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-   -   WW: Imperial Star Destroyer mod 1.0 (http://forum.shrapnelgames.com/showthread.php?t=27151)

CaptBenson December 28th, 2005 12:19 AM

WW: Imperial Star Destroyer mod 1.0
 
I just wanted to announce version 1 of my Imperial Star Destroyer mod has been completed (spent the last day working on it). Check it out at CaptBenson's Imperial Star Destroyer Mod 1.0! Let me know what you think. http://forum.shrapnelgames.com/images/smilies/happy.gif

CaptBenson December 28th, 2005 12:20 AM

Re: WW: Imperial Star Destroyer mod 1.0
 
1 Attachment(s)
Eeek, I just saw that Tripod isn't happy about me hosting the file there. If anyone would like to host it, I'd love to have it out there as the first step toward a Star Wars total conversion for Weird Worlds. In the mean time, I'll try to attach the file to this forum post and see if anyone can get it that way.

Prometheus December 30th, 2005 10:29 PM

Re: WW: Imperial Star Destroyer mod 1.0
 
It should work fine if people copy and paste the link into a new browser window.

Anyway, I've mirrored the file here

Looks promising, was kinda hoping to see turbolasers firing though http://forum.shrapnelgames.com/image...ies/tongue.gif ah well, roll on with the next version http://forum.shrapnelgames.com/images/smilies/happy.gif

ImUrOBGYN December 30th, 2005 11:25 PM

Re: WW: Imperial Star Destroyer mod 1.0
 
I enjoyed building a huge death dealing ship. Nova, multi-missle, tachyon, (giant lightning ball - cant remember name off hand) - Anyway, in one of the games there just wasn't enuf to destroy with about the best of everything on the ship. Good job. Maybe a bit more detail on the ship as the ship appears too bright/white and tends to blur the detail.

CaptBenson December 31st, 2005 07:29 PM

Re: WW: Imperial Star Destroyer mod 1.0
 
Thanks for the comments! ImUrOBGYN, I'll see about re-rendering the Star Destroyer with the lights kicked down a notch for version 2.0. You'll be happy to know that I've made the ISD a carrier that launches little TIE Fighters for version 2, as well. The only downside is that your system hardpoints are down to 4 from 5, but I think it's worth it. I'm always happy to listen to feedback though.

Prometheus: Thanks for mirroring the file! About those turbolasers firing, did you mean an animated turbolaser or did you just mean you wish I'd used the graphics of a real ISD turbolaser? I wound up just stealing some guns off another ship and modifying them (they started out as missile launchers actually and the missile launcher I used was a particle weapon off a different ship with slight modifications to the color). If I could animate the turbolaser firing, that'd be pretty sweet. If it's possible, let me know and I'll dig into it. In the mean time, I'll work on getting real turbolasers for version 2.

CaptBenson January 1st, 2006 03:11 AM

Re: WW: Imperial Star Destroyer mod 1.0
 
1 Attachment(s)
ImUrOBGYN: Here's a quick update for you. I re-rendered the ISD using an ink and paint material that basically makes it into a 2D cartoon with inked outlines...then I copied just the outlines and blended those with the ISD from before at around 40% opacity. It kinda outlines the details that you were wanting to see. Without doing that, there wasn't a way of rendering the thing so that it looked right. Remember, this is rendered in 3dsmax and then photoshopped for the game. Let me know what you think. I can make the lines darker maybe. I just didn't want to go overboard.

CaptBenson January 1st, 2006 04:04 AM

Re: WW: Imperial Star Destroyer mod 1.0
 
1 Attachment(s)
Prometheus: A little update for you as well. Check out the attached pic and tell me your thoughts. I rendered out a turret...looks really detailed in the large pic, but it's basically just a box with two black lines out of one end when I made it smaller http://forum.shrapnelgames.com/images/smilies/happy.gif I gave it dark edges so you can see them and I made them about half the size as the other turrets were so they'd be more to scale and would hide less of the ISD's hull.

