W.I.P. Yavin 4 Crash
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- Command Sergeant Major
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- Command Sergeant Major
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- Sith
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- Command Sergeant Major
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- Maveritchell
- Jedi Admin
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What walls? Why, the terrain walls, the ones that are no doubt forming the pit. I recently made a map with some similar terrain features, and without any sort of blending, I can assure you that walls like that will fail.GuitarMan wrote:What walls. And I will try to make the platforms better in the final release.
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- Command Sergeant Major
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- Dohnutt
- Hoth Battle Chief
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- Command Sergeant Major
- Posts: 268
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Hopefully my other tester will log on soon. I have'nt seen him online much.
EDIT: This goes to my beta testers. Once you have played my mod, felt my mod, EMBRACED my mod, TASTED, my mod. (sorry I probably went a little too far there) Then post here your feedback.
IE:
-Glitches
-Thoughts
-Reccomendations
Thank you!
EDIT: This goes to my beta testers. Once you have played my mod, felt my mod, EMBRACED my mod, TASTED, my mod. (sorry I probably went a little too far there) Then post here your feedback.
IE:
-Glitches
-Thoughts
-Reccomendations
Thank you!
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- Jedi High Council
- Posts: 2275
- Joined: Sat Jun 17, 2006 9:51 am
- xbox live or psn: Xanthius Wylon
- Location: Canada
Hey sorry about the wait, lots of stuff going on.
1. You have only modded the skins for the regular trooper and the engineer. Are you planning on making the others as well?
2. You are missing textures in some places.

3. Your map was a little, well, empty. I think you need to put some crashed LAAT Gunships around the Republic CPs.

4. I have no idea what this thing is. It looks like a giant crystal.

5. I think that the CP placement was kind of, well I think it could be better. The middle CPs were right next to each other so the Republic would just stand there and anythime a droid spawned it would be 10-on-1. I think that the canyons shouldn't be well canyons. They were kind of annoying because you would spawn and there would be no one down there to kill. Maybe you should make it so it's like a hill.
I think here would be a cool place for a CP.
Finally, you need to increase the AI and Reinforcements because there was nobody really there.
P.S. I thought that the Kamino objects didn't really fit in so you may want to reskin them.
1. You have only modded the skins for the regular trooper and the engineer. Are you planning on making the others as well?
2. You are missing textures in some places.

3. Your map was a little, well, empty. I think you need to put some crashed LAAT Gunships around the Republic CPs.

4. I have no idea what this thing is. It looks like a giant crystal.

5. I think that the CP placement was kind of, well I think it could be better. The middle CPs were right next to each other so the Republic would just stand there and anythime a droid spawned it would be 10-on-1. I think that the canyons shouldn't be well canyons. They were kind of annoying because you would spawn and there would be no one down there to kill. Maybe you should make it so it's like a hill.
I think here would be a cool place for a CP.

