Hard Light Productions Forums

Hosted Projects - Standalone => Fate of the Galaxy => Archived Star Wars Conversion Threads => Topic started by: Galemp on October 30, 2002, 12:31:38 am

Title: Star Wars general discussion
Post by: Galemp on October 30, 2002, 12:31:38 am
OK! Now that we're here, I just want to extend a welcome to all Star Wars fans. You may use this thread for discussion of the mods, missions and models we're doing, and use it for general Star Wars discussion.

I'm not going to restrict you to mod-only talk; progress may be slow at times but we can keep the discussions going. Talk about the technology, characters, prequels, Episode III, expanded universe, whatever! It's like a GenFS forum, except it's GenSW.

Have fun, and let the discussions begin!
Title: Star Wars general discussion
Post by: Knight Templar on October 30, 2002, 12:44:31 am
*just notices kick ass new forum*

:D :yes: :D :yes: :D

*is jealous of Project and Staffers*

Question: Your tech Description has 2 missle banks on the Tie fighter, where'd you stick those?


Nother' Question: What's the hull strength (in relation to FS ships) of the tie fighters and general StarWars craft? They seem alot more fragile IMO.


Great forum, project looks good.
Title: Star Wars general discussion
Post by: Galemp on October 30, 2002, 08:27:40 am
I don't know where you got the 2 missile banks info. The T/F in game will have no secondary banks. It will, however, in multiplayer. Same with the T/I.

Hull strength and weapons still need to be tweaked and balanced, but the TIEs won't be one-hit kills because we want you to be able to have a fighting chance when flying one. :)
Title: Star Wars general discussion
Post by: KARMA on October 30, 2002, 08:49:13 am
actually tf has secondary banks, according to the games tiefighter and xwing versus tiefighter, if i remember well in "tiefighter" the tfs were specifically modified to carry  missles, btw the bank was very small, just 4 conc missles i think (but not sure)
and about the hull points, personally i thnik that we should try to report as much as possible the game feeling of the other swgames, so your poor tf;7  should die in from 2 to 4 laser hits (not linked),but of course it will be VERY hard to hit it.....i already tried some ships in game and i have to say that to have a clear hit on a tf (tf vs tf) is very difficult, more than in others sw games...the tie fighter expecially has a specific shape designed to reduce the frontal hittable space (but it is extremely vulnerable from the sides due to the big solar panels)..i think that in 1v1 an xwing will have a very very little edge against a tf, like in xwing v tiefighter's multiplayer
Title: Hey G.E. and staff...
Post by: Star Dragon on October 30, 2002, 11:29:35 am
I think I finally got the bugs otta my system (for now) and have my tv in-out working again. I'm making a caputre video of FS1 (all cutscenes) and FS2 to promote the game to friends, internet connections, ect... I was wondering if you'd be upset if I included a short clip of your SD and X-wing in the Hoth mission of 2 Xwings escorting a transport (FS ship for now) to a jump point. I did some voice capture from the video tape of Princess Leia briefing the pilots...

Anonymous pilot - "2 fighters against a Star Destroyer?"

Leia - "The Ion Cannon will fire several shots clearing any ships in your flightpath..."

   In Robotech Mod I found a way to get the SDF-1 to fire (warp in no effect/just in range and placed over the earth in a spot where it blends in pretty well with the background and warps out/no effect just after it fires all the while not readable by sensors) I was thinking of using that idea for the "ion Cannon" shooting at teh Star Destroyer but no pulse weapon on a BIG SHIP duplicates the effect like in the movie...  Any ideas?

L8tr...
Title: Star Wars general discussion
Post by: Galemp on October 30, 2002, 11:39:36 am
Hum, might be an idea. You could smack it down to 5% health or so, that would give it the blue lightning effect. Or use Photoshop post-processing. The ISD is getting an overhaul--I need it textured. The old one was... well, old.

