Old Republic map pack Wip [Makeb released]

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Old Republic map pack Wip [Makeb released]

Postby ZoomV » Tue Jan 13, 2015 6:38 pm

I'm reworking this thread to become the ongoing WIP thread for my TOR maps.

MAKEB - PROGRESS
Needs a lot of retexturing, but I'm still working on the layout.
Hidden/Spoiler:
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Makeb concept art and swtor images that are being used as inspiration
Hidden/Spoiler:
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The original post.
Hidden/Spoiler:
Treefall


Treefall will be the second old republic map with the first being Belsavis: Icebound. When I started working on the design I wanted to try to stay away from the stalematedness that plagued Icebound. I also wanted to experiment with large changes in terrain height. With Treefall I believe I have achieved both, although I am still working on the visual aspects of the map.

Update 2/16
Gameplay Trailer is now available.


Old Republic Map pack part 1 has now been released


Note as mentioned in the Icebound thread this map will be released in a pack with Icebound 2.0.
Last edited by ZoomV on Thu Sep 10, 2015 7:31 pm, edited 14 times in total.

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Re: Alderaan: Treefall a Old Republic map and mod

Postby superimperial11 » Tue Jan 13, 2015 9:50 pm

This looks great! I am glad to see more of the Old Republic maps. :thumbs: . Will the other side have a sith warrior unlockable by points? As seen in the trailer?

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Re: Alderaan: Treefall a Old Republic map and mod

Postby AQT » Tue Jan 13, 2015 11:38 pm

Are you planning to add snowy mountains in the background? About time someone made a map based on the "Hope" trailer (I'm assuming)! :)

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Re: Alderaan: Treefall a Old Republic map and mod

Postby AvalancheMaster » Tue Jan 13, 2015 11:57 pm

TBH I don't expect "random junk" (such as the rusty tunnel) lying around Alderaanian forests. Anyway, looks good otherwise! Care to share more on the layout?

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Re: Alderaan: Treefall a Old Republic map and mod

Postby superimperial11 » Wed Jan 14, 2015 12:28 am

AvalancheMaster wrote:TBH I don't expect "random junk" (such as the rusty tunnel) lying around Alderaanian forests. Anyway, looks good otherwise! Care to share more on the layout?

That "rusty tunnel" is the hollowed tree from Endor.

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Re: Alderaan: Treefall a Old Republic map and mod

Postby AvalancheMaster » Wed Jan 14, 2015 12:32 am

superimperial11 wrote:
AvalancheMaster wrote:TBH I don't expect "random junk" (such as the rusty tunnel) lying around Alderaanian forests. Anyway, looks good otherwise! Care to share more on the layout?

That "rusty tunnel" is the hollowed tree from Endor.



My bad, then. I thought it's an asset from TCW (an old rusty tunnel).

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Re: Alderaan: Treefall a Old Republic map and mod

Postby superimperial11 » Wed Jan 14, 2015 1:08 am

AvalancheMaster wrote:
superimperial11 wrote:
AvalancheMaster wrote:TBH I don't expect "random junk" (such as the rusty tunnel) lying around Alderaanian forests. Anyway, looks good otherwise! Care to share more on the layout?

That "rusty tunnel" is the hollowed tree from Endor.



My bad, then. I thought it's an asset from TCW (an old rusty tunnel).


Haha. It's fine. I could see how you thought that. :D

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Re: Alderaan: Treefall a Old Republic map and mod

Postby ZoomV » Wed Jan 14, 2015 1:29 pm

AQT wrote:Are you planning to add snowy mountains in the background? About time someone made a map based on the "Hope" trailer (I'm assuming)! :)


It based on both the trailer and the appearance of Alderaan in SWTOR itself.

Reference pics.
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AQT wrote:Are you planning to add snowy mountains in the background?

I would like to, but I don't have modeling capabilities and my own GIMP skills are not up to my own standards so its been problematic. I vaguely remember someone else doing some mountain backgrounds that looked great, but I cannot remember where I saw that.

