modding. Community contributions are always welcome (provided they are of a certain standard of quality, not too pick on the newer modders, but this is meant to draw attention to the community so I want it to be as good and polished as it can be; also this is not meant to try to sound like an "elitist")
wait what antenna is that from the trailer? If its huge I might want to add itWarregory wrote:
About the antenna, I found it, and it's there. I thought by antenna, you meant that huge one seen in the reveal trailer for Rogue One, not something small.
Gogie wrote:wait what antenna is that from the trailer? If its huge I might want to add itWarregory wrote:
About the antenna, I found it, and it's there. I thought by antenna, you meant that huge one seen in the reveal trailer for Rogue One, not something small.
it looks like that might be just the early concept art from the citadel, which although makes me hesitant to add it makes me kind of want to add it into the cargo zone map (Book reference is The Art of Rogue One A Star Wars Story by Josh Kushins, anyone who owns the book picture is on page 204)Warregory wrote:Gogie wrote:wait what antenna is that from the trailer? If its huge I might want to add itWarregory wrote:
About the antenna, I found it, and it's there. I thought by antenna, you meant that huge one seen in the reveal trailer for Rogue One, not something small.
Yeah, I know about the concept art thing. Still, I'd love to see it added in a map, be it Landing Zone or any of your future Scarif maps. Would add a bit of flavor; that is my opinion, at least!Gogie wrote:it looks like that might be just the early concept art from the citadel, which although makes me hesitant to add it makes me kind of want to add it into the cargo zone map (Book reference is The Art of Rogue One A Star Wars Story by Josh Kushins, anyone who owns the book picture is on page 204)Warregory wrote:Gogie wrote:wait what antenna is that from the trailer? If its huge I might want to add itWarregory wrote:
About the antenna, I found it, and it's there. I thought by antenna, you meant that huge one seen in the reveal trailer for Rogue One, not something small.
It's been revealed that early on in the movie they took the Com Tower and had it separated from the citadel and was going to have the Rogue One crew run across to it from the citadel but decided they needed to shorten the 3rd act of the movie so they put the Com Tower on top of the citadel.Gogie wrote:it looks like that might be just the early concept art from the citadel, which although makes me hesitant to add it makes me kind of want to add it into the cargo zone map (Book reference is The Art of Rogue One A Star Wars Story by Josh Kushins, anyone who owns the book picture is on page 204)Warregory wrote:[img]http://i.imgur.com/vLFzels.png[img]Gogie wrote:wait what antenna is that from the trailer? If its huge I might want to add itWarregory wrote:
About the antenna, I found it, and it's there. I thought by antenna, you meant that huge one seen in the reveal trailer for Rogue One, not something small.
I've been focusing on skinning the sides and finishing the map; sides will have new weapons (high Rez meshes are taking some time to develope)Sandtrooper956 wrote:Some bugs:
You should double check that all the units have their award weapons, cause a lot of them don't.
Also, the very top center point of the sky is really weird looking. It stretches really awkwardly, you can get a good look at it from a vehicle.
I've said this before but you should really look into adding some diversity to the units when you get the chance. I understand if it may not be a priority, but they're just really bland right now. Almost all of them have a pistol and/or rifle and adding in some new weapons would make things way more interesting.
Oh and you should also greatly reduce the health on those cargo ships, they take way too long to destroy and a lot of the ai just end up shooting at them, but never dealing any real damage. Even the rockets do like nothing.
Anyways I'm really liking this new patch, thanks for all the hard work!
Ah sorry, didn't see you had mentioned you weren't completely done with the sides. I'm glad to help finding things in the alpha here, and sorry if you already knew about this stuff.Gogie wrote:I've been focusing on skinning the sides and finishing the map; sides will have new weapons (high Rez meshes are taking some time to develope)Sandtrooper956 wrote:Some bugs:
You should double check that all the units have their award weapons, cause a lot of them don't.
Also, the very top center point of the sky is really weird looking. It stretches really awkwardly, you can get a good look at it from a vehicle.
