Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: mandobardanjusik on June 18, 2012, 12:30:14 pm

Title: The Untold stories of the Lylat War (a star fox mod)
Post by: mandobardanjusik on June 18, 2012, 12:30:14 pm
new update, we c

UPDATE: Current team: Mando: modeler, and convertor (hopefully); Scourge of ages: fredder    I will be sometime in the future searching for a scripter, as I have a doable theory on a version of a boss you are all hoping to see

ok, since SOL is now official in essence hibernation(if dabrain returns it will hopefully get revitalized)/dead-ish, I have decided to officialy start a starfox mod. The name is yet to be determined, mine will also take place in the same time period(between SF64 and adventure), however the story itself will be determined later, though I have a basic idea in the works however. so here is my plan, I am going to put together the entire mod in phases(at the end of each phase I plan to do a release after a short beta session), in which a cerrtian number of goals are achieved, to allieviate the wait, and to make it so that if the steam on the mod does runout, at lleast there will be some results from what has been created, with each phase building upon the previous(note, each phase will include all the material from the previous one, however there will be differences as the mod is developed and the balancing is altered, so downloading each one will give you a different, yet similar experience).

Purpose: to give an authenitic, and fun starfox experience including many playable and some non-playable ship, and an interesting dogfighting experience

PHASES

Phase 1(dogfighting): create basic fighter shipset, with the arwings I already made, and for sure the arwing 64, and 2 conerian fighters(SF2+SF64) for a total of 6 friendly fighters(all playable, but only arwing+and variants in mission), and 10+ enemy fighters, and to add for a bit more variety, at least 1 conerian support craft, and one or two andronian frigates
and, basic gameplay changes to make it more starfox-esk, and 2 basic multiplayer maps, and if I have a fredder  a handful of basic missions.

Phase 2(capitals and more): add larger ships, including conerian battleship and carrier from SF64, and maybe other support craft, and a large # of andronian ships, and additional playable fighters, and perhaps a couple mroe enemy fighters; hopefully have a fredder by this point so more missions, and multiplayer levels

Phase3(campaign): would hope to add more fighters if any are not left, and develop a campaign, if any are still needed any engine changes should hopefully be made by now, along with multiple courses and such.

Phase4(optional): if the mod lasts to this point, then its land

hopeful missions: Star fox and star wolf battles, with several generational versions.

Also I am searching for team members, I mainly am after a freder, and convertor, I will learn if I have to, but I would prefer to have team members with that skill area for more speed and efficency, if someone wants to contribute in other ways say so  or send me a message

also I am open to ideas, wheter its to the mod, or mod name, hope to have some new basic fighter pics up soon
and of ship meshes currently finished(but still need textures are): arwing interceptor, defender, and advanced; not completed, but WIP: mothership, conerian fighter(SF2)
Title: Re: a new starfox mod(still needs a name)
Post by: Rampage on June 18, 2012, 12:32:36 pm
Will it feature your HTL Sekhmet?

R
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 18, 2012, 12:36:07 pm
no, the sekhmet is for the upgrade project, but its been giving me issues, and the shape is a pain, I am still working on it, but its not an easy thing to make

and currently there is no plans for visible pilots, even in arwings
Title: Re: a new starfox mod(still needs a name)
Post by: mormon_boy on June 18, 2012, 05:57:15 pm
total spitballing of an idea but how about a play on the fact that acronym for star fox (SF) is free space backwards (FS)
Title: Re: a new starfox mod(still needs a name)
Post by: Dragon on June 18, 2012, 06:15:02 pm
Could you try getting SOL to release terrain models they made? They would certainly come in handy for everyone.
Title: Re: a new starfox mod(still needs a name)
Post by: mjn.mixael on June 18, 2012, 06:56:45 pm
Will it feature your HTL Sekhmet?

R

Did you actually think he might use a sekhmet in a starfox mod? Or were you just trying to gauge progress on an HTL you are interested in since he hasn't posted in his FSU thread in a while?
Title: Re: a new starfox mod(still needs a name)
Post by: FireSpawn on June 18, 2012, 07:02:00 pm
Will it feature your HTL Sekhmet?

R

Did you actually think he might use a sekhmet in a starfox mod? Or were you just trying to gauge progress on an HTL you are interested in since he hasn't posted in his FSU thread in a while?

FREESPACE MEETS STARFOX: SLIPPY'S SUBSPACE ADVENTURE
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 18, 2012, 07:40:27 pm
I think I might be able to get some SOL models when I reach full mod status, as for the most part, all I am hoping for from them is some of the larger ships, and maybe an arwing or two, as I am fine with most fighters

also, I was thinking STARFOX: the untold chapter(STARFOX BATTLE) as, multiplayer is as big a part as singlle missions in the first release, as is any one player missions, though they will hopefully remain equal

also, as an added bonus, I am planning to do a complete subset that is completely made up of SF1+2 SNES style craft, simple polygons, bright colors and a classic feel, they will ahve seperate missions, and perhaps some classic style maps as well, though for fun you may try classic vs new in multiplayer, as they will have similar but different balancing tables, and the modern vs classic defender will be different in look and stats, but more on that later


and currently NO ANDROSS.... though I could try classic, make his mouth a door, and his rectangles and debri swarm fighters
Title: Re: a new starfox mod(still needs a name)
Post by: mormon_boy on June 18, 2012, 08:50:53 pm
come to think of it using the word starfox in the title is a bad idea its basicly a guaranteed C&D letter cause of consumer confusion or some crap like that

so how about this "DO A BARREL ROLL!"

also you know how in sf1 you have that level where the commander say the fox's father disapeared in a wormhole or something and then the same thing can happen to you? how about the story explores that a little. the plot could be that corrneria has just successfuly tested a safe way to enter and exit the wormholes in sectorX but the test craft when it reached the other side picked up distress signals from ships that had been lost in the past so corneria sends the starfox team to rescue the stranded ships and as the plot progresses it becomes aparent that not all of the ships are from the same universe as the starfox team and that this is acctually an inter-dimensional crossroads.

this would also open up the posiblities of seeing sf1 style ships next to sf:assault style ships and it won't look wierd

feel free to critisize my grammar and spelling
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 18, 2012, 09:07:54 pm
hmmm, I have an idea on tangent to that, what if he goes through the black hole and finds himself in the alternate timeline of the post SF64 time period, and is forced to band with himself and others to help save the james of both dimensions
Title: Re: a new starfox mod(still needs a name)
Post by: mormon_boy on June 18, 2012, 09:17:34 pm
hmm breaking through to a parallel dimension instead of just getting lost in hyperspace could open a pandora's box with every thing else that was lost in hyper space pouring through with fox

"do a barrel roll" would be in reference to how you have to make a big high speed barrel roll to enter hyperspace

also playing the whole "non-canon alternate universe" card will add another layer of "this is a fangame" protection

giving the star fox team a controlled in and out of hyperspace capability would make beginning and ending missions easier. just hit alt-j to jump out

Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 18, 2012, 09:54:07 pm
well, as long as its not for profit I should be fine, also that would only be the classic campaign, not the 64 one, which takes place after SF64.

also, if dabrain returns I would hope to join the SOL team, but who knows if or will that will happen, but a guy can hope
Title: Re: a new starfox mod(still needs a name)
Post by: mormon_boy on June 18, 2012, 09:58:16 pm
always best to play it safe a lot of companies will just file a bogus claim because most fan games don't have the resources to fight back
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 18, 2012, 10:00:13 pm
SOL already explored this whole stuff, its not that dangerous, as this is entirely different nic from normal
Title: Re: a new starfox mod(still needs a name)
Post by: SypheDMar on June 19, 2012, 01:25:22 pm
Name shouldn't be too important yet. Even if you decide on one, you might change it a week later. I recommend that you focus on assets if you plan on doing simple multiplayer skirmishes first. Once released, fans might start making short campaigns to follow up on. If Axem eventually gets hold of the SoL models, there may be even less work needed to be done. Whatever happens, good luck!

EDIT: Don't worry about atmospheric missions at all until it has shown to work. For now, you might want to wait for BP2 R2 to be released if you ever get to that part.
Title: Re: a new starfox mod(still needs a name)
Post by: Scourge of Ages on June 20, 2012, 12:59:46 am
Hey Mando, count me in. I can FRED, and do some light tabling. If you can figure out what you'll need, I can FRED it for you.
Title: Re: a new starfox mod(still needs a name)
Post by: mormon_boy on June 20, 2012, 01:25:32 am
lurkers of the SoL forum unite!

I would have offered to help to but i lack any useful modding skill besides 10 fingers that are not broken

EDIT: how about "Phoenixes of Lylat" for the name?
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 20, 2012, 08:39:12 pm
thanks scourge, I will take you up on that, I am on a roadtrip but hopefully something new soon
Title: Re: a new starfox mod(still needs a name)
Post by: JGZinv on June 20, 2012, 11:23:36 pm
Star Fox: The Phantom System

Star Fox: The Veil of Darkness

Star Fox and the Golden Sphere

FreeSpace StarFox (FSSF)

Really need some more details of the plot direction if there is to be an underlying story, before we can make a stab at a decent name.


Coming from someone that's been trying for a long time already...  get your assets and structure/organization in place first. Then worry about the rest.


I'll just leave this here:  http://youtu.be/4XAJEDJJ_Bo   though I wouldn't be surprised if half of you saw it already.
Might check with the guys that made it, see if they might be interested in helping you any.




