Endor Walker Assault WIP

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

Moderator: Moderators

1st Lieutenant
User avatar
Posts: 427
Joined: Sun Jul 03, 2011 8:56 pm
Location: Somewhere around the world

Re: Endor Walker Assault WIP

Postby GAB » Tue Mar 28, 2017 1:12 pm

Harrisonfog wrote:Image

:eek:

Private
User avatar
Posts: 31
Joined: Sat Jun 18, 2016 1:28 pm
Projects :: No Mod project currently.
Games I'm Playing :: Battlefront 2
xbox live or psn: No gamertag set

Re: Endor Walker Assault WIP

Postby Warregory » Tue Mar 28, 2017 2:06 pm

Harrisonfog wrote:So good to know, thank you AQT, fixing it right now. Screenies coming soon! :)

Edit: what do you think? better than the brownish terrain right?

Image


Absolutely amazing work, Harrison. That looks beautiful.

Private Recruit
User avatar
Posts: 28
Joined: Sat Jan 14, 2017 1:35 pm
Projects :: No Mod project currently.
Games I'm Playing :: SWBF2
xbox live or psn: No gamertag set

Re: Endor Walker Assault WIP

Postby Harrisonfog » Tue Mar 28, 2017 2:20 pm

It's certainly possibly to change unit textures on a timer so ground textures shouldn't be different, a fade effect could probably work too. We need more levolution in battlefront.

Amen to that ATNate, I'd love to do that, perhaps in a new proyect with the assistance of an experienced modder! It takes so much time doing this with 0 knowledge... learning and planning the level at the same time, troubleshooting is quite a pain and absorbs a lot of time too. Luckily Gogie has been assisting me with many issues, otherwise I'd have quited a while ago hehe.
Btw check this short video I made! (hoverbike speeding between the trees yay!)

https://youtu.be/HCmQ2wh9e-I

(Have to fix sound, can't change it to end, and the bike sounds aren't working for an unknown reason) Btw, near the end after min 1:30 when I walk around the forest, you'll notice some fern clumps disappear before I run past them, I believe it has something to do with this in the prp file:
AIVisibilityFactor(0.7,1.0); --This are the only values I don't understand how they work. If possible I want them to fade once you don't see them in the screen.
Is this correct?

Jedi
User avatar
Posts: 1169
Joined: Mon Mar 21, 2011 8:12 pm
Location: STALKER!
Projects :: Star Wars Battlefront - Tides of War
Games I'm Playing :: SWBF2 RC EAW
xbox live or psn: I have ps4

Re: Endor Walker Assault WIP

Postby ARCTroopaNate » Tue Mar 28, 2017 3:55 pm

AI Visibility is a value that decides how "hidden" soldiers are to the AI in the foliage, so if it was 0.0 then the AI would not notice soldiers in foliage. I think one of the values refers to how hidden soldiers are when crouched and the other how hidden they are when standing.

Private Recruit
User avatar
Posts: 28
Joined: Sat Jan 14, 2017 1:35 pm
Projects :: No Mod project currently.
Games I'm Playing :: SWBF2
xbox live or psn: No gamertag set

Re: Endor Walker Assault WIP

Postby Harrisonfog » Tue Mar 28, 2017 4:13 pm

Ok, so what can make the fern clump disappear like in the ending of the video? Perhaps there's too many. But that happens from a certain angle that's why I think it has to do with visibility (min 1:38, look at the fern in the middle of the screen behind character)

Modeling Master
Posts: 673
Joined: Fri Mar 31, 2006 11:02 pm
Location: alberta, canada
Projects :: Scarif Map Pack and Starter Kit

Re: Endor Walker Assault WIP

Postby Gogie » Tue Mar 28, 2017 11:55 pm

Harrisonfog wrote:Ok, so what can make the fern clump disappear like in the ending of the video? Perhaps there's too many. But that happens from a certain angle that's why I think it has to do with visibility (min 1:38, look at the fern in the middle of the screen behind character)


There are a few reasons I could think of... I'm not too sure though

1.) frustum culling; if the root of the billboard is too close or behind the camera the game may be culling it (things are removed from out viewport before they actually "hit" the camera)

2.) particle count is exceeded; I'm not sure if this actually applies for model based foliage but I noticed as my grass patches on Scarif became higher in numbers particle effects seemed to disappear this suggests to me that bf2 takes the billboards created out of the particle count rather than the polygon limit.

