Author Topic: [SWC] Scene Editing Guide and Progress Report  (Read 25492 times)

Offline HokieBT

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[SWC] Scene Editing Guide and Progress Report
« on: June 02, 2009, 07:53:51 PM »
Many scenes in Star Wars: Conquest will need to be created for this mod and there are several people working on them.  In an attempt to get organized and make sure scenes will not need to be re-edited in the future we are trying to compile a scene editing guide and list of progress so far.   A scene may be used for multiple purposes (walk around town, inner city siege, etc) so it is important to make sure the scene can serve multiple purposes.  It is also important that all the correct entry points are placed, since these tells the AI where to guard/attack or is used for other purposes like where a lord/spy should stand, etc.   Also, since Sieges are such a large part of M&B, we do need to work on them and make sure they are good in this mod.  I've been talking with Flanged at the TW forum about how the entry points for sieges work and found some other resources at TW or Exilian to help me compile the following list.  

This list is by no means complete, we should review native scenes to see if there are any entry points added to those scenes we have missed in the list below. Also, when creating scenes we may want to create a generic one first, for something like the villages or town prisons/alleys, and use it for all towns and then this could eventually be improved in the future.



GENERAL NOTES ABOUT SCENE EDITING

Scene Editing Guide
http://exilian.wikia.com/wiki/Scene_Editing_(M&B)

AI Mesh - AI Mesh is very important because it tells the AI where it can move in the scene.  Please see the tutorial below for more info.
http://forums.taleworlds.net/index.php/topic,61126.0.html

See a note about Entry Points below
http://mbx.streetofeyes.com/index.php/topic,1799.msg38021.html#msg38021

« Last Edit: August 08, 2010, 09:26:47 AM by Swyter »

Offline HokieBT

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #1 on: June 16, 2009, 01:42:57 PM »
SCENE EDITING PROGRESS REPORT

Notes:
  • I have tried to do an accurate job with this list, please let me know if anything is incorrect
  • If you would like to work on a scene not on this list please let me know so I can update this
  • A ? means the scene may have been modified but we need to verify

IN PROGRESS

Hoth - Vector is working on this
Mustafar - Vector is working on this

TOWNS

town_1 - Mandalore
  • town_#_alley = still a native scene
  • town_#_arena = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_castle = generic scene (scene by HokieBT, model by TakiJap)
  • town_#_center = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_prison = still a native scene
  • town_#_store = generic scene (scene by HokieBT, model by Geroj)
  • town_#_tavern = generic scene (scenes by HokieBT or Vector, model by TakiJap)
  • town_#_walls = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_land_battle - generic farmland scene by Kavien

town_2 - Byss
  • town_#_alley = still a native scene
  • town_#_arena = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_castle = generic scene (scene by HokieBT, model by TakiJap)
  • town_#_center = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_prison = still a native scene
  • town_#_store = generic scene (scene by HokieBT, model by Geroj)
  • town_#_tavern = generic scene (scenes by HokieBT or Vector, model by TakiJap)
  • town_#_walls = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_land_battle - generic farmland scene by Kavien

town_3 - Endor
  • town_#_alley = by Vector
  • town_#_arena = by Vector
  • town_#_castle = generic scene (scene by HokieBT, model by TakiJap)
  • town_#_center = by Vector
  • town_#_prison = still a native scene
  • town_#_store = generic scene (scene by HokieBT, model by Geroj)
  • town_#_tavern = generic scene (scenes by HokieBT or Vector, model by TakiJap)
  • town_#_walls = by Vector
  • town_#_land_battle - by Vector

town_4 - Corellia
  • town_#_alley = still a native scene
  • town_#_arena = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_castle = generic scene (scene by HokieBT, model by TakiJap)
  • town_#_center = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_prison = still a native scene
  • town_#_store = generic scene (scene by HokieBT, model by Geroj)
  • town_#_tavern = generic scene (scenes by HokieBT or Vector, model by TakiJap)
  • town_#_walls = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_land_battle - generic scene from Gangs of Glasgow mod (modified by HokieBT)

town_5 - Naboo
  • town_#_alley = still a native scene
  • town_#_arena = ?
  • town_#_castle = generic scene (scene by HokieBT, model by TakiJap)
  • town_#_center = by Geroj
  • town_#_prison = still a native scene
  • town_#_store = generic scene (scene by HokieBT, model by Geroj)
  • town_#_tavern = generic scene (scenes by HokieBT or Vector, model by TakiJap)
  • town_#_walls = by Geroj (re-used center scene)
  • town_#_land_battle - ?

