Naboo Plains Classic 1.0
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- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
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- Location: Indiana
PaNzEr gsp helped me with the animation problem behind the vehicles.
It turns out that there is a .fx file needed from the old assets. After looking in the .odf with PaNzEr this became clear.
The last problem is the Kaadu. I have used both the old source files and the new. I have used the previously munged samples and I have re-munged my own and still no working kaadu. I can get on the kaadu and it will turn and stutterstep forward but it is not working. I am ready to release after we get this one last thing fixed. Anyone have a working Kaadu out there?
I could just give the defenders speederbikes but I would like to keep the original feel. I did lighten the terrain and finish the sounds for the vehicles.
What heros do we want. I want to get this done so I can move on to other maps.
It turns out that there is a .fx file needed from the old assets. After looking in the .odf with PaNzEr this became clear.
The last problem is the Kaadu. I have used both the old source files and the new. I have used the previously munged samples and I have re-munged my own and still no working kaadu. I can get on the kaadu and it will turn and stutterstep forward but it is not working. I am ready to release after we get this one last thing fixed. Anyone have a working Kaadu out there?
I could just give the defenders speederbikes but I would like to keep the original feel. I did lighten the terrain and finish the sounds for the vehicles.
What heros do we want. I want to get this done so I can move on to other maps.
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
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- Location: Indiana
Maybe I'm stupid, but have you tried the Kaadu in the /GUN folder? Add a line to your lua like this:
ReadDataFile("SIDE\\GUN.LVL",
"gun_walk_kaadu")
It should already be set up for anims and everything. Just make sure you call gun_walk_kaadu and not rep_walk_kaadu in your vehicle spawns. Oh, and make sure with AddWalkerType(1, 0) you set the second number to the number of Kaadu's you have (though I usually double that number to be safe).
ReadDataFile("SIDE\\GUN.LVL",
"gun_walk_kaadu")
It should already be set up for anims and everything. Just make sure you call gun_walk_kaadu and not rep_walk_kaadu in your vehicle spawns. Oh, and make sure with AddWalkerType(1, 0) you set the second number to the number of Kaadu's you have (though I usually double that number to be safe).
Here is the latest version. Please provide feedback
http://files.filefront.com/NabooPlainsv ... einfo.html
http://files.filefront.com/NabooPlainsv ... einfo.html
- squipple
- 1st Lieutenant
- Posts: 420
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Lookin good Artemis. I see nothing functionally erroneous.
A few cosmetic things:
- The tree shadows are super dark. Is this because you burned the terrain and are also using directional-light shadows? If so, maybe hide the trees before you burn the terrain?
- For your Jedi Gungan, there should already be gungan sounds somewhere, maybe you could apply them to this guy.
About the Kaadu, is it possible to somehow use the tauntaun animation? I see you removed them for this version.
Also, is CTF or Assault in the works?
A few cosmetic things:
- The tree shadows are super dark. Is this because you burned the terrain and are also using directional-light shadows? If so, maybe hide the trees before you burn the terrain?
- For your Jedi Gungan, there should already be gungan sounds somewhere, maybe you could apply them to this guy.
About the Kaadu, is it possible to somehow use the tauntaun animation? I see you removed them for this version.
Also, is CTF or Assault in the works?
- Teancum
- Jedi Admin
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Good ideasquipple wrote:Lookin good Artemis. I see nothing functionally erroneous.
A few cosmetic things:
- For your Jedi Gungan, there should already be gungan sounds somewhere, maybe you could apply them to this guy.
Artemis tried and tried and then I worked on it as well, the Kaadu anims are borked and unfortunately the Tuantuan's anims won't work.squipple wrote:About the Kaadu, is it possible to somehow use the tauntaun animation? I see you removed them for this version.
@Artemis --- If I catch you online, CTF, Hero Assault and XL are super easy to put in.
- Teancum
- Jedi Admin
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Sounds good. I remember this map being a lag monster in version 1. I will lower the sight distance and see if it helps. I did not think that ctf and heros fit this map well becuase it is really just a big open space. Does everyone want this. It is not hard to add. Inf fact I found a REALLY easy way to do it if you want the original spawn points.Teancum wrote:*update*
After playing, I'd agree with the dark tree shadows, and I'd also lower the view distance, as I had framerate problems and haven't had any on any other map.
I will also look at the jedi and see what sounds I can throw in.