For promotional material, though, why not use the demo and trailer movie from :v: themselves? http://www.freespace2.com
Title: Star Wars general discussion
Post by: Ulundel on October 30, 2002, 04:47:23 pm
I hope this will be more like Episode II - just look at those battles.
Title: Star Wars general discussion
Post by: Sandwich on October 30, 2002, 07:14:49 pm
I just want you all to know that I think the FS engine is perfect for a SW MOD. As a matter of fact, I was toying with suggesting a community-wide effort be put into a SW MOD, if plain-vanilla FS2 campaigns died down - including pushing the FSSCP development towards changes that would directly benefit a SW MOD. Anyways, we'll see how things work out, but for now, go git 'em! :yes:
Title: Star Wars general discussion
Post by: Knight Templar on October 30, 2002, 07:17:46 pm
Quote
I don't know where you got the 2 missile banks info. The T/F in game will have no secondary banks. It will, however, in multiplayer. Same with the T/I.


I got it off your website ... screenshots i beleive. There was a screenshot of the TieFighter Tech file and it had two missle banks.
Title: Star Wars general discussion
Post by: Shiva Archon on October 31, 2002, 01:34:47 am
What side are you gonna make Alpha 1 fly on, if you've even decided yet?

Please say Imperials....I had more than enough Rebel scum with XWA, and TIE Fighter is beyond old...please?  ;)

EDIT:  Sorry if you already answered this in another thread
Title: Star Wars general discussion
Post by: Knight Templar on October 31, 2002, 01:57:10 am
Why not both? like two small-ish campagains to start off or something.

Actually, i'm wondering how you will be doing varying weapons, if at all. Of course you can do proton and Concousion and other types of missles, but how will you vary the primaries?
Title: Star Wars general discussion
Post by: Black Wolf on October 31, 2002, 03:12:00 am
Quote
Originally posted by Shiva Archon
What side are you gonna make Alpha 1 fly on, if you've even decided yet?

Please say Imperials....I had more than enough Rebel scum with XWA, and TIE Fighter is beyond old...please?  ;)

EDIT:  Sorry if you already answered this in another thread


Don't worry - I'm making full interface art for all the imperial fighters, including selection icons and stuff, so the raw materials will exist for you to play as either imperial or rebel. Plus I'll make sure that at least one mission for both sides is released in the final release. However, who your fighting for in the main campaign is un yet undecided (Who knows - we could have you flying as an imperial who's infiltrated the rebels?)
Title: Star Wars general discussion
Post by: KARMA on October 31, 2002, 06:23:17 am
Quote
Originally posted by Sandwich
I just want you all to know that I think the FS engine is perfect for a SW MOD. As a matter of fact, I was toying with suggesting a community-wide effort be put into a SW MOD, if plain-vanilla FS2 campaigns died down - including pushing the FSSCP development towards changes that would directly benefit a SW MOD. Anyways, we'll see how things work out, but for now, go git 'em! :yes:


this is a pretty important point

therer are some very little differences in physics:
starwars has no inertia so when turning you make perfectly circular trajectories, the range of the maneuvre depends directly by engine power output percentage (the less the closer manuvre), but you can follow that trajectory faster or slower redirecting the energy to the systems (you go faster with a power output of 33% of 100 than with a power output of 33% of 75)
in starwars the faster maneuvre possible is the one done at 33% with all the systems redirected to engines
fs2 works in a similar way: you can set inertia at 0 (so there will be circular trajectories) and power output is different than energy (and speed depend by both) but rotation times are defined in tables and you will always rotate in the time setted, no matter what is your power output or your speed

personally i think that this is something not completed by :v: : in the tables notes its said that this was going to be changed and in the predefined keys there already are two keys to set poweroutput at 1/3 and at 100%...exactly like in sw....

this isn't so important in single player gameplay, but in multyplayer it may be decisive (or you risk, since there aren't boosters, to spend minutes in circular orbits w/o any chance to turn faster than your enemy)

other diferences are collision (not so important, except the actual system reduce the possibility to have a death star trench or you will be like a ping-pong ball:p) and the only big one: capital ships shields
you can put shields in capships but it increase polycount, you can fly inside the shields and the shield effect with large polys suck, i suggested a way to fix this, making shields for big ships like in any other game: shields are not models, if shield = or < 0 you have the standard hull hit effect, if shields >0 you have a different effect (a little dispersion ring?) or even no effect with a different sound....problem is that scp team has really a lot of things to do...well, lets see in the future:)
Title: Star Wars general discussion
Post by: RandomTiger on October 31, 2002, 06:25:04 am
Quote
Originally posted by Sandwich
including pushing the FSSCP development towards changes that would directly benefit a SW MOD.


