StarWars Mod?

This is the place for all questions related to modding Starshatter.
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DamoclesX
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RE: StarWars Mod?

Post by DamoclesX »

you could do wheeled, with rotation.. but.. I have no idea how you would make it stick to the terrian
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Pheonix Starflare
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RE: StarWars Mod?

Post by Pheonix Starflare »

Does anyone remember who got the LCA/hovertanks 'working'?
"An optimist sees a glass half full, a pessimist sees a glass half empty and an engineer sees a glass thats twice as big as it has to be."

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Sky_walker
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RE: StarWars Mod?

Post by Sky_walker »

I'm searching for people to SW mod taking place near 2nd episode on polish forums, but if someone d'like to... send me a mail!
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Melkor
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RE: StarWars Mod?

Post by Melkor »

Here's a test build with just fighters to see if I'm on the right track with maneuvering, balance, etc...Also, if someone can help me to get the missiles to stop wobbling, I'll send them a cookie.
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DamoclesX
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RE: StarWars Mod?

Post by DamoclesX »

if you guys need a forum I can set on up for you, on the project alpha 7 forums
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Pheonix Starflare
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RE: StarWars Mod?

Post by Pheonix Starflare »

ORIGINAL: Melkor

Here's a test build with just fighters to see if I'm on the right track with maneuvering, balance, etc...Also, if someone can help me to get the missiles to stop wobbling, I'll send them a cookie.

http://astoreth.net/Downloads/SW_Test_Build_001.rar

Wow. I think SS has just become the best-looking SW game out there!

The models/textures are mind blowing! All the ships function look amazing! I'm having trouble getting past it. I knew SS could look good, and I knew that people have made spiffy SW models, but to see the two combined so beautifully.

I know you have work ahead of you, Melkor, but its a helluva start!

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"An optimist sees a glass half full, a pessimist sees a glass half empty and an engineer sees a glass thats twice as big as it has to be."

"What do you get when you cross a chicken and and elephant? Chicken elephant sine(theta)"
Melkor
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RE: StarWars Mod?

Post by Melkor »

Thanks Phoenix! I have to make it clear though, that I am not at all responsible for the models. I got permission to use Darksaber's X-Wing Alliance models, which really seem ideally suited to the game. If you like the ships, let him know!

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Duken
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RE: StarWars Mod?

Post by Duken »

DL the file now (gotta love broadband). Did you add more (lots and lots more) guns to the SSD?

EDIT: All i get is a .dat file when i unzip
Weapons do not penetrate armour based on force and pressure - IXJac
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Melkor
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RE: StarWars Mod?

Post by Melkor »

Damocles:
Thanks for your offer. I think it would be great to have a lot of community input on this mod, and your site would be a perfect place for that. Could you PM me or e-mail me a list of what you would need?

Duken:
Right now there are just fighters (Sorry, no SSD in this build!). Unzip the .dat file into your main Starshatter directory and enable the mod in the options menu. You may have to restart the game for it to take effect. By the way, is this a recurring issue with mods, or did I miss something (I mean having to restart)?
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Pheonix Starflare
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RE: StarWars Mod?

Post by Pheonix Starflare »

ORIGINAL: Melkor
Duken:
Right now there are just fighters (Sorry, no SSD in this build!). Unzip the .dat file into your main Starshatter directory and enable the mod in the options menu. You may have to restart the game for it to take effect. By the way, is this a recurring issue with mods, or did I miss something (I mean having to restart)?

With my limited .dat packaged mod experience, its a recurring effect. I dont know if milo ever intended for you to not have to restart. If you wants to have to, it'd be nice for a reminder to appear after enabling the mods.
"An optimist sees a glass half full, a pessimist sees a glass half empty and an engineer sees a glass thats twice as big as it has to be."

"What do you get when you cross a chicken and and elephant? Chicken elephant sine(theta)"
John DiCamillo
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RE: StarWars Mod?

Post by John DiCamillo »

Restart is not supposed to be required, and in the test mods I used, it wasn't required.

