W.I.P Dogfighting Death Star II

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jangoisbaddest
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Post by jangoisbaddest »

Dude! I tried re - scaling that very object, and the collision geometry is wacked - how did you change that? (For starters, there was collision geometry right as you got out of the hangar - bad news for flyers lol). Because I'd really like to know!
11of3

Post by 11of3 »

just re scaled it,pop it in the map and it worked!
Lord-Bandu

Post by Lord-Bandu »

11of3 , I have to say, you make use of the shipped assets better than any1 iv seen.

I thought youd modelled that hangar :)


All id suggest ,in general, is to work on the lighting of your maps a little more ... use a directional light with shadows enabled and stick shadowregions in the interiors of the ships and deathstar tunnel.

Your previous map was let down by the lack of lighting ...if i remember correctly.
11of3

Post by 11of3 »

not figured out how to use lights yet!any tips?I would love to add some colours to the tuunels.I put one light object in the map but nothing happened.Thanks for the feedback on my use of shipped worlds assets,thats one of the reasons my maps take so long to make,finding the right object,reskining and getting them to work in a space map.
Lord-Bandu

Post by Lord-Bandu »

I did a tutorial for adding global light /shadows here http://www.gametoast.com/index.php?name ... pic&t=3580
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Post by jangoisbaddest »

Okay, you are the key to ending my suffering 11of3. In two different maps, I need to scale things at least 2 or 3 times bigger than they are. They scale just fine, but they keep disappearing when you're looking at them in different angles. Also, the second object in question (the very one you are working with right now) has a really screwed - up mesh when I scale it. It doesn't even have the ramps on either side (the collision geometry for it is there, but not the texture), and it lookes stretched - but only on the inside! What the heck? So I guess I'm asking this - how do you scale an object up properly, because obviously just putting in the command line -scale 3 in the msh.option file doesn't cut it. How'd u do it?
11of3

Post by 11of3 »

are you using the GeometryScale command in the ODF file?Also for ground objects to work in space maps,I copy all the maxhealth.respawn time and zoom details from space objects.This seems to do the trick for me with objects not always appearing in game.Hope this helps.
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Post by jangoisbaddest »

The GeometryScale command in the ODF only changes its size in ZeroEditor as far as I know. And no, I'm just using it on a ground map. It would make sense that it would affect it ingame as well, but it does not (at least for me). Where exactly do you put it, and do you add anything else? Sorry to be such a nag, but there's got to be a better way than scaling only the msh and having it dissappear at certain angles and such. Could I perhaps see your ODF file?
11of3

Post by 11of3 »

here`s what the ODF file looks like
[GameObjectClass]

ClassLabel = "armedbuilding"
GeometryName = "Pol_bldg_Hanger_dockingbay.msh"
GeometryScale = 4
[Properties]

GeometryName = "Pol_bldg_Hanger_dockingbay"
MaxHealth = "999999.0"
AddHealth = "50000.0"
RespawnTime = "999999"
FoleyFXGroup = "stone_foley"

hope this helps.
Gunjak

Post by Gunjak »

by the way 11of3, if you want your AI flyers to follow paths, (ps flyers dont use hubs and connections) go to the paths tab, click new path and set the nodes on a trail like a rollercoaster, put them all over(you might wanna hit c-r under spline type, it gives a more curvy path), dont make them too sharp turns or else the flyer will turn at lightning speed(you see that with the speeders on hoth).

after you have done this, go to the bottom left of zeroedit and click on the add edit type bar and type "type" (without the quotes) then on the next bar (add/edit value) type "entitypath"(without the quotes.) after you have those typed in, hit set property underneath and those commands should now appear in the dark grey box above(this basically means it has been set.) repeat this with every path that you want your flyers to follow,

after a flyer has finished a path it will go onto the next and nearest path. This is an excellent way to make the AI go through tyour death star tunnels so it wont look so bare. :)

I really hope all this helped you mate :D

By tha way your map looks amazing keep up with the good work. I think we may have a map to stand up against xwingguys battle of endor map.
Last edited by Gunjak on Wed May 24, 2006 7:05 pm, edited 1 time in total.
11of3

Post by 11of3 »

Thanks for the tips on AI flyers.This is one part of the map I have not touched yet and I was wondering how I was going to get the AI to fly into the tunnels.This will be a big help when I start that part and hopefully your advice will save me alot of time.xwinguys battle over endor map looks great and he has put alot of time into that map.That map looks like it will have lots of bording of ships and onboard combat aswell as dogfighting.My map is designed to be mainly dogfighting with a little bit of ship bording and as with my last map,not everyone will like the tricks I use to get my ideas to work.I guess that once both maps are released there maybe away to put the two together if the game engine and everyones pc`s can handle it!
Wadi

Post by Wadi »

Now that would be awesome.
Gunjak

Post by Gunjak »

11of3 wrote:Thanks for the tips on AI flyers.This is one part of the map I have not touched yet and I was wondering how I was going to get the AI to fly into the tunnels.This will be a big help when I start that part and hopefully your advice will save me alot of time.xwinguys battle over endor map looks great and he has put alot of time into that map.That map looks like it will have lots of bording of ships and onboard combat aswell as dogfighting.My map is designed to be mainly dogfighting with a little bit of ship bording and as with my last map,not everyone will like the tricks I use to get my ideas to work.I guess that once both maps are released there maybe away to put the two together if the game engine and everyones pc`s can handle it!
Im glad you took my advise :) yeah there will be different ways to play obth yours and xwingguys maps, putting them both together will be a huge challenge but im sure as soon as there both release we'll find out whats gonna happen, best of luck :)
Wadi

Post by Wadi »

say, maybe you could use that AI flyers tip so that (after this map is done) you could make the trench run more realistic on your Death Star 1 map!
11of3

Post by 11of3 »

good call!anything more that I learn on this map could be put into the Death Star I map.
Gunjak

Post by Gunjak »

Scratch that, dont put entitypathflyer instead only put in entitypath
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Post by PvtParts »

All of you guys should read the flyersplines doc in the documentation, it helps a lot. You might have to read it over (definatly dont skim over it the first time) but it makes splines a lot clearer and easier to understand.
Gunjak

Post by Gunjak »

QFE it helped me tonnes
11of3

Post by 11of3 »

pinioncorp has kindly sent me his SSD background model for use in this map.Also I have been tweaking the Death Star surface to give it that unfinished look.Still more to do with this because I am still not happy with it!Enjoy these new pics
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jangoisbaddest
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Post by jangoisbaddest »

Stunning. I don't even care if the AI is screwy. This will be worth it just for the views.
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