Hard Light Productions Forums
Hosted Projects - Standalone => Fate of the Galaxy => Archived Star Wars Conversion Threads => Topic started by: KARMA on July 16, 2003, 08:29:27 am
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We are going soon to start working for a demo, and we would like to put some minicampaigns (2-4 missions each) in this demo.
We will create the missions (maybe adding some fredders to staff) using converted ships from xwa or original ships of fs2, then substitute those ships by the time we complete the models, so to release this thing as soon as all the required models are finished.
We already have some ideas, but if you have good ideas too, you can share them with us (maybe using mail or private messages if you don't want to ruin the surprise, but via forum will be ok anyway).
We will discuss about all those ideas in the internal forum and choose the very bests (I think we will put just 2 or 3 of those minicamps in the demo).
Shipset will probably be:
ISD
MC80
Liberty(maybe)
corellian corvette (consular and civilian version)
TF
TI
TD(maybe)
TA(maybe)
TB(hopefully)
XW
AW
YW
Z95(maybe)
shuttle(maybe)
Hopefully there will also be some cargo/container ships
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What about a standard Rebel Escape From Patrolling Star Destroyer Group Minicamp?
Okay, I'm just stabbing in the dark! :D
I could think up a true campaign type thing, but I need an MC90 as well as a custom designed Star Destroyer.....I'll get back to you on that! :D
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Originally posted by Killfrenzy
What about a standard Rebel Escape From Patrolling Star Destroyer Group Minicamp?
Okay, I'm just stabbing in the dark! :D
I could think up a true campaign type thing, but I need an MC90 as well as a custom designed Star Destroyer.....I'll get back to you on that! :D
I got one!
Ok here it gos........... Your capship and you are being chased by a Impreal battle group and your rag tag little fleet of say 12 ships, not counting fighters would have to fight their way through a large blackade to a rebel outpost and safty. This brings loads of mission types to use. This would not be a escape mission, it's more like a runing mission that would endup in the Empires a$$ getten kicked. More like a full campaign, with some twitsts and turns allong the way.
The Time setting would be at the time of the battle of yavin, so that means only X-wing, Y-wings, Z95s, and only standerd Ties also some non Rebel/Imp ships for added mission types.
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i have idea for plot but plot takes player 4000 years in past in Sith vs Jedi war:)
story would start Republic Admiral Saul Karath has gone sith side
taking with him a large number of troops and the Indictor flagship he commanded, the Leviathan.
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Originally posted by StarGunner
I got one!
Ok here it gos........... Your capship and you are being chased by a Impreal battle group and your rag tag little fleet of say 12 ships, not counting fighters would have to fight their way through a large blackade to a rebel outpost and safty.
Fleeing from the Cylon Tyranny, the last battlestar, Galactica, leads a rag tag fugitive fleet on a lonely quest.......
Sorry! :D:D
Oh, and HIG? We're using canon ships from the original trilogy, not pre-episode 1 stuff. :)
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stargunner's idea seem a bit too big for a minicamp...i'll post my own idea:
hoth battle
rebel side
as the imperial fleet approach the planet, fighters wings are dispatched to slow down their attack and gain time for evacuation.
you start close to the planet, a huge fleet is in front of you, in a wide formation, little far away (around 20 km), you are at one of the extremities of the empire formation, a SSD is in the middle of this formation (so pretty far to you), the closest ships are an interdictor and a couple of stardestroyers.
In the first mission you have to hunt down as much transports as you can, in order to reduce the strenght of the ground attack, objectives of first mission are: kill 25% of transports, kill 50% of transports, kill 75% of transports, destroy/make flee away the Interdictor.
Depending by the number of transport killed, the next mission will be easyer or harder, if you fail destroying the interdictor you will have to destroy she in the second mission.
Destroying the interdictor will be obviously hard, since you will have to stop attacking transoprts to do so, and it will require an excellent strategy
In the second mission you will have to cover the evacuating transports, each will come with a little fighter escort, and there will be the ion shots from planet
you will have to destroy (if you didn't before) the interdictor or the transports will be not able to enter hyperspace
depending by the number of enemy transport killed in first mission, you will be able (if possible) to call in the evacuating transports for a longer time, there will be more time between transports, they will have bigger fighter escort, and the final rush (with all the transport coming in close to each other with a minimal escort) will start later and will be shorter.
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It would me more realistic to make you take out the graviuty wave generator thingoes on the interdictor than entirely destroying it.
