KotOR Space?
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KotOR Space?
I know there is a lack of kotor models, but i also know that there are many very good modelers here that are planning or already making them (or already made them, but keep it secret there are many models in the Jedi Civil War mod for EaW)
SO here is the BIG question i dare to ask: are you going to add kotor era for the space maps? it would be the most awesome thing about the upcoming convo pack i could ever imagine
SO here is the BIG question i dare to ask: are you going to add kotor era for the space maps? it would be the most awesome thing about the upcoming convo pack i could ever imagine
- Teancum
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Re: KotOR Space?
Nope. Nothing new will be added besides what's already been announced. We're wrapping up this project.
- Super_Clone
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Re: KotOR Space?
Darn it, even if we where to just keep the clone wars capital ships and just add in the kotor sides could you please do it? :maulsaber:
Re: KotOR Space?
well... i kinda thought you would say that, but still it was worth a try
and having clone wars ships would ruin the atmosphere i think
(but i wont give and hope that someone will make a kotor space map some day, ill even try to modell)
and having clone wars ships would ruin the atmosphere i think
(but i wont give and hope that someone will make a kotor space map some day, ill even try to modell)
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Re: KotOR Space?
Super_Clone wrote:Darn it, even if we where to just keep the clone wars capital ships and just add in the kotor sides could you please do it? :maulsaber:
Teancum wrote:Nope. Nothing new will be added besides what's already been announced. We're wrapping up this project.
- Teancum
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Re: KotOR Space?
I don't know why the Conversion Pack has to do everything. If you want a map/mode there's no better way then to make it yourself. Sucks to say it, but that's how it is.
The Conversion Pack is on it's way out the door. The team is cleaning up loose ends, adding the last of the things we promised, etc. But the great thing is that it's built to be modular. You can add modes and stuff on top of the pack using pack assets. For instance, there will be a KotOR era, which means anyone can make a KotOR map. If folks start working on a KotOR map now, it would be ready around the time the next version is released (which has KotOR support).
Long story short, if you (the community) want it you're gonna have to make it. I've already announced I'm retiring after this.
The Conversion Pack is on it's way out the door. The team is cleaning up loose ends, adding the last of the things we promised, etc. But the great thing is that it's built to be modular. You can add modes and stuff on top of the pack using pack assets. For instance, there will be a KotOR era, which means anyone can make a KotOR map. If folks start working on a KotOR map now, it would be ready around the time the next version is released (which has KotOR support).
Long story short, if you (the community) want it you're gonna have to make it. I've already announced I'm retiring after this.
Re: KotOR Space?
i just downloaded the XSI mod tool but its not working, first BitDefender blocked it and said because of a virus, then i read somewhere that its not a virus and i must deactivate my antivirus, i made it, but it still doesnt install
- Teancum
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Re: KotOR Space?
Ask those questions in the XSI forum where they belong please.
- Maveritchell
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Re: KotOR Space?
Here's why I decided not to do KotOR space - and believe me, I gave it some thought and vehicle models were not the reason.
The KotOR era is a sides mod. From its inception, the idea was that you could play the SWBF2 game that you already loved with a new era offering somewhat different gameplay. However, the idea was still to play on the stock (and in this case Conversion Pack as well) maps.
It's easy enough to load new sides for any given ground level, but once I start screwing around with space levels, things get trickier. I could use .lua to change the geometry of the prop models for a space map while it's loading, but the placement would have to sync up exactly - which would mean that my ships for either side would have to be the same size, the same number of pieces, and have the same interiors. There's no way for me to do that without things getting sloppy, and I wanted the KotOR era to have the polish and feel of a stock side (which I believe it does as it is).
Creating space maps for KotOR from the ground up is much easier (of course the models are still an issue), and like Tean said, the support and sides are already there for the KotOR era. The KotOR era will have a few rarely-used or unused units, and a pilot class for both factions will be one of them. Once I release the side, the documentation will give the spawnnames for every unit built into it.
The KotOR era is a sides mod. From its inception, the idea was that you could play the SWBF2 game that you already loved with a new era offering somewhat different gameplay. However, the idea was still to play on the stock (and in this case Conversion Pack as well) maps.
It's easy enough to load new sides for any given ground level, but once I start screwing around with space levels, things get trickier. I could use .lua to change the geometry of the prop models for a space map while it's loading, but the placement would have to sync up exactly - which would mean that my ships for either side would have to be the same size, the same number of pieces, and have the same interiors. There's no way for me to do that without things getting sloppy, and I wanted the KotOR era to have the polish and feel of a stock side (which I believe it does as it is).
Creating space maps for KotOR from the ground up is much easier (of course the models are still an issue), and like Tean said, the support and sides are already there for the KotOR era. The KotOR era will have a few rarely-used or unused units, and a pilot class for both factions will be one of them. Once I release the side, the documentation will give the spawnnames for every unit built into it.
- authraw
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Re: KotOR Space?
Will the KOTOR mode have its own vehicles to replace the stock vehicles?
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- Sith Master
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Re: KotOR Space?
Isn't the swoop bike the only KotOR vehicle that's been made for Battlefront II?
- authraw
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Re: KotOR Space?
It's the only one I can think of. I was just wondering if someone hadn't made something else and we just don't know about it yet.
Come to think of it, I can't really think of any other vehicles that were prominently featured in any of the KOTOR games. I'm not asking that vehicles be made for the KOTOR era, of course--I was just wondering if anyone had done it. I guess it really wouldn't make much sense.
Come to think of it, I can't really think of any other vehicles that were prominently featured in any of the KOTOR games. I'm not asking that vehicles be made for the KOTOR era, of course--I was just wondering if anyone had done it. I guess it really wouldn't make much sense.
- Maveritchell
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Re: KotOR Space?
There are no vehicles for the KotOR era. I've played through it with swoops added and they don't add much (if anything at all) to the gameplay, so I've left them out. Flyers were a consideration, but since there are no rockets in the KotOR era, flyers would be too much of an advantage. KotOR is infantry-only. (Except for things like Kaadus or Tauntauns.)
- Super_Clone
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Re: KotOR Space?
the Ebon Hawk anyone?
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Re: KotOR Space?
yeah, KotOR space would be too much.
@ Super_Clone
the Ebon Hawk was a flyable ship in Dan Boeing's Rhen Var temple
here's the link
http://starwarsbattlefront.filefront.co ... mple;86274
@ Super_Clone
the Ebon Hawk was a flyable ship in Dan Boeing's Rhen Var temple
here's the link
http://starwarsbattlefront.filefront.co ... mple;86274
- Super_Clone
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Re: KotOR Space?
i alrerady have the map, but i was saying the only KotOR ship asides from the Sith Starfighters i knew : )
- Teancum
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Re: KotOR Space?
I think it's safe to say we've covered that there ain't gonna be KotOR space.
*LOCKED*
*LOCKED*