Operation FM -- Story mode WIP
Moderator: Moderators
RE: Voice Acting
@Everyone
"Semi-Bad" news... I haven't had time to work on the map for several days now. The usual "real life" stuff that keeps one occupied and away from the fun things in life. I just wanted to post again to let everyone know that I haven't forgotten about the map, nor have I given up on it (considering how many lines of script I've written already, it would take something very BIG to happen in my life to make me give up on it completely).
I hope to have some better news in my next post.
@Pereza0
Conquest mode is there, but the map design doesn't lend itself too well to that gameplay style. What I have for conquest right now will likely change after I finally get a beta out and people can give some input on how to improve it.
@Karnage
It was a bit of a "cheap" trick to get the units to stand around. They are just custom units that have their movement speeds/turn rates turned to zero. The moving units have modded "ControlSpeed" variables set to a nice walking speed. To make them stand in a casual posture, I used a slightly modified variation of Vader's animation bank while using a "model-less" melee weapon. There might be better ways of simulating a civilian, but this trick seems to be working fine for my purposes.
@Protector_Pulch
Would you mind re-phrasing your question/suggestion? Do you mean keep the civilians in Conquest? Keep conquest as an option? I'm a little confused, sorry.
@Ace_Azzameen_5 and t551t551
While adding in voices for the dialog should be more than possible, I'm not sure if I'll go to those lengths for this map. As I have said before, this map is sort of the "trial-run" to see what is possible. Though, thank you for offereing to assist t551t551.
To clarify, I believe that the possabilities of what "could" be done with the dialog/mission scripts I've been writing go beyond what will be appearing in this "specific" map. I wasn't fully sure of what would be possible when I started, so this map and it's story progression is fairly straight forward. However, if enough time/effort (and maybe some serious teamwork since projects can get very big, very fast) was put into it, the map could be a LOT bigger, and a lot more involving.
For the time being though (and before I or anyone else starts making any plans), I'll focus on getting a working beta out to make sure it will actually works as expected.
"Semi-Bad" news... I haven't had time to work on the map for several days now. The usual "real life" stuff that keeps one occupied and away from the fun things in life. I just wanted to post again to let everyone know that I haven't forgotten about the map, nor have I given up on it (considering how many lines of script I've written already, it would take something very BIG to happen in my life to make me give up on it completely).
I hope to have some better news in my next post.
@Pereza0
Conquest mode is there, but the map design doesn't lend itself too well to that gameplay style. What I have for conquest right now will likely change after I finally get a beta out and people can give some input on how to improve it.
@Karnage
It was a bit of a "cheap" trick to get the units to stand around. They are just custom units that have their movement speeds/turn rates turned to zero. The moving units have modded "ControlSpeed" variables set to a nice walking speed. To make them stand in a casual posture, I used a slightly modified variation of Vader's animation bank while using a "model-less" melee weapon. There might be better ways of simulating a civilian, but this trick seems to be working fine for my purposes.
@Protector_Pulch
Would you mind re-phrasing your question/suggestion? Do you mean keep the civilians in Conquest? Keep conquest as an option? I'm a little confused, sorry.
@Ace_Azzameen_5 and t551t551
While adding in voices for the dialog should be more than possible, I'm not sure if I'll go to those lengths for this map. As I have said before, this map is sort of the "trial-run" to see what is possible. Though, thank you for offereing to assist t551t551.
To clarify, I believe that the possabilities of what "could" be done with the dialog/mission scripts I've been writing go beyond what will be appearing in this "specific" map. I wasn't fully sure of what would be possible when I started, so this map and it's story progression is fairly straight forward. However, if enough time/effort (and maybe some serious teamwork since projects can get very big, very fast) was put into it, the map could be a LOT bigger, and a lot more involving.
For the time being though (and before I or anyone else starts making any plans), I'll focus on getting a working beta out to make sure it will actually works as expected.
RE: Voice Acting
I meant keeping the civilians in GCW: Conquest mode with ordinary sides. This would also logically require conquest to be kept as an option.
RE: Voice Acting
New question during dialog can you choose between saying more than one thing? Surely not......
RE: Voice Acting
@Protector_Pulch
I could keep the civilians in. But I'm not sure what role they would play... Any suggestions?
@Pereza0
You guessed right. To allow for more than one dialog choice (by the player, the NPC talked to might say something different each time) would require a new IF (InterFace) Screen. I'm not willing to spend the time making an IF screen for dialog for a few reasons...
#1 - I'm not even sure what the effect of calling an IF screen up midgame would be, there might be complications
#2 - I haven't even bothered looking into IF screens all that much (that's Zerted's department)
#3 (and most important) - Considering how "inflexable" the AI is (especially for what I would want it to do), and the limitations of the game engine, the time it would take just doesn't seem worth it.
