1 (edited by Thomazz 2007-10-03 12:47:31)

Topic: Nesmazda

Map Name:Nesmazda
Planet:
Ground/Space:Ground
Weather/Lighting:clear partly clouded
Layout Diagram:(Rough sketch is 3 neutral flags - 2 teamflags - 1 flag for each team)



Map description: This is a production place for all sorts of plantlife (gardner) - It's one of those places the Empire cannot allow - Because it makes the rebels healty ect.
Stormtroopers have landed in one of the dense forrested areas on this map - and have come to stop this facility from continue it's production - or simply take over the production.
Gameplay Description: Starwars - laserguns - Conquest.
Vehicles: Empire transporter - should be in the forrest area.
Extra notes: It seems i cannot see the Endor tree texture in the editor - There should be forrest covering this map...
Also - I wont show the sky texture... And when I pick an object - a large white square shows up filling most of the view..
I would like to know how to fix this - If anyone knows how.

Here are some screens from the editor...
http://i66.photobucket.com/albums/h251/Ejoddesert/FSmap/pic6.jpg
Rebel cargo bay...Actually it is more like a warehouse -
http://i66.photobucket.com/albums/h251/Ejoddesert/FSmap/pic5.jpg
the idea is to have some gun fights going on inside the cargobay - behind the crates.
http://i66.photobucket.com/albums/h251/Ejoddesert/FSmap/pic4.jpg

http://i66.photobucket.com/albums/h251/Ejoddesert/FSmap/pic3.jpg

http://i66.photobucket.com/albums/h251/Ejoddesert/FSmap/pic2.jpg
all the brown terrain - should become forrest - an vary in altitude. And a few huts.
This is the basic layout...
http://i66.photobucket.com/albums/h251/Ejoddesert/FSmap/pic1.jpg
I want it to be a tiny village (also to keep fps acceptable for all players) Around the Village and those round domes - should be a pretty nature - trees that would cast shadow across the few open spaces - long shadows from the tress would be nice...
And some of that God-light between the trees. - Rocks beside the roads - and other details - still unknown.

T.

Re: Nesmazda

It could be Thyferra. Dont you think?

http://img84.imageshack.us/img84/9951/sigprotoflippy.gif

Re: Nesmazda

Looking excellent so far, Im sure your technical queries will be answered shortly in full. smile

http://www.fsmod.com/img/xero_ani.gif
Quote: Lafs1984 "He can't say no to an Ewok"
http://dickscab.com/fuckd/the_force.gif

Re: Nesmazda

Thomazz wrote:

Extra notes: It seems i cannot see the Endor tree texture in the editor - There should be forrest covering this map...

Have you turned on overgrowth (rendering menu)?

5 (edited by Thomazz 2007-10-03 13:09:42)

Re: Nesmazda

yea - i tried the render menu - but - it's only rendering those white textures with the toy "darth vader" on it.

http://i66.photobucket.com/albums/h251/Ejoddesert/FSmap/pic7.jpg
like this R2 -
http://i66.photobucket.com/albums/h251/Ejoddesert/FSmap/pic8.jpg
and the skies are black - should be blue and nice.

Re: Nesmazda

Same issues here Thomazz.

I have been messing around with some test maps (after getting things working in the editor to some degree from TY2D2's "how to" post).   I can't see some textures.  Can't get sky textures to work.  Have yet to figure out how to get the "flag pole" to work.  Also, can't figure out what needs to be edited to get the map to show up for testing in the FS mod.  I packaged the map and moved the info, server.zip, and client.zip over to the levels folder in the FS mod.

http://www.bloodycompany.net/images/firststrikesig.jpg

7 (edited by dawdler 2007-10-03 17:30:48)

Re: Nesmazda

Sorry guys, but its hard to help without actually having the map in front of you. BF2142 mapping is little different from BF2 mapping: The only thing that you need to change is the classes and sides on the map (and it should use bloom or it'll inherit it from previous map).

Make sure your textures are in the right places (endor trees for example in objects\vegitation\endor\textures, sky textures under common\textures\sky and dont forget the skydome if you use a new one from FS maps).

Bloedig_Vader: for the flagpole, just set it to "cp_holobase" for the mesh.