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Hosted Projects - Standalone => Fate of the Galaxy => Archived Star Wars Conversion Threads => Topic started by: RandomTiger on October 31, 2002, 06:30:09 am

Title: Colour
Post by: RandomTiger on October 31, 2002, 06:30:09 am
I was just wondering about how you are going to handle colour, Star Wars (old style anyway) is mostly black and white ships, no nebulas, no beams etc.

I was just worried that it might not be as visually stimulating as some of the more colourful MOD's. If you decide to keep it accurate to the films I think you should consider what you can do to compensate fot this, perhaps very content full backgrounds or something.
Title: Colour
Post by: Fineus on October 31, 2002, 06:34:18 am
A lot of conflict took place around planets and asteroid fields, they can provide a lot of interest in themselves. Also, give missile weapons of all types shockwaves (even if they have no "effect"), that'll spice things up a little.

Laser weapons in SW seem to go for speed and quantity over quality, so a hailstorm of laser fire from capital ship turrets should also provide their interest.
Title: Colour
Post by: Black Wolf on October 31, 2002, 07:13:43 am
Quote
Originally posted by Thunder
Also, give missile weapons of all types shockwaves (even if they have no "effect"), that'll spice things up a little.


Anyone who recreates the Ep 2 Asteroid field shockwaves (what was the name of the missile again? Damn the wait between Cinema and video:mad2: ) Will be a legend for the rest of their mortal existence. That thing was so sweet.
Title: Colour
Post by: KARMA on October 31, 2002, 07:16:41 am
and another thing is that older sw films were done that way due to tech limits: ties in origin were blue instead of white like in first film, and they become more blue chapter after chapter, but i agree that they will remain more desaturated than other things we are used to see with fs2 engin,
also backgrounds became more colorful chapter after chapter, maybe you don't see so much color like fs2 (that isnt completely realistic, if you want my opinion) but i think there may be enough rooms to have an elegant and nice looking product, maybe using true space images, i already have a lot of em, but there are a lot more over internet
Title: Colour
Post by: Sandwich on October 31, 2002, 07:29:39 am
Quote
Originally posted by Thunder
A lot of conflict took place around planets and asteroid fields, they can provide a lot of interest in themselves. Also, give missile weapons of all types shockwaves (even if they have no "effect"), that'll spice things up a little.

Laser weapons in SW seem to go for speed and quantity over quality, so a hailstorm of laser fire from capital ship turrets should also provide their interest.


2 points: first, realize that in the SW universe, there are no jump nodes. Therefore, there is no strategic value to holding on to an area of space "out there". Ships can arrive from any angle to any location via hyperspace, forcing all defenses to be kept either very close to home (eg. in orbit), or mobile. Therefore pretty much all missions would take place around a planet. Those that don't would be deep-space rescue missions, hyperdrive broke down, that sort of thing.

Second, in regard to the lasers in the SW universe.... ;7

*ahem* (http://www.brainzipper.com/fs2/fs2_mods.html)
Title: Colour
Post by: KARMA on October 31, 2002, 08:03:01 am
in theory, you're right about hyperspace, but this is a vague issue in the swverse..i mean...nobody really knows how it works and therefore there are some differences between films, books/comics and games:
in the films hyperspace jumps can be done by any ship in any time, it just require a while for the computer to elaborate the right route, and almost all the action is near strategic points (starbases or planets) and not in deep space
in games this is little different:
in xwing,tiefighter and xwing v tiefighter fighters can jump whenever they want, like in films, all the other ships must reach instead a jumpoint, usually defined by a navbuoy
this should be a nonsense if you take care of films, so...what these jumpoints are?
two ways in my opinion:
1-the time to reach them just represent the time your navcomputer need to elaborate calculations
2-there are some "standard" routes, from one point ot another, that don't need calculations and the bigger a ship is the longer it would take for a computer to make calculations(more dangerous the path). so big ships usually follow only the routes+ its easyer for a fighter to follow new routes + probably not all the ships are equipped with a computer capable of elaborate new routes.
this is how i explain it, however, but there are some important proofs:
in balance of power (the wonderful mission pack for xvt) there are some missions where you stand in deep space with an interdictor and force ships to came out from hyperspace, and this can be done only if you already knows a ship's route, so only if there are standard routes
in xwingalliance if i remember weel all the ships, fighters included, need to reach a jumppoint to make the hyperjump, near stations there are different navbuoy for different areas, and you can activate hyperdrive only near jumppoints, like tachyon
btw there should be something about "fantaphysic" in the swcommentaries from Theforce.net maybe i'll give a look there

oh, and thanks for the link:)
Title: Colour
Post by: Galemp on October 31, 2002, 12:26:54 pm
As far as color goes, we'll try to spice things up as much as possible while remaining true to the movies. TIEs and Imperial ships should be black, white, and grey, as that was part of their cold fearsomeness. Like Vader and the Stormtroopers, absolute conformity and superior numbers. Rebel fighter maps will have a warmer tint to them, hopefully. They will have colored but worn paint in different colors and the Mon Cal ships will have subtle tones to them as well. FS2 background nebulae should make things nicer too.

