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Messages - Idren

#16
Thanks for the info! Sounds like I won't quite be able to achieve what I want in swbf1 then. At least players will be able to walk through the debris though!
#17
So having tested out the map it does seem like it's just that the AI were always trying to go that one direction and would walk into the wall until it was destroyed, and then they could go through.

I don't know anything about modding swbf2, but from what I remember, there were plenty of maps with destroyable bridges and walls and stuff that the AI would know to walk around if they couldn't cross the destroyed bridge (death star, mustafar), or if the wall was still in the way (kashyyyk).  Did AI in battlefront 2 have a different method of pathing? Or did they just make objects act as barriers... because I can't figure a way to do that in swbf1 :confused:
#18
Quote from: swgaming1015 on October 07, 2017, 03:00:20 PM
Here's a image of the castle's surroundings. I'll try and get some flag images next.

:tu: Hey thanks a ton! Yeah any and all images of Takodana and the castle are extremely helpful!
#19
Quote from: Unit 33 on October 05, 2017, 12:50:12 AM
There is a screenshot function on PS4 isn't there?

If I get it working I'll try and get some nice pictures for you, I'll see if I can turn off the HUD also.

Thanks a ton if you do!

Quote from: Gistech on October 05, 2017, 12:28:44 AM
Yes, Maz's castle is in the beta as the map for the Strike mode. The palace itself is really well-detailed. It's quite complex. I would suggest though that you create it as close to the film as possible but not necessarily as close to the map in EABF2, because you'll have all sorts of trouble getting it to work as the castle has multiple floors.

I can't give you screenshots as I'm playing on PS4 but maybe somebody on PC might be able to help.

I've got a rudimentary interior set up already - but it's small and I think some scaling/locations are a bit off. It does have a spiral staircase going up to the roof, and down to the basement where Rey has her visions and stuff - Granted I doubt I'll be able to get AI to use the stairs and stuff as it would be that whole issue of trying to do paths/barriers vertically - but it'll be there as an easter egg for players at least - or multiplayer use if the map ends up being multiplayer compatible (idk what makes one compatible/not)
#20
Hey everybody - I'm curious if anyone doing the BF2/EA open beta would be willing to help me out - I'm working on a Maz Kanata's Castle map, and currently don't have much to go on as far as modeling is concerned.  Would anyone be able to take screenshots of the following for me? - my PC is not strong enough for the open beta coming up  :'( - I'm not sure if Maz's map is included in the beta, but if it is...?

1. Castle Exterior from all sorts of angles
2. Castle Interor from all sorts of angles - I need things that will help me figure out the layout
3. Screens of the objects inside the castle (that game table, furniture, that weird table with the pipes and stuff) - these are most helpful if they're taken from all angles (front, back, sides, etc.)
4. Photos of as many of the flags as you can get (like straight on shots I could use for materials)
5. Shots of just a big wall of brick (again for use with making materials)
6. That low wall/fence between the castle and the Falcon
7. One of those standing lamp objects between the castle and the Falcon
8. One of the stormtrooper dropships from the side, the front, the back, and the top

Thanks a TON to anyone willing to do this for me - I'd really appreciate it and it would help me make my map a much higher quality! :tu:
#21
SWBF1 Modding / Re: [WIP] Maz Kanata's Castle
October 04, 2017, 08:33:40 PM
Quote from: Triops on October 03, 2017, 12:52:31 PM
Looks very nice :tu:. I am looking forward for your map. It's good to see that there are new modders for swbf1. Good  progress Triops


P.S.: Do you know, that EA plans a Takodana map for SWBF2/EA
()
Looks like EA is "stealing" our ideas (just joking)
First Serejas Theed, now your Kanata's Castle ;)

lol I actually had no idea they had one - I haven't been following the EA games - hopefully I'll get to see some good screenshots of the game to make my castle more accurate - currently my only reference photos are screenshots from the film, and a (distant) showcase of the castle object made by ILM they used in ep7. I've been following Sereja's Theed production (which is absolutely incredible) and I'm hoping to get my map as close to his level of quality as I can - I'm horrible with creating textures though, my materials rarely look very good.

