Hard Light Productions Forums
Hosted Projects - Standalone => Fate of the Galaxy => Archived Star Wars Conversion Threads => Topic started by: KARMA on April 19, 2003, 04:48:06 am
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all the pics refer to an early stage
pcount of the actual models are around 1100/1200 polys my corvette and 1700 the tomcat's isd
you are free to drool:)
(http://www.soft4net.ro/~phoratiu/sw/isd01.jpg)
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and grey wolf's z95 too:
(http://www.3dap.com/hlp/hosted/gtdwolf/pics/z95-5.jpg)
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Are these ships going to have afterburners like the Freespace ships or are they going to be without as on all of the X-Wing games?
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Hmmm.... ISD with afterburners..... hmmmmm.... ;7 :p
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Indeed - but I think we shouldn't have afterburners. None of the X-Wing games had them, and I don't think they're part of a Starfighter's equipment.
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Quite right, but i am torn between the Agggghhhhhhhhh NO AFTERBURNERS!!! and the realism.
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Perhaps a compromise where bumping the engine's power allocation up actually increases the speed semi-significantly?
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Z-95's nose seems a bit too long...maybe its just me though - or the angle
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It's due to the fact it's a perspective shot and the angle.
Also, on the afterburner issue, in the novelization it does mention afterburners on the T-16.....
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How about putting afterburners on certian ships the Missile boat for one in Tie Fighter it had SLAMS which were afterburner like things, I never knew the T-16 had them though....
Hang on isn't the T-16 the Inverted Y shaped training thing on Rebel Assualt?
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T-16 Skyhopper, yep.
Afterburners will be used for the SLAM system found on some Imperial ships, and possibly for 'special modifications' on some unique ships we all know and love.
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Ok thanks
Another annoying and time wasting point:
Weapons
Lasers are of different strengths in the T/F and the T/D on the origninal tie fighter (Dumb remark just to make sure someone notices) and what are you doing about the ion cannons? because in the star wars games you just shot at the ship and it came to dead halt with everything off-line unlike FS where you have to hit the individual subsystems
And Missiles, Such ships as the T/F were equipped with missiles and (sheilds) in Tie Fighter (on occasion) are you going to be putting these in and leaving it to your FREDders to take them out of missions that they don't want such things, Or are you just not going to program them in in the first place?
Having played all the Star Wars flight sims i can't wait for another decent one (As well as one with a usable editor) keep up the great work!
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The T/A and T/D will have sheilds, the T/F, T/B and T/I won't. Simple as that!
As for missiles, they all will have the capacity, but it's up to the FREDder to let them have it. :)
Ion Cannons are the pain - to get the required effect we'd have to whine at the Source Code boys a lot! :D
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Originally posted by Killfrenzy
As for missiles, they all will have the capacity, but it's up to the FREDder to let them have it. :)
P'raps set the default SBANK to nothing and have the FREDder add TF missiles as opposed to having him remove them - I think that'd be more in line with what the TF's payload usually is (or isn't, in this case).
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btw as suggested by - i think icefire- ages ago, i added the shields to tf-ti too (and so will be for the tb in future) simply because may happen some situations (prototypes, ti avenger squad, special ships etcetc) that require ties to have shields, so it will be fredders job to remove them
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Instead, just put the shield hitpoints at zero in the table. That way, there's no irritating buggerizing around for the FREDders, but it's still an easy fix if the campaign calls for a shielded TIE - particularly if Goober gets this per mission custom hitpoints/shield points code working and bug free...
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As for the afterburners, it can become quite frustrating when you hit your tab button to make a fast get away and all you hear is shutting down sound...
You could count it as having the wings closed maybe? Even if with extras from the SCP. Or if you were really eager, you could try and get some animations to the meshes added in, but that would be quite difficult to pull off, including a function that disables weapons when the wings are 'closed'.
Anyway thats my 2 cents, I thought you guys were dead because there hadnt been an update at your site for over a year, but I guess when you check the forums there is always a different story...
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Originally posted by Black Wolf
Instead, just put the shield hitpoints at zero in the table. That way, there's no irritating buggerizing around for the FREDders, but it's still an easy fix if the campaign calls for a shielded TIE - particularly if Goober gets this per mission custom hitpoints/shield points code working and bug free...
It works for me - in several situations I've tested. As for completely bug free, that's for you to decide. :) Check the thread in the SCP forum.
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about the site, it's only few months that our site is up on hlp, but it isn't very update, mostly because only galactic emperor has ftp access and we don't have so much time to even complete it:p
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I am working on converting some eclipse varients (I call them eclipseII and III) and a few really wierd SSD's. One looks like a stapce station attached to the bottom of a SD but the bottom of the SD has many open bays like to drop cruisers? Anyway I will post a pic when I get these ready for pof'ing and also finished the x-wing varient with the 5th engine underneath and the extra laser guns and rocket pods next to the engine think it's the t-42 or t-47 multi-role fighter..
