Star Wars Mod

Who should be leader of the Jedi civ?

  • Yoda

    Votes: 89 83.2%
  • Obi-Wan

    Votes: 18 16.8%

  • Total voters
    107
What are you talking about? If you want it to be "realistic" just play with the combination of civs that you want.

And I haven’t discovered any limits on units. I had three special units for a civ once.
 
Hey TPA since this is your mod, what is the official name of it. I'm gonna start designing the website for the mod since Im pretty sure we are gonna get webspace from one of the three people who offered it.

A few things I need to know.

1) Official Name of Mod
2) What different pages of website are needed (eg. downloads, units, mod members, mod information, mod screenshots, etc etc etc.) We can do the update on the main page so it is seen what is new and then people can go to different categories for what they want. Wanna make it nice n organized. Don't worry i'll make a sweet lookin website ;)
3) Once I get website layout together can anyone who has created anything so far send me the finished files, screenshots, or anything else of interest in the mod and I'll be able to link them for download from the website.
4) If you want tpa we can go to other civ websites, perhaps the official site as well to get the link out there so more people know about the mod. The more interest the better eh?

Let me know
Oh yeah any files ppl have send to visim14@hotmail.com or let me know where i can get them Gracias Mucho!!!
 
You're so fast! I'm weekends offline, what a shame..

One cool unit could be the probe-droid (like from beginning of Empire Strikes Back) which could be sent through space exploring the area. Maybe it should be weak without any attack capabilities.

I'm also positive that this mod needs it's own website where all work done can be collected. And if possible also this kind of discussion area with threads divided into subcategories (common, units, terrain, etc.)

I have been doing those terrain graphics and everything seems extremely good (at least I like them..) I post some pics this week. I have changed the sea to space and "coasts" to meteor-like planet surface. The map looks good also with autogenerate. The terrain is a big issue becouse it's visible all the time and good terrain design gives the mod more star wars -feeling.

Some questions still concerning the terrain:
-The rivers? I first changed them to water pipes, but somehow it looked a bit strange. Rivers with moisture farms along? Something else? Anyhow, it seems quite strange if rivers flow into space.. Moisture farms at the end of rivers? Opinions, ideas?
-Hills and mountains? Any specific ideas or should we keep 'em same as in default civ?
-Cities? Empire with big metropols and rebels with odd hideouts?
-Resources? tpasmall, what were your plannings for special resources?
 
Woo, lot o' ideas. Scipio, the reason i have the old republic and the rebels together is because they were both major factors in the star wars galaxy. If i take lets the the rebels out, everyone who would want the rebels would be asking me to put them back in, same goes for the Old Republic. But, if i leave them both, i give people the opportunity to pick which one they want. Also, if you want to keep time periods together you could pick the enemy civs and keep the old republic and rebels seperate that way. As for the civ-specific units, i havent heard that there was a cap on them before.

nEo, the somewhat official name of the mod is Star Wars: A New Mod (i know its corny but its all i could come up with) If anyone has ideas for the name please post them so we can get the best name possible. As for the website, having a message board, units section, download section, news section, members & credits section, screenshots section, work in progress, and information section seems to be the best idea. As for the message board, have one part for suggestions and another part for general discussion. And yes, we should advertise this mod as much as possible both here and at apolyton, and any other civ site that there is. Who knows, we may even pick up more people willing to do unit animation :)

Lukree, as for the probe droid i was thinking of having it replace the explorer unit, and having the mouse droid replace the scout unit. Though having the probe droid as a unit which can explore space also seems like a good idea. As for the rivers, i was thinking that where they would run into the space area (delta areas i believe) just make them end on land in a little lake area. As for cities they should follow cultural groups. One would be to have the imperial style, rebel style, water style, tribal style, and criminal style. I am currently working on finding different star wars resources, and i am currently up to 7, though alot more are needed. Hills and mountains and the other terrain, i havent yet though of whether or not they should stay the same or change.

Well, hope that answered all your questions, and i reviewed your ideas. Thanks for all your help and support :)
 
Originally posted by The Thinker
I believe Luke's Aunt and Uncle grew some kind of desert plants, including special fruits and vegetables.

Owen and Beru Lars had a moisture farm, which condensed water from the air using a vaporator. This was a large part of the Tatooine economy because of the dry climate.


I can do graphics and stuff, particularly palace and city views seem interesting. Drop me a line at torak@andrew-perry.com
 
Wow, sweet. If you can do city and palace views than it takes alot of work off other people. And by city view do you mean aerial view? Because if you do, this mod will look great. If you do mean aerial view, can you start with a simple moisture farm to replace the granary??? If not, then the tower of rocks on the palace view, could you change them to moisture vaporators??? Well, thanks for your help.

City names are alot harder than i thought. I have 4 wookie cities and cant find anymore. As for the Hutts, Jedi, Sith, Empire, Old Republic, Bespin, Naboo and the Gungan I am almost completed with their lists of cities. I want a minimum of 20 cities per civ, but it looks like its going to be tough.

Added in scout-trooper to early miliatary advisor, fixed problems with the miliatary advisor button on the side. Im almost done with the era splashes, only have modern left to go :D
 
Originally posted by tpasmall
Wow, sweet. If you can do city and palace views than it takes alot of work off other people. And by city view do you mean aerial view? Because if you do, this mod will look great. If you do mean aerial view, can you start with a simple moisture farm to replace the granary??? If not, then the tower of rocks on the palace view, could you change them to moisture vaporators??? Well, thanks for your help.

No problem. Any e-mail account I can contact you at? If you don't want to put it on the forum you can mail it to me at torak@andrew-perry.com. I can do different palaces for each civ if you like, though it might take some time, since I work manually - not great at rendering (though I'll gladly give it a try and see if I can get anything decent done). The aerial views are easier - don't need as much 3D detail.

