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Messages - Sereja

#76
SWBF1 Modding / Re: [WIP] Naboo: City of Theed
November 18, 2017, 11:56:34 AM
Ok, the AAT missing reticule, and the clone droid hands was just fixed.
Quote from: Gistech on November 18, 2017, 03:17:21 AM
Just a couple more things I noticed duing my playtest today. There's gaps in some of the geometry near the hangar, and in the palace.

[spoiler]

[/spoiler]

Yes, that is a terrain issue, which caused by high altitude deformation. If you make too high mountains, or too deep abyss, your ZE wont show the terrain correctly, and it's hard to adjust it right. I will try to do something with this...
Quote from: Kit Fisto on November 18, 2017, 12:02:26 AM
I also agree with Gistech about adding something in the main courtyard to provide cover and make it look a bit less dull. I think some simple crates should do the job! If you want to be real fancy, destroyed AATs, Naboo speeders or maybe even a downed AT-AT or AT-TE would be awesome!
This is the area I'm talking about. [spoiler][/spoiler]
I guess this place calls a Theed Plaza, and according the film, it's really looks empty (just try to remove all gungans from there).
[spoiler][/spoiler]
But I will try to imagine something, since I already reach the limit of the hintnodes (350), and can't force AI to hide behind the obstacles anymore. Perhaps It's could be some part of the decor like vases or planters, with no chance to be used as a cover by AI. I never playd SWBFEA, but I saw in YouTube much more "military style" at the Plaza, like a crates or gun boxes. Not sure if the main street to the Royal Palace, could be really in such mess...
QuoteNot sure if this is intentional but the Naboo Guard rifle has the same sound as the E-11 blaster.
Must be because its really E-11 blaster .odf with just green blaster bolts. :P
QuoteAlso this is me being suuuuper nitpicky but the CIS starts off the match inside the palace, I'd think it'd be reversed since they are invading.
Hmm, not really. Actually the invasion happened without any resistance. Naboo Guards, leaded by Amidala, was tried to retake palace when it was already under CIS control. (I was planning to add Naboo Guards in CW as main side instead of clones in begining.)
QuoteI remember reading that you initially had an AT-AT in the map, I felt that having some sort of mobile CP would have spiced up the exterior battle a lot more.

Having an AT-TE (for the Empire like you do in Felucia) and the MTT would really add another dimension to the map, if it's still possible to add that.

If not, perhaps having heavier vehicles like Spider Walkers, AT-STs, AT-XTs, and Rebel Tanks can add a bit more vehicle action to the map.
Well, that's tricky. To make AI move correctly I need to add planning and barriers, visible for them. The game may recognize only the 6 types of them:
Soldier - lets unit to go everywhere but avoid the water.
Hover - lets move in the mid size places and in the water (Gian Speeder)
Small - lets move in thin places and in the water (STAP)
Medium - lets move in wide places and in the water (AAT, IFT).
Huge - lets move in thin places but avoid water. (AT-RT).
Flyer - lets to fly everywhere.
To add command walker like AT-AT I need to have seventh slot like this:
xxxx - lets move in wide places but avoid the water (AT-TE).
I can change the meanings of the each slot but I just can't have the seventh one. So without correct barriers, the AT-TE will have a drunk AI driver and may go to the unexpected direction (or just won't ever move).
Quote from: i|\|(06|\|i70 on November 17, 2017, 01:35:59 AM
First report, GCW seems to completely crash the game upon being launched.
That's what I may expected. It is a side overload bug and it's may appears at certain PC only. I will try to remove rebel side and this bug should be gone.
#77
SWBF1 Modding / Re: [WIP] Naboo: City of Theed
November 15, 2017, 03:02:43 PM
Thanks. There was also really hard work to find images with all real props from the film.
Quote-The main terrain street texture bugs out on anything other than low setting: it goes blue. I haven't noticed this with the grass terrain texture.
The grass texture doesn't have bump texture. Perhaps that's why it is not blue (for your PC). Seems your videocard makes bump terrrain looks weird. The same was at your Scarif map, if I remember. It's hard to find some bump option parameters compatible for all video cards...
Quote-It seems more difficult for either the Republic or the Empire to win on this map. It's odd with the Republic because they have the Naboo Guard helping them. Maybe add some more reinforcements to the Republic's side (as they have 100 less).
Ah, yes I didn't spot the side count odds. They all should be about 500. (will be fixed).
Quote-I'm not sure why but the music streams in the GCW era are all in mono.
That's because GCW have my custom music, but CW is not. I never make custom stereo music streams, since I am use tutorial for making it in mono only. :shrug:
#78
SWBF1 Modding / Re: [WIP] Naboo: City of Theed
November 15, 2017, 10:34:12 AM
Since this mod isn't dead yet, I have some fresh news about it.
The big bridge was deleted because of design issue and big walker discarded, since there is nowhere to walk for him now. Everything else works fine to me, and I guess the map is ready for play. The approximate time of creation is about 1 year so it should be really quality map. I didn't make any alternative mission this time, but you may have a chance to play as Naboo Guards, Clones, Droids and Stormtroopers. I guess there is no big reason to add any other fraction.

