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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Re: Alderaan: Treefall a Old Republic map and mod (released)

Postby TWINKEYRUNAWAY » Sun Mar 01, 2015 8:02 pm

Actually Action morales is a little cheaper & you get better fps. For me at least, fraps file sizes are super huge. Ill go ahead & deffinally take your advice on the frame rate cap, thanks bro. Right now I think ill wait on the machinima though.

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Re: Alderaan: Treefall a Old Republic map and mod (released)

Postby THEWULFMAN » Mon Mar 02, 2015 12:09 am

TWINKEYRUNAWAY wrote:For me at least, fraps file sizes are super huge.



That's because unlike something like Bandicam, Fraps doesn't compress video on the fly. Which is why it's less resource intensive than Bandicam is. Bandicam is constantly compressing the video while also recording the video.

This results in larger file sizes and higher quality video. If you don't have the HDD space, it can be an issue.

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Re: Alderaan: Treefall a Old Republic map and mod (released)

Postby Marth8880 » Mon Mar 02, 2015 12:17 am

^Exactly, for the most part. If your game is installed on the same hard drive that's being written to and you're getting performance issues while recording with Fraps, it's because Fraps uses a crap ton of your hard drive's write-bandwidth so it can write the raw video data to the disk.

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Re: Alderaan: Treefall a Old Republic map and mod (released)

Postby ZoomV » Sat Mar 07, 2015 8:17 pm

So have some new shinies.

New cliff and rock textures. Also a lot of the rocks on treefall and icebound are higher rez. I had forgotten that all the BF1 assets come with -compress in the tga.option.
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Unfortunately I cannot seem to get the tat canyonwall meshes to take specular or bump mapping. :cpu:

Republic troopers have been specular mapped. I found that having a pure white 255 specular map over the visor makes a really nice effect. I applied that to the imperial units as well although its far less noticeable on them.
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Re: Alderaan: Treefall a Old Republic map and mod (released)

Postby jedimoose32 » Sun Mar 08, 2015 2:21 am

Nice new specular map! You're right, the visor effect is nice.

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Re: Alderaan: Treefall a Old Republic map and mod (released)

Postby ZoomV » Fri Mar 13, 2015 11:17 am

New lighting effects
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I tried animating the spotlights in ZE, however apparently that only moves the prop that emits the lights, but not the effect itself.

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Re: Alderaan: Treefall a Old Republic map and mod (released)

Postby jedimoose32 » Fri Mar 13, 2015 1:49 pm

Nice effect, definitely adds to the environment of the maximum security facility. Might I suggest adding something to each of those towers that would be a believable source for the lights? (I mean, right now I guess they could be coming from somewhere inside the towers...)
Something simple like this:
Image
Also maybe making the cone angle for the lights a bit wider might look a bit better. Most search lights are able to light up an area of at least 3-5 meters (or yards) across. That's obviously an artistic decision you have to make, just a suggestion on my part. :)

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Re: Alderaan: Treefall a Old Republic map and mod (released)

Postby ZoomV » Fri Mar 13, 2015 3:03 pm

There is actually a spotlight source, which was what I was referring to with the prop comment. However the light bloom from the tower itself tends to obscure them at long distances.

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Re: Alderaan: Treefall a Old Republic map and mod (released)

Postby jedimoose32 » Fri Mar 13, 2015 3:04 pm

Oh okay. My bad. :)

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Re: Alderaan: Treefall a Old Republic map and mod (released)

Postby AQT » Fri Mar 13, 2015 7:32 pm

ZoomV wrote:I tried animating the spotlights in ZE, however apparently that only moves the prop that emits the lights, but not the effect itself.

This might help: viewtopic.php?p=436426#p436426

Also, have you considered using a model for that road leading into the facility instead just a terrain texture? I'm pretty sure the DMI Prefab Pack already has such a model if you're interested.

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Re: Old Republic map pack Wip

Postby ZoomV » Sun May 31, 2015 4:26 pm

AQT wrote:
ZoomV wrote:I tried animating the spotlights in ZE, however apparently that only moves the prop that emits the lights, but not the effect itself.

This might help: http://gametoast.com/viewtopic.php?p=436426#p436426

that did the trick.

Also, have you considered using a model for that road leading into the facility instead just a terrain texture? I'm pretty sure the DMI Prefab Pack already has such a model if you're interested.


