
WIP: Theed Palace
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- Teancum
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- Teancum
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You can if you raise the terrain and make a new hub then lower the terrain back to flat the AI will work fine. I used it when I had bridges overlapping each other.Teancum wrote:Yeah, plus you can't have one set of bothpaths on top of another.
Bandu, looks sweet! Are you going to have the floor reflective? (Or transparent with mirrored objects I guess I should say

Also I don't know if this has been asked but could the grappling hook from SWBF1 be used some how?
All maps need botpathing ,esecially indoor maps or they end up hugging the wallsTuskenjedi wrote:is the AI naturally smart in this level or are they DESPERATELY in need of bot pathing, in the stage your in.
oh and what are the different game modes going to be? (if you even know yet)

At the moment its just conquest and assault. Once the map is done il see about adding more.
I most likely wont be adding grapple hooks since theres no way to tell the ai to use them.
The map will be like Jabbas Palace , in that it will have different levels but no overlapping.
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- Teancum
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Hey Bandu, Nice work
This looks like a complicated map, but will be fun!
Oh and I found this in the lighting docs:
, But it just might help...
This looks like a complicated map, but will be fun!
Oh and I found this in the lighting docs:
No doubt you've already seen this and tried it hundreds of timesGlow (or HDR)
Glow will bloom bright light sources that you specifically tag under the lighting drop down box in the edit flags. The HDR effect is off by default. All parameters are adjustable from the console with the prefix “HDR.” Below is a description of all the parameters along with their default values:

- Teancum
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Sooo, this stuff has nothing about it.
or thisEffect(“HDR”)
{
Enable(0) // whether or not the hdr effect should be enabled
DownSizeFactor(0.25) // what fraction of the back buffer to use when bloom (smaller means
// better framerate – don’t go below 0.25)
NumBloomPasses(5) // the number of blur passes higher numbers means bigger blooms and
// is more costly
MaxTotalWeight(1.2) // the amount to over-brighten the glow areas
GlowThreshold(0.5) // value at which a pixel is considered to be blooming lower values
// mean more pixels will be blooming
GlowFactor(1.0) // a factor used to dim the overall appearance of the bloom (probably
// better to use less bloom passes or less total weight)
Sorry if this is absolutely no help at all, I just was reading through the docs today. (don't ask why, I was bored)Attaching lights to materials
This is used for when you want some emissive polygons to animate according to the light intensity. In the mesh option file specify the following:
-attachlight “<nodename> <lightname>”
<nodename> is the name of the xsi node that contains the geometry you want to animate
<lightname> is the name of the light (you specify the name of the light in the light odf – see docs)
NOTE: the quotation marks are needed!
Removing/Adding light to a vertex lit object
This is used if you already vertex lit a mesh and you want to brighten/darken it. You can specify how much light to add/subtract in the mesh option file using the following option:
-ambientlighting “r=<-1.0-1.0> g=<-1.0..1.0> b=<-1.0..1.0>“
The r,g,b parameters specify how much light to add/subtract from each color channel.
NOTE: the quotation marks are needed!
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