Title: Re: a new starfox mod(still needs a name)
Post by: Scourge of Ages on June 21, 2012, 02:00:37 am
Shadows of Shadows (of Lylat)
Title: Re: a new starfox mod(still needs a name)
Post by: mormon_boy on June 21, 2012, 03:33:41 am
just rip off lucas art's naming scheme  and call it "starfox: AR-WING" and if lawyers get involved change the name to "starfaux: ARGH!-WING" and give every one Photoshop eye-patches :D
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 21, 2012, 05:17:21 pm
ok so have had some hours on the road to think about it, so I have 2 things to announce, basic story idea, and the balancing system for ships.

so to start, the system I have come up with is a type of tier system for the fighters, in order to add more variety and challenge to androinian ships by seperating them into catergories of: fighter, bomber, interceptor and fighter-bomber, then seperater those into tiers, which then determine for the coder, how their abilities will compare to one another(the tier level is determined by thier appearance in their respective game, and of course there will be variance between the SF1+2 ships, and the SF64 ships, as they are determined seperately, they both share the comparitive baseline of the arwing of course though.


So the base of the story then, so for the simplicity of keeping track of the story I will refer to the SF1+2 versions as ''(prime), and sf64 as themselves. also, a reminder one of the minor differences between the 2 timelines is that as far as it was known in the original timeline Team Fox was an advanced commando strike force for the conerian army, not a mercany group.
(2 months after the events of SF2) Andross is believed to be vanqished, but his Threat to the galaxy is not over. General Pepper(Prime): StarFox  I know you want to find out what happened to your father, but our scientists have discovered that the blackhole which appeared shortly before andross's first invasion has grown in strength, and might have been his last contingency, as it appears to be a hole in the very fabric of time and space, and it has strentghened since the destruction of astroplis. Fox(prime): I know that general, but this is my only chance to find my father and my team stands behind me, our arwings, and the mothership have been modified to survive the bizarre conditions of the black hole. (interruption) Pepper (prime ): FOX there is a large fleet heading towards the black hole, it looks like planet devastators, and we are reciving random transmissions out of the black hoels, from.... The ARMADA!! but you destroyed that. Fox you are only hope, go into that black hole and figure out how to destroy it, we wait upon your safe return. Fox(prime): you've got it general, team fox out. (they head out into the black hole)
[Meanwhile on the other side out the black hole in the lylat 64 system 4 months after the lylat wars} General Pepper: Fox, The remmants of andross's army have positioned themselves around 2 bizarre anomalies, one near lylat itself, and another stronger one in the meteo asteroid belt, we have managed to get sensors near both without being detected, wait, we are getting readings, wait a moment, Fox they have turned into black holes, a massive space fortress has emerged near lylat, and has started drawing on its thermal energy, and wait we are getting a peculiar energy reading, wait its.... ANDROSS!!? but you destroyed him, wait, there are two readings, one organic, one is a computer, both are in large satelites, one looks like a simple face with a fighter launcher, and a mask with dual energy beams, this is bizarre, oh no.... Fox: general? Gen Pepper: Fox, several large armadas have appeared out of a black hole in the meteo aesteroid belt, including several large carriers with massive lasers caable of destroying the surface of a planet! and several shipyards have appeared around venom, along with several bases around the system, good thing our new defense grid is online, and a large defensive laser has appeared in orbit, and responds to some of our old defensive code, and luckily arspaces shipyard and production moon are active with a defensive grid, but their locations may have been compromised, and these new fleets are heading for key spots around the system, with some simple but powerful craft, and we are detecting 2 team wolf signatures! Fox another anomaly has appeared near your location at Katina, you and bill(in a prototype fighter) head over there, and find out whats happening. Fox: You can count on us general. [they arive at the anomaly and to their surprise] Fox: Team, those 2 look like Arwing prototypes, but all of those are deactivated, and these look like production models, but they look like they are fluxing in appearance, between a simple polygonal form, and a true form, how peculiar(note, ingame, for first couple of missions only the polygonal prototype is available, but a realistic one will be avaible later, and a hybrid simple/complex version may be made), and those look like the prototyp arwing interceptors, and defenders, and a combat version of the Mothership transport but these look like they have seen some action, the last I heard, the only new model arwing they had finished was the stealth arwing for their prototype lead Fara Pheonix, who will be taking it on a test run in a short while. Team fox contacting arwing prototypes, please respond.(in com pic it wavers, then shows the mugshot from SF2) Fox(prime): this is  team fox, we just  exited the black hole searching for James mcloud, when we detected a massive fleet entering from the lylat system, somehow in multiple time periods, we believe Andross is behind this, though he was believed destroyed after our second encounter. Fox: but thats impossible, we just destroyed his huge android several months ago, and how can you be us?
the conservation continues, then they realize the threat, and heads out to face the new massive threat to the lylat system, when another group of ships exits the anomaly, which then closes, Conerian pilot: Team Fox, Pepper semt us through to help you, we have a couple of frigates, and a squadron of interceptors(SF2 fighter), and fighters(SF1 intro). General Pepper: Team fox's WE need your help, androsses forces have managed to conquer several planets already, including some that were at a different part of orbit during the last conflict, like papetoon, and fortuna, and several starbases have been launched, though our new space bases, and the fleets at fichina, katina, coneria and sector Y have managed to hold, they will need back up eventualy, as the factories at venom are still cranking out full force. Fox+Fox(prime): General you can count on us. [ they then warp out]

also couple small notes, Peppy prime will be brown furred like in SF2, and miyu and fay will be part of the team that comes through the anomaly, they act as scouts for the team in their more agile interceptors, an addition that was needed during SF2, and may get a special mission or two as well, and yes my stealth/advanced arwing will be avaible for play, (you will technicly be fara pheonix), and it will proably get a special mission as well.

also, if scourge is up to it, I would love mini-campaigns/single missions that recreate some SF+SF2+SF64 levels

ok hope you enjoy the story I came up with, though it is still a beginning

and thanks JGZinv that video was interesting.... hmmm maybe we could try and contact the guy and see if we could possibly use some of his assets, that would be awesome, say scourge, do you have a youtube account?
Title: Re: a new starfox mod(still needs a name)
Post by: mormon_boy on June 21, 2012, 05:45:26 pm
any plans for what the pilots will look like on the vidcom? sf1 boxart puppets? sf1-2 pixel art? sf64 3d models?
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 21, 2012, 06:01:42 pm
I plan to use the mugshots/portraits from SF2 and SF64 which I can get in good quality from the sprites resource
(http://www.spriters-resource.com/snes/starfox2/portraits.png) (http://www.spriters-resource.com/snes/starfox2/mugs.png) (http://www.spriters-resource.com/other_systems/starfox64/mugs.png) the joys of the internet ;) and yes that means the brown version of peppy


though if need be I will see if someone wants do some custom art based off of em
Title: Re: a new starfox mod(still needs a name)
Post by: mormon_boy on June 22, 2012, 12:15:05 am
so if i got this right the first priority for phase1 would be to make it stand alone, multiplayer enabled, and includes a set of art work and models that look good together and in third person. that should keep the fanboys happy while the core team works on a official campaign. and if it gets c&d'ed than the frame work for future starfox mods is already in the wild

right?
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 22, 2012, 02:31:54 pm
for the most part ya, biggest thing is getting stuff ingame, modeling isnt that big an issue, and I have improved at texturing(still not a strength yet), and setting up the modified physics standards to get it to play more like a starfox game, though currently it is all space mod only(though, very often you will have to navigate a field or armada to reach a goal on the other side, or escort a transport, etc
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 23, 2012, 10:36:47 am
ok so here is a sign of progress, here is the first ship of the Retro shipset, the arwing mk 1(yes I know its simple but thats the point), this is a very close to original recreation(though I actualy made the cockpit visible, this may be removed later) if I get everything working, this should be ingame today or tomorrow(both as a test, and for fun) yes, I know its simple, but thats the point, the retro shipset, is supposed to be a close replica to the original 2 starfox games, to give a more nostaglic view. there is also part of the modern/64 shipset, that can be considered neoretro, which is how the retro craft are in the modern timeline(for example, the super fx appearance of the original arwing. note, on some ships this includes different stats and weapondry, such as the arwing interceptor and defender, which for example have more weapondry than the retro version, and other changes).
also, currently finished meshes(but not textures) in the modern shipset include: Aring interceptor, arwing advanced/stealth, defender, wolfen prototype type1.

also say do we have anyone who might be interesting in helping with tabling?

just realized I should add a back shot so that nostaglia will kick in

and I may make aa couple more last minute G-diffuse tweaks, but nothing too big cept to make it slightly more accurate

[attachment deleted by a ninja]
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 24, 2012, 11:26:06 pm
star fox in freespace, NOSTAGLIA time (http://media.moddb.com/images/groups/1/5/4853/NOSTAGLIA.jpg) (http://media.moddb.com/images/groups/1/5/4853/NOSTAGLIA2.jpg)
and imagine how AWESOME the modern version will be ;)
Title: Re: a new starfox mod(still needs a name)
Post by: mormon_boy on June 24, 2012, 11:48:07 pm
i take it you have successfully imported the arwing in to freespace then :D
i'm curious as to how would the physics be changed to make it feel like a starfox game? the only thing i can think of is limiting your ability to brake and strafe or making sure all the craft fly relativity right side up?
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 24, 2012, 11:52:46 pm
well, imagine how awesome the modern will look, also, here is the trick, I am not removing strafing, actualy the idea is that the classic has poor turning rate but a great strafing rate and extremely high top speed, whereas the 64 has a balaanced strafing and turning, and the assualt(as a bonus craft has a great turning rate, and a good strafing rate, but slow top speed, and least amount of secondary weapons), and of course the interceptor is fast and maneuverable, but has light shields and armor(also classic, interceptor, and defender, both modern and retro version have shields, unlike the 64 and assualt arwings)

oh and also, a big difference between rretro and modern/64 versions of the interceptor and defender is that the retro versions, they have differences in speed, turn rate, and shields, however the still all have either 1/2 lasers and one bomb launcher, so you have to take advantage of the other differences to get your edge, though they do have different laser damage amounts, and different bomb loads(interceptor has the least, defender the most, normal in the middle), now on the other hand, the modern versions of the interceptor and defenders both have much different weapons layouts than the normal the defender has multiple bomb tubes that can also carry weaker missiles and in theory mines, and some others(you may see missiles on the normal arwing as well, however retro craft can only arm smart bombs) and the interceptor has 4 lasers, but a very light bomb load if any at all.