Otherwise, this is pretty cool, though it would need some tweaking - how would you define when the transports have gotten away, if they're aiming to land on a planet for one thing, and second, we don;t have an interdictor or Gallofree :)
NB - the battle of Hoth would be... incomplete without some sort of atmospheric combat - I know this isn;t something we wanted to do, but it's also something that would be damned cool, even if we didn't do the battle of Hoth from ESB (We could possibly hhave you flying somewhere else, intercepting TIEs that are trying to take out the backup shield gens so that the shields will gfail when the AT-AT takes out the main ones.)
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I thought GE converted a bunch of OPFs (or whatever they were) which would have the Med. Tranny? Guess not...
How about the Battle for Coruscant, or the BoE, or something we all know first..?
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Yeah, but we aren;t going to release them. They're for reference and placeholding, so we'd need to rebuild them anyway.
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I'm not a fredder, so I don't know if this would be possible: with the planet as model, if you get too close to it, you explode, it should be necessary to make those imp transports invulnerable when enough close to planet, or after a defined amount of time (so that they can get closer to planet, when you can't), then make em warp away when out of sight.
As for the gallowfree, I just hope to have it in the demo (althought nobody started it), and the interdictor shouldn't be too hard using a modifyed ISD...or so I hope:)
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And for the atmospheric mission, well HOTH will be... well almost impossible with those ATAT walkers...I just thought that it would be cool to see what happened at HOTH during the surface battle.
Another couple of missions could be done, on imperial side, hunting rebel ships fleeing from HOTH in an asteroid belt...;7
About atmospheric missions, I have another little idea about Bespin...since Bespin doesn't have a landscape it should probably be the easyest atmospheric mission possible...problem is that it would also require: cloudcity, tibanna refinery and deposits, millenium falcon, slave1, and probably the SSD
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now about a campaign and playability...are going to do rearming inside the hanger like XWA. Also you could temporarily use some of the models from the www.xwaupgrade.com so fill up the campaign.
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Death Star TRench run would be the easiest. You do three red alerts back to back. in the first, the death star is in the distance, you are fighting your way past enemy ships.
In the second, you are attacking the surface.....this wopuld actually be much easier to do than it sounds....PM me if you have questions.
Third. The trench run. another easy mission to build.
Unless you guys are keping all of this for a later date.
If you went with the idea of fighters blowing up when they get too close to a planet.....create a new beam, and have it fire on any ship that comes within X amount.
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the death star trech...mmmmmm;7
it could be very nice, but the problem is the deathstar pof....
I planned to build a full DS, splitting the mesh in different pofs, but there are really too many problems.
You will not need a full DS for a surface mission, ok, but as far as I know there still are a lot of problems, expecially with clipping. If you know a way to do it..well.......
as for the xwaup models, i'm already in touch with those guys, and darksabers gave us permission to use his artwork, the problem is that all their models (or at least those i checked) are built with intercepting polys, that as you may know, generate huge zbuffer errors in many engines, and expecially in fs2.
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you need 2 pofs, one for the surface battle and one for the trench. build the two models and do it with as few right angles as possiblle. fredding them would actually be easy.
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1. I don't want to get anybody's mood away from making the DS, but I agree with Karma, that making that size model is extremely difficult and that single model would be greater in file size than all FS+SW ships added to each other.
2. Well, what if the player gets out from the trench?
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Size doesn't affect file size -.-
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Size not, but those many installations and turrets on the surface yes. :)
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Originally posted by TopAce
2. Well, what if the player gets out from the trench?
Put an invisible wall along the top, and say that your R2 or R5 will not allow you to leave the trench because the TurboLasers are too concentrated, and will have no problem destroying you...
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easier solution: put those turbolasers up there :D
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It would be difficult to design custom ships for these campains. Would there be missions made from the movies or books or would it be made completely by your selves?
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Originally posted by Hippo
Put an invisible wall along the top, and say that your R2 or R5 will not allow you to leave the trench because the TurboLasers are too concentrated, and will have no problem destroying you...
The ship doesn't take damage because your R2's opinion. I think the solution to do a single DS model would be better like in X-wing(the game of 1992), it is not an obligation for the player to go in the trench, but highly recommended because it has an engine performance increase. Don't ask me how about somebody is supposed to do this 'only in trench' speed increase.
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isn't there a sexp that can tell when the player ship has flown a waypoint path within x meters?