Perhaps now I may send the link to anyone who whish to test it. I mostly need to know if it crash\freeze during loading screen at other PC. So if somebody wish to try found some new bug in new map - PM me.
#79
Released Assets / Re: Scripts to replace BFBuilder
October 26, 2017, 01:21:28 PM
Thanks, Sleep Killer! :cheers:
It does work fine exept some weird thing: I tried the clean .bat and it definitely clean something out of my PC, since I got now more then 5GB of the new free space  :o. Just, hope it wasn't delete something important... :confused:
#80
No. I didn't install or change anything. I open it one day and it just stop to work. It's weird but it can open only the old projects now. Who knows why... :shrug:

To fix it for sure I need to reinstall Windows, but in some reasons it won't happen in nearby future.
#81
So yes, my BFBuilder is die... :bye:

As we are all know, if BFBuilder gives an error - it's impossible to fix if you are not a professional progammer.
Now, I can't create any new map  :o, and adding new sides :(. I can still finish my current project by clicking on munge and clean bat files, and edit it by zeroeditor, but nothing more.
So the question is: is it possible to create new map and new sides by just copy and reaname already exist maps and if so wihich important files responsible for that ?
#82
Congratulations, Gistech!
#83
SWBF1 Modding / Re: [WIP] Naboo: City of Theed
September 27, 2017, 09:44:21 AM
Thanks! :)

I won't convert the map to the SWBF2, but perhaps will release assets for anyone who wish to try. Anyway I need to finish it at least for SWBF1 first.
Quote from: Idren on 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:
Well, if creator say such parameters are optimal, so it is. I never realy pay much attention at polys count, but If the building is too complicated, I usualy just riping it apart and then connect parts in ZE. If such buildings are many - I have to sacrifice long range view, or the game will be slow. Perhaps that's all guide I may really tell about the models. For this map most comlicated was model of the staircase interrior. It takes about 6360 triangles (I guess polys it's the same).

The secondary arch is ready. Not sure if this huge walker will be in final version (AI are very bad drivers) but looks fun. Can't say the same about MTT - seems like it's too fatty for my arches and can't passing thru them. Must be such size trick works only in SWBF EA.  :shrug:
[spoiler][/spoiler]
Some refresh of the naboo sides:
[spoiler][/spoiler]
Perhaps they will take places of the rebels and\or clones. I am not sure yet whose will be fired this time. :P
#84
To delete one of the texture:
Click on pink Model them and change it to the Render Blue theme.
Then under Modify click Materials (careful, this thing may crash time to time). In pop-up window at the left panel choose your no needed "mother in tree texture" (not children in tree texture) and press Delete at the your keyboard.
To change texture:
Do the same but this time you need just to drag "children in tree" texture to another "mother in tree". This procedure is neccessary for work with other format imports like .obj.
#85
SWBF1 Modding / Re: [WIP] Naboo: City of Theed
September 04, 2017, 08:59:26 AM
Quote from: Gistech on August 17, 2017, 02:32:07 PM
Hmm... what version of Windows are you using? Newer versions of Windows already come with the necessary frameworks, whereas older ones have to have it installed separately.
I am using windows XP and for me it's enough for modding. (I do not know anything about frameworks and many other complicated PC things.) Perhaps I won't upgrade my classic style windows because of easy modding, plus modern windows doesn't have personalization functon - I can't create dark folders there, and without them my eyes will get tired too quickly.