'also there will actualy be 2 classic arwings, mk 1 and mk 2 mk 1 is the one above, and the modern version of that is based off the super fx posters. mk 2 is an auxilery craft, it will be the slightly different SF2 one, and the modern will be based off the frameless pixel art. by the time of the adventure they are back to the original, as the mk 2 is a bit more of a dogfighter than normal, and the stats are only a slight improvement over mk 1, main thing is, the modern version looks somewhat different
Title: Re: a new starfox mod(still needs a name)
Post by: mormon_boy on June 25, 2012, 12:19:32 am
so do you plan on doing its modern counterpart next or are you waiting hear whether SoL will release its assets?
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 25, 2012, 12:21:44 am
well, I am doing the retro defender and interceptor first, as they are easy and quick, but I am considering doing that one myself, though I do know I am doing the moder mk 2 myself, but I am waiting on the mk 1. its mainly a coupel of larger ships I am hoping to get from them, if I can
Title: Re: a new starfox mod(still needs a name)
Post by: Scourge of Ages on June 25, 2012, 11:44:08 am
Have I mentioned that I have some experience with tabling as well? Specifically the ships.tbl and weapons.tbl. Most of the others I can figure out pretty easily (except objecttypes.tbl, what is up with that?).
Title: Re: a new starfox mod: starfox: Through the Void
Post by: mandobardanjusik on June 25, 2012, 11:52:04 am
no you have not scourge, and that will be helpful, as I can setup the basic but I will have to leave the balancing to you would you mind? I can setup a tier and class chart to help with the adronian ships, though other than the obvious differences arwing extact stats will be up to you, and if you come up with code names and tell me what you need model wise I can make em. and scourge you pop on the #freespcae IRC? I would like to chat with you a bit


Oh and I am now announceing the current project name, it may be changed later, Starfox: through the Void
Title: Re: a new starfox mod(still needs a name)
Post by: Scourge of Ages on June 25, 2012, 02:33:32 pm
no you have not scourge, and that will be helpful, as I can setup the basic but I will have to leave the balancing to you would you mind? I can setup a tier and class chart to help with the adronian ships, though other than the obvious differences arwing extact stats will be up to you, and if you come up with code names and tell me what you need model wise I can make em. and scourge you pop on the #freespcae IRC? I would like to chat with you a bit

I'll try to get on IRC sometime this week. In the meantime, I can whip up a .tbm for the arwings pretty easily, just using placeholder models. And if you could PM me or something that chart or a basic design goal for ships, that'll help.
Title: Re: a new starfox mod(still needs a name)
Post by: JGZinv on June 25, 2012, 10:52:34 pm
I couldn't resist... Use Bombs Wisely.

http://www.youtube.com/watch?v=U9BS6XK8Zlo&feature=player_embedded
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 26, 2012, 12:07:39 am
ok update, meshes of the Invader mk 1, and the retro mothglider are done, uving and texturing is left, then 3 of the 6 base ships for Scourge's tabling are done(retro arwing, defender, interceptor, and the prototype retro wolfen a).
(http://media.moddb.com/images/groups/1/5/4853/retrogliderwip1.jpg)  (http://media.moddb.com/images/groups/1/5/4853/invadermk1wip.jpg)  (http://media.moddb.com/images/groups/1/5/4853/invadermk2wip.jpg)   (http://media.moddb.com/images/groups/1/5/4853/retrogliderwip2.jpg)
Title: Re: a new starfox mod(still needs a name)
Post by: Colonol Dekker on June 26, 2012, 12:20:22 am
Name yet?

SFFS,
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 26, 2012, 12:23:34 am
for now at least, its StarFox: Through the Void, may change later
Title: Re: a new starfox mod(still needs a name)
Post by: mormon_boy on June 26, 2012, 12:29:45 am
how about name the mod "the freespace starfox (FSSF) mod" and the campaign "into the void"

if you ask me FSSF is easier to sat than SFITTV
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 27, 2012, 11:57:46 pm
ok, so I almost have the first 4 fighters done, texturing rigging and all, might do one more, then I am sending them off to scourge for inital balancing, and I will want ingame shots, perhaps vid if scourge wants to, with the retro arwing lineup, and the 1 other fighter I might do is the retro wolfen prototype type A, then you might get the original Fox vs Wolf battle(minus Wolf's which is type B)

also, I plan to do a modern version of the mothglider(retro is a heavy fighter with a large cannon, modern will be a heavy assualt bomber(anti-ship bomber)

and yes for now it is star fox into the void, and it would be SFITV

oh and I gave scourge the basic ideas for weapons and arwing balancing(oh and scourge the mothglider either gets a heavy laser, or the plasma shot, the modern version will have secondary weapons, though still that one main cannon
Title: Re: a new starfox mod(still needs a name)
Post by: mormon_boy on June 28, 2012, 01:09:41 am
very well SF:ITV it is I look forward to your updates and will do my best to restrain my self from bugging you
Title: Re: a new starfox mod(still needs a name)
Post by: Fara Phoenix on June 28, 2012, 12:35:21 pm
I should wonder about that mod's storyline, perhaps due to a research failure on my part.
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 28, 2012, 12:37:34 pm
just look at the top of the last page, and there it is
Title: Re: a new starfox mod(still needs a name)
Post by: Fara Phoenix on June 28, 2012, 03:43:45 pm
just look at the top of the last page, and there it is

Last page, that's the page we're on - I assume you mean page 2 and...

...confirmed. Yeah, that makes sense.


Also, in the SF1/2 continuity line there wasn't much canon given, it was added by the 1993 comics. Star Fox were originally vigilantes, crossing into pirate territory.

That aside, interesting. I've only seen merging lines up until now, integrating part of the comics' story into SF64, leading to Fara Phoenix (and now you see what kind of fanatic I am) conveniently disappearing before the series moves on to Adventures.
Title: Re: a new starfox mod(still needs a name)
Post by: mormon_boy on June 28, 2012, 06:19:02 pm
uhhhh mando you may want to read this before solidifying the name of your mod http://www.hard-light.net/wiki/index.php/Wings_of_Dawn_2:_Into_the_Void
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 28, 2012, 06:24:30 pm
huh I didnt notice that, well name wasnt confirmed anyways, just the current thought of one. but the name will not be SFFS I will figure out something good eventualy
Title: Re: a new starfox mod(still needs a name)
Post by: mormon_boy on June 28, 2012, 07:16:10 pm
I GOT IT! STARFOX TALES! get it? no? well you see its a play on the fact that they are all animals and animals have... Oh you do get it awesome right? no?

starfox through the black hole?(to wordy)
starfox do a barrel roll?(has nothing to do with the plot)
starfox black hole adventures?(ugh don't bring up adventures)
starfox generations?(sounds like startrek)
starfox continuum?(stargate)
starfox Xtreme?(that is worse that tales!)
phoenixes of lylat?(... acctually that one sounds pretty good)
star fox dimensional echos?(eh so-so)

!*light bulb*

STARFOX DIMENSIONS!(yeah this one has my vote not that you have to listen to me or anything)
Title: Re: a new starfox mod(still needs a name)
Post by: Scourge of Ages on June 28, 2012, 07:30:41 pm
STARFOX DIMENSIONS!(yeah this one has my vote not that you have to listen to me or anything)

That's actually... not... all that bad :P. Though it may not be wise to use the word "Dimensions" so close to the release of Dimensional Eclipse. idk.

Still, I like my earlier half-joke idea, calling it *Something* of Shadows.
Shadows of Shadows (SoS)
Echo of Shadows (EoS)
Sound of Shadows (SoS again)
Remembrance of Shadows (RoS)
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 28, 2012, 07:39:40 pm
well I actualy did use Starfox generations for a prior mod, but that didnt pan out, and I dont want to jinx this one by reusing that name
how bout Beyond the Blackhole, or maybe the search for mcloud, or Androsss' revenge or Mcloud strikes back, or or.... well we will figure it out eventualy

also scourge, working on the retro wolfen now, once that is done I will send you the mod folder and the first 5 ships so you can start messing with balancing and missions(you start setting up the foundation, and do as much as you can, I will supply new ships as frequently as possible, first priotity is retro, so try to recreate some SF1 and 2 missions)

and I may finaly take the time to play vanilla FSO(with mediaVPs of course), also how do you activate the 3rd person view?

oh and there might be a slight change in plans, first priortity is retro shipset, so there might be a seperate release with only retro ships, it would have some similarity, but quite a few differences from the main release, as it would have a much more sparse layout, and you would be much more basic weaponwise, and your main way of taking out cap ships would be flying into them and destroying the core
Title: Re: a new starfox mod(still needs a name)
Post by: mormon_boy on June 28, 2012, 08:34:13 pm
"starfox: beyond the blackhole"(SF:BtB) sounds good the extra b's in it helps it bounce along better than "through the blackhole"

a lot of ships in the starfox universe seem to be vulnerable from the out side simply by targeting the subsystems (see assault carrier's weapons and engines) a more practical solution maybe to make the hulls of capships invulnerable and have the ship suicide when it is disarmed/disabled
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 28, 2012, 11:34:09 pm
thats the plan, sent the first 5 units to scourge so something new soon
Title: Re: a new starfox mod(still needs a name)
Post by: Fara Phoenix on June 29, 2012, 01:47:51 am
"starfox: beyond the blackhole"(SF:BtB) sounds good the extra b's in it helps it bounce along better than "through the blackhole"

a lot of ships in the starfox universe seem to be vulnerable from the out side simply by targeting the subsystems (see assault carrier's weapons and engines) a more practical solution maybe to make the hulls of capships invulnerable and have the ship suicide when it is disarmed/disabled


That does sound interesting, yes, but I think it still doesn't quite have the proper ring to it. Three syllables should be ideal, with the middle one not stressed...