City names are alot harder than i thought. I have 4 wookie cities and cant find anymore. As for the Hutts, Jedi, Sith, Empire, Old Republic, Bespin, Naboo and the Gungan I am almost completed with their lists of cities. I want a minimum of 20 cities per civ, but it looks like its going to be tough.

For the Hutts, use the standard Tatooine format: Mos something.

Added in scout-trooper to early miliatary advisor, fixed problems with the miliatary advisor button on the side. Im almost done with the era splashes, only have modern left to go :D

Neat. Could I have a gander at them?
 
i dont mind giving out my e-mail, its tpasmall@rochester.rr.com
For the palaces, you should probably hold that off until last, because thats one of the less important things. As for buildings in aerial view, doing that would make this mod look alot better :D You could start with anything from the moisture farm to changing the Manhattan Project to look like the death star. Ill post the miliatary advisors at the end of this post.

I finished the MSE-6 "mouse" droid and its in the units forum if anyone wants it. Its not one of the greatest looking units, but it is one step closer towards finishing this mod (and now i dont feel like as much of a procrastinator ;) The sounds are good and fit perfect.

My next project is going to be editing in-game music to be star wars :D
 
For the Hutts, use the standard Tatooine format: Mos something.


That's Mos Eszli (or Mos Espa, I'm not sure). That's the spaceport/city in A New Hope where Obi-Wan and Luke leave with Han Solo and that's where the tavern is located. I think it should be more of an bounty hunter city or a city name for the guys playing music, since Jabba's palace is away from that town. Could be a Jawa city also...
 
Mos Eisley I put for the Hutts. I dont need to worry about them anymore though, i have approx. 30 hutt city names.
 
I finished the TIE Interceptor and I posted it in the Units section. Hope everyone enjoys it.:)
 
hmm..this may sound almost stupid but is there a way to rename the actions like rebase, bombard, etc.? If that's possible, it would add a little bid more of star wars flavor....e.g. 'rebase' renamed to 'hyperspace jump' or 'plant forest' changed to 'moist farming' or something like that. Someone in the previous pages were talking about renaming the resources so changing the action names might be cool too.
 
I don't think that you can edit or rename the aircraft missions, but yes, you can rename the worker jobs.:) (I just wish you could add worker jobs...:( )
 
Originally posted by Vinc

That's Mos Eszli (or Mos Espa, I'm not sure). That's the spaceport/city in A New Hope where Obi-Wan and Luke leave with Han Solo and that's where the tavern is located. I think it should be more of an bounty hunter city or a city name for the guys playing music, since Jabba's palace is away from that town. Could be a Jawa city also... [/B]

Mos Eisley is the town seen in SW:ANH. Most of the towns on Tatooine have names along the lines of Mos Eisley, Mos Espa, and so on (apart from Anchorhead, which was mentioned briefly in ANH). As far as I remember, Jabba's palace is outside Mos Espa.

As far as the Hutts are concerned, remember also that they control some other cities, like that one in Jedi Knight. (controlled by Bogga the Hutt, IIRC)
 
Hey guys, sounds like a pretty good idea for a mod. Because Star Wars is so popular, you might save yourself a bit of work for unit animations by having a look at Polycount and grabbing Star Wars player models for the various games there. Then with a model viewer, you can just take your screenshots from 8 angles, then next frames' 8 angles and so on.
Why reinvent the wheel if the models are there already...

The URL for polycount is :http://www.planetquake.com/polycount

I recommend LithUnwrap as a model viewer, it is capable of reading in lots of formats. You'll have to search for that one, because I can't recall the URL at the moment.
 
Originally posted by nEo
There are also animated leader heads but im trying to find them and what size to render at.

The animated files are in .flc form and they are in civIII\art\flics
 
Ok Im stumped...really. I'm sitting here with my AT-AT complete, textures on, bones in place ready to do some walkin! I render my files in TGA (because it saves alpha channels for transparency and shadows). Now I got 15 frames for each 8 directions for the default position. ...... Now what?

I have flicster and it works and i can open and export files but how do I bring my renders into flicster to create a FLC file? There is no import function taht I can see. Ive seen tutorials on how to edit existing FLC's but not any on how to create one from scratch from 3D renders...im sure its simple. If anyone can help I can get this AT-AT finished finallly. Thanks Mucho!
 
First create a "new" file under flicster. Then set the frame size, and how many frames. Name it ATATDefault. Then chose the directory you want it saved to. Open a .pcx editor such as paint shop pro. Now you have to open where you have the ATAT animation saved. If it is saved as a merged file, you will need an animation studio, such as animation shop open also. If it is, then open the ATAT file through that animation studio. Now copy those ATAT frames 1 by 1 to the .pcx editor, and make them all one big file. Now change the palate to 256 colors, and save the palate. Now open the ATATDefault.pcx file. Load your newly saved palate into that. Now paste the ATAT frames from your new image to ATATDefault.pcx, starting with the direction sw. Open flicster and the ATATDefault storyboard. Alphablend it to make sure that theres no "holes" in the animation. If its right, set the speed to your desired speed, and export it to the .flc file. Its now complete. :D I know that this sounds long and complicated, but hey i figured it out :D. And it doesnt really take that long.
 
"Now copy those ATAT frames 1 by 1 to the .pcx editor, and make them all one big file. "

Not sure what you mean here by make them all one big file. Might be cuz im using Photoshop or something, it opens PCX files but is not a PCX editor per say. Does sound complicated :) I'm gonna try this with an older unit I was working on first so I dont screw anything up, I'm sure its like everything else in life, once you figure out what it is you need to do it gets easier each time thereafter. I'll prolly be back with more questions hehe.

Thanks for the help.
 
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