Star wars mod: planning
Moderator: hurleybird
Questions
I had a few questions/suggestions for the Vega Wars mod (hope I'm posting it in the right place): Are droids going to be used in this mod? Especially for small craft as astrodroids and larger craft as repair droids? Will there be the small transports to dock with and capture larger spacecraft with (such as the stormtrooper transports)? And finally, will there be disabling ion cannons (such as on the Y-Wing).
Great concept though, hope it works, I always wanted to find an expandable Star Wars game. If you need help with 3D modeling, programming or scripting then let me know, I have a little experience in it.
Email is Sneemaster@yahoo.com
Great concept though, hope it works, I always wanted to find an expandable Star Wars game. If you need help with 3D modeling, programming or scripting then let me know, I have a little experience in it.
Email is Sneemaster@yahoo.com
First of all, is this still a viable planned mod, or has this gone dead? I'm willing to throw in some time to work wherever I can. I'm willing to learn C/C++/Python as needed, but I much prefer to work on units. I can also work on mission/campaign planning, I've had experience GMing for some SW RPGs.
Yes that's me, I forgot to login. Just wanted to add, I think after RotJ is best. Pirates and newbies can still fly the old ships (Y-wings, Z-95s), we could have the faction-specific ships, and could even throw in the EP I, II, III ships as antiques and hidden extras somewhere. And it needs to be VERY hard to get your own ISD (unless you're a mod )!Anonymous wrote:First of all, is this still a viable planned mod, or has this gone dead? I'm willing to throw in some time to work wherever I can. I'm willing to learn C/C++/Python as needed, but I much prefer to work on units. I can also work on mission/campaign planning, I've had experience GMing for some SW RPGs.
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cap ship fighter launching in Star wars mod
Is there is some better way to fix the way fighter craft are stored, launched and recovered from the capital ships, especially for this mod? Vegastrike still needs some work in that regard. I can't wait to try launching fighters from nebulon frigates. Has anyone worked on that yet? Currently you have to drop the fighters as cargo and hope you can tractor them in after a fight.
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Currently, I have very little done. I've been trying to motivate myslef to pick up work on this again, but unfortunantly I have a work is making this hard for me.
Lets see... I work 1-10 tommorow so maybe I'll try to wake myself up at seven (*yeah right*) and see if I can get something presentable done...
Lets see... I work 1-10 tommorow so maybe I'll try to wake myself up at seven (*yeah right*) and see if I can get something presentable done...
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Yeah, I have some models from e-walker, which are really good.
Unfortunantly though,each has about 20 different textures, and I'm not the most talented exporter...
Help would be good. Having someone else develop with me would well, at the very least force me to dedicate time to the project.
Right now I have nothing but a whole bunch of models that are painfull to convert, and a lot of cool ideas in my head.
But yeah, I could use help with getting these models into VS, missions, music, etc...
Pretty much anything right now
Unfortunantly though,each has about 20 different textures, and I'm not the most talented exporter...
Help would be good. Having someone else develop with me would well, at the very least force me to dedicate time to the project.
Right now I have nothing but a whole bunch of models that are painfull to convert, and a lot of cool ideas in my head.
But yeah, I could use help with getting these models into VS, missions, music, etc...
Pretty much anything right now
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I am currently using Anim8tor (its not great but ok), so I can work on .obj and .3ds files. Send a couple over (even without textures if you have to) so I can get an idea of scale and then I can make some more objects, like ships, containers, guns, etc in the Star Wars style. I can certainly help with mission creation as well. For music we could temporarily use actual star wars music mp3s for testing until we can create some of our own. I'm no musician, so someone else will need to make some I think. I need to study the VS xmls to get familiar with them, but yes I can help.
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well with the new bfxm and obj formats that the new VS supports--- it can have many textures per mesh
jsut convert an obj file into a single bfxm
or else convert it to multiple xmesh files
jsut convert an obj file into a single bfxm
or else convert it to multiple xmesh files
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http://vegastrike.sourceforge.net/forum ... php?t=2406
The mesher utility is very nice, and has been used much so far for the Trek mod.
The mesher utility is very nice, and has been used much so far for the Trek mod.
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if that were part of the mission it would not be very difficult at all
there's a docking script
so the mission would tell teh fighter to dock
as soon as the docking operation were complete (as detected to have started and then ended by the mission or quest) then it would change the faction of the ship in question to the appropriate faction...
not too bad
there's a docking script
so the mission would tell teh fighter to dock
as soon as the docking operation were complete (as detected to have started and then ended by the mission or quest) then it would change the faction of the ship in question to the appropriate faction...
not too bad
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Can you actually disable a ship in VS, for example using Ion cannons to knock out its power/shields/engines. Then have a mission scripted so you can dock only once the ship is disabled?if that were part of the mission it would not be very difficult at all
there's a docking script
so the mission would tell teh fighter to dock
as soon as the docking operation were complete (as detected to have started and then ended by the mission or quest) then it would change the faction of the ship in question to the appropriate faction...
not too bad
"It's the most bizarre part of this entire campaign."
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well there are energy draining weapons
and if we don['t have the ability to check for 0 energy we could add that to python without trouble
and if we don['t have the ability to check for 0 energy we could add that to python without trouble
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Then that would work for this mod...the Ywing, Bwing, Tie Defender, and many other fighters, pirates and cap ships in Star Wars have ion cannons for disabling. You could have missions where you can capture, raid or repair ships that are disabled, depending on the mission. For example you need to go repair/rescue a freighter that was disabled in a Pirate ion cannon trap, steal cargo from disabled ships, capture the princess on a corvette with your star destroyer (ie. "Commander, tear this ship apart until you've found those plans and bring me the passengers. I want them alive." --Vader)
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