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RE: [Release]Star Wars! Preview - 5/6/2010 5:22:58 PM   
Shark7


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From: The Big Nowhere
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quote:

ORIGINAL: mbar

The RedLetterMedia critique of the prequels is spot on and funny. "Proto gonist. email me if you want a pizza roll."

Lucas ruined his chance with the prequels and then went back and mucked up 4-6. I don't care what Lucas says. Han shot first!!!


If Han hadn't shot first, he'd be dead and Greedo would still be well...greedy. hehe

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Post #: 91
RE: [Release]Star Wars Mod ver 1.0 - 5/6/2010 6:09:38 PM   
Veloxi


Posts: 126
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From: Los Angeles, CA
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Lawdy lawd this is sexy. *fans self*

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Post #: 92
RE: [Release]Star Wars Mod ver 1.0 - 5/8/2010 8:31:45 AM   
Pocus


Posts: 1185
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Can you post the updated Trooper icon please?

Any ETA for the Rebs? :)


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Post #: 93
RE: [Release]Star Wars Mod ver 1.0 - 5/8/2010 5:47:03 PM   
lordxorn


Posts: 768
Joined: 12/6/2009
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quote:

ORIGINAL: Pocus

Can you post the updated Trooper icon please?

Any ETA for the Rebs? :)



I am hoping a possible Rebel release next week, life and fam permitting.

(in reply to Pocus)
Post #: 94
RE: [Release]Star Wars Mod ver 1.0 - 5/9/2010 8:15:59 PM   
2guncohen


Posts: 401
Joined: 4/9/2010
From: Belguim
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quote:

ORIGINAL: lordxorn


quote:

ORIGINAL: Pocus

Can you post the updated Trooper icon please?

Any ETA for the Rebs? :)



I am hoping a possible Rebel release next week, life and fam permitting.


Lordxorn i have some stuff that could fit int he game !!!
Btw: How is the death star comming around ?



(in reply to lordxorn)
Post #: 95
RE: [Release]Star Wars Mod ver 1.0 - 5/10/2010 3:13:35 AM   
lordxorn


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quote:

ORIGINAL: 2guncohen


quote:

ORIGINAL: lordxorn


quote:

ORIGINAL: Pocus

Can you post the updated Trooper icon please?

Any ETA for the Rebs? :)



I am hoping a possible Rebel release next week, life and fam permitting.


Lordxorn i have some stuff that could fit int he game !!!
Btw: How is the death star comming around ?





You said you had discovered the Planet Destroyer in one of your games, anyway you can send me a savegame file for that?

The biggest issue for any race besides the Empire is the lack of "Good" top down models. So I just finished this MC80 Mon Cal Cruiser for the Alliance Cruiser Model(Ready for Use in Game). For comparison I will post what the Space Empires Shipyards mod site has available to use, and a model I textured to look somewhat decent. So the Rebels will take some time, of course I invite all web surfers to post links to good quality top down Rebel ships, or other races like the Hutt stuff 2guncohen.


Updated Mon Cal MC80 with better texture, and added MC80 Home One Type Comments Welcomed

DW Cruiser Class


DW Capital Class



< Message edited by lordxorn -- 5/10/2010 7:19:20 AM >


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Post #: 96
RE: [Release]Star Wars Mod ver 1.0 - 5/10/2010 7:46:02 AM   
2guncohen


Posts: 401
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From: Belguim
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Ill send the save with "the Planet destroyer" If i can still find it .... I had to blow upp the Planet destroyer  in my game ...
I had issues to protect the stuff... Ill let you know if I still have a save for this. "

Oh  and I Found some good renders for the rebels    seems some "fan" of Star Wars uploaded them in a *.rar so that people could use his renders.
I will see if I can open them in my autocad/w3ds-application *prays to the lord !!!*

But your right its realy hard to get good quality upside down models....

I had some idea about making a New "space station", looking like a "space yard" with mini-SSD's attached to the model.
So that it could look like the Kuat shipyard.  This in a round model


Ow, I have a good rebel picture with a flagg = Just like the imperial picture with the trooper propaganda !!! => This is the picture

some links to goodies:

xwing
Aclamator
needs to rotate the picture but it will work perfectly = this is maybe a good model for a frigate in the Imperial Fleet ?

