StarWars Mod?

This is the place for all questions related to modding Starshatter.
Sc0rp
Posts: 14
Joined: Sat Aug 07, 2004 5:14 pm

StarWars Mod?

Post by Sc0rp »

im not a modder myself but im just curious if anyone is working on a starwars mod yet? Im a big starwars fan myself and im sure a lot of other ppl would appreciate such a mod! [:)]
Melkor
Posts: 74
Joined: Wed Aug 11, 2004 6:38 am

RE: StarWars Mod?

Post by Melkor »

Actually, I'm just getting started on one, but I can't get my capitals to engage! They just sit there like big turds... Somebody help!
Pheagey
Posts: 290
Joined: Thu Apr 01, 2004 8:16 am
Location: Tampa, USA
Contact:

RE: StarWars Mod?

Post by Pheagey »

did u set therm as diffrent iff's?
blaa.
Melkor
Posts: 74
Joined: Wed Aug 11, 2004 6:38 am

RE: StarWars Mod?

Post by Melkor »

What's happening is that ships will fire at each other if they're already in range, whether it's via starting position, Move Patrol, etc. If they start out of range and are issued an engage order or assault nav point, they just turn and face the target, but don't move to close distance. I don't know if this is a weapon problem or a ship problem, so I'll post both. If I can get this solved I can get through these def's pretty quickly. Please keep in mind that I'm adjusting these ship's attributes according to Arcade physics, so they might look a little strange. (And yeah, I know the death_spiral settings suck right now [:'(])
Sc0rp
Posts: 14
Joined: Sat Aug 07, 2004 5:14 pm

RE: StarWars Mod?

Post by Sc0rp »

like I said, I have no knowledge of modding, so I dont understand anything of what u said in ur last post ^^ but its awesome that your making a starwars mod :)

im a web developer myself so if u need a website for the mod I'd be happy to help :)
Melkor
Posts: 74
Joined: Wed Aug 11, 2004 6:38 am

RE: StarWars Mod?

Post by Melkor »

If anyone wants to try out a VERY early version of my x-wing and TIE Fighter, send me an e-mail and I'll send you an uncompressed version so you can help me tweak things. Remember that this is supposed to be used in arcade mode (I haven't tried them realistic or relaxed, so I have no idea how they'd play). Any feedback would be greatly appreciated!

melkor246@yahoo.com
Pheagey
Posts: 290
Joined: Thu Apr 01, 2004 8:16 am
Location: Tampa, USA
Contact:

RE: StarWars Mod?

Post by Pheagey »

*zip what u have and post it. I'll take a look.
blaa.
Melkor
Posts: 74
Joined: Wed Aug 11, 2004 6:38 am

RE: StarWars Mod?

Post by Melkor »

I had to rename it with a .txt extension to post it, but it's in .zip format. No textures either, because of 200 KB limit, but all the important stuff is in there...Thanks!

left click the attachment link, then right click the one in the popup window and hit Save As, then rename it back to .zip
Attachments
Imperator.txt
(153.34 KiB) Downloaded 40 times
Melkor
Posts: 74
Joined: Wed Aug 11, 2004 6:38 am

RE: StarWars Mod?

Post by Melkor »

Here are my fighters so far, again no textures and renamed with .txt extension...Anyone know why I can't post zip's?
Attachments
fighters.txt
(100.82 KiB) Downloaded 46 times
Melkor
Posts: 74
Joined: Wed Aug 11, 2004 6:38 am

RE: StarWars Mod?

Post by Melkor »

and, the weapons files...same drill with the renaming...
Attachments
Weapons.txt
(184.02 KiB) Downloaded 39 times
Pheagey
Posts: 290
Joined: Thu Apr 01, 2004 8:16 am
Location: Tampa, USA
Contact:

RE: StarWars Mod?

Post by Pheagey »

Got them. I'll check as I can. being on dial up sucks...
blaa.
User avatar
Duken
Posts: 87
Joined: Sat Aug 14, 2004 7:40 pm
Contact:

RE: StarWars Mod?

Post by Duken »

Those files do no justice to the mod, check this thread: Starshatter SW Mod. Pics Inside.
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
Thunderchild
Posts: 13
Joined: Mon Aug 23, 2004 5:58 pm

RE: StarWars Mod?

Post by Thunderchild »

What models are you using, just out of curiousity? New models? XWA models?
Image
Melkor
Posts: 74
Joined: Wed Aug 11, 2004 6:38 am

RE: StarWars Mod?

Post by Melkor »

Right now I'm using the XWA models. They're really pretty well suited for this game because of their relatively low poly count. Their textures kinda stink though...(anyone want to revamp them for me?) Anyway, does anyone know where I can get an FTP host for some files? I'd really like to get some feedback on flight characteristics and weapon balancing so far, but there's no way I can e-mail this thing to people with the size it's at now...
User avatar
Duken
Posts: 87
Joined: Sat Aug 14, 2004 7:40 pm
Contact:

RE: StarWars Mod?

Post by Duken »

Well, you could do it how you got it to me.
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
User avatar
EverMail
Posts: 1
Joined: Tue Aug 24, 2004 6:03 pm
Location: Texas
Contact:

RE: StarWars Mod?

Post by EverMail »

I am currently working on a full-on Star Wars mod -- the likes of which have been called "total conversions" in the past -- and I wonder how hard it'd be to add ground units to Starshatter. That way, modders can later add AT-ATs, stormtroopers, etcetra, to the fray.

I also wonder what it would take to do cloaking...
Jason R. Johnston
impossibleFX.com
User avatar
Duken
Posts: 87
Joined: Sat Aug 14, 2004 7:40 pm
Contact:

RE: StarWars Mod?

Post by Duken »

There are already ground "units" in the game. They just don't move [;)]

If you get an on/off cloaking device to work I will build a statue of you and start doing this:[&o]

[EDIT]Spelling
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
User avatar
Star Dragon
Posts: 2
Joined: Wed Aug 25, 2004 12:54 am

RE: StarWars Mod?

Post by Star Dragon »

Ground Units?

Does this mean we can have mecha and anti-mecha enplacements? I'm doing a RDF/REF robotech mod on another engine, but when I am finished I was wondering how hard it would be to port it to shatterstar if they can cover what my original project can't , LIKE the ground stuff... Cylone Riders,Hover Tanks, ect...
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"
User avatar
Pheonix Starflare
Posts: 254
Joined: Wed Mar 31, 2004 8:20 pm
Location: Boston, MA, USA

RE: StarWars Mod?

Post by Pheonix Starflare »

Not really....
Ages ago someone fudged a hover tank, but thats about it, i dont know how well it worked and there is currently no capability for a walking animation...so it basically limits ground stuff to turrets and various targets.
"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)"
User avatar
Star Dragon
Posts: 2
Joined: Wed Aug 25, 2004 12:54 am

RE: StarWars Mod?

Post by Star Dragon »

Ah,

So the limits are no walking animations... But you can still have wheeled or hover vehicles correct? Sounds like it still could work, as mainly we need ground installations, defenses, and comabt units represented... I will have to look into this more later on.
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"
Post Reply

Return to “Starshatter Modding Forum”