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Topics - arramus

#81
The Sandcrawler Mod Version 1 is good to go and for the time being can be downloaded from here.
http://files.filefront.com/Sandcrawler_ ... einfo.html

The features of this mod include:

57 Custom MP Map Files
Custom Character Models/Textures
Weapon Tweaks
SP Map and AI Accuracy Tweaks

This mod runs changed stock files from a unique folder and will not clash with retail files. As such, you will have a Mod Desktop Shortcut to enable quick loading of Sandcrawler Mod Version 1.

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Rather than go through the timely process of looking at everyone's maps/map packs individually can you post your suitable maps please?

We'd like to get a number of community maps added but are specifically looking for maps that have game play in mind for a regular 16 man server. Maps should be technically strong without bsp tears or undue misalignment.

I need to get permission and hear what's good to go directly from the modder who made them.

So far I've added these maps to the map pack:

CTF_catwalks (Sandcrawler)
CTF_catwalksXS (Sandcrawler)
CTF_chapelofpain (Sandcrawler)
CTF_chapelofpainlight (Sandcrawler)
CTF_impasseisles (Sandcrawler)
CTF_sniperwars (Sandcrawler)
DM_007temple (Sandcrawler)
DM_1on1 (Pumu)
DM_2v2arena (Sandcrawler)
DM_3v3arena (Sandcrawler)
DM_4v4arena (Sandcrawler)
DM_ArenaA51 (Sandcrawler)
DM_Asteroid (arramus)
DM_BloodBaseXS (Trash)
DM_Boarding (arramus)
DM_chapelofpain (Sandcrawler)
DM_chapelofpainlight (Sandcrawler)
DM_ContainerXS (arramus)
DM_Domination (arramus)
DM_Deck17 XS (Deth Metal)
DM_Dunes (arramus)
DM_EXPArenaXS (explode)
DM_EXPGoliathXS (explode)
DM_FacingWorldXS (explode)
DM_ForestCorridorXS (Spuzz)
DM_Foundation (arramus)
DM_FunRun (arramus)
DM_GarrisonLite (arramus)
DM_GlassHouseXS (Hybrid_Soldier196)
DM_GludoXS (arramus)
DM_Grate (arramus)
DM_Greenaa (arramus)
DM_Gulch (arramus)
DM_HallwayXS (Hybrid_Soldier196)
DM_HangarXS (arramus)
DM_HiddenBase (Sandcrawler)
DM_HothKing (arramus)
DM_Infiltrated (arramus)
DM_Kamino (arramus)
DM_LockdownLite (arramus)
DM_LudoXS (arramus)
DM_MosEisley (arramus)
DM_Outpost31Core (Darktrooper)
DM_Quad (arramus)
DM_Royale (arramus)
DM_Shafted (arramus)
DM_sniperwars (Sandcrawler)
DM_TimberlandXS (arramus)
DM_TrandoCavernXS (Hybrid_Soldier196)
DM_trilonged (Sandcrawler)
DM_Trite (Sandcrawler)
DM_Tube (arramus)
DM_Valley (Sandcrawler)
DM_Windslasher_Cargo (Sandcrawler)
DM_Wizard (arramus)
DM_WizardShot (arramus)
DM_Woodlock (arramus)
DM_Wook (arramus)

58 Maps
185 MB Maps
40.7 MB Textures

If you have some maps in mind but feel they don't quite cut it technically or for game play then get working on them. This won't be the only map pack for the Sandcrawler Mod and we can update at regular periods.
#82
Completed Maps / DM_TimberlandXS - FINAL
April 13, 2007, 05:58:04 AM
This map's final and has been added to the uploads area.

Timberland XS is based on Halo Timberland and will contain a majority of its look and feel. The only major area that will be tricky is the trees as RC provides a pretty different range.

This map's still in early stages but the architecture is almost complete. Apart from the two opposing bases the remainder will be terrain editing.





The scale is comparable to the original and will be a sniper's paradise.

#83
Completed Maps / DM_WizardShot
April 10, 2007, 11:25:44 AM
This map is final and has been uploaded to the Downloads area.

Here comes another Halo conversion of Wizard. The scale will be very slightly smaller than the original to accommodate the heavier gravity. I want to stick with the regular RC gravity physics which already has some floaty feeling about it but not to the extent of Halo.



There's still a lot to do with the roof, sides and teleport areas but the scale is all set.
#84
Completed Maps / DM_Boarding - FINAL
April 08, 2007, 10:07:33 AM
This map is final and has been uploaded to the Downloads area.

Here's a Halo conversion of Boarding. It's on 3 levels with the ladders replaced with teleports. The Rep side is almost complete.



Teleports have directional arrows and tell you how many floors you will beam.




This map has plenty of 'scope' for sniping although there'll be one teleport that allows you to beam over to the opposing side so you'll have to watch your back.
#85
I would like to add a number of custom made RC maps to the Sandcrawler Mod Pack for the purpose of having a map pack that contains classic and the most recent additions. If you're willing to have your maps added then please let us know.

