Is it possible to add water to a map as part of a skin? The water doesn't need any properties other than it just sitting on the map. No sound, no death in deep water... none of that. Just wanted to use water as a visual effect in one's own skin.
===
Oasis Mos Eisley - Map Checklist
Incomplete
Add Foliage (Vines, Grass, Trees, etc.)
Ankle-height Flooding
Add the "must-have" Skiff
Remove background Buildings
(Possibly More to come)
Completed
...
Adding something to a REskin can cause crashes if im not wrong
Surely not... But if so, you're saying it would have to just be a seperate map?
props with water could probably be added with no issues, adding water tile to map might break OC but i dont think the Yavin Flooded Temple crashes (adding more water when it's already there) so it might work.
Quote from: Phobos on December 14, 2014, 06:22:51 AM
props with water could probably be added with no issues, adding water tile to map might break OC but i dont think the Yavin Flooded Temple crashes (adding more water when it's already there) so it might work.
So, would flooding Mos Eisley work? The water is only going to be at about ankle-height for all the normal characters of the game.
Quote from: Ultimo on December 14, 2014, 07:46:10 AM
So, would flooding Mos Eisley work? The water is only going to be at about ankle-height for all the normal characters of the game.
it will work as a mod map, not sure about OC replacements.
Alright, that's fine I suppose. I'm working on making a flooded mos eisley, but giving it a more luscious, oasis-like tone.
Quote from: Ultimo on December 14, 2014, 07:50:51 AM
Alright, that's fine I suppose. I'm working on making a flooded mos eisley, but giving it a more luscious, oasis-like tone.
nice, i can add it to the list for features for mos skin changer if you are reskinning it too (though im not sure if the water can be toggled as rain or snow). there's currently 17 skins on that list, 11 of which are finished.
Awesome. I'm not quite started yet, just got (almost) the whole plan thought out in my head. I'm gonna need some palm trees, for sure...
EDIT: Found those palm tree assets you uploaded. http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=606
Thanks Phobos! Thanks Lord Bandu!
EDIT 2: Anyone know where I can find a Vine asset (if it exists...)
If you want I can also upload the small palm tree in a pot model that repcom built (featured in night of the living dead). This map sounds like it would be even more fun if you replace the AT-ST walker spawn with a skiff.
I think that would be a good idea. Man, it's been a long time since I played Mos with vehicles, I had forgotten there's a spawn for one! Haha
Yeah, I think I could put a skiff in there. I should see about a somewhat central point on the map to put it, so both teams could reach it at about the same time, if not fight over it. -----But, that brings up whether or not it won't be assigned as a team vehicle... Oh wow there's a lot to think about
Quote from: Ultimate Christmas on December 14, 2014, 08:29:06 AM
I think that would be a good idea. Man, it's been a long time since I played Mos with vehicles, I had forgotten there's a spawn for one! Haha
Yeah, I think I could put a skiff in there. I should see about a somewhat central point on the map to put it, so both teams could reach it at about the same time, if not fight over it. -----But, that brings up whether or not it won't be assigned as a team vehicle... Oh wow there's a lot to think about
You don't even have to open ZeroEditor to swap vehicle spawns. Just open
tat2_Design.lyr and search for "com_item_vehicle_spawn". Then you can change the values to spawn a skiff (or anything else) for any faction like this:
old code
Object("", "com_item_vehicle_spawn", 106958703)
{
ChildRotation(0.887, 0.000, 0.462, 0.000);
ChildPosition(-332.232, 15.486, -66.422);
SeqNo(106958703);
Team(0);
NetworkId(-1);
Layer(1);
ControlZone("CP7");
SpawnTime("45.0");
ExpireTimeEnemy("20.0");
ExpireTimeField("40.0");
DecayTime("10.0");
ClassAllATK("");
ClassCISATK("");
ClassImpATK("imp_walk_atst");
ClassRepATK("");
ClassLocATK("");
ClassHisATK("");
ClassAllDEF("");
ClassCISDEF("cis_hover_aat");
ClassImpDEF("");
ClassRepDEF("");
ClassLocDEF("");
ClassHisDEF("");
}
new code
Object("", "com_item_vehicle_spawn", 106958703)
{
ChildRotation(0.887, 0.000, 0.462, 0.000);
ChildPosition(-332.232, 15.486, -66.422);
SeqNo(106958703);
Team(0);
NetworkId(-1);
Layer(1);
ControlZone("CP7");
SpawnTime("15.0");
ExpireTimeEnemy("20.0");
ExpireTimeField("40.0");
DecayTime("10.0");
ClassAllATK("Tat_hover_skiff");
ClassCISATK("Tat_hover_skiff");
ClassImpATK("Tat_hover_skiff");
ClassRepATK("Tat_hover_skiff");
ClassLocATK("");
ClassHisATK("Tat_hover_skiff");
ClassAllDEF("Tat_hover_skiff");
ClassCISDEF("Tat_hover_skiff");
ClassImpDEF("Tat_hover_skiff");
ClassRepDEF("Tat_hover_skiff");
ClassLocDEF("");
ClassHisDEF("Tat_hover_skiff");
}
Quote from: Ultimate Christmas on December 14, 2014, 07:55:43 AM
EDIT: Found those palm tree assets you uploaded. http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=606
Thanks Phobos! Thanks Lord Bandu!
EDIT 2: Anyone know where I can find a Vine asset (if it exists...)
attached the palm tree by RepCom to this post.
also the vines might be on dagobah BF2 assets.
Oh cool, thanks Phobos!
I'll have to look into bf2-bf1 conversions, but anyways thanks for telling me where I can find it. ;)
Quote from: Ultimate Christmas on December 14, 2014, 10:31:20 AM
Oh cool, thanks Phobos!
I'll have to look into bf2-bf1 conversions, but anyways thanks for telling me where I can find it. ;)
U dont need conversion of these things
Hope to see ur mod finished and released
Oh cool, now I don't have to worry about that. Haha
Thanks Anyder, I'll keep workin' it out.
how's it going ?
Still short of the computer I need. I've got written down just everything I need, and what I'm gonna do with it, but nothing is happening until the 25th or so when I'll probably get my PC back and get off this dang laptop.