I can't seem to scale the road to what I have now, and I'd rather not rip up the entire prison section to accommodate the object. In other news I got rid of the bumpy texture on the road. Apparently bump maps are applied through multiple terrain layers.




----------------

Visual Upgrade Changelog
-Treefall should now perform better on some machines
-Treefall has had some lighting and texture changes
-Treefall's ambient forest sounds has been changed to a more appropriate forest sounds.
-Icebound's lighting has been completely revamped
-Imperial Soldiers now have better textures
-Republic Soldiers are now specular mapped.
-Republic Officer's pistol no longer has a accuracy reduction the more it is fired.
-The Operative's stealth effect is now fixed.
-Faction friendly NPC sides such as the Sith Warriors no longer spawn when the enemy team's reinforcements get low.
-The spawn rates of the Prison Guards and Escaped Prisoners on Icebound have been adjusted.
-Damage dealt by Prison Guards and Escaped Prisoners has been reduced.


See release thread for download.
------------------



Now with that out of the way I can now focus on new stuffs.

UPDATE

new stuff coming
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EDIT
This project has not been abandoned.

Needs a lot of retexturing, but I'm still working on the layout.
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The OP is updated with these images and you can also see the concept/inspiration images for Makeb in the OP

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Re: Old Republic map pack Wip

Postby Generalfacu » Sun May 31, 2015 5:38 pm

I'm glad you are still working on this mappack! I've been playing a lot Treefall and Icebound lately.

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Re: Old Republic map pack Wip

Postby Sandtrooper956 » Sat Jun 20, 2015 9:34 pm

You may of already been asked this so i'm sorry if you have but do you plan on adding heroes?

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Re: Old Republic map pack Wip

Postby Isaac1138 » Sat Jun 20, 2015 11:26 pm

I thinkyou shoulsat use less bf2 assets (already there) as least as possible. It will look better, the mod has much potential, it just looks like the map looks like an old bf2 map

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Re: Old Republic map pack Wip

Postby Sandtrooper956 » Sun Jun 21, 2015 11:13 am

Not really, I think he should just use whatever looks good with the map. He should use the assets he needs. Just because they are stock doesn't mean they are bad.

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Re: Old Republic map pack Wip

Postby atm101010 » Thu Jul 02, 2015 11:40 am

Is it possible for you to make different sides for each map? Just curious.

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Re: Old Republic map pack Wip

Postby ARC1778 » Thu Jul 02, 2015 10:15 pm

Isaac1138 wrote:I thinkyou shoulsat use less bf2 assets (already there) as least as possible. It will look better, the mod has much potential, it just looks like the map looks like an old bf2 map



I think getting a working version out is more important than looking pritty, it can always be improved later?

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Re: Old Republic map pack Wip

Postby ZoomV » Wed Aug 05, 2015 12:00 am

Isaac1138 wrote:I thinkyou shoulsat use less bf2 assets (already there) as least as possible. It will look better, the mod has much potential, it just looks like the map looks like an old bf2 map


I use stock assets because.

a) They look better than 95% of modder's resources
b) They aren't buggy
c) They fit the bill - finding custom models that fit my purpose is rare to the extreme.

I'm not a artist, I will upgrade visuals where it is convenient to do so, but I'm here for the gameplay not the aesthetics.

Sandtrooper956 wrote:You may of already been asked this so i'm sorry if you have but do you plan on adding heroes?

I've prototyped a hero unit for it. At this point however I have not decided if I am going to go through with it, especially since the final map of the trilogy still requires major work. I will not delay it just to put in a half-done hero unit.

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Re: Old Republic map pack Wip

Postby Kingpin » Wed Aug 05, 2015 11:49 am

ZoomV wrote:I've prototyped a hero unit for it. At this point however I have not decided if I am going to go through with it, especially since the final map of the trilogy still requires major work. I will not delay it just to put in a half-done hero unit.

When it comes to TOR heroes, I knew a thing or two.... Diet Dr. Pepper. I would have sent you all of my Sith Wars assets if I still had them, sadly, I don't.

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Re: Old Republic map pack Wip

Postby ZoomV » Thu Aug 06, 2015 12:09 am

To prove that I'm actually doing stuff
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