Dynamic Map Idea (all lots open for taking)
Moderator: Moderators
- Fluffy_the_ic
- Hoth Battle Chief
- Posts: 3223
- Joined: Thu Jan 24, 2008 7:03 pm
- xbox live or psn: fluffytherc
- Location: she/her
- Contact:
Re: Dynamic Map Idea (all lots open for taking)
Wait, are there astromechs in there?
Rep, do you mind if we change the ground texture in our lot? *coughI'mstartingasnowmobilecough*
Rep, do you mind if we change the ground texture in our lot? *coughI'mstartingasnowmobilecough*
-
- Gametoast Staff
- Posts: 1351
- Joined: Tue Jul 10, 2007 4:10 pm
-
- Gametoast Staff
- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: Dynamic Map Idea (all lots open for taking)
Rep
You have become a model making machine effectively creating your own monster
Just don't spend too much time on it or you Mom will take you mshex away.
Oh but they do look really good keep up the good work.
You have become a model making machine effectively creating your own monster

Just don't spend too much time on it or you Mom will take you mshex away.

Oh but they do look really good keep up the good work.
-
- 2008 Most Original Avatar
- Posts: 3096
- Joined: Sun Aug 20, 2006 5:55 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: X-Fire: caleb1117 ಠ_ಠ
Re: Dynamic Map Idea (all lots open for taking)
Yea, turns out it does work, I just had the pilot animation wrong. It should have been drive, and I had something else.

Hey baby, wanna ride?
Water safe
Dune jumping

Hey baby, wanna ride?
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Last edited by Caleb1117 on Wed Jun 25, 2008 1:36 pm, edited 1 time in total.
- [RDH]Zerted
- Gametoast Staff
- Posts: 2982
- Joined: Sun Feb 26, 2006 7:36 am
- Projects :: Bos Wars AI - a RTS game
- xbox live or psn: No gamertag set
- Location: USA
- Contact:
Re: Dynamic Map Idea (all lots open for taking)
Thats why you should be doing that layer loading thing I mentioned over XFire. It would automatically sync up all the changes for you.RepSharpshooter wrote:No you cannot, as there would be no way to synch everyone's changes together.
- Fluffy_the_ic
- Hoth Battle Chief
- Posts: 3223
- Joined: Thu Jan 24, 2008 7:03 pm
- xbox live or psn: fluffytherc
- Location: she/her
- Contact:
Re: Dynamic Map Idea (all lots open for taking)
I tried to add my layer to the "layers used" list, but it didn't show up.
- tsurugi13
- Lieutenant Colonel
- Posts: 543
- Joined: Mon Dec 17, 2007 6:16 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Battling the ISA menace on Helghan.
Re: Dynamic Map Idea (all lots open for taking)
Mind if I change my lot to K1? K4 makes my sad little building look lame ingame. 
Edit: Also, can we add personal vehicles to our layer? Or would that require making sides?

Edit: Also, can we add personal vehicles to our layer? Or would that require making sides?
-
- Gametoast Staff
- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: Dynamic Map Idea (all lots open for taking)
Without speaking for Rep, a vehicle can be put in the map using just an odf and placing it in ZE at the location you want. This also means you wouldn't have to make a custom side.
You just have to make sure you have effects, explosions (unless it is indestructable) included in the odf/msh/effects that would
be submitted with your map layer.
While it is true a lot of it may be replicated if all the sides are there but if they aren't they could be a map crasher which would not be good.
As well depending upon which sound lvl is loaded you may not get the sounds you want.
The other part too is that if there are too many flyers or hovers in the map they will eat up memory pools.
The other question would be whether or not the vehicle is allowed to have weapons but given the talk that has gone on in this topic I am going to guess no
but I'll leave that up to Rep to decide.
You just have to make sure you have effects, explosions (unless it is indestructable) included in the odf/msh/effects that would
be submitted with your map layer.
While it is true a lot of it may be replicated if all the sides are there but if they aren't they could be a map crasher which would not be good.
As well depending upon which sound lvl is loaded you may not get the sounds you want.
The other part too is that if there are too many flyers or hovers in the map they will eat up memory pools.
The other question would be whether or not the vehicle is allowed to have weapons but given the talk that has gone on in this topic I am going to guess no
but I'll leave that up to Rep to decide.
-
- Jedi
- Posts: 1003
- Joined: Sun Mar 12, 2006 7:16 pm
- Projects :: Space - Boarding Action
- xbox live or psn: No gamertag set
Re: Dynamic Map Idea (all lots open for taking)
After seeing what the temple will be like, I don't feel so bad about having such a tall structure. XD Here's the rescaled version. Ignore the texture, though. It's just a placeholder.
Also, I noticed something odd with MeshEx today. It refused to munge my model and gave me a series of "This is a number: 1" (thanks for the info
), but when I quit and tried it again it ran fine.
Hidden/Spoiler:

Last edited by MercuryNoodles on Wed Jun 25, 2008 4:35 pm, edited 1 time in total.
- tsurugi13
- Lieutenant Colonel
- Posts: 543
- Joined: Mon Dec 17, 2007 6:16 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Battling the ISA menace on Helghan.
Re: Dynamic Map Idea (all lots open for taking)
Hmm... I smell a geometryscale war coming on... 