...dammit, I hate metric analysis.



"starfox: beyond the blackhole"(SF:BtB) sounds good the extra b's in it helps it bounce along better than "through the blackhole"

a lot of ships in the starfox universe seem to be vulnerable from the out side simply by targeting the subsystems (see assault carrier's weapons and engines) a more practical solution maybe to make the hulls of capships invulnerable and have the ship suicide when it is disarmed/disabled

Either that, or perhaps simply make the subsystems as heavily armoured as the rest of the ship, or add powerful point defenses to intercept all incoming projectiles (compare: Mass Effect's GARDIAN)...I don't quite know the proper course of action there, one would have to balance canon and game play experience.
Title: Re: a new starfox mod(still needs a name)
Post by: mormon_boy on June 29, 2012, 01:51:03 am
"starfox: beyond the blackhole"(SF:BtB) sounds good the extra b's in it helps it bounce along better than "through the blackhole"

a lot of ships in the starfox universe seem to be vulnerable from the out side simply by targeting the subsystems (see assault carrier's weapons and engines) a more practical solution maybe to make the hulls of capships invulnerable and have the ship suicide when it is disarmed/disabled


That does sound interesting, yes, but I think it still doesn't quite have the proper ring to it. Three syllables should be ideal, with the middle one not stressed...

...dammit, I hate metric analysis.
starfox: fus ro DAH! :lol:

ok now seriously how about starfox: reality shift or crossfox/voidfox/warpfox(cause we've gone from inter-planetary to inter-dimensional)

F.N.A.W.N.?(FNAWN's Not Affiliated With Nintendo?)

anything that ends in of lylat?
Title: Re: a new starfox mod(still needs a name)
Post by: Fara Phoenix on June 29, 2012, 07:21:05 am
"starfox: beyond the blackhole"(SF:BtB) sounds good the extra b's in it helps it bounce along better than "through the blackhole"

a lot of ships in the starfox universe seem to be vulnerable from the out side simply by targeting the subsystems (see assault carrier's weapons and engines) a more practical solution maybe to make the hulls of capships invulnerable and have the ship suicide when it is disarmed/disabled



That does sound interesting, yes, but I think it still doesn't quite have the proper ring to it. Three syllables should be ideal, with the middle one not stressed...

...dammit, I hate metric analysis.
starfox: fus ro DAH! :lol:

ok now seriously how about starfox: reality shift or crossfox/voidfox/warpfox(cause we've gone from inter-planetary to inter-dimensional)

F.N.A.W.N.?(FNAWN's Not Affiliated With Nintendo?)

anything that ends in of lylat?


"x of Lylat" - no. It may just force the Shadows of Lylat victims to relive their trauma.

Thinking...thinking...
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on June 29, 2012, 09:17:50 am
ok no more debate on the name, I was being sarcastic, so no more for now, and how that will work out depends on scourge, and I dont even plan to have capital ships(yet), but that is something that scourge and I discuss
Title: Re: a new starfox mod(still needs a name)
Post by: Fara Phoenix on June 29, 2012, 05:26:57 pm
ok no more debate on the name, I was being sarcastic, so no more for now, and how that will work out depends on scourge, and I dont even plan to have capital ships(yet), but that is something that scourge and I discuss


Yeah, all right, it's cool, calm down.

Random change of topic (you'll be hating me for these in due time): It's late. I'll go to bed now, if I pass out halfway through writing this post you'll probably see-wait. No. That didn't make any sense.



Okay, sorry for that. I was enormously tired. Guess by now it's too late to change anything, though.
Title: Re: a new starfox mod(still needs a name)
Post by: Scourge of Ages on June 30, 2012, 03:32:41 pm
Haven't gotten all that much time to do any work this week, but was able to set up the retro Arwing in an asteroid field to test and adjust handling characteristics.
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on July 02, 2012, 03:11:31 pm
so scourge how goes the testin, have you gotten any other arwings in, and have you messed with any of the weapons I described for you?
Title: Re: a new starfox mod(still needs a name)
Post by: Scourge of Ages on July 02, 2012, 04:07:57 pm
Ach, no, not yet. Work and stuff, don't ya know.
Something that could be useful for testing, if you're getting bored of waiting, would be a generic city-scape to fly through. Just like a plane with some big rectangles sticking out to test maneuverability. Or you could download a city from that free model site and just convert it and resize it if necessary.

Should be able to do a bit more this week. Yeah I know I said that last week, but I think I actually might have some good open time this week :)
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on July 02, 2012, 07:10:21 pm
we arent doing ground right now scourge, but I could make some sector Y wreckage, or additional asteroid props for you possibly
Title: Re: a new starfox mod(still needs a name)
Post by: mormon_boy on July 02, 2012, 07:17:34 pm
rings to fly through? like in the sf64 tutorial?
Title: Re: a new starfox mod(still needs a name)
Post by: Scourge of Ages on July 02, 2012, 07:32:12 pm
we arent doing ground right now scourge, but I could make some sector Y wreckage, or additional asteroid props for you possibly


I know that, but you could make the city as a ship, just to test maneuverability and stuff. And additional asteroids would also be very useful. Rings are good too.
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on July 02, 2012, 08:31:27 pm
well rings and boost rings are easy, but it would be nice if you can give them a some type of ability(repair, and the boost type) I can make 2 types (one has 2 color variants) just tell me if it needs any special rigging or anything(or what rigging it needs, cause those are 2 easy things too make(though if you want the boost ring to look REALLY good, help me find out how to setup a animated shader), I could make power ups too, but you would have to tell me how to rig it, and you have the challenge of coding it, then you have some fun items for the levels, and a couple of things you can not only use to make a testing level or two, but a special tutorial level for the modified gameplay, and tell me what other props you need, think SF64 training level, and tell me what you need, perhaps you could combine it with the starbase wreckage from the multiplayer SF64 sector level, and tell me what you want and what I need to do

actualy make that 3 types of standard, the 2 supply types, and the training type(has no effect on a craft but can move if you can script it  for your training

and note the boost ring is similar to retro supply ring, so I might just reskin it into the retro supply ring, there will be 6 types of rings then, with 2 base models
Title: Re: a new starfox mod(still needs a name)
Post by: Scourge of Ages on July 02, 2012, 11:10:40 pm
I'm pretty sure we wouldn't need to rig any of the rings or powerups, unless you mean to make them rotate along an axis, in which case yes. I have an idea of how to do powerups and stuff in FRED, should be fairly simple-ish. Going to get all the fighters tabled in first, and sort of balanced before going and making anything actually work.
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on July 02, 2012, 11:18:12 pm
well I will have the training ring for you tomorrow, does it need eyepoints, shields, docking points or anything? I havent done props non ships before
Title: Re: a new starfox mod(still needs a name)
Post by: Scourge of Ages on July 02, 2012, 11:40:47 pm
well I will have the training ring for you tomorrow, does it need eyepoints, shields, docking points or anything? I havent done props non ships before

I've never done anything of the sort, but I'm going to guess that it doesn't need anything like that. If you need a sample, take a look at the .pofs for the jump node, knossos, asteroid, etc. For an example of how to set up a rotating system/subsystem, look at the GTSC Faustus and it's solar panel thing.

Also, if you're going to make any asteroids, make some with invisible dock points.
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on July 02, 2012, 11:50:01 pm
well, I think I will stick with rings for now, my only question is should I do 64 style hexagonal ring, or a true circular ring? and currently rotating isnt a major thing, I am just making you rings
Title: Re: a new starfox mod(still needs a name)
Post by: mormon_boy on July 02, 2012, 11:59:29 pm
sf1 had a set of triangles in a ring shape since its for the retro set that would make sense
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on July 03, 2012, 12:05:06 am
I already said that the boost ring, which is a set of triangles(a bit larger # but similar) will be retextured as the retro health ring, that is not what I am talking about, I am talking about SF64/modern ring

pay attention next time  :banghead: :nono:
Title: Re: a new starfox mod(still needs a name)
Post by: mormon_boy on July 03, 2012, 12:23:02 am
sorry...
is there a way i can actually be helpful?worked out in irc
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on July 25, 2012, 09:46:10 am
ok, so with the release of SOL's assets, the our plans for phases are being evaulated, and we now have a major boost in the modern portion, though I have a feeling we still have plenty to do
Title: Re: a new starfox mod(still needs a name)
Post by: Colonol Dekker on July 26, 2012, 10:23:12 am
Has SOL gone under?
Title: Re: a new starfox mod(still needs a name)
Post by: MatthTheGeek on July 26, 2012, 10:24:52 am
Ahem (http://www.hard-light.net/forums/index.php?topic=81514.0).
Title: Re: a new starfox mod(still needs a name)
Post by: Colonol Dekker on July 26, 2012, 10:31:15 am
Well, some of the Andross capital fleet models look awesome.

Still a mighty godawfukul shame though  :(
Title: Re: a new starfox mod(still needs a name)
Post by: Fara Phoenix on August 01, 2012, 05:55:02 pm
Looks like there is progress being made.

