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Twilight of the Republic


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#41 Ed Of The 3rd Kind

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Posted 17 February 2009 - 03:16 PM

Ya I getcha but it was just a mockup of the feel I was going for. Thanks for the info on the Star Wars stuff, there is a wealth of 3d models out there but they are hugely high poly, alot of them having reached over 200,000 polys and it wouldn't feel right to res it down without permission, n'or would I use their textures to make my own models. There are a few vehicles which I will have to make on my own all right though but they are more the unpopular ones as pretty much all the popular vehicles are covered.

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#42 Lauri

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Posted 17 February 2009 - 03:25 PM

The trail of the lightsabers is quite possible, but you'd have to "reanimate" all the anims, to add a bone or two.. :p

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#43 robnkarla

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Posted 17 February 2009 - 04:35 PM

For the lightsabers to appear and disappear I'd use something similar to Frodo's sting. When enemies are near, you show the lightsaber using the sense_enemy to grant/remove an upgrade to hide/show the glow.

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#44 m@tt

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Posted 17 February 2009 - 05:17 PM

@ Ed - I was talking about the parchment palentir not your image :p
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#45 Ed Of The 3rd Kind

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Posted 17 February 2009 - 05:36 PM

I'll have a look at it, I was just going to add the hide sub object code to all of the anims to hide the saber blade but keep the sabers in hand. There is a problem though and I think it has to do with shaders, that for some reason if the unit is standing in front of a structure or a very dark background then the saber disappears, something that's been happening to me, seems to be most obvious with the red version.

Also, do you guys know where I would find a place to code in a new projectile, I want to change the arrows to laser beams. I understand that I could go and take out the garrow.tga and replace it with a texture detailing the bew laser but I want to keep everything as is, just add it for these factions.

Below is a temporary model I made for a cloning factory, we hope to eventually allow for a moveable fortress, the fortress will still spawn on location however the difference is it can move about the map very slowly and will have limitations, so for example the CIS will have the Coreship as a base and if the CIS player so chooses they can move the base around the map with limited movement somewhat like the radius of the Balrogs jump, however in order to keep things from going over board perhaps the "fortress" cannot cross bodies of water and because there are bodies of water on every map this would prevent people from taken their fort and attacking the other guys fort which would pretty much end the game fairly quick. Of course if this were possible then I'm guessing we'd be doing away with fortress expansions but keep fortress upgrades. I believe that this would open up a huge amount of strategy and keep the gamer guessing and it would make scout units more employable due to the fact the there is no definite way of knowing where the fortress is unlike normal BFME maps.

So in summary
How do I change the projectiles using code?
What does everyone think of the prospect of using unit producing ships instead of stationary structures?

@ Matt, ya well mine could use some improvements as well :p

and if you're wondering about the huge console at the left hand corner of the clone facility well I was kinda thinking of putting a Kaminoan tapping away at it, and in the bacta tank type thing at the back a suspended body of a clone.

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Edited by Ed Of The 3rd Kind, 17 February 2009 - 05:37 PM.

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#46 Clement

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Posted 17 February 2009 - 06:30 PM

I'll have a look at it, I was just going to add the hide sub object code to all of the anims to hide the saber blade but keep the sabers in hand. There is a problem though and I think it has to do with shaders, that for some reason if the unit is standing in front of a structure or a very dark background then the saber disappears, something that's been happening to me, seems to be most obvious with the red version.


Yeah I saw that in your screenshot, from memory in your w3d material just enable the static sorting level and set it to a level 5 (5 is just to bypass the others..)
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#47 Ed Of The 3rd Kind

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Posted 17 February 2009 - 08:22 PM

just realised I never mapped the window sills of the building :p will go back and do, right now am working on converting the CIS ship to a fortress

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#48 Devon

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Posted 17 February 2009 - 08:29 PM

Just some info on the CIS and Republic forts.


The core ship will be the CIS fortress. It will either have the Balrog fly ability or just a lift off/land toggle to fly around the map in set down in new places. Additional core ships may also provide mapwide leadership to all droid units? That would be more from episode one, but I think it fits the clone wars alright too.

