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StarWars Mod?
Posted: Thu Aug 12, 2004 10:20 am
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! [:)]
RE: StarWars Mod?
Posted: Thu Aug 12, 2004 12:49 pm
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!
RE: StarWars Mod?
Posted: Thu Aug 12, 2004 4:47 pm
by Pheagey
did u set therm as diffrent iff's?
RE: StarWars Mod?
Posted: Thu Aug 12, 2004 5:14 pm
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 [:'(])
RE: StarWars Mod?
Posted: Thu Aug 12, 2004 6:03 pm
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

RE: StarWars Mod?
Posted: Thu Aug 12, 2004 8:45 pm
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
RE: StarWars Mod?
Posted: Sat Aug 14, 2004 12:47 am
by Pheagey
*zip what u have and post it. I'll take a look.
RE: StarWars Mod?
Posted: Sat Aug 14, 2004 4:18 am
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
RE: StarWars Mod?
Posted: Sat Aug 14, 2004 4:21 am
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?
RE: StarWars Mod?
Posted: Sat Aug 14, 2004 4:25 am
by Melkor
and, the weapons files...same drill with the renaming...
RE: StarWars Mod?
Posted: Sat Aug 14, 2004 5:49 pm
by Pheagey
Got them. I'll check as I can. being on dial up sucks...
RE: StarWars Mod?
Posted: Tue Aug 17, 2004 1:26 am
by Duken
Those files do no justice to the mod, check this thread:
Starshatter SW Mod. Pics Inside.
RE: StarWars Mod?
Posted: Mon Aug 23, 2004 6:02 pm
by Thunderchild
What models are you using, just out of curiousity? New models? XWA models?
RE: StarWars Mod?
Posted: Mon Aug 23, 2004 8:33 pm
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...
RE: StarWars Mod?
Posted: Tue Aug 24, 2004 5:12 pm
by Duken
Well, you could do it how you got it to me.
RE: StarWars Mod?
Posted: Tue Aug 24, 2004 10:49 pm
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...
RE: StarWars Mod?
Posted: Wed Aug 25, 2004 1:18 pm
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
RE: StarWars Mod?
Posted: Fri Aug 27, 2004 11:54 am
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...
RE: StarWars Mod?
Posted: Fri Aug 27, 2004 5:21 pm
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.
RE: StarWars Mod?
Posted: Sat Aug 28, 2004 1:01 am
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.