What with that Zombie map in the "Oh let's mess around a bit and release it later stage" I am going to have a go at creating an exciting flying city, as a sort of hybridisation of B:CC and B:P.
I am currently in the process of drawing up a city plan... basically somewhat reminiscent of CC, with some landing areas for ships, but I'm basing much of it from the concept art book I have.
The base platform shall be one of the Bespin Platforms maxed out to a much larger size, upon which the city will be build.
In addition there will be other gas mining platforms around for players to explore if they manage to get a ship (and will make excellent sniping spots).
This is an immense project and will probably take a good while... I also need to find another modder to do all the boring stuff like regions and that.
Current progression
70%!
(https://dl.dropbox.com/u/38022982/Skins/cloudcity.png)
Cool !
The map layout is finished, all the routing, regions and stuff have also been completed.
Next up is to add details to the main platform, making it look more like Cloud City and the final stage is replacing the stock textures with my own.
it looks quite epic sir
Thats a great idea! Send it over and I'll do the boring stuff.
Quote from: Snake on July 29, 2012, 12:17:00 PM
Thats a great idea! Send it over and I'll do the boring stuff.
Okay doke!
I shall put some finishing touches on the map... which will take another few days.
Shazam is helping with the sides... such as replacing the Rebels with the Cloud City security forces!
I will probably take out the clones on CW and replace them with the locals, too.
I can't work on it til tomorrow. It would be greatly appreciated if someone could find that link for me so that I wont have to find it and get right to the good stuff.
(the Bespin security assets would most likely be on GT)
Thanks! :)
Quote from: ✫Şђã·Żäм✫ on July 29, 2012, 01:40:23 PM
I will probably take out the clones on CW and replace them with the locals, too.
I can't work on it til tomorrow. It would be greatly appreciated if someone could find that link for me so that I wont have to find it and get right to the good stuff.
(the Bespin security assets would most likely be on GT)
Thanks! :)
And if they don't already exist I'll just make some.
If you increase platform size, the floor texture, increased to, and probably look's not very realistic. I may suggest you, rise your terrain, and use it as floor. Then, use terraincutter, and remove all of no needed rest of terrain.
I know they "exist" somewhere. They are used in Abridon, and some custom Bespin maps different people have made.
It may be one of those things that just require the time to look for them somewhere.
That part may take longer than the actual modding. :P
Quote from: Sereja on July 29, 2012, 01:45:06 PM
If you increase platform size, the floor texture, increased to, and probably look's not very realistic. I may suggest you, rise your terrain, and use it as floor. Then, use terraincutter, and remove all of no needed rest of terrain.
Now that is a very good idea. It shall also allow me to do certain things I couldn't do on the flat surface, such as having city levels and including underground portions (the chamber).
Thanks Sereja!
Your welcome! I think, it will be fun to play.
All Bespin maps need a chamber, it's just not right without it. :P
Hope all things go smoothly without any problems! :)
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EDIT: I can't find the Bespin Security Force assets. I searched GT, SWBF Filefront, any suggestions?
QuoteEDIT: I can't find the Bespin Security Force assets. I searched GT, SWBF Filefront, any suggestions?
Post here http://www.swbfgamers.com/index.php?topic=4946.0 (http://www.swbfgamers.com/index.php?topic=4946.0) requesting "SWBF Renewed Bespin Local Assets".
Currently re-skinning Rends' Coruscant Assets so I can have more indoor areas of the map.
I guess I will just work on everything except the locals, for now.
Do you mind if I tinker with the unit speeds? I won't put them too high, so they don't 'hover'. I just want the rebs to be a little faster than the emps, and the emps to have more powerful weapons.
I think it would seem more realistic if the empire had stronger weapons, since they did in Star Wars. To balance it out, I think making the rebs faster would be a good counter.
What do you think?
If we do change them, Ill make sure the sides are balanced.
--
EDIT:
Maybe if the rebels were made faster and more accurate, and the Empire was made slower with more health and stronger weapons?
Quote from: ✫Şђã·Żäм✫ on July 30, 2012, 08:34:15 AM
I guess I will just work on everything except the locals, for now.
Do you mind if I tinker with the unit speeds? I won't put them too high, so they don't 'hover'. I just want the rebs to be a little faster than the emps, and the emps to have more powerful weapons.
I think it would seem more realistic if the empire had stronger weapons, since they did in Star Wars. To balance it out, I think making the rebs faster would be a good counter.
What do you think?
If we do change them, Ill make sure the sides are balanced.
--
EDIT:
Maybe if the rebels were made faster and more accurate, and the Empire was made slower with more health and stronger weapons?
Test and see what happens.
Quote from: Regent on July 30, 2012, 08:49:11 AM
Test and see what happens.