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it's easy, use the distance between sexp. Or use nav lights for alpha to hook up with to know where to begin his run. Just have R2 "place a nav light in the hud" at the apropriate time.
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Considering the polts should be from SW 4,5,and 6 any ships you can think of should be fare game.
As for implementing them in a mission simply do this for now (yes cheesy but WILL WORK)
Rename terran ships to be Rebels (Ulysses is Xwing ect) Shivans are Imperials (Nahema is Tie bomber, ect..) , and Vasudans are assoted aliens (I have no clue), or neutral parties (trading stations from XWA ro smugglers/pirate guilds)...
Then when the mod is finished you can simply replace the ships with the ones from the new table and Voila (a star wars mission complete) ;)
BTW to team...
Do any of you actually own XWA? I do and have been converting the game models I like (especially the stations). Main problem is I can't do turrents so... BTW should a station be big enough to dock a demios? I converted a cool assed repair dock but didn't know how big to make it.. here's a few pics... (temp won't be up long maybe a week)...
Star Wars Repair Station A (untitled for now)
http://photo.starblvd.net/Star_Dragon/4-1-1-1061706573?m=0&pg=3&ro=0&co=0
Side entrance
http://photo.starblvd.net/Star_Dragon/4-1-2-1061722188?m=0&pg=3&ro=0&co=1
Shooting the Deimos from the inside back wall
http://photo.starblvd.net/Star_Dragon/4-1-3-1061740282?m=0&pg=3&ro=0&co=2
Top side down view (when the demios warped out it got caught in the tines, wasn't centered right, maybe I should make station bigger?)
http://photo.starblvd.net/Star_Dragon/4-1-4-1061753287?m=0&pg=3&ro=0&co=3
Thoughts?:nervous:
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Deimos-Repair yard sizes are correct, but how long is that station? what does ModelView say? Because with a Deimos roughly a kilometer long(+, - 150 meters, as I remember.), the station would be more than four of even six kilometers. And that's BIG.
Just BIG in the numbers, in-flight it appears good.
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I've got XWA, but i don't think Deimos' are 1 klick... mybe 600-800 meters... as for sizes, i can put an ISD next to each station and get some screens if y'all like...
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Yeah, right, the Iceni is one kilometer long, the Deimos is 717 m.
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Originally posted by Hippo
Put an invisible wall along the top, and say that your R2 or R5 will not allow you to leave the trench because the TurboLasers are too concentrated, and will have no problem destroying you...
And what does it say when you have to seek the surface for the trench in DS mission 2: Surface run?
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just leave a large opening in the invisible 'ceiling' that you have to enter through, because the turbolaser cover is lighter there...
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Now we get one idea for a rebel minicamp of the Battle of Hoth. Do I try to make a story for another minicamp on the imperial side and post it in the internal?
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one imperial could be, as said, some rebel hunting in the asteroid field after hoth
btw, you HAVE to post (here or on the internal) your ideas, if you have, so that we can choose;)little ot:
about the DS, well I'd really like to have -althought uselesse for gameplay- a realistic full DS, but I dare it will remain just a dream without some changes on how fs2 handles lods, subobjects, and multiple dockings
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how can the SCP implement bombs dropped from y-wings and Tie Bombers
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Originally posted by redmenace
how can the SCP implement bombs dropped from y-wings and Tie Bombers
In XWA they came out the front, because they were only missiles, barring the space bomb... If everything is space based, missiles should be all that is needed...
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in rogue squadron and other games that are starwars based we see space bombs(bombs dropped from y wings). Also in The empire strikes back we see space bombs being dropped fron tie bombers while trying to drive out the millenium falcon from the "astroid worm thinger."
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Originally posted by redmenace
in rogue squadron and other games that are starwars based we see space bombs(bombs dropped from y wings). Also in The empire strikes back we see space bombs being dropped fron tie bombers while trying to drive out the millenium falcon from the "astroid worm thinger."
lets not get too ambishist here........
Oh another Idea! A camp where you and your home base are attacked by the Empire and are forced to jion the Rebels and end up takeing out a flagship?
Or how about a mini camp with the Battle of Yavin? that would be easy 5 mission camp.
Another one would be one where you and your Squadron have to take out a Vitcory class Flagship but things go bad. You could do a final battle and everything that way and it would only be like 10 missions at most.