Illogical anticipation, firing up.
Title: Re: a new starfox mod(still needs a name)
Post by: Kiloku on August 15, 2012, 07:46:09 am
I think Star Fox mods shouldn't really need plots. I just want excuses to get on an arwing and blast enemy ships! And to play awesome remakes of the coolest battles on the original games!
Title: Re: a new starfox mod(still needs a name)
Post by: Fara Phoenix on August 16, 2012, 05:22:14 am
I think Star Fox mods shouldn't really need plots. I just want excuses to get on an arwing and blast enemy ships! And to play awesome remakes of the coolest battles on the original games!

That is pretty much the sole reason some dubious creatures such as Krystal have grown popular, well, not counting the justification that would get me banned here.

My personal preference is that of a game that incorporates a solid story, potentially with a few continuity or fandom nods.
Title: Re: a new starfox mod(still needs a name)
Post by: Kiloku on August 16, 2012, 07:43:02 am
The games themselves should have better plots, Fara. It also bugs me to see what the series became after Star Fox Adventures (and because of it). But when I look at the potential offered by FSO, I think of the battles themselves. I think the mod should be more skirmish oriented, instead of plot-oriented.
Title: Re: a new starfox mod(still needs a name)
Post by: zookeeper on August 16, 2012, 08:33:05 am
What bores me to no end is that every Star Fox game is about Star Fox. Regardless of what one thinks of the SF universe in general, there's no reason to base every game around the same characters over and over again.
Title: Re: a new starfox mod(still needs a name)
Post by: The E on August 16, 2012, 08:35:24 am
Quote
there's no reason to base every game around the same characters over and over again

Nintendo as a whole seems to disagree.
Title: Re: a new starfox mod(still needs a name)
Post by: FireSpawn on August 16, 2012, 09:56:22 am
Star Wolf need more love, as their Wolfen IIs are teh shiznit.
Title: Re: a new starfox mod(still needs a name)
Post by: SypheDMar on August 16, 2012, 10:27:27 am
What bores me to no end is that every Star Fox game is about Star Fox. Regardless of what one thinks of the SF universe in general, there's no reason to base every game around the same characters over and over again.
Exactly! Because you're not Nintendo, mods can explore other aspects of the universe like the Cornerian or Venom's Army.
Title: Re: a new starfox mod(still needs a name)
Post by: Kiloku on August 16, 2012, 11:08:01 am
What bores me to no end is that every Star Fox game is about Star Fox. Regardless of what one thinks of the SF universe in general, there's no reason to base every game around the same characters over and over again.
Exactly! Because you're not Nintendo, mods can explore other aspects of the universe like the Cornerian or Venom's Army.

Things I can imagine:
Sector Y (SF64), the battle before the Star Fox team arrives.
Katina (SF64)
Corneria (SF Assault), the Aparoids are all around the planet, so there could be a simultaneous mission to the one played on the original game.
Corneria (SF or SF64), playing as a pilot of the Venomian forces in the invasion.
Macbeth and Titania, playing as Falco giving support to Fox on the ground.
Venom's Orbit: A Cornerian force attacking at the same time as the SF team is breaking through Area 6.

(Obviously, most of these would need coding for the ground.)
Title: Re: a new starfox mod(still needs a name)
Post by: mormon_boy on August 16, 2012, 12:50:58 pm
and so the feature creep begins again

my opinion: keep it simple focus on starfox themed assets and multiplayer for the first release to lay the ground work for user made campaigns THEN start working on an official campaign for the mod. none of this "when its done" and lose interest over the next 6 years business
Title: Re: a new starfox mod(still needs a name)
Post by: Kiloku on August 16, 2012, 01:11:33 pm
Yeah, you're right.
Title: Re: a new starfox mod(still needs a name)
Post by: Scourge of Ages on August 16, 2012, 01:36:29 pm
my opinion: keep it simple focus on starfox themed assets and multiplayer for the first release to lay the ground work for user made campaigns THEN start working on an official campaign for the mod. none of this "when its done" and lose interest over the next 6 years business

That's basically the plan. And with the release of SoL, most of the hard work is done already. All that's left is to clean it up, fill in some gaps, and make something playable. Then the campaigns can start.
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on August 16, 2012, 04:05:18 pm
I am also planning to add a large retro section, this is also an oppurtunity to replay the classic missions as well, from SF1 + 2
also, I do have complete models for modern versions of the arwing interceptor, defender, one type of wolfen prototype(the other needs more detail), and a main timeline equivelent to a black arwing prototype from the nes comics, that I am calling a 'stealth' arwing. also, I did come up with a basic storyline about 3 mostly forgotten characters in the main timeline that explains what their story is in the main time line, that could give an alternate perspective. Also I can be quite a writer, if you guys I could write up 2-3 campaigns, one of the aforementioned, one for star wolf(main ships would be wolfen, wolfen mk2, assualt wolfen(mk3), prototype wolfen A, Prototype wolfen B(wolf's), and perhaps some modified versions of standard venomian fighters], and perhaps another group of formerly unknown mercanaries who had worked for both sides in the war, first venom, then realizing their mistakes by helping the CA take down venom in battles that set the stage for team fox(you didnt think they took out Andross's armies single handed, no some other team must of had to sabotage their supply lines and take out some of their other bases, why do you think sector X was devastated by a rogue robot, no another team had gone in before hand and had managed to destroy the research stations core, and disabled most of thier defenses, however their transport was damaged and they were forced to leave before they could destroy the top secret project)[they fly modified ships, reverse engineered and rebuilt versions of a number of common fighters(like cat's paw is a reverse engineered version of the invader mk 3, but is superior to and looks quite different from it{and I need to remodel it I guess})]

like I said, I can be quite a writer, though I think i need to recruit another fredder or two, not sure how far I will continue with the retro shipset though, but I think I am scrapping my original campaign, but I may include a number of them for a little mini-arcade campaign

and I think I may have a new name for the mod, The Untold stories of  the Lylat war

that first one I can have the first draft of in a hour or two, and it will reveal the 3 characters the story is about


and no, there will be NO command stuff, well cept maybe for conerian carrier(GF2)

oh and another major job for me now is to finish up the WIP stuff, luckily I have the skill to, despite my weakness in texturing


if we ever add ground, it will be after we get together a campaign or a couple, also I do have a line on getting several additional syscapes/level setups that will in classic style, including 2 atmospheric one, such as a dogfight in the crowding smog of the uper atmosphere of venom
Title: Re: a new starfox mod(still needs a name)
Post by: Fara Phoenix on August 17, 2012, 08:41:46 am
What bores me to no end is that every Star Fox game is about Star Fox. Regardless of what one thinks of the SF universe in general, there's no reason to base every game around the same characters over and over again.

I think there's a reason it's called "Star Fox" - but that may just be conjecture.



I am also planning to add a large retro section, this is also an oppurtunity to replay the classic missions as well, from SF1 + 2
also, I do have complete models for modern versions of the arwing interceptor, defender, one type of wolfen prototype(the other needs more detail), and a main timeline equivelent to a black arwing prototype from the nes comics, that I am calling a 'stealth' arwing. also, I did come up with a basic storyline about 3 mostly forgotten characters in the main timeline that explains what their story is in the main time line, that could give an alternate perspective. Also I can be quite a writer, if you guys I could write up 2-3 campaigns, one of the aforementioned, one for star wolf(main ships would be wolfen, wolfen mk2, assualt wolfen(mk3), prototype wolfen A, Prototype wolfen B(wolf's), and perhaps some modified versions of standard venomian fighters], and perhaps another group of formerly unknown mercanaries who had worked for both sides in the war, first venom, then realizing their mistakes by helping the CA take down venom in battles that set the stage for team fox(you didnt think they took out Andross's armies single handed, no some other team must of had to sabotage their supply lines and take out some of their other bases, why do you think sector X was devastated by a rogue robot, no another team had gone in before hand and had managed to destroy the research stations core, and disabled most of thier defenses, however their transport was damaged and they were forced to leave before they could destroy the top secret project)[they fly modified ships, reverse engineered and rebuilt versions of a number of common fighters(like cat's paw is a reverse engineered version of the invader mk 3, but is superior to and looks quite different from it{and I need to remodel it I guess})]

like I said, I can be quite a writer, though I think i need to recruit another fredder or two, not sure how far I will continue with the retro shipset though, but I think I am scrapping my original campaign, but I may include a number of them for a little mini-arcade campaign

and I think I may have a new name for the mod, The Untold stories of  the Lylat war

that first one I can have the first draft of in a hour or two, and it will reveal the 3 characters the story is about


and no, there will be NO command stuff, well cept maybe for conerian carrier(GF2)

oh and another major job for me now is to finish up the WIP stuff, luckily I have the skill to, despite my weakness in texturing


if we ever add ground, it will be after we get together a campaign or a couple, also I do have a line on getting several additional syscapes/level setups that will in classic style, including 2 atmospheric one, such as a dogfight in the crowding smog of the uper atmosphere of venom

You, sir, are my god...and if you need another writer on board, call me.
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on August 17, 2012, 09:12:40 am
personally I could use more fredders than writers, if you want you can mess around with fredding and work up some experience then you can prove to scourge your skill then we may have need of you.

also, I know you will be happy to know, that Fara Pheonix will be a pmajor part of one of the storylines. also, I might as well say, that I have decided to use a little known group from the manga that took place a bit before adventures. the Third group will be the hotrodders, a group of misfits and dropouts.

and the Team Wolf storyline will delve deep into the past of wolf, including the origin of his anger at fox, and the founding of team wolf, and what they are really up to during the lylat wars

also, this mod has a very different look at the Lylat war in SF64, rather than one of the straightforward assualt that the game protrayed it, it in fact had 2 campaigns, and 2 assualts on venom, the first accidently against a decoy base, then a return to coneria, then another assualt toward venom from another path, though Team fox is not the focus of this mod, this clarification is important.