So I'm afraid it's just a bunch of "Legend of Zelda" style dialog: Hero says nothing, but the character acts as though he said something.
@Everyone
Some "semi-good" news this time. The Alpha version is almost done, all that is left to do is finish the dialog (right now it's only place-holder text where the dialog should be). Please keep in mind however, an "alpha version" only means it's playable. It does not mean it's necessarly "good" or "finished" (yet...). I still have a LOT of tweaking to do, plus the side quests (right now the only way to level up your character is to kill things).
I have a bit of a contest (okay... not really a contest, more like a request):
You know when you walk up and talk to a random NPC in an RPG, unless they are story/quest important, they say something random like "What are you supposed to be? Some sort of wannabe hero?". My map is no different, so I was wondering if anyone had any good suggestions of random (maybe even funny) things the NPCs might say? Keep in mind, these sayings will come out of a random "pool" of possibles, so any single dialog may come up rarely or a lot depending on luck.
I'll be contacting some (not all I'm afraid, sorry) of the people who offered to Alpha test fairly soon. So keep an eye out.
OFF-TOPIC:
Hey, does anyone know what's up with the SWBFFiles site? I've submitted a couple of my creations (one of them I've even sent in TWICE) but they are never posted and (except of the "automated" message which I do get) I get no response by e-mail... Other people's stuff has been posted since I've submitted them, but not mine... I'm beginning to think the admins there don't like me.
*Edit: Scratch that. They finally posted one of them. It took a few weeks, but it's up. (I guess they were just really busy or something...)
I could keep the civilians in. But I'm not sure what role they would play... Any suggestions?
@Pereza0
You guessed right. To allow for more than one dialog choice (by the player, the NPC talked to might say something different each time) would require a new IF (InterFace) Screen. I'm not willing to spend the time making an IF screen for dialog for a few reasons...
#1 - I'm not even sure what the effect of calling an IF screen up midgame would be, there might be complications
#2 - I haven't even bothered looking into IF screens all that much (that's Zerted's department)
#3 (and most important) - Considering how "inflexable" the AI is (especially for what I would want it to do), and the limitations of the game engine, the time it would take just doesn't seem worth it.
So I'm afraid it's just a bunch of "Legend of Zelda" style dialog: Hero says nothing, but the character acts as though he said something.
@Everyone
Some "semi-good" news this time. The Alpha version is almost done, all that is left to do is finish the dialog (right now it's only place-holder text where the dialog should be). Please keep in mind however, an "alpha version" only means it's playable. It does not mean it's necessarly "good" or "finished" (yet...). I still have a LOT of tweaking to do, plus the side quests (right now the only way to level up your character is to kill things).
I have a bit of a contest (okay... not really a contest, more like a request):
You know when you walk up and talk to a random NPC in an RPG, unless they are story/quest important, they say something random like "What are you supposed to be? Some sort of wannabe hero?". My map is no different, so I was wondering if anyone had any good suggestions of random (maybe even funny) things the NPCs might say? Keep in mind, these sayings will come out of a random "pool" of possibles, so any single dialog may come up rarely or a lot depending on luck.
I'll be contacting some (not all I'm afraid, sorry) of the people who offered to Alpha test fairly soon. So keep an eye out.
OFF-TOPIC:
Hey, does anyone know what's up with the SWBFFiles site? I've submitted a couple of my creations (one of them I've even sent in TWICE) but they are never posted and (except of the "automated" message which I do get) I get no response by e-mail... Other people's stuff has been posted since I've submitted them, but not mine... I'm beginning to think the admins there don't like me.
*Edit: Scratch that. They finally posted one of them. It took a few weeks, but it's up. (I guess they were just really busy or something...)
Last edited by archer01 on Mon Nov 13, 2006 3:36 am, edited 1 time in total.
Re: RE: Voice Acting
Yes...they would be...moving targets. :twisted: (or annoying LOS-blockers, depending on which side yo play)archer01 wrote:@Protector_Pulch
I could keep the civilians in. But I'm not sure what role they would play... Any suggestions?
I think without the hero talking that much the villagers should act as If they wouldn't even notice him: discussing latest news from politics, dealing with bantha meat, betting on pod races etc.. Just some pointless gossip & coffee klatsch (never though this german word would make it into american english)
RE: Voice Acting
I dunno, but sure somebody can upload the file for you (id be very pleased to do that
) but I dot think its necesary to post it there. Though that would mean that some people wouldnt realize it was released

RE: Re: RE: Voice Acting
Horay for Aphla version! Oh yes for the NPCs:
1. Warning fatal error! Computer Crash!
Thats all I can think of.