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Um... any particular reason why you're converting really weird and bizarre stuff when there's stuff we actually NEED that has to be done? :wtf:
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On the TIE fighters and shields issue...in one of the TIE Fighter expansions, one of those devious Imperial admirals fitted all his fighters with shields...even the basic TIE Fighters. SO I'd suggest maybe doing up the shield mesh even if your basic tables have the shield set at 0.
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Yeah, Admiral Zaarin (sp?) fitted his TIE Fighters and TIE Interceptors with regular shields. He was a real techno-superiority kinda guy.
I can't believe anyone actually remembers those missions! :eek2: :)
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Originally posted by Slasher
Yeah, Admiral Zaarin (sp?) fitted his TIE Fighters and TIE Interceptors with regular shields. He was a real techno-superiority kinda guy.
I can't believe anyone actually remembers those missions! :eek2: :)
Did not admiral Markov use sheilded Ties beforehand in the mission where you are Gamma 1 and your wingmen try and kill you?
It was only released in what errr... 1995???? THATS SEVEN YEARS!!!
Time flys when you are having fun, well it shows it was a good game anyway.
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Yeah, TIE Fighter has to have been the only game that gave me as much enjoyment and immersability as the FS series has.
Go Zaarin! :D
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Sorry Ge, I never was part of the team officially (somehow when things got screwy on HLP a while ago and I lost my MG Avatar and ended up with a SW one) so I really didn't know how to react at first but decided to go with it to see if I could actually contribute (despite my limited abilities). I decided to keep working on things that may prove interesting for the future of SW (but mainly cause I will need them for the time period after ROTJ my crossover story for when the IDA ends up in the SW universe). Prehaps you should remove the SW avatar from me and take away my access to the private forum. I doubt that I could be much use for the current project cause it seems that you all have things well in hand (and I am still learning basics about model problems and converting) I'd only slow your progress down. This does not mean that I do not fully support you guys, just that I don't feel like I could be a very productive member...
I thank you for a glimpse into that galaxy far far away however...
For the kinds of things I am up to (not just SW but all universes equally) I posted in the main modding forum)...
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what 10 years? I was playing it yesterday:) of course the colector series XvsT engine 3d support:)
It is still fun.
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Originally posted by Star Dragon
Sorry Ge, I never was part of the team officially (somehow when things got screwy on HLP a while ago and I lost my MG Avatar and ended up with a SW one) so I really didn't know how to react at first but decided to go with it to see if I could actually contribute (despite my limited abilities). I decided to keep working on things that may prove interesting for the future of SW (but mainly cause I will need them for the time period after ROTJ my crossover story for when the IDA ends up in the SW universe). Prehaps you should remove the SW avatar from me and take away my access to the private forum. I doubt that I could be much use for the current project cause it seems that you all have things well in hand (and I am still learning basics about model problems and converting) I'd only slow your progress down. This does not mean that I do not fully support you guys, just that I don't feel like I could be a very productive member...
I thank you for a glimpse into that galaxy far far away however...
For the kinds of things I am up to (not just SW but all universes equally) I posted in the main modding forum)...
actually we need a converter too so you can be of some help anyway, the point is that we need specific things (the ships from darksaber's sites) that have to be converted and shared in the team, rather than various ships from various unknown sources that don't fit canon or semicanon SW universe
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Originally posted by Killfrenzy
Ion Cannons are the pain - to get the required effect we'd have to whine at the Source Code boys a lot! :D
Go Electronics tag! W00t!
You know, the one off the D-Missile in FS1? That should work fine for the Ion Cannon.
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Give me a list to work off of and that's where I will conventrate on for SW. I think I got some of the varients from there as well... I ws basicly looking for ships other than what you already had in your collective opt to pof file.
I no longer have the link but will look for it (darksaber's opt station right?)
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yes. the opts downladble from his site, convert them, then share with the team in the private forum
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Perhaps a compromise where bumping the engine's power allocation up actually increases the speed semi-significantly?
Just to go back a bit, that would work for the player craft, but AI controlled craft don't alter their energy allocations. It may not be cannon, but you'll probably have to add afterburners to make the game fun. For the SLAM system you could just make this crafts afterburners more powerful than any of the other craft.
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Personally (you may or may not care for a eventual users opinion) if the craft did not have afterburners in the SW universe, do not give it to the craft in your mod. Nothing will turn people off faster than such liberties...
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Originally posted by Steel
Nothing will turn people off faster than such liberties...
This is a very good point - look at how much we tend to complain ourselves when a game basing upon a book or movie "changes things".
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Hm. personally I think boosters should be included. If I'm not terribly mistaken, SLAM Boosters equal something like that.
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yes, agreed - but not on all craft! SLAM boosters were not that common...
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yeah, thats clear :)