also, both papetoon and fortuna had battles and conflict during the war, however they were on the other side of lylat during the war, however more on that later as those are part of the campaign

possible modification of the title:  The Lylat Wars: the untold stories
Title: Re: a new starfox mod(still needs a name)
Post by: Fara Phoenix on August 17, 2012, 11:02:24 am
personally I could use more fredders than writers, if you want you can mess around with fredding and work up some experience then you can prove to scourge your skill then we may have need of you.

also, I know you will be happy to know, that Fara Pheonix will be a pmajor part of one of the storylines. also, I might as well say, that I have decided to use a little known group from the manga that took place a bit before adventures. the Third group will be the hotrodders, a group of misfits and dropouts.

and the Team Wolf storyline will delve deep into the past of wolf, including the origin of his anger at fox, and the founding of team wolf, and what they are really up to during the lylat wars

also, this mod has a very different look at the Lylat war in SF64, rather than one of the straightforward assualt that the game protrayed it, it in fact had 2 campaigns, and 2 assualts on venom, the first accidently against a decoy base, then a return to coneria, then another assualt toward venom from another path, though Team fox is not the focus of this mod, this clarification is important.

also, both papetoon and fortuna had battles and conflict during the war, however they were on the other side of lylat during the war, however more on that later as those are part of the campaign

possible modification of the title:  The Lylat Wars: the untold stories

The Hot Rodders, heckyes. Also, hm...not sure Fara's prototype is actually a stealth ship just because it's black. Would need a slimmer profile for that.

On the story note, hm...yes, that might work. Didn't think of that line before, my bit of fanon mostly deals with the Aparoid conflict, but we'll see.

So, will we - like Project SFR, the approach of which I find quite interesting - use Cornerian soldiers as player characters?
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on August 17, 2012, 02:04:53 pm
well, first off each of the campaigns center around one of the teams, the perspective you are playing from is as one team member or another, sometimes it may switch, however for the team wolf campaign(which I am considering calling Rise of the Rival, possibly) will mainly be from wolf's perspective, however in the case of the second campaign, you start with only 2 of the 3 members, however about a 1/3 through the campaign you will gain that team member and quite possibly play mainly as that one from that point on(also after a certian point you are working heavily with arspace dynamics, and you get to fly a number of prototype craft, including some special arwing variants, and even captured enemy craft). And with the hot rodders, in the first couple of missions you form the team, then you will usualy play as the team leader of course(also another interesting dynamic is that with all their craft, they are rebuilt standard enemy craft specialized for speed, agility, and firepower, however they have weak hulls, but do have shields to make up for this. and of course they all have hotrod paint themes).

now the other point is, that Fara's prototypes are usualy a transitionary ship between the arwing versions, I still need to make a classic arwing/64 arwing bridge one, however I have already developed the transitionary prototype that is between the 64 and assualt versions, that was inspired by the original idea. to emphasize, here are some pictures again, they also have my arwing interceptor and defender, and the wolfen prototype A

(http://media.moddb.com/images/groups/1/5/4853/stealth_arwing.jpg)
(http://media.moddb.com/images/groups/1/5/4853/formation3.jpg)
(http://media.moddb.com/images/groups/1/5/4853/formation4.jpg)
(http://media.moddb.com/images/groups/1/5/4853/interceptordetailing.jpg)
(http://media.moddb.com/images/groups/1/5/4853/interceptordetailing2.jpg)
(http://media.moddb.com/images/groups/1/5/4853/formation2.jpg)
(http://media.moddb.com/images/groups/1/5/4853/formation.jpg)

also, I do have a venomian fighter I made a month ago I think I will finaly show[still needs a bit more detail, but its good for showing], I also have another one I threw together this morning I will show, and the first hot rodders fighter

also, you guys may have forgotten about it, so let me reintroduce you to the conerian interceptor/trainer
(http://media.moddb.com/images/groups/1/5/4853/classic_conerian_interceptor.jpg)
(http://media.moddb.com/images/groups/1/5/4853/classic_conerian_interceptor2.jpg)
I think I may redo the texture, however though it is simple I am keeping the mesh the same. they are small fast and manevuerable, and though they have weak hull, and medium sheild, they are commonly used in city and asteroid warfare due to their small size, they are also the standard training unit of the conerian army. this ship is based off the fighter in the begining of SF2, and I may be a hot rodders version as well
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on August 17, 2012, 08:25:36 pm
small update, story update is coming tomorrow, I may reveal some of team wolfs story, and the characters in the second story. the main update is that I am revealing, a ship I made a month ago that is a venomian assualt craft, I need to improve and detail it a bit like gun and bomb ports, and some other stuff. and I threw together another fighter type from the lylat wars, however the model needs some more work, however I mainly wanted the base of it together to have as a comparison for the FIRST hot rodder fighter, it is bigger, more powerful, and more powerfully armed than the standard fighter, as it was reverseengineered and then rebuilt. this will not be the first usable hot rodder craft, but its pretty near the beginning, its your fourth or fifth unlockable fighter, also at each stage you will get a new fighter for each team member[you gain a the team members as the story procedes](a mix of friend and foe craft, and occasionly a fighter or two that is a combo of them; though in the first level there is only one, and that is a rebuilt conerian training fighter/interceptor)
so the orange one is the invader mk1(you have seen it previously), the gray one is the fighter I threw together this afternoon(it might be called a dragon fighter, but I am not sure of the actual name), the green one is an venoiam assualt fighter(thats the role I am putting it in), and the yellow one is the hot rodded fighter(actualy name to be determined, the intermin name is hot rod 1)

(http://media.moddb.com/images/groups/1/5/4853/venomian_lineup.jpg)
(http://media.moddb.com/images/groups/1/5/4853/venomian_lineup2.jpg)
(http://media.moddb.com/images/groups/1/5/4853/venomian_lineup3stock.jpg)
(http://media.moddb.com/images/groups/1/5/4853/venomian_lineup4_hotrod.jpg)
(http://media.moddb.com/images/groups/1/5/4853/venomian_lineup_6_hotrod.jpg)
(http://media.moddb.com/images/groups/1/5/4853/venomian_lineup_5_hotrod.jpg)
Title: Re: a new starfox mod(still needs a name)
Post by: An4ximandros on August 18, 2012, 01:45:46 am
Quote
What bores me to no end is that every Star Fox game is about Star Fox. Regardless of what one thinks of the SF universe in general, there's no reason to base every game around the same characters over and over again.

I always though the same about Metroid and Samus, Come on! let us see some of those Fed marines conducting raids against the Space Pirates!
Or... Be Samus' next bounty, the point of the game is to escape (Whereeverfeck) she has you cornered, with some mini-boss fights about forcing her to retreat or make time to escape.
Title: Re: a new starfox mod(still needs a name)
Post by: mandobardanjusik on August 18, 2012, 08:51:47 am
ok, if you want to discuss that, make a discussion thread, that wont be a problem now with this mod, however I would like some comments and feedback

and slight update, I had forgotten I had redone the wings on the CCI

[attachment removed and sold on the black market]
Title: Re: a new starfox mod(still needs a name)
Post by: Colonol Dekker on August 20, 2012, 12:48:31 pm
Does this still need a name?

Krystals voyage of discovery and womanhood
Corerian Elite Strike force go!
Starfox SCP?

If it doesn't need a name. Change title plozx or i'll keep forgetting. :yes:
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: mandobardanjusik on August 20, 2012, 01:04:22 pm
we now have an intermin name. and there will be niether hair nor sight of Krystal in this  mod. I think I can get some more of the campaign together, and possibly have a rough draft together later of at least some of them


ok bigger update, I finally took the time to take a look at the SOL assets, so I have some good news and some more interesting news.
So the existing assets make a great solid core, and as far as I can tell and from what I heard from Scourge is that we also have the coding core that we need and a good portion of visual assets.
Now the interesting news, is that while it is a solid core, it needs a lot more assets for a more solid campaign, there are only a handful of enemy fighters built and only the second entry in the invader series, so I have a lot of work cut out for me, and I have plenty to add, not only for variety, but also for my campaigns. so my current plan is to start writing out my campaigns and figuring out what new ships I need to go with them for both sides, so I may see if I can get a couple of freelancers on board as well. so I plan to write and compile these campaigns and unit lists as I go.


so wish me luck, and I have found a couple of interesting Wips I may fix up as well


oh and I do like feedback on my designs, but I cant wait to see the arwings I have built ingame

and here is a little something you may have forgotten, its my version of the cats paw. I still need to do a little mesh polishing with some newer techniques I have learned, and I need to polish up the texture as well, however I am not changing the way have the design, as it is sleek and reminds me of a stealth fighter, and thats the way I like it. also it was the inspiration for my hotrodding idea, as the cat's paw itself is a reverseengineered and rebuilt invader mk 3
(http://media.moddb.com/images/groups/1/5/4853/cats_paw_front.jpg)
(http://media.moddb.com/images/groups/1/5/4853/catspawside.1.jpg)
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: mandobardanjusik on August 20, 2012, 08:45:10 pm
ok well figure I might as well give some sort of update, so though I am still waiting to reveal the campaigns I am going to give brief summaries of game dynamics for each one

Team Wolf:
main ship style: heavy interceptors
Main mission style: target elimination: generaly fighters, however sometimes larger enemies as well, may face a variety of mission challenges, time limits are common, though not all are terminal(enemy, or friendly reinforcements fall in that category, or you are stalling someone)
Team description: the original team Wolf we all love and despise, of Wolf, Leon, Pigma, and Andrew, but a venture into the backstory we always wondered about, and the true role they played in the lylat wars, and the origins of wolfs rivalry with fox