This should be some very great material !!! Download link to rapidshare for the GSB mod of star wars

Rebel frigate
Other frigate
Manny pictures to an intersting mod for a Empire at war mod
Website with render-modesl






< Message edited by 2guncohen -- 5/10/2010 1:13:43 PM >

(in reply to lordxorn)
Post #: 97
RE: [Release]Star Wars Mod ver 1.0 - 5/11/2010 7:49:16 AM   
lordxorn


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First of all I want to thank everyone on this thread for all of the great ideas, especially 2guncohen with the treasure trove of links that have provided a wealth of good models to work with. As such I have plans for the following races,

Galactic Empire (finished)
More Galactic Empire ships*
Rebel Alliance (Half Done)
New Republic
Hutt
Chiss
Mandolorian
Sith

There are tons of stuff out there to fill out the races of this mod to give it more of a Star Wars feel, in cases where there are no specific Chiss freighter available I will substitute a generic model and recolor it or add some kind of race specific identifier if possible.

(in reply to 2guncohen)
Post #: 98
RE: [Release]Star Wars Mod ver 1.0 - 5/11/2010 2:34:13 PM   
Mifune


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Excellent news lordxorn, keeps us informed with the status until your mission is complete.

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Post #: 99
RE: [Release]Star Wars Mod ver 1.0 - 5/11/2010 6:00:25 PM   
Dadekster

 

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You are THE MAN!! for doing this. Mandolorians...omg omg omg

I won't even ask what bio pic you'd use for them.


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Post #: 100
RE: [Release]Star Wars Mod ver 1.0 - 5/11/2010 9:02:53 PM   
lordxorn


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quote:

ORIGINAL: Dadekster

You are THE MAN!! for doing this. Mandolorians...omg omg omg

I won't even ask what bio pic you'd use for them.




Yes the story line for a Mandolorian come back in the Second great Galactic War is epic and needs to be told.
Plus their long lost ancestors made some of the best technology.

Since you asked, would it look something like this?


(in reply to Dadekster)
Post #: 101
RE: [Release]Star Wars Mod ver 1.0 - 5/11/2010 10:03:08 PM   
2guncohen


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From: Belguim
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Looks very sweet!!!

@Lordxorn I found some good stuff :

Starships

location to the share


< Message edited by 2guncohen -- 5/12/2010 1:27:30 PM >

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Post #: 102
RE: [Release]Star Wars Mod ver 1.0 - 5/12/2010 12:22:18 PM   
Pocus


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Just to keep you posted, I'm nearly finished with a small mod adding 20 portraits from Star Wars, it does not include shipsets but race portrait, ship names and reworking of the races files. It can help for a complete mod

I'll give the file sunday (I'm way till that)








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Post #: 103
RE: [Release]Star Wars Mod ver 1.0 - 5/12/2010 1:08:09 PM   
2guncohen


Posts: 401
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From: Belguim
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@ pocus

Its funny I was working on the same Idea !!!






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Post #: 104
RE: [Release]Star Wars Mod ver 1.0 - 5/12/2010 4:08:33 PM   
lordxorn


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Keep me posted, that will help save alot of time, so I can focus on the ships and bases. Why don't you two break down the races you will customize, the race class, the Empire is 0, the rebels will be 1, then start with 2.

Also I was planning on tweaking the dialog to sound like the Star Wars races, which is customizable.

(in reply to 2guncohen)
Post #: 105
RE: [Release]Star Wars Mod ver 1.0 - 5/12/2010 6:33:00 PM   
Dadekster

 

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quote:

ORIGINAL: lordxorn


quote:

ORIGINAL: Dadekster

You are THE MAN!! for doing this. Mandolorians...omg omg omg

I won't even ask what bio pic you'd use for them.




Yes the story line for a Mandolorian come back in the Second great Galactic War is epic and needs to be told.
Plus their long lost ancestors made some of the best technology.

Since you asked, would it look something like this?




That pic is the very definition of BADASS This is why I love the Star Wars universe, just the incredible amount of material that is out there. It might not be as high brow as Trek, but then I didn't want to be Cap Kirk as a little kid either

This is the first game I have ever bothered to really post about etc but I, like many others have been playing PC games a looooong time as in I used to have an Apple IIGS That said I've been around the net once or twice. What are the rules regarding using material for a game like this? Are you protected in what you use for mods as it is considered something akin to 'hobby' and not commerical use? I'd like to help out, just not sure what I could contribute as I don't want to get anyone in trouble.

Other than that, love what I am seeing here as usual.