Yes, make sure you push for anything you need, the best way to get what you want is do a bit of research and thought first before presenting a request and state why you want something not just what you want.
Title: Star Wars general discussion
Post by: KARMA on October 31, 2002, 06:29:43 am
and about campaigns...this conversion will probably be just a platform for campaigns (dynamic campaigns doesn't exist in sw games:() so wecan put in it a lot of different things ..maybe even "team ups" between sw and fs2 (although i give obviously priority to "standard" sw campaigns), single missions recreating sw episodes...small campaigns... i have already some ideas about an 2-3 mission campaign to reproduce hoth battle, i also have a little idea about a little bespin campaign...since bespin has just clouds, it would probably be far far easier to make a realistic atmospheric mission
Title: Star Wars general discussion
Post by: Sandwich on October 31, 2002, 07:03:23 am
Quote
Originally posted by RandomTiger


Yes, make sure you push for anything you need, the best way to get what you want is do a bit of research and thought first before presenting a request and state why you want something not just what you want.


Agreed. I'm going to try to keep an eye on the SW MOD, so I'll try to filter out any raw ideas before they get shoved in your direction. :p

Quote
Originally posted by KARMA
(dynamic campaigns doesn't exist in sw games:()


Uhm... so what? We can introduce them. :D Imagine a campaign that follows in a way the life of Kyle Katarn in that you start out as an Imperial recruit, but then bit by bit your viewpoint changes as you see more and more atrocities. After a while, you'll begin to run into opportunities to make contact with, and then later on defect to, the Rebellion. Or you could choose to remain in Imperial service, but acting as a spy for the Rebels. Or... ( :drevil: ) sell the Rebels out! :p
Title: Star Wars general discussion
Post by: Black Wolf on October 31, 2002, 07:09:50 am
Two thinks - SW deflectors hug the skin of the ship right (Proven in Ep 1 when Anakins come on indie the Droid Control ship). An Idea we were (and still are) tossing around for new shield technology in Twisted Infinities was to take one of the lower poly lods, expand it 105%, and make that the shield mesh - would this present problems for the FS2 engine?

And as for campaigns, I agree with you Karma, short and created by others, in the same manner as the TBP archives, but, we should have at least 1 imperial and one rebel mission in every release, and possibly one major one by the team when it's all completed.
Title: Star Wars general discussion
Post by: Galemp on October 31, 2002, 12:33:13 pm
Sounds good. One Imperial and one Rebel mission for each release ought to do well. I used that LOD-shield for the Lambda and it worked pretty well, though I need to add more polies to the wings.
Karma's suggestion about invisible capship shields would work very nicely, as it would give the opportunity to add capship shields without a shield mesh. Where there would normally be the impact sound and explosion ani, there would be the shield impact and ani. It's certainly possible.
Title: Star Wars general discussion
Post by: GrandAdmiralAbaht on November 01, 2002, 04:33:14 pm
For a mission you have to do the Battle of Coruscant from Wege's Gamble.  (Empire vs. NR)
Title: Star Wars general discussion
Post by: Sandwich on November 01, 2002, 09:12:34 pm
Quote
Originally posted by GrandAdmiralAbaht
For a mission you have to do the Battle of Coruscant from Wege's Gamble.  (Empire vs. NR)


There are _so_ many battles that should be done from the books. :D Heck, they even have ready-to-go training missions! :p
Title: Star Wars general discussion
Post by: Knight Templar on November 01, 2002, 11:36:44 pm
*See's a vision of the future* (not the book mind you ;))

*cough* yuzhan vong mod *cough*

scuse' me

:)
Title: Star Wars general discussion
Post by: Black Wolf on November 02, 2002, 05:21:00 am
Quote
Originally posted by Knight Templar
*See's a vision of the future* (not the book mind you ;))

*cough* yuzhan vong mod *cough*

scuse' me

:)


Weeellllll off into the future. We'll be concentrating on original trilogy movie and game canon ships first, then a few Trilogy era book ships (Eclipse for example), then I think prequels, though non canon book stuff like the yv may arrive about then, though logically it seems unlikely (limited reference material, plus if we tried to every non canon ship, well, we'd be here for longer than it took to make all the movies and books combined :nervous: ).
Title: Star Wars general discussion
Post by: Knight Templar on November 02, 2002, 02:21:35 pm
I'd liek to see a modders take on a yuzhan vong cruiser and coral skipper though. That would be sweet.

