Bothawui: Business District (also made for EGC)
Posted: Sun Jan 23, 2011 1:19 am
http://starwarsbattlefront.filefront.co ... 8x#2075895
A small nighttime interior map set on the Bothan homeworld.
modes: GCW conquest and lazer tag (this mode needs the
lazer tag side installed to work.)
Link is to the page on filefront; there's pictures there.
Extra info follows, for those who like to read:
Unit fyi:
The number of units and reinforcements is reduced to fit the map size, and there is a larger-than-usual percentage of Bothans present on the Alliance side, because it is set on the Bothan homeworld. This is countered by a larger-than-usual percentage of engineers and officers on the Imperial side. Additionally, the number of soldiers and stormtroopers is somewhat reduced to reduce team killing from thermal detonators. Truer to say, the likelyhood of them appearing is slighter; they have their numbers set to 1,6 out of 12 units total, which for those who don't mod means that there will always be at least one, but no more than 6, present on the battlefield. It was necessary to keep the potential number reasonably high, since the map will be used in galactic conquest and initially there are only soldiers/stormtroopers present, until more units are purchased--6 units present for each team, in this case.
Modeling fyi:
The reflective window glass was created using the meshtool (made by Repsharpshooter? I think?) to add an envmap to the texture (uses the files helmet_envmap.tga and helmet_envmap.tga.option along with hex value of 06 six places to the right of "ATRB" (this is "render chrome")
and then copying and pasting the dark trooper hex string that goes after "DATA4", it is:
note that this replaces the info that's there, rather than adding onto it, so it should go right up to the material's "ATRB"
and then lastly adding the hex value of 04 five places to the right of "ATRB" (this is "render single sided transparency")
and then if you can't see through the window it's because the .tga image file you are using for your window needs an alpha channel filled with some shade of gray (white being opaque, black being transparent)
to do this, just bring it into Photoshop or the GIMP and go to the channels tab and click the "add new" button at the bottom and then fill that channel with the desired shade of gray (or grey if you're something other than American) and then save as 32 bit .tga (I think uncheck "RLE compression" in the GIMP though)
A small nighttime interior map set on the Bothan homeworld.
modes: GCW conquest and lazer tag (this mode needs the
lazer tag side installed to work.)
Link is to the page on filefront; there's pictures there.
Extra info follows, for those who like to read:
Unit fyi:
The number of units and reinforcements is reduced to fit the map size, and there is a larger-than-usual percentage of Bothans present on the Alliance side, because it is set on the Bothan homeworld. This is countered by a larger-than-usual percentage of engineers and officers on the Imperial side. Additionally, the number of soldiers and stormtroopers is somewhat reduced to reduce team killing from thermal detonators. Truer to say, the likelyhood of them appearing is slighter; they have their numbers set to 1,6 out of 12 units total, which for those who don't mod means that there will always be at least one, but no more than 6, present on the battlefield. It was necessary to keep the potential number reasonably high, since the map will be used in galactic conquest and initially there are only soldiers/stormtroopers present, until more units are purchased--6 units present for each team, in this case.
Modeling fyi:
The reflective window glass was created using the meshtool (made by Repsharpshooter? I think?) to add an envmap to the texture (uses the files helmet_envmap.tga and helmet_envmap.tga.option along with hex value of 06 six places to the right of "ATRB" (this is "render chrome")
and then copying and pasting the dark trooper hex string that goes after "DATA4", it is:
Hidden/Spoiler:
and then lastly adding the hex value of 04 five places to the right of "ATRB" (this is "render single sided transparency")
and then if you can't see through the window it's because the .tga image file you are using for your window needs an alpha channel filled with some shade of gray (white being opaque, black being transparent)
to do this, just bring it into Photoshop or the GIMP and go to the channels tab and click the "add new" button at the bottom and then fill that channel with the desired shade of gray (or grey if you're something other than American) and then save as 32 bit .tga (I think uncheck "RLE compression" in the GIMP though)