Red and green laser bolts will be blasting all over the place as well. I've written the tables for them based largely on YOUR weapon upgrades, Sandwich. There are Rebel and Imperial turbolasers and huge ion cannons too. However, we lack Rebel capships right now so we haven't gotten the opportunity to fully test them.
Title: Colour
Post by: Sandwich on October 31, 2002, 04:34:09 pm
Quote
Originally posted by GalacticEmperor
I've written the tables for them based largely on YOUR weapon upgrades, Sandwich.



;7 Isn't it fun to try and approach a Fenris with those turrets? I haven't been able to. :D

EDIT: Just a thought - about the laser mass - I get the impression from the movies that SW turbolasers have no mass at all when they impact something, primarily from the lightsaber blocking them - it would be bashed back if they had any inertial affect, I would think.
Title: Colour
Post by: CODEDOG ND on October 31, 2002, 09:46:56 pm
hmm I know u can put a shockwave on a laser...what about the EMP effect for the Ion Cannon?  Hmmm...I might have to look at that.  :)
Title: Colour
Post by: Sesquipedalian on November 01, 2002, 02:34:35 am
Quote
Originally posted by Sandwich

EDIT: Just a thought - about the laser mass - I get the impression from the movies that SW turbolasers have no mass at all when they impact something, primarily from the lightsaber blocking them - it would be bashed back if they had any inertial affect, I would think.


But on the other hand, the Falcon gets seriously knocked around when hit by the Imperial Destroyer's turbolasers in ESB.
Title: Colour
Post by: KARMA on November 01, 2002, 05:42:15 am
i like the idea for turbolasers mass
obviously we need something "light" (not like actual beams)
but it may be very fun
the only game with turbolasers was XWA, turbolasers here works in a strange matter: they have an high rate of fire, they cause about the same damage of a standard laser (a single hit), but they fire from 6 km (when lasers have an operativity range of about 1.6km), and at the end they "explode" with an effect similar to WW2 antiairplanes batteries (as seen in esp)
i think that a laser that fires at a long distance (6 km) so to make more difficult the job to bombers (that can launch torpedoes from 6 km, eh), with higher rate of fire, same damage and speed of a standard laser and a certain mass would be very cool
Title: Colour
Post by: Galemp on November 01, 2002, 01:02:36 pm
Karma: Have you looked at the table entries for the weapons I've written? They're probably old ones anyway. I think I'll upload the latest weapons pack in the staff forum; I added comments so it's a good idea to look through them.
Title: Colour
Post by: Sandwich on November 01, 2002, 09:17:11 pm
Well, about the mass, you're gonna have to find a fine line there - I was unable to approach a Fenris that was armed with my anti-bomber turrets from the CapShip Turret Upgrade - they'd knock me away so fast that my speed, IIRC, was pushing 500 - in reverse!
Title: Colour
Post by: Knight Templar on November 01, 2002, 11:43:08 pm
Quote
the only game with turbolasers was XWA, turbolasers here works in a strange matter: they have an high rate of fire, they cause about the same damage of a standard laser (a single hit), but they fire from 6 km (when lasers have an operativity range of about 1.6km), and at the end they "explode" with an effect similar to WW2 antiairplanes batteries (as seen in esp)



Yeah i always thought that was cool, cept, well at least on higher settings , Turbolasers did a load more damage than normal lasers... a few hits in your A Wing and you were toast.

I remember becuase of that one mission, where you have to Scout Admiral Holtz's fleet around hoth or whatever.. i could always end up destroying most the ships through using thier own inaccuracy against them. The Dreadnnaught would kill the IMp Star Deuce and the carrack i think i could to kill the dreadnaught and i took out the rest on my own. :)
Title: Colour
Post by: USS Alexander on November 16, 2002, 12:09:21 pm
Quote
Originally posted by Black Wolf


Anyone who recreates the Ep 2 Asteroid field shockwaves (what was the name of the missile again? Damn the wait between Cinema and video:mad2: ) Will be a legend for the rest of their mortal existence. That thing was so sweet.



Ok shall i start at it then..........you mean the seismick charges right?
Title: Colour
Post by: Black Wolf on November 16, 2002, 09:18:38 pm
:nod:
Title: Colour
Post by: Anaz on December 06, 2002, 08:54:51 pm
Quote
Originally posted by USS Alexander



Ok shall i start at it then..........you mean the seismick charges right?


*shockwave*
...
...
...
BOOOM!!!

that was so cool...scared the crap out of me the first time...
Title: Colour
Post by: WMCoolmon on December 07, 2002, 12:44:13 am
From the novels, a turbolaser hit has enough power to vaporize a fighter in one hit. We never saw turbolasers blocked by lightsabers in the movies.

Turbolasers do have mass. If you watch the gun turrets in the original trilogy, you'll notice they recoil, the Millenium Falcon is bumped around by them, etc.

X-wings and TIEs use laser cannons, which don't have as much recoil and so probably have relatively little mass. Also, shielded fighters can take multiple hits from lasers before their shields collapse.

Han, the stormtroopers, and pretty much all the droids/troopers in the prequels use blasters. Their mass seems to be negligible, since Luke is able to deflect the bolts from a speeder bike with ease, though they do have some recoil. Blasters are ineffective against both shieled and unshielded fighters.

Still curious about the power of turbolasers? Info on a Star Destroyer's weaponry (http://www.theforce.net/swtc/isd.html#weaponry-asteroids)
Title: Colour
Post by: Sandwich on December 07, 2002, 04:58:16 am
Seismic - no "k". :)