All of that bombs in space falling stuff was because of the Gravity of the Rock they were flying over doh, it was at least 20 miles across, and we would have no need for that.:ick
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How about something out of the Expanded Universe books? I remember trying to script the first training mission from the X-Wing books in the old unofficial TIE Fighter mission editor, but it was just too clunky at the time. But I've always had the idea of replicating that mission in FS2 floating at the back of my head ever since... would be cool.
Plus, what with the way they wrote the missions in the book, it'd be a pretty easy and comprehensive conversion to do. :)
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nice idea sandwich....
who remember the old training missions from xwing and tiefighter? for example the one with the rebel indentifying cargos to find the wookie slaves, and free them from the evil empire?
a thrawn campaign could also be very cool but still too long for our purposes.
my knowledge of the expanded univers is anyway minimal, but if you know some nice actions that can be converted into a game, well it could be useful
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I typed up or wrote out that mission at one point - I'll try and find it.
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Let me say nor I am very interested in expanded universe, Karma, so not you are the only one. If somebody gives me the task to make a minicamp from the Thrawn trilogy, I would tell him to give me the story, too.
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Hmm... I thought I did, but I can't find anything. It's basically the first complete chapter of Star Wars: X-Wing - Rogue Squadron. Go hop by a Borders or Barnes & Nobles and read it. ;)
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the redemption scenario?
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Exactly.
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Go grab The Bacta War and Wraith Squadron while you're at it, you can get a whole string of mini campaigns from that series of books. You can probably actually get full length campaigns from a couple, not to mention what you could do if you just strung the whole thing into one giant thing :D
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Originally posted by LtNarol
Go grab The Bacta War and Wraith Squadron while you're at it, you can get a whole string of mini campaigns from that series of books. You can probably actually get full length campaigns from a couple, not to mention what you could do if you just strung the whole thing into one giant thing :D
My thoughts exactly, but I wanted to start small. ;)
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why not just port x wing? as in xwing the simulator. I am sure you have it. I think it would rock.
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Bacta War, Wraith Squadron, Iron Fist, Solo Command, Isards Revenge, and Starfighters of Adumar could all make their own full campaigns... not to mention te thrawn trillogy, and the 2 after them, and some others...
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Originally posted by Hippo
Bacta War, Wraith Squadron, Iron Fist, Solo Command, Isards Revenge, and Starfighters of Adumar could all make their own full campaigns... not to mention te thrawn trillogy, and the 2 after them, and some others...
Only if you can do terrain, and don't forget Rogue Squadron, and Wedge's Gamble. Flying through the city in the middle of the night, shooting up TIEs would make for a heck of a lot of fun. You'll probably only get minicampaigns out of those two though.
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nly mentioned ones that really involved space battles, otherwise, all could... except... how do we blow a hole in the rcks on Borealis?
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Originally posted by Hippo
nly mentioned ones that really involved space battles, otherwise, all could... except... how do we blow a hole in the rcks on Borealis?
Destroyable subobject? :)
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The events of the Bacta War novel would make an amazing mini-campaign.
You could make several missions the parts when the Rogues hijack bacta convoys. Another could be the battle in the Alderran Graveyard against the VSD Corrupter. The last mission would be the actual Battle of Thyferra against the Lusankya and the THDC fighter wings.
The only models you would need would be the SSD, ISDII, VSDII, an Alderreeian War Frigate, 3 or 4 freighter designs (like the Pulsar Skate, Bacta tankers, and freighters in the final battle), X-Wing, TIE/Ln, TIE Interceptor, TIE Bomber (For the Gand fighters), and the Deathseeds (don't remember their description)
W00T!!!!!!! POST 100:yes: :yes:
I've waited a whole TWO, thats right TWO years for this moment:D :nod:
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Deathseed: X-wing wings mounted on a rotating collar, TIE ball cockpit in the center. Ion engines for propulsion, fusion engines for weapons and shield power. Can't remember for sure and I'm too lazy to dig it up, but I'm pretty sure they also carry missiles.
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i knew you'd say that... but how would the be forced to go through without hitting? other then waypoints...
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Use waypoints then :p
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Originally posted by LtNarol
Use waypoints then :p
What about those Clone War ships? I got a comic that has the first Tie looking fighter in it. take a Y-wings big Ion Engines, then pout the Ties pod in the middle, with X-wing theamed Lasers, where they are on the Tie it's funny looking, but it can take quite a beating from the battle in the comic, they could mount trops on em.