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Level 2: Nar shaddaa


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Posted

Here's a teaser:

 

http://i60.tinypic.com/32zueld.png

 

On the floor is water (yes I know, I so need to change the texture), complete with splashy splashy sounds when you walk

There's drops that come from the ceiling, with sound on impact

That bit of tech in the middle has a sound

Added a locked door so it makes more sense how the Gran get down here

Omicron, Onysfx, swegmaster and 6 others like this
Posted

Also to note, I'm using the old DF2 Mod's 02narshadda map with a few fixes. Shame it wasn't more complete, they only got as far as 3 minutes in.

Posted

Familiar?

 

348mvra.jpg

 

End product will have an axe wielding Gamorrean. ;)

 

@@minilogoguy18

 

If you could be so kind as to give this guy a decent proportioned skeleton + animations? :D

 

I thought you'd never ask. ;)

 

Or maybe build a new Gamorrean altogether? Or would that kinda be pointless?

Posted

I don't see anything wrong with Hapslash's except maybe its a bit too green. If you or (anyone else) want to make a new one, feel free. ;)

Posted

Yeah, just figured if we were gonna give him a better proportioned skeleton why not just make a new model altogether but that is a lot of work too.

 

I might just heavily modify his to have better general proportions since it was modeled to fit the JA skeleton. No matter what happens the hands are going in the garbage, the recycled base hands look dumb on this model.

Posted

I think Haps is good.  why create extra work?

@@DT85  for your note, I ran into an issue when using the Gamorrean on the DFMod.  I couldn't figure out why he kept spinning the axe like a saber hilt.  funny as hell to watch but not sure what it was.  I even used the Tusken script too.  haha

Posted

Stats update:

 

- 50% structure

- 35% entities (doors, lifts etc)

- 20% NPCs

- 15% lighting

 

One thing I'm proud of being able to figure out how to do is a looping crate that you ride on.

Numfast likes this
  • 2 weeks later...
Posted

Oh wow, this just reminded me... I have no idea why, but when I had the Gammorean in my base folder over the years I got an error when I tried to spawn anything and we've never been able to use the model in our films. I might be alone in that though, but I obtained the file from a couple different sites back in the day. Hopefully it isn't interfering with the development of this mod.

Posted

It spawns fine for me, no issues whatsoever.

 

The problem I had was it keeping other things from spawning, but that doesn't seem to be an issue either so yay!

  • 5 months later...
Posted

This thread also just reminded me about the need for a real working gammorean.

 

Good to see progress on the level, really can't wait until the level has some lighting and normal mapped textures.

 

Needs more rend2. ;p

Tempust85 likes this
Posted

Well as a extra step I think we should have normal maps on stand by for the chance that we may finish this mod before rend2 is implemented. The AT-ST has normal maps and I'm working on ones for the Lambda since that model is finished.

Posted

How much other map work did the old DF2 mod manage to get done? Although their method was crude it would be good to use since I think they were porting the original maps into radiant so that the scale and design was accurate, just needed good textures and lighting.

Posted

The converted structure is a mess, I've only been able to use parts, then clean them up. I'll have to dive through their files and see what other maps there are that could be in a viable state.

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