Quote from: Gistech on October 04, 2017, 02:26:40 PM
A few tidbits from the SWBF2 beta that might help you:

The First Order's sniper is armed with the DLT-19D (of which I have made a model you can download on here). I think DEVISS made the F-11D and FWMB-10 if you're not already using it. Resistance snipers use A180s in sniper configuration.

Thanks for the tips! :cheers: I'll look into getting those models for the weapons! I haven't really fleshed out the sides yet other than some attempts at re-skinning troops.  I've had trouble creating my own models for troops - not sure what I'm doing wrong in XSI, but something's still going over my head.
Do you know if all those weapons are hosted here?
#22
SWBF1 Modding / Re: [WIP] Maz Kanata's Castle
October 03, 2017, 10:33:54 AM
Here's some images from ingame testing I've been doing (no mapping has been done really, just testing out objects/skins/etc. for functionality) so far everything's working!  :cheer:

Kylo Rens' Shuttle:
[spoiler][/spoiler]
Stormtrooper Dropship: (it looks a bit blue for my tastes - i'll be making the texture more gray)
[spoiler][/spoiler]
Stormtrooper Reskin (and a ep7 TIE reskin in the background):
[spoiler][/spoiler]
Bowcaster Upgrade Effect:
[spoiler][/spoiler]
and an Old version of the castle ingame:
[spoiler][/spoiler]
#23
Quote from: Ultimo on October 02, 2017, 02:26:30 PM
I remember that (Phobos) once created a Zombie map in which the AI would map to different paths. Destructable walls were put up on the paths and when they zombies would stand at the wall for long enough, the walls would break and the zombies could enter.

Sounds interesting! (unfortunately idk how easy it is to ask phobos about stuff anymore / how willing he is to helping out people from this community  :wacko:)

I haven't personally played that mod/map - but it sounds like the AI were simply blocked by the wall initially, but were still attempting to go through the wall.  My goal is to have the AI go around the building at first, and then after it's destroyed, to take a more direct route through the rubble and debris.
#24
SWBF1 Modding / Altering AI Pathing/Barriers mid-game
October 02, 2017, 02:22:34 PM
So I'm curious to know if anyone has experimented with altering the paths AI take mid-game.
With working on my Maz's Castle map I'd love to be able to have the castle be destructable, but then have the AI be able to walk all through the debris and such.

However, to my knowledge, you can't tie the AI's pathing/barriers to objects.  Has anyone done any experimenting with this concept before?

Currently I determine AI paths with Hubs / Barriers around objects - is there another way to do this from the objects themselves? Like in the ODF or something?

ex:
Before Destruction:

           ------------------
           | ######## |
           | ######## |
           | ######## |
AI ------  ######## --------->
              ########
              #BUILDING#
              ########
              ########

After Destruction:

        ########
        #####    #
        ##           #
AI -------------------------------->
        #####    #
        ##           #
        ########
        #BUILDING#
        #DEST####
        ########

I'm really hoping this isn't impossible (though i'm fairly certain it is atm) - it would open up so many cool possibilities for maps.

Also open to any theories on how to achieve this and I'll try them out at some point!
#25
SWBF1 Modding / Re: [WIP] Maz Kanata's Castle
September 30, 2017, 05:50:12 PM
Quote from: Led on September 30, 2017, 05:46:01 PM
Nice.   :cheers:

Looks a bit Yavin-ish

Actually the current texture I'm using is just one of the Yavin brick textures that I edited in GIMP to make to colors match the film better -  :cheers: good eye!

I'll be able to post some more photos in the near future once I get some stuff done.
#26
SWBF1 Modding / [WIP] Maz Kanata's Castle
September 30, 2017, 05:41:10 PM
Hey everybody! :wave: I've decided to undertake making a map for Maz's Castle from Episode 7. I thought there was just an absence of mods/maps for Episode 7 content.

Planned Features:
1. Custom textures/loadouts for the 2 sides (resistance/first order): I've got a decent re-skin of a stormtrooper that (to me) matches the original game's art style pretty well. There's also a re-skin of the rebel pilot to give him a red jumpsuit and a black helmet to match the Ep7 pilots.

2. Custom common.lvl: This will be a dc:loaded common.lvl so it should work fine as just a standalone mod without having to alter your own game's common.lvl (this is mainly for the First Order's holo insignia)

3. The map layout will be featuring Maz's Castle exterior, the forest Rey runs into, Kylo Ren's landed shuttle, some TIE f/o flyers, some stormtrooper dropships, and various ship landing pads like where the falcon lands in the film.