To keep the overall file size reasonable we'll be looking for maps with just a few custom textures built into MyLevel. We'll also be looking for battle maps that are designed for fragging.

Thank you.
#86
Completed Maps / DM_FunRun - FINAL
March 30, 2007, 10:16:09 AM
This map is complete and can be found in the Downloads section.

I've always wanted to make a big wheel using movers but had trouble getting movers to rotate on a vertical plane. I went with adding individual movers for 7 cars instead. This'll have treetop runways and be on multi levels.





#87
Properties Editing / Duplicate Actors
March 28, 2007, 08:20:19 PM
Duplicates appear to be fine using the script from an existing weapon or other in game component. It can either be a separate entity in its own right or you can link certain aspects into the duplicate.



One weapon tested had unique pickup collisions and starting ammo but they can share the same ammo pickups.

http://www.youtube.com/watch?v=L3Vj0p1ZDkw
#88
Announcements / Sandcrawler Mod BETA Version
March 25, 2007, 07:19:21 AM
The Sandcrawler BETA mod has been uploaded to the download area and is ready for BETA testing. You can make your own server or join the Sandcrawler Mod Server that's set up for testers to join.

All feedback will be much appreciated here please.
http://www.sandcrawler.net/rcmod/forum/ ... .php?t=309
#89
Projects / Sandcrawler Mod BETA Version 2 - Feedback
March 25, 2007, 07:07:27 AM
The Sandcrawler BETA Mod Version 2 has been uploaded to the download area and is ready for BETA testing. You can make your own server or join the Sandcrawler Mod Server that's set up for testers to join.

All feedback will be much appreciated.
#90
Announcements / Sandcrawler Mod and RC Youtube Group
March 22, 2007, 10:30:32 PM
The Sandcrawler mod has been added to the Moddb database for the gaming community at large. The Moddb is frequented by gamers from all genres and let's hope some UE modders take notice and want to get involved.

http://mods.moddb.com/8916/sandcrawler-mod/


There is also a new Youtube group just for Republic Commando Vids.

http://www.youtube.com/group/swrc
#91
General / BF2142 - Conquest Week 3
March 21, 2007, 07:26:06 AM
Hey all,

Just a short reminder that Conquest Week 3 starts on the 23rd of March.

http://www.eclipticalrealms.com/wargame ... ?warid=174

This is a popular event and if you want to compete there are numerous clans looking for members.

We had a great turnout for CW2 and there are 17 clans signed up for CW3 so I'm hoping it'll be another good one.

Roll on the Star Wars First Strike Mod :)
#92
Here's a short tut on creating a simple matinee sequence.

1. Open your map and move to an area you want a matinee to sequence in.
2. Click the Matinee button in the tool box top open the Matinee interface.
3. In the Scenes tab, click Add New Scene icon. The Scene Manager appears in the Scene Window and there'll be a Scene Icon added to your map.
4. At this moment in time the Scene Manager has a total time of 0.0 seconds because it has no Actions. Select the new Scene Manager in the Scene Window and click the Actions tab. In the Actions tab area click Add New Action button and select ActionMoveCamera. Repeat this so you have 2 Actions in the list.

The Action tells the camera or Actor the time it will be at its associated interpolation point. This time is set through the Duration Property and tells the camera how long it takes to move from one Actor to the next.

5. Highlight the second Action in the list. In the Properties section expand the Time category and set Duration to 10.

This tells the Scene Manager it takes 10 seconds to go from the first Action to the second. At the moment we don't have anything to define where each Action starts and finishes. We shall do this with interpolation points.

6. In the Perspective viewport, move to exactly where you want the camera to start. The position and direction of the camera are important as they are used for the interpolation points.
7. In the Matinee interface window click the Tools tab, and click Add Interpolation Point. You'll see red crosshairs within a white box. Move around the white box and you'll see the crosshairs are actually an arrow pointing in the direction the camera is looking.
8. Now we have the interpolation point we need to associate it with the first Action in the list. Go to the Actions tab and highlight the first Action in the list. In the Properties section expand MatAction category. Select the interpolation point in the viewport (if it isn't already). Click the word none in the IntPoint property and then click Use. This has set the interpolation point as the first camera Action.
9. Now we need to set up another interpolation point for the second Action. This is where the camera movement will stop. Do the same as you did for the first interpolation point but in the location you'd like it to be. In any viewport you'll see that a line now connects the two interpolation points. The viewport camera will follow this path.
10. Preview the sequence in the Preview window. In the Matinee interface click the Preview window icon and you'll watch your viewport camera move from A to B (first Action to the second Action).


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Now we're going to make the sequence more complex by controlling the camera path. A straight line is limiting and you may like a more curvy path. To add more complex movement we can link our interpolation points to a Bezier path. The Bezier path has weight handles that allow us to adjust their shape.

1. In the Action tab select the second Action in the list. Expand the Path category and set the PathStyle to PATHSTYLE_Bezier. In the viewpoint you'll see the line has changed to an arching S shape.
2. To adjust the curve, drag one of the white Bezier handles in any viewport. Practice moving the Bezier handles around and Previewing the result in the Preview window.
3. Now try adding another Action to the list. If you select the first Action before you add the new one your new Action will slot into second place. If you select your last Action then the new one will be placed last. It's your choice.
4. Now set the Time for movements or B and C (second and third Action in the list).
5. Currently, the interpolation points are set to either PATHSYTLE_Bezier or PATHSTYLE_Linear. If yoy move from a Bezier to Linear point you'll notice a hiccup. Convert the Action's to PATHSTYLE_Bezier  and you'll see a smoother transition.
6. As you select each Action yousee the segment of its path is highlighted yellow. If they are set to a Bezier pathstyle you'll see two Bezier handles. What happens when two segments are joined by Bezier pathstyles?

To better understand how multiple Beziers affect the path try the following:

a) Select the last two interpolation points in the sequence in the viewport and move the handle where they are joining. You'll see it affects both of them together. It keeps them smooth.
b) Change the Properties in each Action for Path to bSmoothCorner = False. Now the Bezier handles have more independent control allowing for finer positioning. Be careful as this isn't always beneficial and can cause sharp direction changes.

To get everything smooth again set back to bSmoothCorner = True and move the handles again and they'll restore.

7. Set your Bezier as you like and test in the Preview window.

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To start the seuqence at a particular location in game you can add a Trigger. I want the Trigger to start the sequence at the exact point the first Action begins. It'll be like a drifting out of your player experience.

1. Add a Trigger and in the Properties > Events area name Event as StartMovie. In the Object area set InitialState to NormalTrigger.
2. In your Scene Manager Actor name under Properties > Events add StartMovie in the Tag.

This will send a message from the Trigger to the Scene Manager to start the sequence when the Player enters the Trigger Collision area.

Here's a short Youtube vid of how it all looks when you put it together.
http://www.youtube.com/watch?v=cnZ6UQA0kmw

Credit to the 3D Buzz Team for help on this.
#93
Single Player Level Design / AI_Domination - FINAL
March 16, 2007, 08:48:06 AM
This map is now complete and was added to a 3 Map Pack called 'The Apprentice Missions'

AI_Domination will be the SP version of DM_Domination.
Pictures for that map are here.
http://www.sandcrawler.net/rcmod/forum/ ... .php?t=258

I want this map to be part of a 3 map pack aimed at the whole RC community and will remove the torture weapon, gore, and blood and replace them with AI and SMs instead. The final build of DM_Domination wouldn't perform optical partitioning and I had to go with a good setting instead. I don't think it'll be an issue as the maps well zoned and I think I'll go with spawning for this one rather than have them all already laid out on start up.
#94
Hey all,

We're putting together a Sandcrawler mod with new players, weapons tweaks, AI tweaks, new MP/SP maps and anything else that comes about.

If you would like to make any additions or workable suggestions then fire away.
#95
Properties Editing / Sandcrawler Mod Players
March 16, 2007, 12:54:55 AM
Here's a short vid of the Sandcrawler Mod Players. For ease of installation a new Animations pack and Texture pack was made. If we can keep it this way then all we'll need is a simple switching application for the properties file to go from Mod version to Regular version before each boots up.

http://www.youtube.com/watch?v=Qz1TfG6efV4
#96
Texturing / Darktrooper
March 15, 2007, 09:14:31 AM
For the Sandcrawler mod here's a new addition.

Darktrooper


It's just a recolour of the existing White Trooper Texture with the bumpmap and shader brought over to give it some gloss and depth. It'll replace the Trando character and I hope it looks decent enough in game. Using this character will resolve any HUD issues as well.
#97
I'd like to make an RC mod that includes:

Database Changes
AI Accuracy
Player Models and associated Anim links
Multiple Weapon Tweaks

Texture Changes
Player Reskins
Weapon Reskins

Mapping
Recent MP Community Maps
SP Maps

and any other ideas that modders suggest.
#98
Matinee/Animation / You Tube Republic Commando Group
March 14, 2007, 11:17:41 PM
Here's a sandcrawler.net managed YouTube Group for uploading examples of your Machinima and Game Footage.

http://www.youtube.com/group/swrc
#99
Here's a youtube video of some weapon modifications for the DC-15s, DC-17 and Wookie Bowcaster.

http://www.youtube.com/watch?v=0f11pFe2RUs

Mods include Extra Ammo, Increased Rate of Fire, Increased Clip Size, Additional Field(s) of View and Faster Charge Time.
#100
Adding different MP Players using characters under the original parent has been much more successful than with other classes. The MP animations are natively added which makes it simply a case of remeshing and reskinning.

Clone Trooper with no helmet on Rep side.


Clone Adult on Trando side.


The HUD textures still need to be changed to match but it's good to see there is some scope for change.