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Messages - Satellite

#16
Requests / Re: HIstorical-Style Map
April 04, 2009, 10:25:58 AM
I wonder if this counts as "D-Day"...








I'll probably make the propellers an animated texture(By the way, that's a C-47 Skytrain, in case you didn't recognize it). Will model the interior when I can figure out how to make the doors without completely wrecking the shading...
#17
Requests / Re: HIstorical-Style Map
April 02, 2009, 06:33:38 AM
*cough*
Probably need to remodel that bunker though; I didn't model the interior...

EDIT: Oh yeah, if I attempt to accurately portray the cliffs, infantry may not even be able to get off the beach, so...

P.S. I'm putting these paragraphs up here because one would not be able to may not even see the text if I put it below the pictures...




#18
Jedikiller: The main problem I have with command vehicles is that the AI won't have a clue as to what to do in the context I'm using the command posts in(I'm trying to make a map that involves parachuting from a plane). I was hoping to make the command post follow a set path. Oh well.

The_Pi: I believe I did not encounter this 'slowed fall' effect before because I forgot to change the JetEffect from 'Hover' to 'Darktrooper_jetpack'. Oops... Sorry for wasting your time typing that out...

I think the fall damage is calculated from the speed of the object(or at least it would make more sense in the following context)- I jumped my normal trooper off a 200m cliff, then activated its jetpack just before hitting the ground, so its health was reduced by half, as opposed to dying instantly.
#19
SWBF1 Modding / Moving command posts and fall damage
March 21, 2009, 01:25:23 AM
I, once again, have several questions about several aspects of SWBF.

1. Is it possible to make a moving command building?

2. Is it possible to slow the rate at which the player falls?(jetpacks seem to counteract the force of gravity by default)

3. Is fall damage calculated from the height from which the player falls or is it calculated from the speed at which the player is falling?

4. Is it possible make an object that moves other than through an animation?
#20
QuoteAn untitled project simply entitled "Project X" that is rumored to be Star Wars: Battlefront III
QuoteThe Brisbane Team, which is currently working on project X. Pandemic Studios is not producing Destroy All Humans! 3.
QuoteIn February 2009, office in Brisbane, Australia has been shut down.

Source: //http://en.wikipedia.org/wiki/Pandemic_Studios

P.S. Where did this come from?
QuoteAfter the recent leaked footage - which we'd thought to be in-game, but since turned out to be pre-rendered
#21
//http://starwars.wikia.com/wiki/Image:Hansoloprofile.jpg
//http://starwars.wikia.com/wiki/Image:HanEndor.jpg
//http://starwars.wikia.com/wiki/Image:HanBlasterHoth.jpg

Out of curiosity Hardcore, why is your reinforcement counter, pardon the informality, out of whack? And were you playing on a custom map?
#22
SWBF1 Modding / Re: On the 'lifetime' of Debris/Wreckage
February 27, 2009, 11:27:19 PM
I wasn't going to make a destructable command post; I intended to make a neutral building that collapses onto itself when destroyed. One more question: can animations be created in the XSI Mod Tool then exported using the Pandemic MSH Exporter?
#23
SWBF1 Modding / Re: On the 'lifetime' of Debris/Wreckage
February 27, 2009, 07:56:01 PM
The_Pi: I remember colliding with a piece of wreckage once, and as a result, my vehicle suffered damage, so I believe the wreckage is solid.

Interestingly, the animatedbuilding class has a destroyedgeometryname property. The Armedbuilding class also has the destroyedgeometryname, chunkgeometryname and other properties associated with chunks(debris). I also found these properties:
StickBuildingDead
StickBuildingUnbuilt

Under the bullet class. Commandarmedanimatedbuilding class also has the DeathAnimation poperty. There is also a destructablebuilding class. All this is from the odf guide.

Also, would it be possible to spawn a prop with the geometry of a piece of wreckage upon the destruction of a vehicle?
#24
SWBF1 Modding / On the 'lifetime' of Debris/Wreckage
February 26, 2009, 01:35:50 AM
Dear modders,

  I have 2 questions pertaining to debris and/or wreckage. Any assistance which you may offer is greatly appreciated.

1. Where may I find the parameters which determine the 'lifetime' of a piece of wreckage?

2. Would it be possible to make wreckage a permenant feature of a map?

3. Would it be possible to spawn wreckage from a destroyed building? And if so, how may I implement it?


  Thank you for your time.
#26
I felt that the map Naboo: Theed had a strange layout. The depiction of Theed, I felt, was underwhelming as the city seemed to be rather small and confined. Furthermore, the player cannot enter any of the buildings, denying one a higher level of strategic gameplay and further adding to the sense of "claustrophobia".

In general, I felt that underground tunnels were underused in all maps containing them and lacked depth, in a strategic sense(although the Hoth map suffered from this less as it was possible to access more locations through the network of tunnels).
#27
Dear modders of Mac-PC Gamers, how may one import custom models into a form usable by SWBF other than through Softimage|XSI?
#28
Thank you for the download link. Your help is greatly appreciated.
#29
Can you give me the link to the file(s)? I can't seem to find the download.
#30
Out of curiosity, what is the BoPC fix for the ZeroEditor?