FS already has the plasma blobs for the weapons, that'll save you some time ;)
Title: Star Wars general discussion
Post by: Black Wolf on November 02, 2002, 10:50:45 pm
Quote
Originally posted by Knight Templar
I'd liek to see a modders take on a yuzhan vong cruiser and coral skipper though. That would be sweet.

FS already has the plasma blobs for the weapons, that'll save you some time ;)


Well, no high quality SW mods will be rejected, so if anyone were to do these models, we'd use them. Just a matter of finding a willing modder.
Title: Star Wars general discussion
Post by: Sandwich on November 03, 2002, 07:20:25 pm
There's also the Ssi-ruuvi ships - I have diagrams of the ships in the Essential Guide to Vehicles and Vessels - fighting against a whole swarm of those Battle Droids would be so sweet!

Hmm... as a matter of fact, that battle droid is just about the simplest thing one can imagine... Hmmmm... ;7

Oh, by the way, turrets on a rotating submodel work wonderfully, so a Hapan Battle Dragon would be quite a ship to include. I took the idea of its rotating turrets for the GTExD that I did a while back, as a matter of fact. :)
Title: Star Wars general discussion
Post by: Knight Templar on November 03, 2002, 09:15:51 pm
Quote
There's also the Ssi-ruuvi ships - I have diagrams of the ships in the Essential Guide to Vehicles and Vessels - fighting against a whole swarm of those Battle Droids would be so sweet!

Hmm... as a matter of fact, that battle droid is just about the simplest thing one can imagine... Hmmmm...


I have that book :) bassically the Ssi-ruuvi fighter is a 5 by 5 pyramid with good textures and a gun on each point, thrusters on each surface.

Don't forget the Sun Crusher ! that could make a nice mission, you already have the super nova affect ;7

Didn't somebody make an SSD awhile ago and wanted to call it FS.. GTXD Excalibur or something?
Title: Star Wars general discussion
Post by: StarGunner on November 05, 2002, 07:10:51 pm
Quote
Originally posted by Sandwich
There's also the Ssi-ruuvi ships - I have diagrams of the ships in the Essential Guide to Vehicles and Vessels - fighting against a whole swarm of those Battle Droids would be so sweet!

Hmm... as a matter of fact, that battle droid is just about the simplest thing one can imagine... Hmmmm... ;7

Oh, by the way, turrets on a rotating submodel work wonderfully, so a Hapan Battle Dragon would be quite a ship to include. I took the idea of its rotating turrets for the GTExD that I did a while back, as a matter of fact. :)


Me and Sandwich could get together all the ship diagrams and send em to the modelers that whay they know what they look like, and I made a list back in the "Jobs" thread of the ships used bay the Imperial, and Rebles, and one's used bay both I would like to ask if you could at least include the Scimitar I've always whanted to see that ship in action!:nod:
Title: Star Wars general discussion
Post by: Galemp on November 05, 2002, 07:40:32 pm
Stargunner: I have the book. So does Black Wolf, and most, if not all, of the schematics are online. There's tons of reference material everywhere. Thanks for the offer.
Title: Star Wars general discussion
Post by: Knight Templar on November 05, 2002, 09:04:11 pm
:o

Don't they have a revised version out with NJO ships ?

at least i thought i saw it in canada. :doubt:
Title: Star Wars general discussion
Post by: Warlock on November 15, 2002, 09:39:10 am
Not to my knowledge. The last Guide was the new Esstential Guide to Characters,.... there are however a FEW NJO era craft in the RPG Starships of the Galaxy,...but only one image at best for them.  (Defender Class Star Destroyer for example)