4. An updated Bowcaster ODF that's more like the scene where Han takes Chewbacca's bowcaster and blasts some troopers (sending a couple of them into the air upon impact)

5. I'm hoping to make the castle itself destroyable, and also take my first plunge into creating an AnimatedBuilding like the Technounion ships so that I could have the tallest tower collapse and destroy Maz's statue like in the film.

6. I'd like to have one of the bases be near that big yellow ship that Finn almost leaves on with the pirates, (meaning I'll have to model that ship as well)

7. Clone Wars support is planned, but I don't plan on making any alterations to the map really as my main focus is definitely on the Ep7 content.

Anyways, here's an image of my progress on the castle! (with a comparison of a screenshot from the film) Sorry my rendered image turned out to be a lot smaller/poorer quality than I was anticipating upon upload.

[spoiler][/spoiler]
[spoiler][/spoiler]

My other hope is that someone has already made a T70 X-Wing that's available for use in mods so that I don't have to figure out making my own (I'm not familiar with making flyers) - let me know if there's one floating around out there! :)

Wish me luck!
#27
SWBF1 Modding / Re: [WIP] Naboo: City of Theed
September 26, 2017, 11:26:55 AM
Sereja I'm curious about the poly counts for some of your interiors and how many objects you use for a large building (interior and exterior) - do you break up the building into several smaller objects?  :g:

Can you give us your own suggested poly limits? I know the ones psych0fred gave with the documentation, but I suspect that you know the true limits of the game better.  :cheers:

these are from the BFBuilder Documentation:
     Polygon Count Limits (general guidelines):
     Props - 0 - 500 polys
     Buildings - 200 - 3000 polys (the higher end of this spectrum represents large buildings with large interiors)
     Vehicles - 1500 - 2000 polys
     Characters - 1500 - 2000 polys


Can you give us an update? Something like:
     Polygon Count Limits (SEREJA'S GUIDELINESS):
     Props:
     Buildings:
     Vehicles:
     Characters:


Thanks in advance if you end up seeing this! Your maps are an incredible inspiration!  :tu:
#28
SWBF1 Modding / Re: Editing The Sky
September 25, 2017, 05:07:36 PM
Here's a link to a Sky Editing Compilation I made ;) Which I personally find very useful because it organizes the assets and specific things needed for skies. It has all the necessary tutorials and very EASY methods to add skies / sky dome objects / flyers to any map. (i.e. copy all the files from this provided folder and put them in this folder, etc.)

link: http://www.swbfgamers.com/index.php?topic=11701.0

hope you find it useful!  :shrug:
#29
You can for sure - I use 3ds Max to create models and stuff. Here's my process:
before I create a model, I get the correct scale by importing a game asset to max (in your case maya) by using the
StarWars Battlefront Viewer (which can export to .vrml) found here:  http://starwarsbattlefront.filefront.com/file/SWBF_MSH_Viewer;94127#Download

1. create the model (try to follow the poly count standards in the documentation included with bfbuilder)
2. create the collision mesh/primitives and shadowvolume
3. export as .obj file
4. open softimage xsi modtools and import .obj
   follow this topic to get xsi and the ZE tools for exporting to msh:
   http://www.swbfgamers.com/index.php?topic=5164.0
5. create a null "dummyroot" and put your objects into it (with the null as the parent of your imported objects)
6. name the collision mesh "collision" and the shadowvolume "shadowvolume"
7. in the animate panel of xsi, create a new parameter on the shadowvolume, and name the parameter "shadowvolume", then press the "h" key to hide the shadowvolume.
8. middle click the "dummyroot" and with the plug-in for swbf export to .msh
#30
Hey all,

I'm curious about getting started on a project writing an .msh importer/exporter plugin for 3ds Max (the modeling/animating program I'm familiar with) Does anyone have any sort of links/files that might give me a head-start in doing this?  I'd much appreciate any useful info/breakdowns of how a .msh object is constructed under the hood and stuff.  Ideally I'd love to be able to be able to export animations as well but that might be out of my league atm.  I'm still learning maxscript stuff.

Thanks for any and all help!   :tu: