ok, people this is where planning and progress reports on the overall Hoth map should be made. (Spawn points, map layout, models needed, etc)
Create other topics for more detailed stuff, such as Medical Bay - Criticisms, etc.
This is ingame map of the original Hoth map for refs.
The mtns in the background of the screen are a texture, hopefully we will use real mountains.
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JUST FOR REFERENCE, HERE IS THE CONVERSATION WE HAD IN A .TXT DOCUMENT ON DROPBOX:
This document was entitled: 'level update (Hoth)'Do you guys think the hallways are a bit too big?
Btw, the stone texture is just to test for now. We need a proper ice\snow texture
SharkY: The hallways are actually too small because they are rounded.Don't know if you are able to make them square shaped.
Maybe it will be better if I make the parts for the corridors and they will blend with the rounded shape only where there are doors.
Where the corridors are you will just make bigger holes so the terrain don't go trough the corridors.We will have to figure it out if we put bridges like in BF2.
The ones where the snow has collapsed.
Oh and great work on the level
.I will look for snow texture.
Also what is supposed to be this back area of the map.Is it where the rebel transport ships should be landed along with the Ion Cannon?
Luke: There were two entrances to the base: the north and the south. Now i dunno which is which excatly, but the front entrance (where the models are), is the one where the falcon escaped from in the film. the stormies entered through some side entrance i believe. the back is as you said, where the transport ships where.
yeah its better if you make corridor models. Voxel sculpting doesn't lend itself to finesse. ugh.
Sharky: Actually i just saw the BF2 map and there the corridors weren't like the main hangar walls,but instead they are just like voxel sclupted.Tho they are detailed a lot and not sure if you can make it that way.
I'm puzzled what would be the best looking.The corridors like in the movie or like in BF2
Luke: like in the movie of course
About the corridors, did you check the in the level editor or in game? I don't think they are voxel scuplted, cause the edges where the walls touch the floor are too angled.
SharkY: Well of course they are not voxel sculpted.I don't think such technology was available then
So they will be squared shaped more like in the SW: Jedi Academy game?
Luke: Well I watched the Hoth scenes again yesterday, and there were two types of corridors. natural ice looking ones carved out of the ice and flat walled ones like the main hanger. Unfortunately I've never played Jedi Academy (or any of the jedi games)
Yeah, the flat walled ones(second type), exactly like that pic.
SharkY; Ok then, its decided.I will make them more like the ones in the force unleashed with icicles above and snow that is not so flat for the floor.
I will look for some videos with gameplay because i actually don't have any of these games either.I just stumbled upon these images while looking for pictures of Hoth ;D
Luke: Well I have TFU and TFU2, but those levels arent in the actual main story, they're kind of alternate universe where you kill Luke and Han and shit, so id didn't play them :S.
Corridors look awesome in the pic.
Tmrw I will test them myself and send you a pic of the natural looking type as well from the film.
Good job on the corridors, but they're a bit too high and wide IMO.
Sharky: I will update them when the weekend comes, because I started this week my first year in university and I was too busy than I expected
It will be more accurate if you can tell me like how much should i shrink it in meters or in %.
Luke: yeah I understand man, I'm in my last year at Uni right now, a ton of assignments + thesis. Gl and focus on study.
Resizing in Sb3 to fit, I think 68% should be good. Thanks for your patience in adjusting all the time, must be driving you crazy. heh.
Sharky: Well I'm fine when i have to resize things.Well maybe I will not be feeling good if i have to do it like 50 times in a day... but that's normal .It's all about perfection
This last thing most of the famous companies like EA have forgotten long time ago.I am not talking only about the 3d stuff but in general. ;]
Luke: yeah I know. After ME3 I swore to buy no more EA GAmes.
Sharky: I never got to play it although i have played the first 2.Guess i won't miss a lot.Maybe some day I will just from curiosity to see how bad it could be
Luke: Lol yeah. The first 90% of the game wasn't bad (though it missing a ton of content and still feels rushed). Story is solid until last ten minutes, but you start getting bad vibes from the beginning, when the wincon is mentioned. felt kinda...stufed in. You know how it goes, I guess? Oh btw, sorry about this, but could you widen the mai n gate a tiny bit more, i think like 15% to 20%. I plan on making the falcon fly out. ^^
Sharky: Oh you are right.It's not wide enough.Now it's 21 meters when the gates are opened fully.I will make it arround 30.Good eye ;d
Then cave entrance seem to be also not wide enough.
Luke: There is a cylinder in the level approxiamtely the size of the falcon. use it to calculate sizes. move it around, if it fits somehow, then all's good (han's a good pilot after all, heh). I will check the cave entrance, I may have resized it by mistake.
Sharky: Actually I calculate the size in 3ds max , not in the editor.The cylinder is not the best way to see it's size but atm it almost go trough the entrance.Also you have made the cave very well so the cylinder can fit but the walls and the gates take additional space.