The republic fortress we're considering will probably be an AT-TE. This will allow the republic to relocate at need as well, and also throw in some extra heavy firepower if needed, though with some risk involved. Additional AT-TEs would be built from a factory if possible, as opposed to by builders.

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#49 Taralom

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Posted 17 February 2009 - 08:41 PM

just realised I never mapped the window sills of the building :p will go back and do, right now am working on converting the CIS ship to a fortress

I recall the CIS coreships 'sitting' in the ground in special iron rings upon Geonosis. You could take that as inspiration, since you'll only have to make a dome, and not a total ball.
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#50 Devon

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Posted 17 February 2009 - 08:44 PM

This you mean.


I actually gave that to ed as a reference pic, but he just went for the standing one, so whatever :p

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#51 drogoth232

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Posted 17 February 2009 - 08:58 PM

@matt: i had nothing to work with at that moment except that one. I will use the coruscant one for Obi-wan. I dont get this part though "Tip for good photo-based palentirs: chest up, space above the head, centralish, no other characters in background. It's often a good idea to use the burn tool in photoshop to make the background slightly darker if it stands out too much." I dont get the underlined also i used gimp not photoshop. i have Adobe Photoshop but is it any different? Also Examples would help for the underlined. Thanks! ;) :p

@ ED: So should i use a different background for every person or one background for one person? Also the joining the team wuestion was a joke i want to help out though. Also who are the two in the last pictures? I thought only Mace Windu had a purple one! (just clarify from right to left :p)

Edited by drogoth232, 17 February 2009 - 09:01 PM.

Wait... what?

#52 Devon

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Posted 17 February 2009 - 09:02 PM

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:p


Still wip ;)


Bound by ed, modelled by Niblem Deamos.

Edited by Yoda_, 17 February 2009 - 09:40 PM.

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#53 Ed Of The 3rd Kind

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Posted 17 February 2009 - 09:19 PM

bound by me, not modelled by me, came as part of a fan made model pack called Keepers model pack, available on the JK:JA website

the original model was by Niblem Deamos, lovely model

Edited by Ed Of The 3rd Kind, 17 February 2009 - 09:26 PM.

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#54 Devon

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Posted 17 February 2009 - 09:24 PM

Ah, my mistake, sorry about that. Modelled by Niblem Deamos


http://www.xfire.com/video/7b0a1/
http://www.xfire.com/video/7b0a6/

Edited by Yoda_, 17 February 2009 - 09:27 PM.

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#55 drogoth232

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Posted 17 February 2009 - 09:44 PM

amazing! Just asking did you put the attack delay to 0? so they arent like aragorn hit once wait for 3 sec and attack again. For Grievous i think he should have a cape at one point because he looks bare no offense. Also his running animation is good except a little to fast, remember as found on wookiepedia (Mace Windu's he was force crushed by windu and he coughed and wheezed for the rest of his days so he should be slower to reflect this) Sidious was good. Is there a stance in which he holds the lightsaber a little lower? (just suggesting)

Edited by drogoth232, 17 February 2009 - 09:57 PM.

Wait... what?

#56 Vithar-133

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Posted 17 February 2009 - 10:31 PM

Looks epic so far.

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#57 mike_

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Posted 17 February 2009 - 10:36 PM

Woot.

#58 Gfire

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Posted 17 February 2009 - 10:40 PM

Looks good, though the yellow might be a little bright. It would probably look better with in-game lights on it, though.
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#59 Devon

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Posted 17 February 2009 - 10:44 PM

http://images2.wikia...#20060808183103
http://images1.wikia...ers_Phase_I.jpg

The yellow is pretty bright, but yeah, I know what you mean. Yellow is only commanders (I think) though.

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#60 Ed Of The 3rd Kind

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Posted 17 February 2009 - 10:52 PM

Anybody wanna try naming the mod? We need something with punch, all the ones I've thought of are a bit wimpy, the others I've heard either too word or just don't roll.... so come on guys be creative.

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