I've said this before but you should really look into adding some diversity to the units when you get the chance. I understand if it may not be a priority, but they're just really bland right now. Almost all of them have a pistol and/or rifle and adding in some new weapons would make things way more interesting.
Oh and you should also greatly reduce the health on those cargo ships, they take way too long to destroy and a lot of the ai just end up shooting at them, but never dealing any real damage. Even the rockets do like nothing.
Anyways I'm really liking this new patch, thanks for all the hard work!
The new finished sides will be show cased in the 1.2 patch (which I've mentioned before)
New game modes will be introduced during the beta
I like the think I work quickly so expect the 1.2 patch to be released in the next week or two ill keep up to date and let you guys know more as it develops;
The full beta will be released and is planned to release shortly before rogue one hits stores.
These alphas are meant to get my problems hammered out so I can release in time for the movie; as I see the movies release as the best time for us to get the popularity ball rolling on this project.
This is totally off topic, but a sandy Hoth map would be cool as hell.Harrisonfog wrote:I'm sending you a link with the new base texture (I rushed it so I could show you how it looks today, but it can be further improved!). If you like it I can create the variations.
This is how it looks in game (the map is clearly hoth):
Maybe it needs a little more saturation but I did it pale so you get the idea...
This is what I will be looking forward to the most. People who know me via my YouTube channel know I LOVE custom sides! New game modes are also one of my favorites too since I do get sick of the "Conquest" mode and want to try something new. This is something I need to keep an eye out for!Gogie wrote:The new finished sides will be show cased in the 1.2 patch (which I've mentioned before)
New game modes will be introduced during the beta
That footage is from the original ending of Rogue One before reshoots dramatically changed the ending. After I saw the film, I noticed serious discrepancies with much of the earlier footage released, so I looked into it. As time went on, I did a lot of extensive research into this, and it looks like EA's Rogue One mission is more or less what the original final sequence was -- a mad dash out of the Imperial Base with the plans, then a dash across the water amidst firing AT-ACT's, and then to the antenna to transmit, then to where the ship was waiting to leave. That was the original ending, and a great deal of the ending concerned itself with the chase from Base to beach through water to the antenna.Gogie wrote:it looks like that might be just the early concept art from the citadel, which although makes me hesitant to add it makes me kind of want to add it into the cargo zone map (Book reference is The Art of Rogue One A Star Wars Story by Josh Kushins, anyone who owns the book picture is on page 204)Warregory wrote:Gogie wrote:wait what antenna is that from the trailer? If its huge I might want to add itWarregory wrote:
About the antenna, I found it, and it's there. I thought by antenna, you meant that huge one seen in the reveal trailer for Rogue One, not something small.
thank you, I am working to fix these issues for the next patchKeivanMereel wrote:Tried out the map just now, and here are my notes, ranked from highest gameplay priority to lowest:
Troopers (both Imp & Rebel) entering and immediatelly leaving dropships (Reapers & U-wing). It's like an endless cycle of people falling out the back of the vehicle. They get caught in this loop and don't notice the enemy.
Dropship blasters aren't effective enough against the destroyable cargo shuttle CPs. If 3 X-Wings can take out an AT-ACT in a single strafe, a dropship blaster ought to pack at least the same punch as an infantry rocket. Right now it seems to have the damage of a grenade, or less.
Hitbox for cargo shuttle CPs needs work. It only seems to take damage on the ship itself (and inconsistently at that), and not on the cargo it carries underneath. The ship is too tall to slap detpacks onto the cargo from the sides. It's pretty awesome when it blows though.
Firing underneath platforms is often ineffective from a higher vantage point, and AI often gets stuck under the stairs. I clearly have a bead on them, but the reticule isn't red, and when I fire, the bolts hit the invisible bounding box.
A few disappearing object issues:
CP5 disappears when standing at 7oclock (if entrance is 12)
Ammo droid outside CP5 disappears when looking 7 oclock
Disappearing platforms near CP5
Landing platforms often turn white when approaching them to land. LOD issue?
All in all though, this has a ton of work put into it so far and has decent gameplay as is. I'm excited to see what it's like when it's more polished!