Space Geonosis (version 0.55 beta)
Moderator: Moderators
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Current Worklog -- all items are final:
---------------------------------------------------------------------------
Space Geonosis
-Clones are Ep II Style
Modes:
-1-Flag CTF
-Assault
Worklog:
-Fix capital ship HUDs
-Make sure Ep II vehicles have all FX working
-Make sure Ep II vehicles sounds are working (perhaps copy from Ep III vehicles?)
-Add third class to each team (both gametypes)
----REP - ARC Commander (unlock @ 35 points) - Rifle, Rocket Launcher // Detpacks, Frag Grenades
----CIS - Droid Commander (unlock @ 35 points) - Rifle, Rocket Launcher // Detpacks, Frag Grenades
-Space Debris and Asteroids not showing in-game? (fix)
---------------------------------------------------------------------------
Space Geonosis
-Clones are Ep II Style
Modes:
-1-Flag CTF
-Assault
Worklog:
-Fix capital ship HUDs
-Make sure Ep II vehicles have all FX working
-Make sure Ep II vehicles sounds are working (perhaps copy from Ep III vehicles?)
-Add third class to each team (both gametypes)
----REP - ARC Commander (unlock @ 35 points) - Rifle, Rocket Launcher // Detpacks, Frag Grenades
----CIS - Droid Commander (unlock @ 35 points) - Rifle, Rocket Launcher // Detpacks, Frag Grenades
-Space Debris and Asteroids not showing in-game? (fix)
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
-
- Missing Jedi Admin
- Posts: 3277
- Joined: Fri Nov 12, 2004 2:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Wadi, making star-ships like "Lucrehulk-class" Transport destructible would involve both a certain time spent to design the appropriate explosion effects, and equally instability or crashes from Star Wars Battlefront II, since this game's "internal memory" is rather restricted, and may not allow stuffs like this one, especially if it is proportional to the real size of the Droid Control Ship...
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
I doubt I'll be trying to convert vehicles from other games, since I'm not all that knowledgable about it. But I do have some plans for the maps. From what I've seen, the map looks almost done. But I have some plans, such as tweaking the ships (Not drastically, but I have noticed that the Geonosian fighter as it is now just kinda... well... sucks. I'll see what I can do... maybe tweak either the lasers or the missles to balance it out). I also might work on the sky a bit. Maybe add some laser effects, ships, etc. We'll definitely need a lot of asteroids though. But not too much so as the bots don't keep crashing into them...
JK514,JK514 wrote:Teancum
Offtopic: Is it possible - converting vehicles from other games (mods for games)?
I have seen it done with maps from SWBF1 it really depends on what model and which game. You have to keep in mind that we have to abide by U.S. copyright law here in this forum. We are also subject to the EULA as per the game. You should take some time and read the EULA that came with your game so you will understand what can or cannot be done. The models I have seen converted were from much older games. You should consider doing a web search for 3d models first to see if someone has already made the model you are looking for. There are many sites on the web that have Star Wars 3d models you just need to make sure the model has a low enough poly count to work in SWBF1 or 2.
-
- Missing Jedi Admin
- Posts: 3277
- Joined: Fri Nov 12, 2004 2:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Off-topic : JK', as Krun suggested above, you can find and exploit Star Wars-related 3D models by looking at this Google results page...
Thus, you might be able to edit some of them through Softimage|XSI products, and once done, export them to the MeSH file-format thanks to Pandemic MSH Exporter, in order to be able to use these brand-new models in Star Wars Battlefront II...
Thus, you might be able to edit some of them through Softimage|XSI products, and once done, export them to the MeSH file-format thanks to Pandemic MSH Exporter, in order to be able to use these brand-new models in Star Wars Battlefront II...
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Updates (what will be in the next release):
-Asteroids!!!
-HUD bugs fixed
-An unlockable 'Commander' class for each team. (AI cannot use them) -- They're well equipped with a rifle, rocket launcher, detpacks and thermal detonators. Currently the unlock points needed are 20, but I'll probably up that to like 35 to keep gameplay balanced.
-Asteroids!!!
-HUD bugs fixed
-An unlockable 'Commander' class for each team. (AI cannot use them) -- They're well equipped with a rifle, rocket launcher, detpacks and thermal detonators. Currently the unlock points needed are 20, but I'll probably up that to like 35 to keep gameplay balanced.