(in reply to lordxorn)
Post #: 106
RE: [Release]Star Wars Mod ver 1.0 - 5/12/2010 7:36:11 PM   
2guncohen


Posts: 401
Joined: 4/9/2010
From: Belguim
Status: offline

quote:

ORIGINAL: lordxorn

Keep me posted, that will help save alot of time, so I can focus on the ships and bases. Why don't you two break down the races you will customize, the race class, the Empire is 0, the rebels will be 1, then start with 2.

Also I was planning on tweaking the dialog to sound like the Star Wars races, which is customizable.


Oke,

It will take me a week with some luck.

I am working mostly on art, about the Empire & The Mandalorians and the Hutts.
Not allot but it adds to the content.

@pocus ^^ I propose you send it upp to Lordxorn.
@Lordxorn ^^ You can sort it out I gues ?

Ah, btw. my pett project, I told you about (the modified planetary base )
Its not ready yet, and I have no idea how it will look ingame ... I hope it will look good!

Ow, You know what I miss in the game-music sounds ?

Voice's of Darth vader or the Emperor, saying something like : The force is Strong in this one That would realy be fun!!!







(in reply to lordxorn)
Post #: 107
RE: [Release]Star Wars Mod ver 1.0 - 5/13/2010 2:06:06 AM   
lordxorn


Posts: 768
Joined: 12/6/2009
Status: offline
quote:


That said I've been around the net once or twice. What are the rules regarding using material for a game like this? Are you protected in what you use for mods as it is considered something akin to 'hobby' and not commerical use? I'd like to help out, just not sure what I could contribute as I don't want to get anyone in trouble.



As long as you don't try and benefit financially of say selling a Star Wars mod to DW owners, you should be good. Also make sure and credit all the images you borrow.

(in reply to Dadekster)
Post #: 108
RE: [Release]Star Wars! Preview - 5/17/2010 3:06:57 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline

quote:

ORIGINAL: Igard

I noticed upon starting the game that the size of the Victory Star Destroyers (Destroyer role ships) was a bit small. So I redesigned them to a size of 330 and tried to make the Carrack cruisers (escorts) and Nebulon B Frigates (Frigates) a bit smaller. After retrofitting, it looked a bit odd still. Some Victory class ships were still the same size even though the display stated them as 330! I don't think this is a problem with the mod though (another DW quirk). So I scrapped the defective ships and each ship built after has been to the correct spec.



After playing around for a bit I've found that I'm still experiencing this same bug. It seems that DW is making my frigates way larger than they should be. For example, if I make a frigate size 200, and a destroyer size 300, the frigate will appear larger than the destroyer.

I have been able to work around this a bit by making my frigates much smaller (around 125), but it's kind of a nuisance having them so weak.

Is anyone else experiencing this bug? I haven't had this bug with the 2 other mods I've used. Conflictx's BSG mod and drillerman's Star Trek mod. I have also tried changing the size of the images, but that has no effect, so it seems that this is DW interpreting the size of frigates wrong.

When starting a new game, it is apparent that the frigate is dwarfing the much larger destroyer. Here's a screen to illustrate:






Attachment (1)

(in reply to Igard)
Post #: 109
RE: [Release]Star Wars! Preview - 5/17/2010 4:03:53 PM   
Shark7


Posts: 7937
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From: The Big Nowhere
Status: offline
Igard, the size of the .png doesn't matter, the game fixes it so that they are all scaled the same (IE you can use 200 x 200 or 300 x 300, but the game always renders it the same size 200 x 200). You have to actually make the ship take up less space in the .png to get the size to scale right...that is make more transparent area.

Basically, if you want to scale the ships, you need to do it in the render. Render them all the same size, but scale the ships so that each one is a different size in the reder itself.

I hope I was able to clarify that.

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Post #: 110
RE: [Release]Star Wars! Preview - 5/17/2010 7:32:58 PM   
drillerman


Posts: 455
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From: Blighty
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I can confirm this. Just make all the models the same size. They will resize automatically. IF you want the models to not go blurry close up just make them larger. The star trek shipset I did was around 512x512.

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Huh?

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Post #: 111
RE: [Release]Star Wars! Preview - 5/17/2010 8:05:51 PM   
2guncohen


Posts: 401
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From: Belguim
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Or,

You have to try out the idea I came upp  off making a group of ships.
To make it more realistic in size.

Lordxorn, implemented it very nice in the star wars- Mod.
Thats the only way I found, to make it nicer to the eye...

