This is a mod for Star Wars: Battlefront II that adds maps of the era between Episodes III and IV. Technology, armor, tactics, weapons, vehicles, and soldier classes evolve from the waning days of the Galactic Republic to the early days of the Galactic Empire. See the Empire using various things from the Galactic Republic used in the Clone Wars against a new threat - the Rebel Alliance. I had originally planned this mod to have 10 maps total, but I lost interest and time. Here are the released maps: Rise of the Empire #1: New Era Begins (Version 1.25) Rise of the Empire #2: Outpost Overrun (Version 1.5) Rise of the Empire #3: Hidden Surprise (Version 1.25) Rise of the Empire #4: Plains of Chaos (Version 1.0) Rise of the Empire #5: Shadows and Flames (Version 1.0) - PR-0927

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O.K., bad news. t551 doesn't know how to get the turrets working completely. So, I requested both Qdin and Psych0fred to help, whichever one helps us. Here is what I said to Psych0fred when he was offline (MSN Live Messenger): hey fred how's it going? well, i have a request for you basically,

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O.K., bad news. t551 doesn't know how to get the turrets working completely. So, I requested both Qdin and Psych0fred to help, whichever one helps us. Here is what I said to Psych0fred when he was offline (MSN Live Messenger):

hey fred
how's it going?
well, i have a request for you
basically, t551 and doofi and i would be grateful if you could finish off doofis utat
the story behind it = doofi made the ut-at (a splendid model if i may say so), but he has no modeling knowledge outside making the actual shape and skin
so t551 took the model to fix it up, add nodes, get the turrets working, etc
he scaled it
added bones i think
and nodes
but when he got to the turrets, he couldnt get them working. we dont know too many others who are knowledgeable about vehicle models. this model has been in production since june/july of 2006. itd be very appreciated if you could help us out with the model and fix it up
t551 was also working on the odf file, just so he could test it in game. we decided on (although i was going to tweak it anyways), one pilot with the main two guns, one gunner up top, and one gunner for each of the four small guns on the back (the way it is all supposed to be). he sent me the files and a .txt file describing the dilemma. as he put it, he has "reached his wit's end."
please contact me about this
i have wanted to have this great vehicle in my map for ages now, and my map has been put on the backburner for months as well. many modders also would like to get their hands on doofis utat too
my e-mail address is MajinRevan@gmail.com
id be very grateful if you assisted us and also if you could send me an e-mail on whether or whether not you could help


Oh, BTW, t551's .txt file says:

Ok, the utat's hierarchy in the scene is set so that the center of each object is the point around which it should rotate.

I had been focusing my experimenting on the top-left turret (odf section: TURRET1), which is why its odf section is different from the others, and it is facing a different direction in the scene.

As far as I can tell, it pitches where you would expect(at the objects XSI-defined center), but it yaws around a random point in space about a meter to the left of the turret itself, which looks pretty weird.

The viewpoints are definitely bugged (I would just use freecam to look at the motion of the turret).

Also, rep_hover_utat_main_blaster and rep_hover_utat_small_blaster are non-functioning beam weapons, never got around to fixing them.


- PR-0927/Majin Revan

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