WIP: Theed Palace

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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EraOfDesann
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Post by EraOfDesann »

I always thought it would be neat to have a Naboo Palace map. I'm glad to see you make it Bandu. :)
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Post by Epena »

Shi...taki mushrooms!

Simply lovely. I knew that you couldn't help but stay on BF2. :P
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Post by Jawa_Killer »

are you going to add a second layer? because the *how is it called? the rope you shot and get pulled up, hook?* would fit in it very well^^
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Post by Teancum »

Man, that looks awful! /sarcasm :P
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Post by Lord-Bandu »

The accention guns would be good ,but gettin the ai to use them would be erm.... tricky to say the least lol .
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Post by Teancum »

Yeah, plus you can't have one set of bothpaths on top of another.
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Post by Tuskenjedi »

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)
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Post by Vyse »

Teancum wrote:Yeah, plus you can't have one set of bothpaths on top of another.
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.

Bandu, looks sweet! Are you going to have the floor reflective? (Or transparent with mirrored objects I guess I should say :wink: )

Also I don't know if this has been asked but could the grappling hook from SWBF1 be used some how?
Lord-Bandu

Post by Lord-Bandu »

Tuskenjedi 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)
All maps need botpathing ,esecially indoor maps or they end up hugging the walls :D

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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Post by Penguin »

the thing Vyse said works, i have a multi storyed imperial/republic base in my map, and the AI pathing is fine ((untill they try too get in vehicles from another level))
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Post by Teancum »

Hmm, good to know! I always wondered about that. Now I can do 2+ story maps.
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Post by Bac-Talan »

Hey Bandu, Nice work
This looks like a complicated map, but will be fun!

Oh and I found this in the lighting docs:
Glow (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:
No doubt you've already seen this and tried it hundreds of times :D, But it just might help...
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Post by Lord-Bandu »

yea ... there is no "lighting drop down box" in our edit flags script tho :(
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Post by Teancum »

Hey Bandu -- export a msh you want to have glow and send it to me on MSN. I want to experiment more.
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Post by Bac-Talan »

Sooo, this stuff has nothing about it.
Effect(“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)
or this
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!
Sorry if this is absolutely no help at all, I just was reading through the docs today. (don't ask why, I was bored)
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Post by PvtParts »

Lookin good Bandu, as per usual.

Can't wait for a release.
Gronf

Post by Gronf »

Looks great. And grappling hooks would be mhlbalam (couldn't think of words better than fantastic)

Grunf
Tuskenjedi

Post by Tuskenjedi »

so, ummm, how ya doing on this map of vonderfulness
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Post by -_- »

Lord-Bandu wrote:The accention guns would be good ,but gettin the ai to use them would be erm.... tricky to say the least lol .
hate to break the bubble guys, I tried using the grappling hook in swbf 2, and it aint working.
Tuskenjedi

Post by Tuskenjedi »

I second that
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