I am a little bit out of modding right now, since I have some business at the far far away. (my cousin's wedding).
For now I can show only my new, more realistic arch:
[spoiler][/spoiler]
#86
Those "details" calls a foliage. It's in .prp file and all of the textures/models it may requested. Also you need to use foliage brush in ZE.
#87
To make terrain cutter work you need to save your map at least once.
#88
If I remember it was already released long time ago...
#89
SWBF1 Modding / Re: [WIP] Naboo: City of Theed
August 17, 2017, 02:27:05 PM
Thanks for all positive replys! :) Seems creation goes into right way.
Quote from: Gistech on August 16, 2017, 12:43:13 AM
I wonder if this trick would be of use to you, Sereja.

http://www.swbfgamers.com/index.php?topic=12191.0

It might help bypass the collision primitives issue.

Failing that, I wonder if an idea might be to turn it into two maps: the main city being one and the hangar/courtyard being another.
Well, SlipKiller's tool does not work at my old windows version and will be useless for me anyway. Collision primitive issue is easy to fix if I will use only usual collision at buildings so that is not a big problem for the map enviroment. But most likely I can't use a lot of vehicles which can't be exist without primitive collision. So it's could be mostly infantry map now. (The flyers are stay, so worried should not).
#90
SWBF1 Modding / Re: [WIP] Naboo: City of Theed
August 15, 2017, 08:41:29 AM
The City of Theed is slowly growing and already have a nice looks. 8)
[spoiler][/spoiler]
As you can see, I rebuild the palace backward landing pad and make it more movie like.[spoiler][/spoiler]
Well, I had to put something in to the new tower, so here we have a holo planets now...[spoiler][/spoiler]
As I planimg before, I add some interriors from SWBFEA.[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
Actually, this windowless corridors are very helpfull, since now I can make passways deep inside the palace.[spoiler][/spoiler]
The important part of the film - courtyard (ambush place).[spoiler][/spoiler][spoiler][/spoiler][spoiler][/spoiler][spoiler][/spoiler][spoiler][/spoiler]
By making it I discover third palace entrance (the other two was main entrance and secret passage). If you remember the movie, Qui-Gon Jinn, Obi-Wan Kenobi and Jar Jar Binks jump from the bridge on droid heads. But what are they doing on bridge? They can't get there only becouse they wish to make ambush, since they spotted a Queen Amidala, only when they already was upside. Seems they was there for some another reason. And those reason could be much clear if we watch deleted scene on YouTube. After they leving bongo and possibly lost Jar Jar :(, they appear in front of third palace entrance from the right side of palace complex.[spoiler][/spoiler][spoiler][/spoiler][spoiler][/spoiler]
Actually, just like a Caserta Palace, this place is realy exist and calls Hever Castel Loggia. Possibly the third entrance was well guarded or just locked, so they most likely desided to get inside the palace by going up thru the near by buildings, like those courtyard bridge
So now we can manage to continue their unfinished way to the palace.[spoiler][/spoiler][spoiler][/spoiler]
Also I may say the meditation level is still minimal, but it increases with any new path, so perhaps I will be not able to put everything all in this map... Known bug for now: primitive collisions are freezeng the map, so yes they are also have a count limit :whip:. Carefull with them, guys...