Team Arspace(not the final name, however until I release the campaign synopsis the identies will remain secret)
main ship type: various prototypes, quite often unusual or boosted versions of normal craft, or those not revealed to public, and several other interesting craft as well. there is not a standard class type, and you may gain or lose ships from mission to mission, and usualy you have to figure out what is best
Main mission style: escort combined with objective
Team description: CLASSIFIED however it is released they are several characters who have been underlooked by the main storyline, and this explores their story

Hot Rodders:
Main ship type: Faster, more heavily armed versions of standard craft, usualy more heavily shielded, but light hulls. they may eventualy get their hands on arwings wink, wink
and each has a different ship each certian # of missions, usualy towards theeir different styles
Main Mission style: target elimination, commando style missions
Team description: a group of outcasts and drop outs from the conerian academy, and venomian army as well. Kool and Mouser were wingmates in the conerian academy, near the top of thier class, behind only a handful like Wolf, Bill and Fox, and went on to be commandos in the conerian army for a number of years, until they were tricked by wolf(recently departed from the army for unruly behavior after a incident that knocked him. Leon, fox, and falco out of the army), to attack a mercenary facility that compelled them to leave conerian army, and got them discharged for unsanctioned military action. a number of months later, they were contacted by Pigma, who they did not know had betrayed the CA, and they joined Andross's forces as a mercanaries. after a mission or two they encountered a pair of rejects from Andross's standard forces: Arnold 'Bowsor' o'dille An overenthusiastitic weapons specialist who had been relegated to maintence duty after blowing up a defense station in a training exercise where they were supposed to disable it, and then crashing his modified fighter into his armory destroying part of his base on macbeth, though not executed due to his extrodinary skills, he found himself invited to join the hot rodders after they saw his pair of improved fighters, and hearing of his story; They also recruited prototype fleet command droid nick-named hard-head, who had been programmed to be a powerful tactican,  but due to a programming glitch he can see the full scale of the battle, but can only apply his knowledge in a cockpit, and due to an encentric personality he ended up attaching himself to the hot rodders finding thier sense of misguided honor amusing, along with their powerful ships. they decided to name thier newly founded team the hot rodders, they continued to work with andross until the assualt on coneria, at which point they realized they had been decieved contacted General pepper, who kool had stayed with they still had stayed in contact with. He then sent them on a special campaign to stop a secret plot by Andross, and needed them to head for a warphole which would lead them to thier new campaign.....
REST OF FILE TOP SECRET
.... ..... DECLASIFICATION DATE Unkown



MORE WILL BE REVEALED
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: mandobardanjusik on September 07, 2012, 07:21:42 am
ok, sorry for no progress for a while, I have been busy back at college, and I had to reformat my harddrive(dont worry I saved my files) and reinstall max(which is a good thing, as I got a slightly newer version and a lot of annoying bugs are gone). So, after a long discussion with Karajorma last night, I have decided to change my plans a bit. I have decided to return back to the phase plan a bit, however with a number of differences. first off, I am not announcing anything after the first phase, as the phases after it will be determined upon the result, and reaction to the first phase. Second, rather than start off with a bunch of different lengthy SP campaigns, instead I am compling 1 5-8 mission multiplayer campaign, which will give a chance of scourge and I to iron out some bugs. Yes there will be added content, however there will be no more than 10 or so ships, and of those 5 are already ingame. I will have the campaign outline together by tomorrow, and plan to post  something on it for sure by tonight. also, a number of ships will be in the retro style, though some will later get contemporary fully detailed versions, as it is easier to finish these texture wise, and they allow us to setup the base of the missions more easily. So, I do hope you guys still support me, and more info soon.
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: Scourge of Ages on September 08, 2012, 01:38:48 am
Ah, I like this plan  :yes:

Guess I'll have to get back to work too. Well, after Diaspora, and WCS, and DE. (joke?)
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: mandobardanjusik on September 08, 2012, 07:36:24 am
MEMO
     
TO: General Pepper; Bill Grey
     From: head Mechanic
     Date:(2 months prior to the lylat wars)
 General Pepper, I am glad to announce that the new FS-0(Focal Sight #0) simulator series is now active, and we are currently working on a package of basic missions for it, Mr. Grey, they should be ready for you and your husky and bulldog before you deploy back to Katina, and we have a number of them to send with you as well to keep you sharp, and trained for a conflict should it arise, though we have not had anything occur since Mr Mcloud's betrayal by Pigma to Andross, but we have detected a number of peculiar ships probing the perimeters of a number of our bases, but we have not identified wheter they are pirates, or some other insidious force, but it never hurts to be prepared, as we dont want another Pirate Wars[Refer historical file 2134], and with Fortuna and Papetoon on the other side of lylat for 6 months in the next month or so, and with the rest of the planets so closely together, it doesnt hurt to be careful.
   So further on the FS-0, we have managed to get a variety of ship types we have found and some proposed designs on file, however the files are incomplete and we still have to add a number of ships, and due to time restraints we have had to transfer a number of .RETRO style ships, that give a basic profile, weapon and handling characteristics, however lack the detail of the newer models, as they come almost directly from the original SN3S simulator, and we are also working on converting modified versions of the training campaigns, I developed with James Mcloud, Peppy Hare, and Pigma under the designations STARFOX1 and STARFOX2, based off some of their experiences, however we can only take certian levels, and it is unknown if we can fully detail these mini-campaigns, however retro styles will be confirmed, however it will be a while before we can send them to you. Bill, the technical department wishes you and your men the best on assignment, we respect your skill with our craft, and we are sure you can turn those 2 sqaudrons into finely tuned machines

The Racoon Mechcanic




Subnote: What are these pirate wars you ask? that was one of the nicknames of the conflict that took place over 15 years before the Lylat wars, however if you want the full story, you will have to wait for me to write it, as I am now considering writing a campaign, and I will reveal no more, except it gives some insight into the events leading up to andross's betrayal, exile, and the lylat wars. and peppy will have brown and tan fur!
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: Fara Phoenix on September 08, 2012, 09:44:39 am
Y'know, I'm starting to wonder if you have any dedicated script writers for some reason.
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: mandobardanjusik on September 08, 2012, 10:33:05 am
Nope, I am the main, and only writer unless scourge is messing with something. do plan on writing some more stuff, however still trying to figure out a better name than pirate wars, as really its a group of embittered, ostracized mercanaries, bandits, raiders, ex-military, and the occasional pirate. they are more of a rouge para-military force than anything else, however they are trying to invade and take over the lylat system. honestly I could write up a lot right now, however I would kind of like to iron out the name
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: Scourge of Ages on September 09, 2012, 01:06:24 am
Nope, I ain't writin' a thing for your campaign. I am working on one of my own, sort of, which may or may not intersect/callback/seem similar to yours in parts.

Though I would suggest that you have the entire thing: missions, dialog, story, everything all written and checked before starting to release teasers and stuff.
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: Fara Phoenix on September 10, 2012, 02:43:16 am
That so far sounds like a rather messy and unorganised plot line, doesn't it.
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: Scourge of Ages on September 10, 2012, 10:44:19 am
That so far sounds like a rather messy and unorganised plot line, doesn't it.

Every plot sounds like that at first. It's only after multiple drafts and heavy editing that you'll ever get a script that's smooth and rich and delicious. Mmmmmmmm... Plot....
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: Fara Phoenix on September 10, 2012, 05:39:30 pm
That so far sounds like a rather messy and unorganised plot line, doesn't it.

Every plot sounds like that at first. It's only after multiple drafts and heavy editing that you'll ever get a script that's smooth and rich and delicious. Mmmmmmmm... Plot....

You wouldn't happen to be one of them, would you.
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: Scourge of Ages on September 10, 2012, 05:43:52 pm
You wouldn't happen to be one of them, would you.

If by "them", you mean somebody who's written just enough to know something like that, then yes. Otherwise I don't know what you mean.
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: Fara Phoenix on September 11, 2012, 10:43:03 am
You wouldn't happen to be one of them, would you.

If by "them", you mean somebody who's written just enough to know something like that, then yes. Otherwise I don't know what you mean.

That bit about plot might give you a hint.

Ponies?
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: skygunner58203 on September 12, 2012, 10:36:18 am
ACK! The forbidden Ponies!  NOOO!
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: mandobardanjusik on October 01, 2012, 07:18:50 am
first off, no more redicuolous conjecture( I am staring at you  farapheonix and skygunner). Second off, I have decided to go ahead and try and wrap up the arwing interceptor this week. mesh wise, I just have a couple of minor integration things left, however texturing and uving will be quite a pain, but I think I have a way to handle it, wish me luck. also as of now, currently I am trying to add a couple more key ships to round out and expand the ship set, and that means I need to see what unfinished venom fighters I can find in the WIP stuff, and that ought to be interesting
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: mandobardanjusik on October 01, 2012, 07:49:48 am
oh almost forgot, here some pics, prefinal mesh editing, which I just started(the cockpit is already looking integrated due to something I just did thats not shown
(http://media.moddb.com/images/groups/1/5/4853/XI-015reminderpretex.jpg)
(http://media.moddb.com/images/groups/1/5/4853/XI-015reminderpretex3.jpg)
(http://media.moddb.com/images/groups/1/5/4853/XI-015reminderpretex2.jpg)
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: Fara Phoenix on October 01, 2012, 10:29:08 am
Should you require any help I'll see what I can do. I've had the time to gather a modicum of Blender experience, along with some writing skill (which I have expanded on a little further than the former.)
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: mandobardanjusik on October 01, 2012, 02:24:20 pm
actualy I do have a story plan, and actualy I have decided to return to one of the 3 original storys I was thinking of. its a bit more concentrated than a general sim pack, and if I write it out, I can plan what I need as I go(like a arwing/wolfen ugly ;))
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: Fara Phoenix on October 02, 2012, 07:17:17 am
I do hope this will end well.
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: mandobardanjusik on October 03, 2012, 02:38:58 pm
ok, so I am still compiling the story, and I think I will run it by topace before revealing it to any of you all, but I can reveal 2 things.
of the sqaud 3 are 'forgotten' characters(and one joins later in the story), and I have decided to have the player be a custom character I am creating(has some advantages, gives you a 4 person sqaud, and I plan to use it to help the story).
2) like I have said before, for refs sake, Team fox's campaign in the lylat war was actualy in 3 phases:
Initial assualt on venom: coneria(walker and land troops invade and are defeated), then aestorid belt, then fichina, secret base in the sector X, Titania, Bolse, then the first assualt on venom and the decoy base(he actualy escapes through a secret exit, he is only guided by his father in the hard run).
Return to coneria: assualt on Macbeth, Solar, Katina(restocking stop turned into defense mission ;)), Coneria(arial bombardment, attack carrier)
The Final assualt: hard route obviously.