My biggest aesthetic concern right now is the cliffs in the actual playing zone. The current ones are cobbled together from endor and tatooine rocks, and look awful. Unfortunately I can't find any boulder assets that seem close to the reference pics.

cue cliff pic
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Lighting is a big pain too, right now its excessively green, and finding the right balance is proving a total pain. I'm also having foliage difficulties. I'm using the naboo: plains foliage from BF1 since that grass was the closest I could find to what you see in the pics. However the naboo grass has some issues
Hidden/Spoiler:
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AvalancheMaster wrote:Care to share more on the layout?

Hidden/Spoiler:
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Circles denote command posts. Red is Empire start, Blue is Republic start.

superimperial11 wrote: Will the other side have a sith warrior unlockable by points? As seen in the trailer?

As standard unit? No, definitely not. Force user classes are nearly impossible to balance as a unit as they tend to be either way overpowered or seriously underpowered. Besides I already have 7 different units. (the 4 standard units plus 3 asymmetric specials) I am considering putting Jedi and Sith in as the hero class, however I will need to find suitable models for that.

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Re: Alderaan: Treefall a Old Republic map and mod

Postby Marth8880 » Wed Jan 14, 2015 10:24 pm

Regarding the Naboo grass, use this code in the PRP file:

Code: Select all
Layer(0)
{
    SpreadFactor(0.5);
   Mesh()
   {
      GrassPatch("nab1_grass_close.odf", 30);
      File("editor_grasspatch_small.msh", 30);
      Frequency(100);
      Scale(1);
      Stiffness(0.0);
           ColorVariation(0.1);
           AIVisibilityFactor(0.75,0.9);
      CollisionSound("foliage_collision");
   }
}

This code in nab1_grass_close.odf:

Code: Select all
[GameObjectClass]      

ClassLabel      =   "grasspatch"
GeometryName   =   "editor_grasspatch_small.msh"


[Properties]      

MinSize = "1.3"
MaxSize = "1.5"
Alpha = "0.8"
NumParticles = "30"
MaxDistance = "40"
Texture = "nab1_grass"
NumParts = "6"
RadiusFadeMin = "3.4"
RadiusFadeMax = "3.5"
YOffset = "0.0"

DarknessMin = "0.5"
DarknessMax = "1.0"

FlatHeight = "0.2 0.3"
FlatSizeMultiplier = "1.7"
FlatFaceFactor = "0.22"

FlatCount = "2"
MaxSkew = "0.5"
SkinnyFactor = "0.6"

And these meshes and textures: https://dl.dropboxusercontent.com/u/384 ... 1_grass.7z

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Re: Alderaan: Treefall a Old Republic map and mod

Postby ZoomV » Wed Jan 14, 2015 11:10 pm

I put that in, and it looks much better. Thanks Marth.

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Re: Alderaan: Treefall a Old Republic map and mod

Postby commanderawesome » Thu Jan 15, 2015 3:28 pm

You can use the mountain background from the hoth assets.

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Re: Alderaan: Treefall a Old Republic map and mod

Postby Fives » Fri Jan 16, 2015 9:49 am

Its awesome.............i cant wait it for release.....i like the SWTOR Era

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Re: Alderaan: Treefall a Old Republic map and mod

Postby ZoomV » Fri Jan 16, 2015 10:43 pm

Is it possible to change the era names on the map select screen? I.E change Galactic Civil War to Great Galactic War

Also I finally got the faction balanced out. Or at least I think so since I lose every match regardless of faction. :?

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Re: Alderaan: Treefall a Old Republic map and mod

Postby Anakin » Sat Jan 17, 2015 6:28 am

have a look at the tree structure of the localize tool. There you can rename the era sides. There is an tutorial about how to rename an local side. It's simular to that.

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Re: Alderaan: Treefall a Old Republic map and mod

Postby ZoomV » Sat Jan 17, 2015 1:11 pm

Anakin wrote:have a look at the tree structure of the localize tool. There you can rename the era sides. There is an tutorial about how to rename an local side. It's simular to that.