I hope it is not hardcoded.

(in reply to drillerman)
Post #: 112
RE: [Release]Star Wars! Preview - 5/17/2010 10:30:50 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Thanks for all the quick replies.

drillerman, I tried changing the canvas sizes to 500x500 for all the ships, unfortunately no effect. Your Star Trek mod works fine though, all the ships are scaled correctly.

Shark7, that sounded like a great suggestion, remarkably it also had no effect. I thought reducing the size of the ship's outline on the canvas would make it look tiny but it had no effect. To make sure I was even editing the correct .png's I went and put a big X on top of the destroyer.png, and there it was, my Victory star destroyer with a big X on it, but no change at all to the scale!!??

2gunchohen, that's a nice idea, but I can tell the outcome will result in the same sizes of triangles. I'd like to figure out what this is doing to make the scales so funny.

Frankly, I'm bamboozled. I can only guess that this is a bug I'm having. Basically, It's scaling the destroyer too small and the frigate too large. The Escorts look a bit large too and I'd say the cruisers and the capitals look about right.

I'll carry on for now, it's still playable and fun. I'm open to any suggestions. Should I post this on the tech support forum? I'm not sure if the 2E's are looking at mod issues yet?

Thanks, all.

(in reply to 2guncohen)
Post #: 113
RE: [Release]Star Wars! Preview - 5/18/2010 12:31:58 AM   
Shark7


Posts: 7937
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From: The Big Nowhere
Status: offline
I wasn't completely sure if that would work. It *should*, but apparently it doesn't. I do know the game rescales it.

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Post #: 114
RE: [Release]Star Wars! Preview - 5/18/2010 2:43:51 PM   
Challenger1978

 

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Lordxorn you still want a save with a world destroyer ? You can get if from here if you want it.

http://www.mediafire.com/?ixm4tdkdunn

Your mod is installed and its running on patch 1.0.4.5

Its not a proper game though i started a game then opened the editor and read all the white writing for locations until i found the world destroyer. You'll find the world destroyer as the flag ship in 2nd fleet.   

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Post #: 115
RE: [Release]Star Wars! Preview - 5/22/2010 12:25:09 AM   
2guncohen


Posts: 401
Joined: 4/9/2010
From: Belguim
Status: offline
Its been a While I hard something from Lordxorn.

Ow Dear ...


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Post #: 116
RE: [Release]Star Wars! Preview - 5/22/2010 3:34:00 AM   
lordxorn


Posts: 768
Joined: 12/6/2009
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quote:

ORIGINAL: 2guncohen

Its been a While I hard something from Lordxorn.

Ow Dear ...



Sorry guys, I have been super busy with my US Army Reserve Annual Training, so please be patient. I am reading the forums, and keeping abreast.


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Post #: 117
RE: [Release]Star Wars! Preview - 5/22/2010 12:25:52 PM   
2guncohen


Posts: 401
Joined: 4/9/2010
From: Belguim
Status: offline
 He is alive !!!




< Message edited by 2guncohen -- 5/22/2010 12:26:53 PM >


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Post #: 118
RE: [Release]Star Wars! Preview - 6/5/2010 2:25:56 AM   
tjhkkr


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Hello, I took your Imperial Tie Fighters and shrunk them down and put 10 of them into an image.  I did it as a test to see if the system would crash.  You are welcome to the image if you wish.  Let me know.  I intend to do the same thing my Clone Wars mod with the ARC-170, and replace my 'Escort' with it.  Wish we had one or two more military ships in the system like a corvette.  But I make do...

(in reply to 2guncohen)
Post #: 119
RE: [Release]Star Wars! Preview - 6/5/2010 4:54:14 AM   
lordxorn


Posts: 768
Joined: 12/6/2009
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quote:

ORIGINAL: tjhkkr

Hello, I took your Imperial Tie Fighters and shrunk them down and put 10 of them into an image.  I did it as a test to see if the system would crash.  You are welcome to the image if you wish.  Let me know.  I intend to do the same thing my Clone Wars mod with the ARC-170, and replace my 'Escort' with it.  Wish we had one or two more military ships in the system like a corvette.  But I make do...


Cool, I was thinking the same, how do they look scaled in the game? Yeah more classes would be cool.

Also you mentioned Clone Wars mod, if you would like we can combine them in a single Star Wars mod as a another race.

This should make having to switch between theme less of a pain.


(in reply to tjhkkr)
Post #: 120
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