town_6 - Kessel
  • town_#_alley = still a native scene
  • town_#_arena = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_castle = generic scene (scene by HokieBT, model by TakiJap)
  • town_#_center = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_prison = still a native scene
  • town_#_store = generic scene (scene by HokieBT, model by Geroj)
  • town_#_tavern = generic scene (scenes by HokieBT or Vector, model by TakiJap)
  • town_#_walls = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_land_battle - generic farmland scene by Kavien

town_7 - Dantooine
  • town_#_alley = still a native scene
  • town_#_arena = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_castle = generic scene (scene by HokieBT, model by TakiJap)
  • town_#_center = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_prison = still a native scene
  • town_#_store = generic scene (scene by HokieBT, model by Geroj)
  • town_#_tavern = generic scene (scenes by HokieBT or Vector, model by TakiJap)
  • town_#_walls = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_land_battle - generic farmland scene by Kavien

town_8 - Geonosis
  • town_#_alley = ?
  • town_#_arena = ?
  • town_#_castle = generic scene (scene by HokieBT, model by TakiJap)
  • town_#_center = by Geroj
  • town_#_prison = still a native scene
  • town_#_store = generic scene (scene by HokieBT, model by Geroj)
  • town_#_tavern = generic scene (scenes by HokieBT or Vector, model by TakiJap)
  • town_#_walls = by Geroj (re-used center scene)
  • town_#_land_battle - by Gerojr

town_9 - Mon_Cal
  • town_#_alley = still a native scene
  • town_#_arena = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_castle = generic scene (scene by HokieBT, model by TakiJap)
  • town_#_center = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_prison = still a native scene
  • town_#_store = generic scene (scene by HokieBT, model by Geroj)
  • town_#_tavern = generic scene (scenes by HokieBT or Vector, model by TakiJap)
  • town_#_walls = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_land_battle - generic farmland scene by Kavien

town_10 - Kashyyyk
  • town_#_alley = ?
  • town_#_arena = ?
  • town_#_castle = generic scene (scene by HokieBT, model by TakiJap)
  • town_#_center = by Geroj
  • town_#_prison = still a native scene
  • town_#_store = generic scene (scene by HokieBT, model by Geroj)
  • town_#_tavern = generic scene (scenes by HokieBT or Vector, model by TakiJap)
  • town_#_walls = by Geroj (re-used native scene)
  • town_#_land_battle - ?

town_11 - Hoth
  • town_#_alley = still a native scene
  • town_#_arena = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_castle = generic scene (scene by HokieBT, model by TakiJap)
  • town_#_center = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_prison = still a native scene
  • town_#_store = generic scene (scene by HokieBT, model by Geroj)
  • town_#_tavern = generic scene (scenes by HokieBT or Vector, model by TakiJap)
  • town_#_walls = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_land_battle - generic farmland scene by Kavien

town_12 - Gamorr
  • town_#_alley = ?
  • town_#_arena = ?
  • town_#_castle = generic scene (scene by HokieBT, model by TakiJap)
  • town_#_center = by Geroj (re-used the Ryloth scene)
  • town_#_prison = still a native scene
  • town_#_store = generic scene (scene by HokieBT, model by Geroj)
  • town_#_tavern = generic scene (scenes by HokieBT or Vector, model by TakiJap)
  • town_#_walls = by Geroj (re-used the Ryloth scene)
  • town_#_land_battle - ?

town_13 - Yavin_IV
  • town_#_alley = by Vector
  • town_#_arena = by Vector
  • town_#_castle = generic scene (scene by HokieBT, model by TakiJap)
  • town_#_center = by Vector
  • town_#_prison = still a native scene
  • town_#_store = generic scene (scene by HokieBT, model by Geroj)
  • town_#_tavern = generic scene (scenes by HokieBT or Vector, model by TakiJap)
  • town_#_walls = by Vector
  • town_#_land_battle - by Vector

town_14 - Tatooine
  • town_#_alley = ?
  • town_#_arena = by Vector
  • town_#_castle = generic scene (scene by HokieBT, model by TakiJap)
  • town_#_center = by Vector
  • town_#_prison = still a native scene
  • town_#_store = generic scene (scene by HokieBT, model by Geroj)
  • town_#_tavern = generic scene (scenes by HokieBT or Vector, model by TakiJap)
  • town_#_walls = by Vector (re-used center scene)
  • town_#_land_battle - ?

town_15 - Reecee
  • town_#_alley = still a native scene
  • town_#_arena = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_castle = generic scene (scene by HokieBT, model by TakiJap)
  • town_#_center = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_prison = still a native scene
  • town_#_store = generic scene (scene by HokieBT, model by Geroj)
  • town_#_tavern = generic scene (scenes by HokieBT or Vector, model by TakiJap)
  • town_#_walls = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_land_battle - generic farmland scene by Kavien

town_16 - Coruscant
  • town_#_alley = still a native scene
  • town_#_arena = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_castle = generic scene (scene by HokieBT, model by TakiJap)
  • town_#_center = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_prison = still a native scene
  • town_#_store = generic scene (scene by HokieBT, model by Geroj)
  • town_#_tavern = generic scene (scenes by HokieBT or Vector, model by TakiJap)
  • town_#_walls = generic scene from Gangs of Glasgow mod (modified by HokieBT)
  • town_#_land_battle - generic farmland scene by Kavien

town_17 - Ryloth
  • town_#_alley = ?
  • town_#_arena = ?
  • town_#_castle = generic scene (scene by HokieBT, model by TakiJap)
  • town_#_center = by Geroj
  • town_#_prison = still a native scene
  • town_#_store = generic scene (scene by HokieBT, model by Geroj)
  • town_#_tavern = generic scene (scenes by HokieBT or Vector, model by TakiJap)
  • town_#_walls = by Geroj (re-used center scene)
  • town_#_land_battle - ?

town_18 - Nal_Hutta
  • town_#_alley = ?
  • town_#_arena = ?
  • town_#_castle = generic scene (scene by HokieBT, model by TakiJap)
  • town_#_center = by Vector (re-used Tatooine scene)
  • town_#_prison = still a native scene
  • town_#_store = generic scene (scene by HokieBT, model by Geroj)
  • town_#_tavern = generic scene (scenes by HokieBT or Vector, model by TakiJap)
  • town_#_walls = by Vector (re-used Tatooine scene)
  • town_#_land_battle - by Vector


CASTLES
  • "Battlestation" Exterior = use a generic scene by Tyrinius
  • "Outpost" Exterior = use a generic scene (scene by HokieBT, model by TakiJap)
  • Other Exterior = use a generic scene by Geroj
  • Interior = use a generic scene (scene by HokieBT, model by TakiJap)


VILLAGES
  • #1-24, 26-40 = use the same generic scene by Tyrinius
  • #25,70,89 = use a desert scene by Tyrinius
  • #66 (Alaris Prime) = scene by Deon
  • #41-65, 67-69, 71-88, 90 = use a generic scene by Tyrinius


QUICK BATTLES
  • Tusken Raider Attack by Geroj
  • Attack on the Yavin IV Shrine by Vector
  • Destroy the Endor Shield Generator by Vector


CUSTOM BATTLE SCENES
  • Geonosis by Vector
  • Yavin IV Plains by Vector
  • Dagobah Swamp by Vector
« Last Edit: July 30, 2009, 07:46:48 AM by HokieBT »

Offline HokieBT

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #2 on: July 06, 2009, 03:17:39 PM »
GENERAL NOTES ABOUT ENTRY POINTS

Entry Points can be placed with the scene editor when creating a scene.  Each entry point has a specific number, and in the code for this mod we can define the use for that entry point.  They may be used to define where the player should enter a scene, where a merchant should stand, what location a town walker shoudl walk to, where an enemy should reinforce in a siege, etc.  So it is very important that the location of entry points be correct for the type of scene that you are building.  Since they are primarily used for the location a troop will spawn at, so it is recommended they be placed above ground.

TOWN ENTRY POINTS

TOWN ALLEY ENTRY POINTS - scn_town_#_alley.sco

need to create list

TOWN ARENA ENTRY POINTS - scn_town_#_arena.sco

observation deck
   50 = player? (near entry)
   51 = ? (watching)
   52 = tournament master (facing player)
   add passage (for menu item 3) to leave (and barriers as needed)

center circle (medium close together)
   entry point 56, 57, 58, 59

single entry (4 corners)
   entry point 36, 37, 38, 39

large groups (4 corners)
   group 1 = 24-31, 34
   group 2 = 0-7, 35
   group 3 = 16-23, 32
   group 4 = 8-15, 33

TOWN CASTLE ENTRY POINTS - scn_town_#_castle.sco

This is used for the lords hall and also the 3rd stage of a siege

0 - player
6-7 - guard
8  - ?
16 - lord
17-31 - ? (siege attackers/defenders and/or visiting lords?)

Note: need to verify no entry points are missing

TOWN CENTER ENTRY POINTS - scn_town_#_center.sco

This is used for walking around town and also the 2nd stage of a siege

0 - Player when entering on foot (also used for player during siege stage 2)
1 - Player when entering on horseback
6-7 - attacker spawn during a siege ( maybe used in siege stage 2?)
9 - Armor Merchant
10 - Weaponsmith
12 - Horse Merchant
11 - Guild Master
16-20 - siege defenders ( maybe used in siege stage 2?)
23 - Castle Guard
24 - Prison Guard
25-26 - High Level Guards
27-28 - Low Level Guards
30-40 - Town Walkers

Add Passages # 2 (castle), 4 (tavern), 5 (merchant shop), 6 (arena), 7 (prison)

Note: need to verify no entry points are missing

TOWN PRISON ENTRY POINTS - scn_town_#_prison.sco

need to create list

TOWN STORE ENTRY POINTS - scn_town_#_store.sco

need to create list

TOWN TAVERN ENTRY POINTS - scn_town_#_tavern.sco

0 - Player
9 - Tavern Keeper
16-24 - Tavern Mercenaries, Travlers, etc.

Note: need to verify no entry points are missing

TOWN WALLS ENTRY POINTS - scn_town_#_walls.sco

Note: This is a separate scene used in the 1st stage of a siege

0 - Battle spawn for player, attackers, and attacks reinforcements
3 - Defenders sally-out
10 - Defenders defense point - the place the infantry will try to move to and defend
11 - Infantry defenders spawn here, and will move to 10
15 - Defender reinforcements spawn here?
40-46 - Archers will spawn at these points (guards will be stationed here when the player visits in peacetime)

Note: need to verify no entry points are missing

TOWN SIEGE NOTES

- A Town siege is done in three stages (outer walls, inner city, main hall)
- scn_town_#_walls.sco = used for the 1st stage of a siege
- scn_town_#_center.sco = used for walking around town and the 2nd part of the siege
- scn_town_#_castle.sco = used for the main hall and 3rd stage of a siege
- it is possible in the code to replace scene props before a siege (switch a good wall to a damaged wall, etc)



CASTLE ENTRY POINTS

CASTLE EXTERIOR ENTRY POINTS - scn_castle_#_exterior.sco

This scenes is used for castle sieges and when you walk around a castle

0 - Battle spawn for attackers
1- Spawn for player visit
2 - After leaving castle through door
3 - Defenders sally-out
10 - Defenders defence point - the place the infantry will try to move to and defend
11 - Infantry defenders spawn here, and will move to 10
15 - Defender reinforcements spawn here
24 - faction prison guard (during peaceful visit)
40-46 - Archers will spawn at these points (guards will be stationed here when the player visits in peacetime)
47 - another archer during a castle defense when using a belfry? (this entry point should not be necessary in star wars sieges)

Notes:
need to verify no entry points are missing for castle visits
Add a Passage to menu item 2 (main hall) and menu item 7 (dungeon)

CASTLE INTERIOR ENTRY POINTS - scn_castle_#_interior.sco

0 - Player
6-7 - Guards
16-24 - Lords

Note: need to verify no entry points are missing

CASTLE PRISON ENTRY POINTS - scn_castle_#_prison.sco

need to look at native scenes and create a list

CASTLE SIEGE NOTES:
- Castles only have one siege scene ( scn_castle_#_exterior.sco ) which is also used when you walk around
- it is possible in the code to replace scene props before a siege (switch a good wall to a damaged wall, etc)



VILLAGE ENTRY POINTS

VILLAGE ENTRY POINTS - scn_village_#.sco

0 - Player
11 - Village Elder
30-40 = Village Walkers
45 - Fugitive from Lord quest

Note: need to verify no entry points are missing



OTHER ENTRY POINTS

LAND BATTLE ENTRY POINTS - scn_land_battle_town_1.sco

These are the static scenes used when you choose to 'land and fight on a planet surface.   You should not put entry points really close to the map edge since armies will spawn around you.

0 - player
1 - player on horseback?
4 - enemy

Note: need to verify no entry points are missing

Note: I believe some additional scene props are required to display your banner correctly, we'd need to review native scenes
« Last Edit: July 27, 2009, 12:37:33 AM by HokieBT »

Offline HokieBT

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #3 on: July 06, 2009, 03:18:01 PM »
reserved for future use

Offline HokieBT

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #4 on: July 06, 2009, 03:21:25 PM »
reserved for future use

Offline HokieBT

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #5 on: July 06, 2009, 03:24:38 PM »

I've unlocked this thread, so if people want to post questions about scene editing, or use this thread for pictures or other usage they can.   Eventually I want to add some scene editing tutorials, but for now people will just have to use the one that is linked at the very top of this thread.

Offline Geroj

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #6 on: July 30, 2009, 01:18:12 PM »
I am right now working on ship battle(DONE) so no town or village scnenes soon

+Bohawui done
« Last Edit: August 19, 2009, 03:28:38 PM by Geroj »

Vampirehunter22

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #7 on: August 20, 2009, 06:10:36 PM »
I think you should make custom scenes for planets like mustafar. It seems too normal and lavaless. not at all like Mustafar from the third movie.

Offline Vector

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #8 on: August 20, 2009, 08:05:21 PM »
I think you should make custom scenes for planets like mustafar. It seems too normal and lavaless. not at all like Mustafar from the third movie.

I'm slowly working on that.

Offline Geroj

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #9 on: August 21, 2009, 06:40:10 AM »
I think you should make custom scenes for planets like mustafar. It seems too normal and lavaless. not at all like Mustafar from the third movie.

I'm slowly working on that.

Cant wait! lava and all that things :)

Sebbe107

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #10 on: August 23, 2009, 05:07:51 AM »
I think you should make custom scenes for planets like mustafar. It seems too normal and lavaless. not at all like Mustafar from the third movie.

I'm slowly working on that.

Cant wait! lava and all that things :)


Lava would be great.

What would be even better would be a quick battle duel between Obi-Wan and Anakain on mustafar.

Offline Vector

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #11 on: August 23, 2009, 06:05:43 AM »
I think you should make custom scenes for planets like mustafar. It seems too normal and lavaless. not at all like Mustafar from the third movie.

I'm slowly working on that.

Cant wait! lava and all that things :)


Lava would be great.

What would be even better would be a quick battle duel between Obi-Wan and Anakain on mustafar.

Yeah i have made four different variations of Lava tiles, so hopefully it should look pretty good once finished.

Sebbe107

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #12 on: August 23, 2009, 06:09:33 AM »
I think you should make custom scenes for planets like mustafar. It seems too normal and lavaless. not at all like Mustafar from the third movie.

I'm slowly working on that.

Cant wait! lava and all that things :)




Lava would be great.

What would be even better would be a quick battle duel between Obi-Wan and Anakain on mustafar.

Yeah i have made four different variations of Lava tiles, so hopefully it should look pretty good once finished.

Can't wait to see it!

Peralta

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #13 on: October 14, 2009, 09:58:52 AM »
Since my own mod is dead, I could give this a try :)

Any prefered/advised scenes?

Tyrinius

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #14 on: October 20, 2009, 01:22:29 AM »
Depends, if you have some modeling skills you could do whatever town you want (as most of the planets will need custom models to look awesome). If not, any village or castle scene will help. Currently we only have the threee village scenes I made. It would be great to have some more variety. You could either edit them or make new ones from scratch.
If you have experience with scene editing it would also be great to have some more castle (i.e. battlestation) scenes.

Actually you can just make what you want to. Anything will help :)

Peralta

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #15 on: October 20, 2009, 09:41:57 AM »
Sounds random enough to me  :green:

I'll first go dig up some ref materials and then maybe work on battlestation stuff...

Peralta

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #16 on: October 24, 2009, 03:11:06 PM »
After my first crash-free game of SWC in a loooog time, I noticed that the only scenes without a nearly square groundplan are the battlestations?

The outpost I sieged gave me some sort of triangle shape which created a suicidal bottleneck for my clones  ???


Peralta

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #17 on: November 16, 2009, 05:51:03 AM »
Scene creating won't be for anywhere in 2009, gotta study for exams in january ;)

matthews

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #18 on: January 10, 2010, 11:22:52 PM »
Hey,
I'd like to help. Are there any scenes you'd like me to help with?

Revan Shan

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #19 on: January 11, 2010, 03:30:03 AM »
I'm trying to do some scene editting, but there is somth I don't know. How can I use ground textures like the one for geonosis? They don't appear... (Only native's)

Offline HokieBT

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #20 on: January 13, 2010, 05:38:39 PM »

matthews - thanks for the offer to help, I'll send you a PM.

Revan - I believe M&B is limited with those ground textures, but I think you can paint the ground? I'm guessing Geroj just used the sand texture and then painted it red?

Revan Shan

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #21 on: January 14, 2010, 07:09:46 AM »

matthews - thanks for the offer to help, I'll send you a PM.

Revan - I believe M&B is limited with those ground textures, but I think you can paint the ground? I'm guessing Geroj just used the sand texture and then painted it red?

Oh. Interesting.

Tyrinius

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #22 on: January 15, 2010, 11:08:37 AM »
Yes, you can paint the ground, but as far as i remember the painting option is at the bottom of the editing window. And that window is so big that it doesn't appear on small screen resolutions. And you can't scroll it. I don't know if there is a workaround.

Offline Vector

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #23 on: February 16, 2010, 12:08:35 PM »
I've just fixed the Degobah scene, since the previous one left the AI running them selfs into walls and corners.

Offline Geroj

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #24 on: April 07, 2010, 06:02:02 AM »
Who made Bothawui scene it looks good

Offline Vector

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #25 on: April 07, 2010, 09:31:42 AM »
Who made Bothawui scene it looks good

I set your Bothawui scene as a village scene for all the surrounding moons and then made a larger scale scene for Bothawui, i wanted to ask your permission first but you hadn't been around for quite a while, hope it's okay with you.


Offline HokieBT

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #26 on: April 07, 2010, 10:14:06 AM »

Geroj - random comment, but if you have any interest in scene editing we could use some Kamino scenes.   There are a bunch of new scene props that start with sw_kamino_* and that planet is basically a water world with metal platforms above it.   SupaNinjaMan made the models and I textured them, so if people feel the textures can be improved then I have no problem if you want to work on them.

Also, I don't think I have updated the first page in a while, so unfortunately its somewhat outdated

Revan Shan

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #27 on: April 07, 2010, 10:57:10 AM »

Geroj - random comment, but if you have any interest in scene editing we could use some Kamino scenes.   There are a bunch of new scene props that start with sw_kamino_* and that planet is basically a water world with metal platforms above it.   SupaNinjaMan made the models and I textured them, so if people feel the textures can be improved then I have no problem if you want to work on them.