I tried that awhile ago with Icebound and despite renaming every single reference to Galactic Civil War, it still comes up as GCW on map select

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Re: Alderaan: Treefall a Old Republic map and mod

Postby Anakin » Sat Jan 17, 2015 1:58 pm

But what have you changed?? and what do you want to change.
go to common.sides.all.longname/name/name_m to change the sides name
go to common.era.gcw/gcw_indent to change the era name

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Re: Alderaan: Treefall a Old Republic map and mod

Postby AQT » Sat Jan 17, 2015 2:45 pm

He's not trying to change the faction names. He's trying to change the era name on the Instant Action screen. To do that, the 1.3 patch documentation called Change an Era's and Game Mode's Name or Icon or Description will show you how. I don't advise changing the stock GCW era name, though, since it might cause all other maps with that era to use the new name.

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Re: Alderaan: Treefall a Old Republic map and mod

Postby ZoomV » Sat Jan 17, 2015 10:10 pm

Ah, I don't even have 1.3 installed. Is there any major reason to get it other than era naming?

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Re: Alderaan: Treefall a Old Republic map and mod

Postby Marth8880 » Sun Jan 18, 2015 12:04 am

Many. :P

Hidden/Spoiler:
Overview:
* Simple installation (can install to dedicated server too)
* Works online in multiplayer
* Compatable with the SWBF1 Conversion pack
* Supports unlimited new eras (only 5 can be displayed per map)
* Supports unlimited new game modes (only 14 can be displayed per map)
* Supports up to 11 custom user scripts (example: use a script to enforce dedicated server rules like 'no vehicles' and 'no CPs')
* Supports up to 11 custom Galactic Conquest campaigns
* Supports over 158 FakeConsole commands and displays their descriptions
* Includes player tracking, player teleporting, and causing the AI to follow certain players
* Replaces the (now outdated) mods: v1.2 patch, FC Mod, Era Shell, FreeCam, FakeConsole
* Allows disabling the award effects (just the graphical and sound parts, you still get their bonuses)
* Supports map preview videos
* Compatable with mod maps
* Extends and expands the cheat menu to MP
* Supports no-namer booting (non-server admins can boot them too)
* Allows you to become a no-namer without changing your profile
* Supports custom FakeConsole command by map modders
* Displays warning if over the game's 500 mission limit
* Allows Free Camera
* Allows directly setting the displayed side selection names (for modders)
* Supports custom map colors (can be removed from the menu)
* Has v1.2's new player models (can be removed from the menu)
* Has v1.2's new weapon models (can be removed from the menu)
* Has v1.2's BF1 cockpits (can be removed from the menu)
* Has v1.2's new HUD (can be removed from the menu)

FakeConsole:
* A correctly executed command turns light blue
* An errored command turns pink

Added Shortcut Keys:
* Close the FakeConsole list: 'Esc'
* Cancel (no) the prompt pop-up: 'Esc'
* Accept (yes) the prompt pop-up: 'Enter'
* Close team stats screen: 'l' (lowercase L)
* Select the team selection's auto-assign button: 'a'
* Select the team selection's auto-assign button: 'A'
* Select the team selection's team 1 button: '1'
* Select the team selection's team 2 button: '2'
* Select the team selection's auto-assign button: '3'
* Select the team selection's spectator button: '4'

Keys To Control FreeCam:
[Home] - Move camera up
[End] - Move camera down
[M] - Pause/Unpause the game
[Backspace] - Pause/Unpause the game
[+] - Speed up
[-] - Slow down

Keys To Control the FakeConsole list:
[Up] - Move the selection up one element
[Down] - Move the selection down one element
[Page Up] - Move the selection up 19 elements (one page)
[Page Down] - Move the selection down 19 elements (one page)
[Escape] - Close the FakeConsole list

Crashing Issues:
* Misuse of the FakeConsole commands may result in crashes
* Filling the cheatbox with spaces makes the game crash. I don't have a clue why...
* Galactic Conquest's Versus is completely untested (but should work...)
* Displays a warning if you have over 500 missions (The original game can only handle 500 modded missions. It crashes with FATAL when attempting to play a mission after about the first 500)

viewtopic.php?f=35&t=14483

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Re: Alderaan: Treefall a Old Republic map and mod

Postby jedimoose32 » Sun Jan 18, 2015 6:18 pm

This project looks really good. I've always wanted to see a map based on any of the SWTOR trailers too, and this certainly looks like it will exceed expectations. Keep it up!

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