1. Warning fatal error! Computer Crash!
Thats all I can think of.
RE: Re: RE: Voice Acting
for a female: why are you staring?! go away or ill kick you in your rancorn!
Oh thats good.Heres some:
Person: My Jerba is sick.
Person: I have sand in bad places.(LOL joke)
Person: My brother is in the rebel army, I hope hes okay.
Person: Lots of Imperial movement lately hopefully the'll pass over this town.
Person: Most people here are pro-rebel. Me and my friends are geting ready to move to a more patriotic planet.
Person: My Jerba is sick.
Person: I have sand in bad places.(LOL joke)
Person: My brother is in the rebel army, I hope hes okay.
Person: Lots of Imperial movement lately hopefully the'll pass over this town.
Person: Most people here are pro-rebel. Me and my friends are geting ready to move to a more patriotic planet.
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@The dialog contributors
Hehehe... Thanks guys! I'll be sure to get them in there.
Just so everyone is aware, I am reserving the right to skip some of the dialog submissions. Don't get me wrong... I'm going to try and put as many of the submitted phrases into the map as I can, but if the phrase is too rude (cursing etc), or doesn't fit in with the background theme to the story it won't be added.
'Legalities'... Sheesh...
@The game developers (I know they won't see this, but it's just a bit of a rant...)
Why are the only female characters in the game Secura, Leia, and the rebel sniper? Would it have been too much trouble/expensive to make a plain, non helmeted, female character model, possibly using cloth (or something else that might allow for variable custom lengths using the odf files) for the hair? Or maybe if hair is too polygon intensive, make the character model with several hardpoint nodes on the head to attach hair-buns/ponytails to? Apparently female Jedi aren't allowed in the Jedi temple for some reason. Secura is never in that map (unless you mod it) and when the clones attack during the campaign you only ever have a bunch of half-bald guys with lightsabers (and no force powers) to deal with. Lame.
@Everyone
Well the first true alpha version is complete! I've sent it to a few of the people that offered to test, and hopefully they will have some input for me soon.
Now I need to start tweaking the AI goals, props, units/vehicles, etc, and add in the sidequests. I also need to devise a way to let the player know how much XP they need to get their character to the next level. As you modders know, the localization component to the game doesn't really lend itself to just displaying dynamic random numbers. So this is going to be a bit of a challenge.
Level Up!
Hehehe... Thanks guys! I'll be sure to get them in there.
Just so everyone is aware, I am reserving the right to skip some of the dialog submissions. Don't get me wrong... I'm going to try and put as many of the submitted phrases into the map as I can, but if the phrase is too rude (cursing etc), or doesn't fit in with the background theme to the story it won't be added.
'Legalities'... Sheesh...
@The game developers (I know they won't see this, but it's just a bit of a rant...)
Why are the only female characters in the game Secura, Leia, and the rebel sniper? Would it have been too much trouble/expensive to make a plain, non helmeted, female character model, possibly using cloth (or something else that might allow for variable custom lengths using the odf files) for the hair? Or maybe if hair is too polygon intensive, make the character model with several hardpoint nodes on the head to attach hair-buns/ponytails to? Apparently female Jedi aren't allowed in the Jedi temple for some reason. Secura is never in that map (unless you mod it) and when the clones attack during the campaign you only ever have a bunch of half-bald guys with lightsabers (and no force powers) to deal with. Lame.
@Everyone
Well the first true alpha version is complete! I've sent it to a few of the people that offered to test, and hopefully they will have some input for me soon.
Now I need to start tweaking the AI goals, props, units/vehicles, etc, and add in the sidequests. I also need to devise a way to let the player know how much XP they need to get their character to the next level. As you modders know, the localization component to the game doesn't really lend itself to just displaying dynamic random numbers. So this is going to be a bit of a challenge.
Level Up!

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archer01 wrote:@The game developers (I know they won't see this, but it's just a bit of a rant...)
Why are the only female characters in the game Secura, Leia, and the rebel sniper? Would it have been too much trouble/expensive to make a plain, non helmeted, female character model, possibly using cloth (or something else that might allow for variable custom lengths using the odf files) for the hair? Or maybe if hair is too polygon intensive, make the character model with several hardpoint nodes on the head to attach hair-buns/ponytails to? Apparently female Jedi aren't allowed in the Jedi temple for some reason. Secura is never in that map (unless you mod it) and when the clones attack during the campaign you only ever have a bunch of half-bald guys with lightsabers (and no force powers) to deal with. Lame.
Level Up!
