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Messages - Red04SWBF

#46
Welcome Center / Re: Greetings, companions
June 30, 2019, 10:44:39 AM
Welcome! ;)
#48
I tried the map. I think it's a good idea to dare to make a map with cross-era compatibility, but the design seems very simple to me. I cannot judge much further since you just started using ZeroEditor, the use of stock items on the map seems fine (although a new element is always welcome) but the layout of the buildings, CPs, in general, you could improve it much more.

Here are some tips for improving the map that could be useful:

-As KomissarReb said, try adding the remaining sides that are missing as local sides (CIS in CW and Alliance in GCW). And if possible, change the locals CPs by the invisible ones to avoid confusion, since locals use the default color yellow.
-Try that the buildings are not so separated from each other. If you want you can make a main avenue(s), and from time to time make streets between these buildings. Nor would it be wrong to limit the action area of the map using walls and placing some buildings in the surroundings (this is not strictly necessary, just look at the design of Mos Eisley).
-Change the terrain textures by the same ones used in Mos Eisley. It will give a more natural and smooth color to the map.
-When killing a unit from the local side usually the name of the member appears (Gamorrean, Tusken Raider, etc.). I would change this to another, more suitable name using Localization Tool (Project -> Open Project -> <ModID> -> Localize <ModID>).
-Adding some vehicles. This is up to you, but in big maps as yours there's vehicle spawn points.
-Adding more turrets, by the same way/style Mos Eisley has.
-I don't want to go into many more details, but I think it wouldn't be bad to include paths/barriers on the map too. Both elements make the AI follow the paths of the map and avoid obstacles.

Otherwise the map is fine, I like that the sky is at night. Keep it up! ;)
#49
Quote from: wsa30h on June 25, 2019, 09:21:30 AM
Thanks man that helped.
here is a preview of my upcoming map if your interested in testing it out.

Ty, I'll look forward to test it. 8)
#50
Select the region to modify, keep the Z key pressed and then drag the mouse holding it down (left button for X axis, right button for Y axis and mid-button for Z axis).
#51
Quote from: AnthonyBF2 on June 12, 2019, 08:17:31 AM
Red04 have you solved this yet?

Not yet, I wanted to fix it but I haven't had much time. I was also looking for a tutorial explaining how to envelope a unit model because it seems it's the way to correct it.

By chance, do you know any tutorials about this?
#52
Quote from: NoBody20026 on June 08, 2019, 01:16:45 AM
Try remove envelope of model and do it again it could take time but it will fix model

Sorry if I ask, but is there a tutorial about the enveloping process after remove it?
#53
I've modified a MSH unit model with XSI Softimage, what I have done has been to remove some parts from one of the override texture by node selection (it seems that the parts were joined together), and once this is done I have selected the DummyRoot and exported it. But testing in-game, the model appears deformed:



Is there any way to correct this?
#54
Welcome Center / Re: Hello
June 04, 2019, 05:52:49 AM
Welcome!  8)
#55
Quote from: DylanRocket on June 03, 2019, 02:22:07 PM
An easy workaround is to simply place the CP far enough below the ground so that it can't be seen without the use of the Free Camera or glitches.

Oh, it's right. I forgot you can do that.  :slap:
#56
Yep. You can find it on this location from your BFBuilder folder: Data<ModID>\Common\ODFs\com_bldg_invisible_controlzone.odf

I must point out that when using it, it works like any CP, but only the light beam and the hologram disappears as when I tried it. However, I think there should be a way to make the MSH of the projector on the floor invisible if the game uses hidden CPs for spawning local units.
#57
Welcome Center / Re: Ni Hao
June 01, 2019, 12:57:19 PM
Welcome back!  :D
#58
I didn't notice turrets could be used! :slap:

[spoiler]
Nice trap! :P
[/spoiler]
#59
Very nice map! Space maps have always fascinated me. :tu:
#60
I've found a fix which might work for some other mods which use stock sounds included in a .sfx file during their development. I copy/paste the Sound folder located in "Star Wars Battlefront\GameData\Data\_LVL_PC" to "Star Wars Battlefront PC Dedicated Server\Data\_LVL_PC". I tried this and worked when I hosted the mentioned maps.

Edit: I've fixed it, just removing each sound folder from the AddOns located in Server Management folder. The soundbanks don't need to be loaded here again.