Edit: I think I'll lighten up the outer edges of those turrets so they blend in a little better. They look too superimposed right now. Just imagine they blend in better. Yeah. http://forum.shrapnelgames.com/image...ies/tongue.gif

jpinard1 January 18th, 2006 12:39 PM

Re: WW: Imperial Star Destroyer mod 1.0
 
How is the new version of this mod coming? I'd love to play with it (version 2)

CaptBenson January 18th, 2006 05:15 PM

Re: WW: Imperial Star Destroyer mod 1.0
 
1 Attachment(s)
At the moment, I've come across a problem with points. I've been getting scores under 20k as a result of some changes..except I haven't changed any of the scoring stuff in my mod. I suspect it's the result of the fighters being destroyed, but the last time I played with my Corellian Corvette (yes, it's done!) I chose not to recruit the girl with the ISD. I played carefully and didn't lose any ships or anything. With the cargo I brought in, I should have easily gotten 30k points, but I wound up getting just shy of 20k. When I use the ISD, I'm getting around 17k. I need to figure out what's causing that. At this point, I'm considering getting rid of the hangar bay entirely. I just have a feeling it has to do with the fighters getting shot down. The little TIE Fighters are cool so I'd like to keep them if I can.

I'm going to post a picture of the corellian corvette so you can see some more of my work. I've named it an Imperial Diplomatic Corvette and gave it blue markings where the rebel ones generally have the red markings in games. It will make things easy when I need to make a corvette for the other races (put your vote in now for what races you want to see). I can just modify that image file and be done with that part, practically. Also, I may have signed up someone to help with making new weapons and equipment for the Star Wars Total Conversion mod. Judging from recent responses via email and in the forums, there's a desire for version 2.0. I'll see if I can resolve the scoring issue and release the Corellian Corvette along with the updated ISD for version 2.0. After that, you'll just have to wait for the total conversion. http://forum.shrapnelgames.com/images/smilies/happy.gif

MajorDiarr January 18th, 2006 07:41 PM

Re: WW: Imperial Star Destroyer mod 1.0
 
Have you tried lowering the value of the TIE Fighters to 0 or 1?

CaptBenson January 19th, 2006 09:00 PM

Re: WW: Imperial Star Destroyer mod 1.0
 
MajorDiarr: I just set it to 0 and managed to get a score of 22k which should have been in the 30k range. But it's still an improvement from the 17kish that I was getting. Thanks for the tip, but there must be something else causing it. I'm sure I'll hunt it down.

MajorDiarr January 20th, 2006 12:04 AM

Re: WW: Imperial Star Destroyer mod 1.0
 
If the price of your ship is too high, the one you start with, I'm not completely sure but it may lower your initial points.

CaptBenson January 20th, 2006 01:55 AM

Re: WW: Imperial Star Destroyer mod 1.0
 
I left it at the 'default' 500 for the starter ships (ISD and the Corvette). That shouldn't be affecting it. http://forum.shrapnelgames.com/images/smilies/frown.gif Thanks for the suggestions on it, though.

CaptBenson January 22nd, 2006 01:13 AM

Re: WW: Imperial Star Destroyer mod 1.0
 
I just removed the fighterbay from the ISD, noticed that I forgot to put END at the end of the TIE Fighter equipment section in the terran.ini file, and set the fighterbay up as the system hardpoint like it was before. I'm still getting 19 to 20k on scores. Which means something else is messed up. I'll probably go back to my version 1.0 (since it wasn't bugged) and readd my Corellian Corvette and then add in the fighterbay. With any luck, I can fix this. http://forum.shrapnelgames.com/images/smilies/happy.gif

CaptBenson January 22nd, 2006 02:33 AM

Re: WW: Imperial Star Destroyer mod 1.0
 
I have a working version now (got 35k in the last mission without blowing anything up). I don't know what I messed up the first time through, but I redid it from scratch (as far as ini files go). If I ever figure it out, I'll report it so other modders won't make the same mistake.

PvK January 27th, 2006 03:18 PM

Re: WW: Imperial Star Destroyer mod 1.0
 
That's very nice!

The firepower is great, and it looks very good, and even better in the later screenshots.

Is there any way to mod it so it can absorb more unshielded hits than a typical ship? An ISD has so much armor it's supposed to be able to absorb a lot of damage, no? My first one got wiped out by some fighters after a couple of passes.

PvK

MajorDiarr January 29th, 2006 04:05 PM

Re: WW: Imperial Star Destroyer mod 1.0
 
If you really want, you can go into the hulls folder and make the HITS value higher.

PvK January 29th, 2006 09:30 PM

Re: WW: Imperial Star Destroyer mod 1.0
 
Thanks - that looks like a fun value to play with to make ships less subject to detonation in general.

CaptBenson January 30th, 2006 12:24 AM

Re: WW: Imperial Star Destroyer mod 1.0
 
I'll look into kicking up the hitpoints by about 50% for version 2.0 which I should be able to release this week (been studying for a college exam. The semester started so work on the mod has been slow-going).


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