Ok, so I just tested the ideas:
-I gave the Rebels more accurate weapons
-I made Rebels faster, but not to the point of 'hovering'
-I gave Empire stronger weapons
-I made Empire a tad slower
-I gave Empire more health
Honestly, I didn't like it. I don't think they should be changed. I think if unit speed, health, reload, weapon damage, or anything to that nature is changed; both sides should be made the same. I have a feeling this map is going to be used by many people, and it would probably be more likable if those sort of things stayed the same. :)
--
EDIT: Well, I have the assets now. (Thank you, SK) Unfortuanally, it is too late for me to work on that for today. I am super busy tomorrow, but I will try to do it then. If not, then it will get done Wednesday for sure.
This map's looking good! It definitely reminds me of the Elite Squadron version of Bespin, but in a good way. I have no doubt this will be a great map.
Quote from: ggctuk2005 on July 31, 2012, 11:01:45 AM
This map's looking good! It definitely reminds me of the Elite Squadron version of Bespin, but in a good way. I have no doubt this will be a great map.
Wonderful, that's the exact reason and inspiration for why I wanted to make it!
New image:
(https://dl.dropbox.com/u/38022982/Skins/cloudcity.png)
Will there be air vehicles in this map?
Quote from: {TcF}Dr.Penguin on July 31, 2012, 12:36:28 PM
Will there be air vehicles in this map?
There are several air vehicles in higher areas, making them difficult to get to... so they are rewards if you can get to them.
In addition there is an Imperial Troop Transport in the lower levels and an ATST (which has a limited range of areas it can access, thus preventing vehicle spam).
Cool! Regent you are very good at recreating movie accurate sides, skins and maps!!
When you release it could give the rebels urban uniform to make it... AWESOME!!!!
I dont think I can do the map for you Regent. I'm gona try to finish Utapau then I think I shall retire..
Quote from: Snake on August 13, 2012, 09:59:02 PM
I dont think I can do the map for you Regent. I'm gona try to finish Utapau then I think I shall retire..
Okay doke.
Unfortunately despite Phobos' extremely helpful work into this, my own mod tools are somehow unable to register LUA changes. I shall either pass on the project onto someone else, or just release the whole data mod folder.
Quote from: Regent on August 14, 2012, 01:03:22 AM
Okay doke.
Unfortunately despite Phobos' extremely helpful work into this, my own mod tools are somehow unable to register LUA changes. I shall either pass on the project onto someone else, or just release the whole data mod folder.
Give it here I'll straighten that project out. Hopefully.
https://dl.dropbox.com/u/38022982/Skins/Databes3.zip
158.6 MB
That is the folder without Phobos' LUA changes.... his LUA and sky file that he also changed can be found here...
https://dl.dropbox.com/u/38022982/Skins/bes3.7z
If it's too much for you, don't worry and if you do decide that the task is reasonable take as much time as you like.
If anyone else wants a go at it.. well the more the merrier!
Gah, stupid X-Axis. The way I see to fix the problem would be to go through the world file and invert all the objects x-axis positioning. Don't ask me which of the three values means which I haven't studied it enough. I may get to it, but I am busy with other stuff.
It's okay if I try to finish the map for my mod as well (I'm gonna add some things), right?
Quote from: jdee-barc on August 21, 2012, 02:37:10 PM
It's okay if I try to finish the map for my mod as well (I'm gonna add some things), right?
Jdee you do know this maps object positioning is epically screwed up right? It for all intents and purposes the layout was done.
...really? I opened it up in Zeroedit and it looked more or less right. ??? Or did I not look close enough? I haven't played around with it yet but if there is something seriously wrong that I'm not seeing I'll hold off on it.
All maps models are screwed up unless you add.
FlipModelX = 1
to the end of config.ini in your DataMODID folder. That is the way to see what positions map models will appear ingame.
Quote from: SleepKiller on August 21, 2012, 03:07:50 PM
All maps models are screwed up unless you add.
FlipModelX = 1
to the end of config.ini in your DataMODID folder. That is the way to see what positions map models will appear ingame.
Yes I discovered this through trial and error months ago and it has been useful ever since but it still didn't fix the bes3 problem with unit 33's map. In zeroeditor the buildings look normal but in game they are shifted around. That hasn't happened before with any of my mod maps.
Quote from: Phobos on August 21, 2012, 04:05:53 PM
Yes I discovered this through trial and error months ago and it has been useful ever since but it still didn't fix the bes3 problem with unit 33's map. In zeroeditor the buildings look normal but in game they are shifted around. That hasn't happened before with any of my mod maps.
Because he placed them without the line added. They have stuff up positioning, it isn't a magic fix for the problem. It is a way to stop the problem from happening. Sadly it looks like the objects will have to be moved back to there correct positioning manually.
It would be nice if we could find whatever it is in zeroeditor that removes this line from the config.ini (I have had to re-add it to the file numerous times while editing the same map) and find a way to disable it.
Quote from: Phobos on August 21, 2012, 04:25:35 PM
It would be nice if we could find whatever it is in zeroeditor that removes this line from the config.ini (I have had to re-add it to the file numerous times while editing the same map) and find a way to disable it.
Set the file to read only then Zero Editor can't rewrite the file.
Quote from: SleepKiller on August 21, 2012, 04:30:53 PM
Set the file to read only then Zero Editor can't rewrite the file.
Ah yes :XD: