Author Topic: (WB) Clone Wars: Arkonne Assault - New ATM!  (Read 117005 times)

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Cavaron

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killeri

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Re: Clone Wars: Arkonne Assault - Alive and kicking!
« Reply #2386 on: May 07, 2011, 10:11:18 AM »
k what ever, but we have to cut that pyramid there xD andstop spammin AGAIN roflmao

SulleDrake

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Re: Clone Wars: Arkonne Assault - Alive and kicking!
« Reply #2387 on: May 07, 2011, 04:58:53 PM »
Things look pretty neat in this mod, I sure hope I will get to play it before SWTOR comes out!  :D

One thing though- it says the Map is 100% finished, but the screenshot showing the map looks way too small and the cities still have the same dull Native-names. Are you going to keep it like that? Or maybe that screenshot is only part of the whole map? Or maybe the map even is that small for some reason I dont understand but is probably well-thought out  :wink:
« Last Edit: May 07, 2011, 05:08:55 PM by SulleDrake »

Lux

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Re: Clone Wars: Arkonne Assault - Alive and kicking!
« Reply #2388 on: May 07, 2011, 06:07:15 PM »
It's the last option. However, I'll rework it at some point (when I give a ****).

Cavaron

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Re: Clone Wars: Arkonne Assault - Alive and kicking!
« Reply #2389 on: May 07, 2011, 07:29:27 PM »
I think it's pre-alpha ss that's why you see a native names ;]

SulleDrake

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Re: Clone Wars: Arkonne Assault - Alive and kicking!
« Reply #2390 on: May 07, 2011, 08:16:03 PM »
Ah cool, thanks :)


(when I give a ****).

Does this mean the process is going slow or did I take it the wrong way?  :D

Lux

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Re: Clone Wars: Arkonne Assault - Alive and kicking!
« Reply #2391 on: May 07, 2011, 10:00:56 PM »
May is the busiest month of the school year, so progress is even slower than it was already.

Kessuttelija

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Re: Clone Wars: Arkonne Assault - Alive and kicking!
« Reply #2392 on: June 05, 2011, 09:12:52 PM »
Back to work dudes--->

Lux

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Re: Clone Wars: Arkonne Assault - Alive and kicking!
« Reply #2393 on: June 07, 2011, 08:32:11 PM »
**** off.

ConnerMcRyan

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Re: Clone Wars: Arkonne Assault - Alive and kicking!
« Reply #2394 on: June 14, 2011, 03:32:49 PM »
Clone Wars: Arkonne Assault - Dead and standing


Lux

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Re: Clone Wars: Arkonne Assault - Alive and kicking!
« Reply #2395 on: June 14, 2011, 09:35:35 PM »
**** off.
I repeat.
It's not dead, you little shit.

rbcarter101

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Re: Clone Wars: Arkonne Assault - Alive and kicking!
« Reply #2396 on: June 14, 2011, 10:58:05 PM »
For All Recruits/Noobs: Stop freaking asking whether this thing is dead, alive, or what not, or you will be verbally abused by Lux.

But seriously, stop asking, its annoying.  :|




Lux

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Re: Clone Wars: Arkonne Assault - Alive and kicking!
« Reply #2397 on: June 26, 2011, 11:47:21 PM »
Model and texture by Barf, rigging and some detailing by Swyter, touch-up by me:



Models and textures by Thorgils, touch-up by me:

(click to show/hide)


EDIT: OpenBRF mirrors everything for some reason, stuff is where it's supposed to be.
« Last Edit: June 27, 2011, 12:29:38 AM by Lux »

Korgoth

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Re: Clone Wars: Arkonne Assault - Alive and kicking!
« Reply #2398 on: June 27, 2011, 12:25:34 AM »
Pretty! Keep it up!

Sir Gowe

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Re: Clone Wars: Arkonne Assault - Alive and kicking!
« Reply #2399 on: June 27, 2011, 04:49:51 AM »
Now you need to put this so it works for warband too.