So on a final note,  first in this storyline, Papetoon, fortuna, and Eldrad(that forgotten planet in SF2, that kinda turned into titania but had different purposes) all exist, however due to a peculiar orbit charastic of all 3 during the time of the lylat wars, and every 8 months or so these planets are far on the other side of lylat, nearly(key word NEARLY) out of contact(until the development of warp gates in assualt, but thats over 10 years later). also something curious, there have been sightings of Another MACBETH that fits the description of the planet that Should be in orbit around venom, not the one that is curently there, what does this mean? you will have to wait and see
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: mandobardanjusik on October 03, 2012, 09:21:24 pm
now for those of you who forgot, there are the Wolfen prototypes, one is the first you encounter, it introduces the classic dual top bottom hulls, and Wolf's personal prototype which created the larger hull shape and design
(http://media.moddb.com/images/groups/1/5/4853/neonimprovedteamwolf4.jpg)
(http://media.moddb.com/images/groups/1/5/4853/neonimprovedteamwolf.jpg)
most recent type A look(that is ready for uving)
(http://media.moddb.com/images/groups/1/5/4853/wolfenprotoa1meshdone.jpg)
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: Fara Phoenix on October 04, 2012, 11:48:42 am
ok, so I am still compiling the story, and I think I will run it by topace before revealing it to any of you all, but I can reveal 2 things.
of the sqaud 3 are 'forgotten' characters(and one joins later in the story), and I have decided to have the player be a custom character I am creating(has some advantages, gives you a 4 person sqaud, and I plan to use it to help the story).
2) like I have said before, for refs sake, Team fox's campaign in the lylat war was actualy in 3 phases:
Initial assualt on venom: coneria(walker and land troops invade and are defeated), then aestorid belt, then fichina, secret base in the sector X, Titania, Bolse, then the first assualt on venom and the decoy base(he actualy escapes through a secret exit, he is only guided by his father in the hard run).
Return to coneria: assualt on Macbeth, Solar, Katina(restocking stop turned into defense mission ;)), Coneria(arial bombardment, attack carrier)
The Final assualt: hard route obviously.

So on a final note,  first in this storyline, Papetoon, fortuna, and Eldrad(that forgotten planet in SF2, that kinda turned into titania but had different purposes) all exist, however due to a peculiar orbit charastic of all 3 during the time of the lylat wars, and every 8 months or so these planets are far on the other side of lylat, nearly(key word NEARLY) out of contact(until the development of warp gates in assualt, but thats over 10 years later). also something curious, there have been sightings of Another MACBETH that fits the description of the planet that Should be in orbit around venom, not the one that is curently there, what does this mean? you will have to wait and see

That does sound fairly convoluted...dissecting this theorem will be quite pleasant.
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: Fara Phoenix on December 18, 2012, 11:05:06 am
So apparently development has entered the secretive phase.
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: mandobardanjusik on December 19, 2012, 10:57:48 am
not quite, actualy the stalling phase, as I dont have a way to develop ship designs, and I have been messing around in another community for a bit. I would love to continue this, but there is no way I can do this alone, though I just had a thought I might pursue

Let me expound this a bit further, I can model, I can rig, I can uv and texure if I have to, however I am poor at design, I need a concept artist... and I think I had better return to writing that story if I can, also for me there is no need for a secretive stage, because if I can make progress I am Happy to show it, I just havent had any to show :(

I guess I can show you a design I have been unable to finish, though I did manage on the cockpit, this was going to be the protaginists ship:
The yellow one is the original prototype made from scraped and damaged ships, the othre one was going to the first production model, as this series is designed and created by the protaganist, and developed throughout the story through multiple incarnations with various differeniations in power and class, the best thing to describe it is heavy scout/explorer.
(http://media.moddb.com/images/groups/1/5/4853/customsfship.jpg)
(http://media.moddb.com/images/groups/1/5/4853/customsfship2.jpg)
I had a hard time after I finished the cockpit, and if I was to return to it, the fuselage would be quite different on both, the prototype would be bigger and tougher, as its made out a hulls from a dozen craft of an old war(the war I mentioned before, however I am not going to go deeply into that outside of the relevance to the characters), as I am working on the story, though there will be mentions of them you wont run into team fox very much, unless its under... interesting circumstances. well like I said, I am working on finding a concept artist, and maybe I can ressurect these guys, who knows

well, I just had a thought, so might as well do it. so I was working on a hotrodded version of the classic conerian interceptor(the fighter from the SF2 intro, that gets umm, eaten) and I had a thought, my hotrodded version is turning out better than the original, and maybe I should consider using it with some tweaking as the interceptor instead, here is the ref for the original, then here is the original next to an older pic of the hotrodded version, then I will have another newer version with some prototype wings and canrds I was working on, and I was hoping for your thoughts.
(http://media.moddb.com/images/groups/1/5/4853/Star_Fox_2_Translated007.jpg)
(http://media.moddb.com/images/groups/1/5/4853/wip.jpg)
(http://media.moddb.com/images/groups/1/5/4853/origvshotrod.jpg) hmm those wings might have been a mistake, and the overall design needs some work... though I couldnt think of anything better on the wings
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: Fara Phoenix on December 21, 2012, 05:52:09 am
Concept art...you're asking the wrong person here. I'll see if I can find someone, though.

Writing, outsource it.

The rest...well, on the assumption it doesn't quite stray too far from the original designs it will work.
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: mandobardanjusik on December 21, 2012, 08:57:24 am
you miss understood me a bit, first, with concept art, its needed for ships that are either new or need a complete overall.  I can do the writing. however with a lot of the older ships if I can get a model ref I am messing with some improved designs, I am actualy toying with one now. cant promise anything will come of this, but I am messing with some designs now
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: Fara Phoenix on December 22, 2012, 08:20:57 am
So you're more or less doing everything on your own...well, good luck.
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: mariomix10 on December 26, 2012, 09:14:37 pm
Hey I would be willing to help with modeling and possibly textures. I work in Blender 3D at the time, mainly due to the fact that I don't have the money to go out and buy something like 3DSMax. I'm also only an amateur at modeling, but I hope under you Mando, I can learn a ton. I'm planning on taking a course on topology, so hopefully that will help.  I'd love to revive what the team in SoL left behind. Please respond when you can. Thank you.

*Edit*
I thought it would be fair to include that I know nothing of programing or modding. So I would need to learn. I'm sure I could. Just would take me some time.
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: Fara Phoenix on December 27, 2012, 07:58:26 am
I don't think applications are being considered at the moment, though...if so, I'll dig up what dubious qualifications I can find.
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: mandobardanjusik on December 27, 2012, 08:28:58 am
Fara, I already sent him a PM, you are not needed. also trying to see if I can remedy the art standard situation
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: karajorma on January 05, 2013, 02:36:23 am
Not mod related, but anyone reading this thread will probably enjoy this.

http://www.cracked.com/video_18515_why-good-guys-in-star-fox-are-suicide-mission.html
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: Fara Phoenix on January 09, 2013, 11:57:11 am
Fara, I already sent him a PM, you are not needed. also trying to see if I can remedy the art standard situation

Not needed...that's a very polite and subtle way of putting things. Kudos.
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: Colonol Dekker on January 09, 2013, 12:16:26 pm
Not mod related, but anyone reading this thread will probably enjoy this.

http://www.cracked.com/video_18515_why-good-guys-in-star-fox-are-suicide-mission.html



Also not topic related (http://www.newgrounds.com/portal/view/608716) but VERY VERY starfox related.....

Potentially NSFW, but i would hope you lol.
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: Svorax on April 10, 2013, 11:53:45 am
It's been a few months... Has nothing happened since then? Mandobardanjusik, if more people are needed to make this happen, we need to get word out. If you like, I can start a subreddit and an official IRC channel. That will help a lot with making this project keep motion.
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: mandobardanjusik on April 13, 2013, 08:06:08 am
Honestly, I didnt have enough to go off of, and I needed some concept artists, I may have a way to get more  resources, but I am no uver/texturer not sure I will continue, well see this summer though
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: Fara Phoenix on September 28, 2013, 03:13:52 am
I'm getting the feeling this has turned into Shadows of Shadows of Lylat.

The only solution would be to actively find people and recruit them.
Title: Re: The Untold stories of the Lylat War (a star fox mod)
Post by: Fara Phoenix on November 08, 2013, 06:10:29 pm
Mods? Can you contact the creator and possibly lock this thread?