I'll download your Star Wars mod later and have a look-see as to why it's not working as intended.
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Duken
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RE: StarWars Mod?

Post by Duken »

Well, now I have more incentive to get the full game (on a budget right now).
Weapons do not penetrate armour based on force and pressure - IXJac
How do I earn IQ points? - JeanLucPicard
Inquisitors are people too. They appreciate presents just as much as the next man. - Imperial Overlord
Melkor
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RE: StarWars Mod?

Post by Melkor »

Oh, and Milo: I've noticed that if a custom mission is included in the mod, then any ships used in that mission will be loaded without a restart. Any ships NOT in the mission require a restart to show up in the editor. Therefore, no mission, no ships. Don't know if that helps...
Melkor
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RE: StarWars Mod?

Post by Melkor »

Version 4.0.3's new strike behavior brought to light a problem with the thruster settings in the first version. I had used very powerful lateral thrusters to remove the sliding effect from spaceflight, but this made the fighters able to accelerate to ridiculous speeds when sliding sideways on purpose. I think I saw a TIE Bomber going 3500 m/s at one point... Anyway, this new version has adjusted thrusters so that shouldn't be possible anymore. Unfortunately, the new strike behavior doesn't look particularly "Star Warsy", but I don't think there's anyway to avoid it. Unless there's some kind of behavior flag that can be set...?

http://astoreth.net/Downloads/SW_Test_build_002.rar
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Pheonix Starflare
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RE: StarWars Mod?

Post by Pheonix Starflare »

Have you tried the 'arcade' flight model? It's in there for people who want SS to play more like Freespace or X-Wing. Go to the options menu and its under 'gameplay' i believe.
"An optimist sees a glass half full, a pessimist sees a glass half empty and an engineer sees a glass thats twice as big as it has to be."

"What do you get when you cross a chicken and and elephant? Chicken elephant sine(theta)"
Melkor
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RE: StarWars Mod?

Post by Melkor »

The problem with arcade mode is that capital ships don't seem to engage as well. I originally tried it that way, but the capitals would just stop when they got within 50 km of each other, which was outside their guns' range. I suppose if I scaled everything up, it would be kind of a work-around, but it would throw the distances completely out of whack with the ship sizes (as it is, these ships are about 4x realistic sizes, which I read somewhere was the ratio for the stock ships).
Velosipo
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RE: StarWars Mod?

Post by Velosipo »

May you would like to check this IMPRESIVE Star wars Mod been done for Home World 2... It have some of the most impresive star wars models out there (is the work of just one dedicated person), look at the images section specially on those big ships like the Star Destroyers or Mon Cal cruisers.

Who knows maybe he's interested in helping to the Starshatter mod...

Check it!
Melkor
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RE: StarWars Mod?

Post by Melkor »

If you're talking about the Warlords mod, then yes I've seen it, and yes it kicks major butt. My only concern (other than getting permission to use the models) is how well they'll convert. Alliance models are relatively straightforward, and only need to have minor adjustments made after converting to 3DS, but I don't know much about Homeworld models. I'll try to contact EvilleJedi, who does Warlords, and see if he's interested. Thanks for reminding me about this!
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Duken
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RE: StarWars Mod?

Post by Duken »

Weapons do not penetrate armour based on force and pressure - IXJac
How do I earn IQ points? - JeanLucPicard
Inquisitors are people too. They appreciate presents just as much as the next man. - Imperial Overlord
Velosipo
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RE: StarWars Mod?

Post by Velosipo »

Yes i was talking about Warlords Mod.

Exporting ships from Homeworld 2 seems quite straightforward (using a viewer importer/exporter program called 'Deep exploration' i think).

Please check (with topics +90 days) the second page of this forum at the bottom a topic called 'Homeworld 2 mod'

It shows how there are some starshatter modders working with a Homeworld 2 mod... as the pics show it seems quite easy to import the models to Starshatter. May you can contact them.
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