Finally, you need to increase the AI and Reinforcements because there was nobody really there.
P.S. I thought that the Kamino objects didn't really fit in so you may want to reskin them.
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- Command Sergeant Major
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I will be adding new skins. I am putting ships in the finla release. those crystall things.. well im really not sure what they are. I kinda just put them there. I will try to move cps. Im not a good skinner, so you may have to just deal with the Kamino textures. And im still not sure how to raise the number of AI. But I will look into it. Dohnutt, any thoughts from you?
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- Jedi High Council
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Hey, here's how you modify AI and reinforcements (stuff in blue):
SetupTeams{
rep = {
team = REP,
units = 40,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
Oh, and here is some reskins for your Kamino elements.
http://files.filefront.com/kamino_textu ... einfo.html
SetupTeams{
rep = {
team = REP,
units = 40,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
Oh, and here is some reskins for your Kamino elements.
http://files.filefront.com/kamino_textu ... einfo.html
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- Command Sergeant Major
- Posts: 268
- Joined: Tue Jul 11, 2006 6:41 pm
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- Jedi High Council
- Posts: 2275
- Joined: Sat Jun 17, 2006 9:51 am
- xbox live or psn: Xanthius Wylon
- Location: Canada
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- Command Sergeant Major
- Posts: 268
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- Dohnutt
- Hoth Battle Chief
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- Command Sergeant Major
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- Dohnutt
- Hoth Battle Chief
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Ok, here is my BETA test review for Yavin 4 Crash...
It all starts when you spawn. If you look to the Crashed Star Destroyer, this is what you'll see:
http://i18.photobucket.com/albums/b106/ ... t_0035.jpg
There is actually an invisible wall here, and only lasers can shoot through it(blasters, blaster rifles, etc.) Oh yeah, I'm inside the Star Destroyer:
http://i18.photobucket.com/albums/b106/ ... t_0044.jpg
Now if you go back to the Large Yavin Temple where you originally spawn, and look inside, you'll see:
http://i18.photobucket.com/albums/b106/ ... t_0040.jpg
If you turn around, and go to those platforms, they're overlapping, and look like this:
http://i18.photobucket.com/albums/b106/ ... t_0037.gif
Now, turn around, and face the Yavin Temple, and theres a big dropoff type thing:
http://i18.photobucket.com/albums/b106/ ... t_0036.jpg
If you run straight at it, you can go right through it:
http://i18.photobucket.com/albums/b106/ ... t_0041.jpg
http://i18.photobucket.com/albums/b106/ ... t_0043.jpg
Which is the same with many other walls as well:
http://i18.photobucket.com/albums/b106/ ... t_0050.jpg
http://i18.photobucket.com/albums/b106/ ... t_0053.jpg
http://i18.photobucket.com/albums/b106/ ... t_0055.jpg
http://i18.photobucket.com/albums/b106/ ... t_0051.jpg
Some things cannot be explained...
Like, why you can see right through some walls:
http://i18.photobucket.com/albums/b106/ ... t_0045.jpg
http://i18.photobucket.com/albums/b106/ ... t_0044.jpg
http://i18.photobucket.com/albums/b106/ ... t_0049.jpg
And why some plants are flat like paper:
http://i18.photobucket.com/albums/b106/ ... t_0047.jpg
Or why there are stairs going into the wall:
http://i18.photobucket.com/albums/b106/ ... t_0048.jpg
And why enemies just stand around near Command Posts:
http://i18.photobucket.com/albums/b106/ ... t_0039.jpg
http://i18.photobucket.com/albums/b106/ ... t_0046.jpg
Or why the waterfall is running right through the ground:
http://i18.photobucket.com/albums/b106/ ... t_0054.jpg
And lastly, my personal favourite...
Why is the path... up there?
http://i18.photobucket.com/albums/b106/ ... t_0052.jpg
You need a path to get out of those big holes, and vice-versa(sp?). The holes should also be a it less rounded.
I'm pretty sure that's all. If I think of anything else, I'll tell you.
It all starts when you spawn. If you look to the Crashed Star Destroyer, this is what you'll see:
http://i18.photobucket.com/albums/b106/ ... t_0035.jpg
There is actually an invisible wall here, and only lasers can shoot through it(blasters, blaster rifles, etc.) Oh yeah, I'm inside the Star Destroyer:
http://i18.photobucket.com/albums/b106/ ... t_0044.jpg
Now if you go back to the Large Yavin Temple where you originally spawn, and look inside, you'll see:
http://i18.photobucket.com/albums/b106/ ... t_0040.jpg
If you turn around, and go to those platforms, they're overlapping, and look like this:
http://i18.photobucket.com/albums/b106/ ... t_0037.gif
Now, turn around, and face the Yavin Temple, and theres a big dropoff type thing:
http://i18.photobucket.com/albums/b106/ ... t_0036.jpg
If you run straight at it, you can go right through it:
http://i18.photobucket.com/albums/b106/ ... t_0041.jpg
http://i18.photobucket.com/albums/b106/ ... t_0043.jpg
Which is the same with many other walls as well:
http://i18.photobucket.com/albums/b106/ ... t_0050.jpg
http://i18.photobucket.com/albums/b106/ ... t_0053.jpg
http://i18.photobucket.com/albums/b106/ ... t_0055.jpg
http://i18.photobucket.com/albums/b106/ ... t_0051.jpg
Some things cannot be explained...

Like, why you can see right through some walls:
http://i18.photobucket.com/albums/b106/ ... t_0045.jpg
http://i18.photobucket.com/albums/b106/ ... t_0044.jpg
http://i18.photobucket.com/albums/b106/ ... t_0049.jpg
And why some plants are flat like paper:
http://i18.photobucket.com/albums/b106/ ... t_0047.jpg
Or why there are stairs going into the wall:
http://i18.photobucket.com/albums/b106/ ... t_0048.jpg
And why enemies just stand around near Command Posts:
http://i18.photobucket.com/albums/b106/ ... t_0039.jpg
http://i18.photobucket.com/albums/b106/ ... t_0046.jpg
Or why the waterfall is running right through the ground:
http://i18.photobucket.com/albums/b106/ ... t_0054.jpg
And lastly, my personal favourite...
Why is the path... up there?
http://i18.photobucket.com/albums/b106/ ... t_0052.jpg
You need a path to get out of those big holes, and vice-versa(sp?). The holes should also be a it less rounded.
I'm pretty sure that's all. If I think of anything else, I'll tell you.
- Maveritchell
- Jedi Admin
- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
*Ehh-hem!*Dohnutt wrote:If you run straight at it, you can go right through it:
http://i18.photobucket.com/albums/b106/ ... t_0041.jpg
http://i18.photobucket.com/albums/b106/ ... t_0043.jpg
Which is the same with many other walls as well:
http://i18.photobucket.com/albums/b106/ ... t_0050.jpg
http://i18.photobucket.com/albums/b106/ ... t_0053.jpg
http://i18.photobucket.com/albums/b106/ ... t_0055.jpg
http://i18.photobucket.com/albums/b106/ ... t_0051.jpg
As I tried to tell you earlier, completely vertical rockfaces are bad news. There are two ways to fix them, a hard and an easy. The hard one is sloppy, too, but I'll let you know of it just so you can make the choice.
The easy way is to use the blend tool on your walls. And then TEST EVERY ONE INGAME. I know it's a very difficult thing to do with a large hole, but you have to do it. One easy wallhack can ruin the game. (P.S., Test with jettroopers.)
The hard way is to use the invisible blocks in the common .odfs to give collision to your walls. They're labeled something like com_inv_col_8 to com_inv_col_16 or something. You can only see them in ZE when you have them selected, so you would need to place one, select it in your objects list, and then move it around. You can't see them with just the "place" tool.
And as for the flat plants mentioned, there's nothing you did wrong to make them do that, it's just that they were designed as props for the border of the Yavin map. They were never meant to have three dimensions, and will never have three dimensions. You just need to use other props.
And as for the AI standing around. Make paths.
- Dohnutt
- Hoth Battle Chief
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- Command Sergeant Major
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