You could take a bald/semi-hairless model and attach a hair model to it as a headpiece. Teancum (or someone working with him) came up with the technique, and it's really rather easy. Just create your new mesh for the hair, add it to your sides folder, and add in the lines:
AnimatedAddon = "headpiece"
GeometryAddon = "nameofheadpiecemodel"
AddonAttachJoint = "bone_head"
You may have to reorient the model a bit, but I'm sure you could figure it out.
You may also be able to do this to Aayla if you just remove her lekku and do this instead. I've never tried that, though.
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archer01 wrote: @The game developers (I know they won't see this, but it's just a bit of a rant...)
Why are the only female characters in the game Secura, Leia, and the rebel sniper? Would it have been too much trouble/expensive to make a plain, non helmeted, female character model, possibly using cloth (or something else that might allow for variable custom lengths using the odf files) for the hair? Or maybe if hair is too polygon intensive, make the character model with several hardpoint nodes on the head to attach hair-buns/ponytails to? Apparently female Jedi aren't allowed in the Jedi temple for some reason. Secura is never in that map (unless you mod it) and when the clones attack during the campaign you only ever have a bunch of half-bald guys with lightsabers (and no force powers) to deal with. Lame.
Don't forget about the Naboo Queen mesh.

[Lucasarts] :emp:
@Ace_Azzameen_5
So far, only your health (and shield if you have one) increase in strength as you gain levels. I haven't bothered messing with speed and stamina, and now that I think about it, do so may not be a good idea... It would allow the player to simply "outrun" every enemy in his path.
The level-up system is mostly there as an incentive to actually undertake the sidequests. Later on in the mission, the difficulty is stacked against the player. Having the extra health is an asset. The exp engine also allows me to easily make certain specific enemies stronger than they would normally be.
@Maveritchell
I've noticed the attach code too, but haven't had a chance to experiment with it much (my first/only attempt so far was with a Tauntaun, which ended badly). However, that makes it all the more annoying that they didn't make a larger variety of female character models... Thanks for the suggestion though, input is always useful.
@Hebes24
Mind if I "append" to your idea a bit? -> "I used to live on Coruscant, but some random guy convinced me to change my life, so I moved here... I should have stuck with the death sticks..."
@Vyse
I forgot about the Naboo Queen. Thanks for the reminder Vyse.
Looking at the ODF, her headdress must be a part of the model though... D'oh...
I still like Pandemic though. They were the same crew that made Battlezone for the PC were they not? I love that game (it's the only other game I've truely modded).
Off-topic: How's the Jedi Temple map coming? Tracked down the cause of the errors yet?
@Razgriz
I think you're confusing being lazy, with being cheap/greedy.
Off-topic: Your avatar rocks! The whole movie in a nutshell huh? Nice.
I also see you're a fan of Naruto... I wonder how hard it would be to make a Naruto mod... Using the spawn-troop weapon script I made up, one could simulate the Shadow Clone ability. I wonder what else could be done... Just throwing ideas around.
So far, only your health (and shield if you have one) increase in strength as you gain levels. I haven't bothered messing with speed and stamina, and now that I think about it, do so may not be a good idea... It would allow the player to simply "outrun" every enemy in his path.
The level-up system is mostly there as an incentive to actually undertake the sidequests. Later on in the mission, the difficulty is stacked against the player. Having the extra health is an asset. The exp engine also allows me to easily make certain specific enemies stronger than they would normally be.
@Maveritchell
I've noticed the attach code too, but haven't had a chance to experiment with it much (my first/only attempt so far was with a Tauntaun, which ended badly). However, that makes it all the more annoying that they didn't make a larger variety of female character models... Thanks for the suggestion though, input is always useful.

@Hebes24
Mind if I "append" to your idea a bit? -> "I used to live on Coruscant, but some random guy convinced me to change my life, so I moved here... I should have stuck with the death sticks..."
@Vyse
I forgot about the Naboo Queen. Thanks for the reminder Vyse.
Looking at the ODF, her headdress must be a part of the model though... D'oh...
I still like Pandemic though. They were the same crew that made Battlezone for the PC were they not? I love that game (it's the only other game I've truely modded).
Off-topic: How's the Jedi Temple map coming? Tracked down the cause of the errors yet?
@Razgriz
I think you're confusing being lazy, with being cheap/greedy.

Off-topic: Your avatar rocks! The whole movie in a nutshell huh? Nice.
I also see you're a fan of Naruto... I wonder how hard it would be to make a Naruto mod... Using the spawn-troop weapon script I made up, one could simulate the Shadow Clone ability. I wonder what else could be done... Just throwing ideas around.