3.) no lowrez mesh ... I'm not actually sure if mesh based foliage can use lowrez models but meh never hurts to throw this in... I'm not close enough to my computer to even check.

4) polygon limit exceeded; if your foliage is taking from the polygon limit you may notice it disappearing if it's close enough to the camera to give the more visible models to your camera priority (you can notice this as example by looking at high poly maps with ammo droids by moving your camera angle slightly around the ammo droid when it's beside or behind your character)

Resistance Leader
User avatar
Posts: 4762
Joined: Tue Feb 09, 2010 8:43 pm
Location: Greater Seattle Area
Projects :: Shadow of War
Games I'm Playing :: Dark Souls + TBOI
xbox live or psn: Marth8880

Re: Endor Walker Assault WIP

Postby Marth8880 » Wed Mar 29, 2017 3:03 am

Looking pretty good from a worldbuilding perspective, but what are your plans on incorporating level design into the mix? What I mean by this is stuff like player pathing, gameplay beats, intended experiences in certain gameplay areas, etc.

1st Lieutenant
User avatar
Posts: 423
Joined: Sat Feb 01, 2014 10:05 am
Location: New Jersey
Projects :: N.A.
Games I'm Playing :: SWBF1 SWBF2 LOTR
xbox live or psn: MikeTheeBeast55

Re: Endor Walker Assault WIP

Postby MikeTheBeast55 » Thu Mar 30, 2017 12:26 pm

You sure this is your first map? For a first map that has just started there has been a lot of progress on this map in the past few days alone! I will continue checking in on this map since it does look promising!

Private Recruit
User avatar
Posts: 28
Joined: Sat Jan 14, 2017 1:35 pm
Projects :: No Mod project currently.
Games I'm Playing :: SWBF2
xbox live or psn: No gamertag set

Re: Endor Walker Assault WIP

Postby Harrisonfog » Thu Mar 30, 2017 3:00 pm

hehe yay thanks Mike! Yes, first map. I'm still learning and that's why I'm mainly working on default maps. I modded JKA (ages ago), so I know some basics to be honest :) ! Emm, and marth, no I probably won't change that I'd have to spend a whole day or more reading tuts, learning about it and trying it! even with the changes I'm making I think this will take a month or two. So, I don't think I'll complicate my life with this 1st map . :|

Private Third Class
User avatar
Posts: 59
Joined: Sat Jul 18, 2015 2:03 pm
Location: Athens , Greece
Projects :: 2D Artist for Battlefront III Legacy
Games I'm Playing :: StarWars Battlefront
xbox live or psn: none

Re: Endor Walker Assault WIP

Postby DarthDio » Tue Apr 04, 2017 11:14 am

excuse my language but holy sh!t, this looks promising and welcome to Gametoast Harrisonfog.

If you need any help with photoshop/textures/skyboxes I'd be willing to help.

Private Recruit
User avatar
Posts: 28
Joined: Sat Jan 14, 2017 1:35 pm
Projects :: No Mod project currently.
Games I'm Playing :: SWBF2
xbox live or psn: No gamertag set

Re: Endor Walker Assault WIP

Postby Harrisonfog » Wed Apr 05, 2017 12:01 pm

Thanks DarthDio, I'd love some help with the skydome, I basically tweaked Endor skydome a little just to try it, if you can do something better, inspired in Endor sky I'd love to try it! Btw no news regarding this map, been bussy doing this Rezzed Mustafar map ( https://www.youtube.com/watch?v=dX9fB2A3ya8 / http://www.moddb.com/mods/realistic-maps-by-harrisonfog-rezzed ) I'll probably keep on with Endor this weekend so please DarthDio if you want to help go ahead! If you can make a better skydome for the map I'd be very thankful!