- trainmaster611
- Sith Lord
- Posts: 1779
- Joined: Thu Aug 24, 2006 5:22 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a railway to Coruscant
- Contact:
Re: Dynamic Map Idea (all lots open for taking)

Isn't it possible you could just scale down the y axis? I know its fun to be a showoff and all, but should the centerpiece be the jedi temple?

Oh, and could someone give us an updated map of where everything is?
-
- Gametoast Staff
- Posts: 1351
- Joined: Tue Jul 10, 2007 4:10 pm
-
- Jedi
- Posts: 1003
- Joined: Sun Mar 12, 2006 7:16 pm
- Projects :: Space - Boarding Action
- xbox live or psn: No gamertag set
Re: Dynamic Map Idea (all lots open for taking)
It's not my fault someone said "city", and and not "galactic backwater podunk town".
That's actually the reduced version, because I used the prequel Coruscant scenes as my yardstick to make a moderately tall building. It was supposed to be a lot taller.
I also don't recall Jedi temples being so special, either. I've always hated the whole Jedi-centric thing anyway. I declare Contingency Order 66 in effect immediately!

I also don't recall Jedi temples being so special, either. I've always hated the whole Jedi-centric thing anyway. I declare Contingency Order 66 in effect immediately!

- Fluffy_the_ic
- Hoth Battle Chief
- Posts: 3223
- Joined: Thu Jan 24, 2008 7:03 pm
- xbox live or psn: fluffytherc
- Location: she/her
- Contact:
Re: Dynamic Map Idea (all lots open for taking)
Rep, if we have a lot by the side of the actual area, can we extend it, or no? I ask this because I have an observatory model that would fit into the area perfectly.
-
- Gametoast Staff
- Posts: 1351
- Joined: Tue Jul 10, 2007 4:10 pm
Re: Dynamic Map Idea (all lots open for taking)
We'll see once I get the terrain figured out more.
Elevators now installed in the Jedi Temple, it is fully opertional
Just need to add some of those arena things and props.
MercuryNoodles, it can be big, but not so insanely big that it dwarfs everything else. What you have is fine.
Elevators now installed in the Jedi Temple, it is fully opertional

MercuryNoodles, it can be big, but not so insanely big that it dwarfs everything else. What you have is fine.
- trainmaster611
- Sith Lord
- Posts: 1779
- Joined: Thu Aug 24, 2006 5:22 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a railway to Coruscant
- Contact:
Re: Dynamic Map Idea (all lots open for taking)
Yeah that definitely doesn't dwarf everything elseRepSharpshooter wrote:We'll see once I get the terrain figured out more.
Elevators now installed in the Jedi Temple, it is fully opertionalJust need to add some of those arena things and props.
MercuryNoodles, it can be big, but not so insanely big that it dwarfs everything else. What you have is fine.

Rep, I found some streetcars and lightrail vehicles here
http://www.3dtransit.com/
I also found this untextured (but UVed) New York style subway (scroll down to where it says "Click for Free 3D Model").
http://www.allcitystyle.com/
Btw, are you going with the idea of making another town?
- phazon_elite
- Rebel Colonel
- Posts: 597
- Joined: Tue Jan 16, 2007 9:10 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: I'm sorry Link, I can't give the location. Come back when you're a little...mmmh...RICHER!
- Contact:
Re: Dynamic Map Idea (all lots open for taking)
Can I join in on this? I have an idea for the N square. I think I might take N 3 and 4.
- Fluffy_the_ic
- Hoth Battle Chief
- Posts: 3223
- Joined: Thu Jan 24, 2008 7:03 pm
- xbox live or psn: fluffytherc
- Location: she/her
- Contact:
Re: Dynamic Map Idea (all lots open for taking)
I am making a new building, and I want terrain cutters, (got idea from caleb) two things. 1: I need a better tut that Bandu's on terrain cutters. I don't understand it at all. 2: Do you mind if we extend a little over our limited soace as long as we're underground or way above ground?
A description of what I want the place to be like:
Above ground: Chill building, polys cut out all over the place to make it a sun roof-y feeling (and sun wall-y feeling), Entrance to Underground display. Ladder to floating Agility course
Undergound: Display Museum, near empty at first.
In air: Floating agility course, platform below.
A description of what I want the place to be like:
Above ground: Chill building, polys cut out all over the place to make it a sun roof-y feeling (and sun wall-y feeling), Entrance to Underground display. Ladder to floating Agility course
Undergound: Display Museum, near empty at first.
In air: Floating agility course, platform below.
Last edited by Fluffy_the_ic on Wed Jun 25, 2008 7:41 pm, edited 1 time in total.
-
- Gametoast Staff
- Posts: 1351
- Joined: Tue Jul 10, 2007 4:10 pm
Re: Dynamic Map Idea (all lots open for taking)
I don't care if you go underground. But I'm sure you'll find the bigger the building you try to make, the more pain in the rear it is.

Surephazon_elite wrote:Can I join in on this? I have an idea for the N square. I think I might take N 3 and 4.

- Fluffy_the_ic
- Hoth Battle Chief
- Posts: 3223
- Joined: Thu Jan 24, 2008 7:03 pm
- xbox live or psn: fluffytherc
- Location: she/her
- Contact:
Re: Dynamic Map Idea (all lots open for taking)
I've figured that out.
When I follow your instructions on everything, I munged it just to play it, and the map sorta crashes.
When I follow your instructions on everything, I munged it just to play it, and the map sorta crashes.