"Bespin: Imperial Base" (cancelled)

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"Bespin: Imperial Base" (cancelled)

Postby BF2-Master » Wed Jun 19, 2013 7:56 pm

"Bespin: Imperial Base"
by JVM (BF2-Master) and [Padawan]Helkaan

Eras: Clone Wars, Galactic Civil War
Modes: Conquest, 1-Flag CTF, Uber, Heroes vs. Villains


Latest Changes:
April 18th, 2014: This map has been permanently cancelled.

Current BETA version:
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Previous BETA version:
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Credits
Hidden/Spoiler:
[Padawan]Helkaan - "Bespin: Imperial Base" original assets
Conversion Pack Team - Heroes and Infanty Assets, KOTOR and Classic Conquest modes
Maveritchell - New Era Tutorial
Marth8880 - Lighting Tutorial
Pinguin, NeoMarz - MagnaGuard w/ Staff + Cape
Astute, [doublecheck] and flippy11 - Storm Commando, weapons
Caleb1117, Syth - Under-Hand Chaingun
666rulerofclones, Eggman, Marvel4, ]v[ - misc. Assets
icemember - Rebel Saboteur
Ant - BETA Testing for me and being a huge help with this thing in general.
Heero - One of my best buds and part of what's kept me modding.
Pandemic Studios - the original game & assets
GameToast - still being around after all these years
Last edited by BF2-Master on Tue Nov 24, 2015 3:22 pm, edited 21 times in total.

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Re: Bespin: Imperial Base

Postby Maveritchell » Wed Jun 19, 2013 8:09 pm

Why would you manually localize an addon era? Just use the core.lvl that the tutorial instructs you to use.

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Re: Bespin: Imperial Base

Postby BF2-Master » Wed Jun 19, 2013 8:17 pm

Maveritchell wrote:Why would you manually localize an addon era? Just use the core.lvl that the tutorial instructs you to use.

The file's offline and as I've been trying to push myself to do as much work on this by myself, since my old problem used to be, well, not doing much without starting a topic asking for help.

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Re: Bespin: Imperial Base

Postby Marth8880 » Wed Jun 19, 2013 9:32 pm

Lighting, dude! Do you have it?!? :lol:

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Re: Bespin: Imperial Base

Postby BF2-Master » Wed Jun 19, 2013 9:47 pm

Marth8880 wrote:Lighting, dude! Do you have it?!? :lol:

Nope, or at least not yet. I didn't really think much into it for this map.

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Re: Bespin: Imperial Base

Postby THEWULFMAN » Thu Jun 20, 2013 12:27 am

Adding a directional light pretty much increases the quality of a map twiceover.

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Re: Bespin: Imperial Base

Postby Ant » Thu Jun 20, 2013 11:44 am

Okay so I have some more screenshots! :D

Hidden/Spoiler:
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Re: Bespin: Imperial Base

Postby Fiodis » Thu Jun 20, 2013 9:04 pm

It looks a bit wide and open.

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Re: Bespin: Imperial Base

Postby Ant » Thu Jun 20, 2013 9:08 pm

Fiodis wrote:It looks a bit wide and open.


The main battlefield is...but there are areas for close combat. It's a quite big map so it features all different kinds of ranges. And the open areas are filled with tons of troopers, bombs, and fighting so it doesn't really matter... :)
Hidden/Spoiler:
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Re: Bespin: Imperial Base

Postby BF2-Master » Sun Jun 23, 2013 2:41 pm

^ That last photo's beautiful. XL and Uber modes do this map so much more justice than regular old Conquest does.

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Re: "Bespin: Imperial Base" (70% complete)

Postby Marth8880 » Sun Jun 30, 2013 2:09 am

So here's what you'll need to make your map run beautifully and look beautiful:

Planning, Barriers and Hintnodes Tutorials (in-depth explanations)


Directional lighting:

In Zero Editor, open up your map (make sure you have "Build accurate object collision" checked) and go to the "Light" tab.
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Create a new light, place it literally wherever you want in your map (I usually place mine in the general area where the sun is), and call it "Sun"; change its type to "Dir", for "directional," and change its settings so "Cast Specular" and "Cast Shadows" are enabled; oh, and probably change the color of the light to however you please as well - probably at least make it a bit darker than 255,255,255 since 255,255,255 will make your units that have specular glow like crazy.
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Now over to the right, type "Sun" into the text field under "Directional Light 1" and change the Top Ambient and Bottom Ambient Colors to whatever you please.
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Finally, click on the "Image" button, make sure "Burn Object Shadows" is set to "Yes," and click "Burn Terrain."
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EDIT:

Working images can be found in my blog post version of this tutorial: https://www.aaron-gilbert.com/blog/2017 ... ting-swbf2
Last edited by Marth8880 on Thu Jan 25, 2018 2:02 pm, edited 3 times in total.

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Re: "Bespin: Imperial Base" (75% complete)

Postby BF2-Master » Sun Jun 30, 2013 4:16 am

Edited the first post quite a bit. The storylines'll appear on the actual map instead of tips and tricks, removed the oldest tiny screenshots, and added a little 'updates' section.

Marth, I can't thank you enough right now. The lighting tut in the documentation was confusing me, and finding an alternative was difficult, and my last two attempts failed horrendously. Now I finally have some light working. Thanks a ton, man! :mrgreen:

New screenshots soon!

EDIT:

Lighting test in ZeroEdit. The map crashes now, so I think I messed something up here :(
Hidden/Spoiler:
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Re: Bespin: Imperial Base

Postby AQT » Wed Jul 03, 2013 5:16 pm

I was meaning to mention this earlier, but forgot: The Millenium Falcon prop you are using shown here:
Ant wrote:Okay so I have some more screenshots! :D

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actually has a separate model for its landing gear, as shown in the stock Hoth map. I think it would look better if you were to include it.

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