Luke: Awesome. Now all we need are some floor (just floor, walls and ceiling can be left as the voxel) and doorframe models.
Sharky: I feel like i should also make part of the walls also because they have the same effect as the others I made.At least for the right side(not the side where you go to the control room).
Luke: Ok its up to you
Sharky: Roger roger ;D.
Ok then, I will have to finish the corridors first anyway.You may noticed that some textures are missing and not all cables are made for the left turns(the right turn is inverted left turn so its basicly the same).
Also a corridor part with a T shape and one with a door also will be usefull.I plan on making some extra rooms like where Luke(from the movie) was shown to sleep and the medical bay
But these parts of the map are just for showing the beauty of star wars and used for hiding spots so atm they are not essential and not a first priority
Luke: Yeah, great ideas
. The idea of expanding the base beyond the default game area also came to me (if we make SP campaign (which I wish very much), it will be useful). Also they can be awesome secret passages or like you said.
Ben2356: Hey guys, I loaded up the map to start working on it but I don't have any of the textures. Do you guys have a texture folder or something that I can download to work with?
Sharky: Well we haven't decided what textures should we use for the snow. We are still searching a good one for terrain use.
Ben2356: ok well I got some textures we can use. I found a site that will also benefit the texture artist of the team, its called CGTextures. The license is free for even commercial use so I recommend checking it out. I will work on some textures for you guys too and post them up when finished.
Sharky: Good, i found it also today but didn't know if the license was free.
Ben2356: Yeah it was cause I had the same question when I was searching for textures for my game. I can check again but in the meantime I uploaded some sample textures, I'll work on them in photoshop and see if I can get them better
Sharky: This is another site for textures and most of them are quite high resolution.But i think on CGtextures are better when used for terrain.These here are good maybe for texturing idividual models.
http://texturelib.com/#!/category/?path=/Textures/water/ice%20and%20snowBen2356: I'll check it out! Also what is the license for those textures on texturelib?
Sharky: They are also free for use. But theres limit for downloaded high res textures per day ;D
Ben2356: Awesome! Downloaded one, and will see if they tile nicely. Also if you guys need any texture tileable or whatnot I can do that. I got Photoshop CS6 and some experience
rocknroll237: I know textures are being looked at for Hoth, but I was wondering how the interior shaping/sculpting is coming along.
Atombomb: I also have CS6 and have taken a class or two on making tileable textures. If the need arises I can help out there as well.
Ben2356: Any help is appreciated for the textures even if its once in while. I'm gonna take a closer look at the coding part of Cryengine for a bit. Also rocknroll237, I'm testing the textures and am working on designing a hoth map (planning stage on graph paper), I figured that you want a awesome, detailed map so I will do my best and show you the map plan when its finished if its okay with you
rocknroll237: Just so you know, we already have a Hoth map. It's WIP. There's a folder here called SWBF2_Hoth.
Ben2356: Yeah, I just was wondering if I can try to work on the general map design
(I love to plan out my maps really carefully and put a lot of though into them before production)
Lephenix: i would love to see it full of life like in the movie, i have already talked about that with Sharky
.
rocknroll237: Cool, do you mean like moving objects or life as in animals?
Lephenix: droids, props, wires, i would love animated prop with units models too like engineers, pilots etc... really ambitious though
Ande: Well, moving droids could work. But for the actual gameplay moving characters might appear a bit weird. We definitely can add many animated props like doors, maybe some physics stuff like swinging
pipes and cloth.
Lephenix: yeah, moving characters won't do it, and that would require lot of work.
Ben2356: I was thinking that we could add some destructable objects, just like in Battlefield, to add to the map environment and gameplay
Lephenix: Definetly, but before destructable, we need to make the objects
Ande: Yes, maybe like in the movies you can shoot the controls of a door which will block it. If anyone wants to get through he has to destroy the door with a grenade or some other explosive.
Ben2356: That would add some awesome and memorable gameplay. I also think that we should have some random indigenous animals for each map such as on hoth there are tantauns that you can ride that roam and wampas that are hostile to all players
sceluk: I was thinking of having wampas locked up in cages, then you can shoot the doors\open the cages and let them roam, or try to leasd to the enemy, all sorts of fun. tauntans available for riding, but that's a vehicle. also possible to open the other doors and stuff, should be easy enough.
Ben2356: How big do we want the level to be? Also are we going to use the ion cannon to shoot at capital ships like in elite squadron? I think we should make another text document describing the game mechanics that way we are able to utilize new concepts in the hoth map. That wampa idea would be amazing too!
sceluk: I am making a GDD (Game Design Document) to detail more of what we need to do. esp to plan things
I also put a BRAINSTORM file where you can put your ideas: 1) to remind me of what we are going to do so i can put in the design document and 2) for ideas.
Lephenix: Nice idea Sceluk