True. Tipoca city needs to be made!


Offline Geroj

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #28 on: April 08, 2010, 12:00:27 AM »
Who made Bothawui scene it looks good

I set your Bothawui scene as a village scene for all the surrounding moons and then made a larger scale scene for Bothawui, i wanted to ask your permission first but you hadn't been around for quite a while, hope it's okay with you.



Yeah its ok
What about some scene with lava -Sullust or something like that -how it looks?

Revan Shan

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #29 on: April 08, 2010, 01:29:33 AM »
Well, actually we need a lot of scenes that shouldn't be a lot of work.

- Hoth plains: several scenes with only snow, nothing else.

- Volcanic plains: for planets like Mustafar, Sarapin and Taspir. Noactual need of lava. It's enough if it's a plain with black texture.

- Naboo plains: like the ones seen in Episode 1, big and green, with forests surrounding them.

- Corellia plains:
http://ryoko.de/swg/lash_corellia_cyrha_1.jpg

- Dantooine plains:
http://3.bp.blogspot.com/_496mEL68-v0/SRtQ0boQGfI/AAAAAAAAACw/RIjKe4XL-W4/s400/zebulon-dantooine.jpg

- Geonosis spires: A scene were you might find a lot of rocky stuff and some more geonosian architecture.

etc.

It would be good for each planet to have several battle secenes. Several plains, etc. Cause for now we have for example a single battle scene for both Endor and Kashyyyk.

Offline Geroj

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #30 on: April 08, 2010, 12:59:19 PM »
I imagine something like this
but dont know how buildings will look
« Last Edit: April 08, 2010, 01:05:24 PM by Geroj »

Revan Shan

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #31 on: April 08, 2010, 01:05:57 PM »
You are working on that one?

Offline Geroj

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #32 on: April 08, 2010, 01:21:10 PM »
You are working on that one?

Right now i dont even have instaled wings3d but i will soon start
i just want to know what do you think about it and what style of houses i have to use

Revan Shan

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #33 on: April 08, 2010, 02:33:54 PM »
Well, first I would like to remember that Mustafar does have plains... You can make nice and easy ash plains with perhaps some lava rivers in the limits (in the part you cannot go).

But onto your map, as it's the idea you wanna develop now, I think it's cool.

Maybe you should take ihat bridge like those in Mygeeto (on Episode 3), making it broader so that a big part of your soldiers can get through. Or maybe, apart from that, even adding secondary bridges.

Another idea I have is that you could add some of these in the map limits or somewhere, as they are very Mustafarian:


About the buildings: I could find some pics you can use as reference:

Entrance of a Mustafarian building


Forgotten crashed ship from the Old Republic (great prop for a Mustafar plains battle scene)


Entrance and bridge

Offline Geroj

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #34 on: April 08, 2010, 03:44:36 PM »
Thanks revan but can you add little more pics from where can i use texture?  -BIG pics with wall only or door

Revan Shan

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #35 on: April 09, 2010, 05:11:38 AM »
Thanks revan but can you add little more pics from where can i use texture?  -BIG pics with wall only or door

I think I can find Mustafar textures for you.

Here you have them:
http://www.megaupload.com/?d=IH7K3D8X

I might be able to find more, but now see if that's enough for you.
« Last Edit: April 09, 2010, 06:46:48 AM by Revan Shan »

Offline HokieBT

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #36 on: April 09, 2010, 08:14:16 AM »

I also like these two websites for textures

http://cgtextures.com
http://mayang.com/textures/

rorogg

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Re: SWC: Scene Editing Guide and Progress Report
« Reply #37 on: April 25, 2010, 11:51:11 AM »
So... How are the scenes going? Are Mustafar and Hoth still being worked on?
« Last Edit: April 25, 2010, 01:27:24 PM by rorogg »

Offline Swyter

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Re: [SWC] Scene Editing Guide and Progress Report
« Reply #38 on: March 22, 2011, 07:57:30 AM »

Thanks to GetAssista for reporting the spam. This is going to be locked as read-only legacy.
Rest in Peace.



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