User avatar
Posts: 3
Joined: Wed May 03, 2017 1:26 pm
Projects :: No Mod project currently.
Games I'm Playing :: Battlefront II
xbox live or psn: No gamertag set

Re: Endor Walker Assault WIP

Postby rodma » Wed May 03, 2017 2:33 pm

This looks amazing! Any news?

Private Recruit
User avatar
Posts: 28
Joined: Sat Jan 14, 2017 1:35 pm
Projects :: No Mod project currently.
Games I'm Playing :: SWBF2
xbox live or psn: No gamertag set

Re: Endor Walker Assault WIP

Postby Harrisonfog » Mon May 08, 2017 1:54 pm

I tried to replace the tunnels, and found that everything you place instead disappears. same thing in Echo Base. I need help with that... if anyone can help me solve this, go to Hoth, try replacing a tunnel for a different one... Everything you place instead in that underground section, disappears when you come close to it (the object IS there, but it becomes invisible).

edit: this is how the forest is looking btw
http://media.moddb.com/images/mods/1/33/32695/BattlefrontII_2017-04-28_17-34-36.png

Lieutenant General
User avatar
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set

Re: Endor Walker Assault WIP

Postby ForceMaster » Mon May 08, 2017 2:20 pm

Anakin wrote:Do you think of changing the atmosphere when the battle starts/halftime/end?? Because that looks like a really friendly forest. But when the battle is done it should be turned into something like this:

Hidden/Spoiler:
Image


Harrisonfog wrote:I wish I knew how Anakin.... I wish I knew.


From my experience, this can be done with some scripting like this tut: http://www.gametoast.com/viewtopic.php?f=27&t=18429
I the Battle of Teth map (If I remember right), The sky/light/fog change every 10 minutes or something like that, also i 've included a new set of skydomes for each .lvl file loaded trought the campaign. Maybe can change the texture set for these trees, I never test it but I unknow a reason for it don't work.

Hope help you. Keep up the amazing work :D

Private Recruit
User avatar
Posts: 28
Joined: Sat Jan 14, 2017 1:35 pm
Projects :: No Mod project currently.
Games I'm Playing :: SWBF2
xbox live or psn: No gamertag set

Re: Endor Walker Assault WIP

Postby Harrisonfog » Mon May 08, 2017 3:02 pm

Thanks guys but the tunnels issue is more urgent! I'm not going to add variable weather or w/e if a section of the map looks bugged! I seriously need help with that.

Recruit Womprat Killer
User avatar
Posts: 8
Joined: Fri Sep 11, 2015 4:18 pm
Location: Somewhere surrounded by assholes..
Projects :: Separating voiceover files in BFII
xbox live or psn: No gamertag set

Re: Endor Walker Assault WIP

Postby Lambda1945 » Wed May 17, 2017 10:02 pm

Map looks great so far! It's good to see new talent.

I read that this map was based off of hoth.

Maybe Echo Base could be changed into the inside of the Deathwatch bunker?

I'm excited to see how this turns out.

Recruit Womprat Killer
User avatar
Posts: 8
Joined: Tue May 16, 2017 6:25 am
Location: Earth
Projects :: MshViewer -- Collab with Anakin
xbox live or psn: No gamertag set

Re: Endor Walker Assault WIP

Postby RaveYoda » Wed May 24, 2017 6:20 am

I'm new too but welcome and thanks for making a map!! =] I wish you the best of luck and if you want someone to provide input I'd be happy to.
Also, how did you fix the fog issue?

Update: I think I found it. It's in the .sky file as FogRange. Editing the 2nd value seems to have fixed the fog issue for me.
I just put it to 60,000. 8)

Previous

Return to SWBF2 Map/Mod Works In Progress

Who is online

Users browsing this forum: No registered users and 5 guests