View Full Version : starship troopers mod is back.
nightstalker6-4
10th Nov 05, 3:31 PM
sorry that iv fallen out of the ring for i while i recently moved and restarted my DOW but were still very much in working order. sorry for keeping so long for responding!
p0seidon
13th Nov 05, 10:24 AM
yeah!! one quick question do you have the new SST game by strangelite and if you don't have it but are getting it and to anyone else who is going to get it I am going to organise and survival match on stronghold and to see who can live for the longest, against hords of arachnids.
back on toppic, good yo hear you guys are back.
nightstalker6-4
13th Nov 05, 3:34 PM
oim definitly getting get.
thanks for the welcome back. since WA came out we should have a HUGE addition to the map maker and everything else. expect to see some new stuff
p0seidon
13th Nov 05, 11:15 PM
NP
the new game is good altough it has it's letdowns on some levels where it's still the one man army job but it has it's good defences levels like ''stronghold'' and ''bait'' (wich is now known as the fu**ing most hardest level ever).
nightstalker6-4
15th Nov 05, 4:06 PM
i love a challenge.
and were coming out for both WA and DOW for everyone who hasnt gotten WA yet. the DOW version will have a little less content but still be just as good.
grunt123
18th Nov 05, 2:54 PM
there is also a demo of the SST game that came out i hav the site(s) for it
i hav the site if u want it
and wat is that nerco somthing that u said in the other thread?
p0seidon
20th Nov 05, 4:44 AM
necro-posting is posting in an thread that is old or dead.
CrossOrion
20th Nov 05, 5:24 AM
...wrong forum. Should be in the Mods in production forum.
grunt123
20th Nov 05, 7:10 AM
O so that is wat it is ok thxs
and i was playing the demo and i found this 1 bug i don't remember wat it is called or u might already hav the name and hav it in the mod but it blinds u over and over in the game if u use that it could decreass a squads line of site
p0seidon
20th Nov 05, 1:31 PM
what did you think of the big fat plasma the mod I am going to make for the game the klendathu campaign will have several of them and an nuke launcher....
He and nightstalker after you have the game do you want to join my little mod for SST.
And do you have updated the tech tree for the MI and the arachnids or is it still the same one.
grunt123
20th Nov 05, 3:59 PM
that big fat plasma bug was frikin hugh!!!!!!!!!!!!!!! i would love to join ur little mod for SST but i don't know how to do anything for a mod, if u know wat tools i need or how i could do something for the mod that would be great.
p0seidon
21st Nov 05, 8:39 AM
the tools will be out shortly like strangelite says.
Do you have any expireience with mapping or modding in general.
But back on toppic before I get this thread locked and if anyone wants to talk about my little mod contact me trough PM.
grunt123
21st Nov 05, 1:18 PM
wat is PM and no i hav not expireience with a mod at all but again back on topic when is there going to be another update cause i really want to play this mod
nightstalker6-4
21st Nov 05, 8:09 PM
the site is old and i havent made a new one yet.
grunt123
22nd Nov 05, 1:17 PM
o ok
grunt123
25th Nov 05, 2:26 PM
i could help u with the new site if u want.
woops nevermind i forgot i put it down twice
but i will help u with it if u want must remember to check if i already put it down
nightstalker6-4
30th Nov 05, 7:11 PM
OMG OMG OMG competition announcment OMG OMG OMG
a new competition is coming around with the close arrival of the WA mod tools. after the mod tools arrive you will have a month to create your own mobile infatry cap trooper or arachnid warrior bug. i will choose the best of the arachnids and the best of the cap troopers will be hired to be the lead modeler of your section. you will also be nominated to be a voice actor and given a high position in job placement for new poeple on the mod team.
see you soon!
p0seidon
1st Dec 05, 12:26 AM
I am so entering.
grunt123
1st Dec 05, 1:18 PM
same here, when are the tools coming out?
p0seidon
1st Dec 05, 2:02 PM
soon, but do you have 3dsmax?
you will need it,,
grunt123
1st Dec 05, 3:20 PM
wat is it and where can i get it?
p0seidon
1st Dec 05, 11:07 PM
Pm me about it....we don't want an off-topic^^
grunt123
2nd Dec 05, 1:19 PM
got that right the night stalker plz PM me on tell me on the fourm if i can help u with the web site
nightstalker6-4
4th Dec 05, 5:27 PM
woot woot the new mod tools are out and iv been toying around with it to get the feel for it expect some new pics of maps and other things soon!
nightstalker6-4
12th Dec 05, 5:20 PM
OMG OMG OMG we have ran a new test for some coding i was workin on for a sink kill using the tyranids genestealer. IM NOT USING THAT IN THE MOD FOR LEGAL NESS IT WAS ONLY FOR A TEST. the model runs towards the target jumps ontop of him stabbing down on the target repeaditely bits his face and throws the body.
p0seidon
12th Dec 05, 10:53 PM
cool.
barnEbiss
16th Dec 05, 10:37 AM
How is the mod coming is there any updates?? Also do you guys have a web site up for the mod???
M.D. Contra
16th Dec 05, 11:01 AM
"How is the mod coming "
Not, it's really obvious when you look at the people involved.
barnEbiss
16th Dec 05, 11:14 AM
I'm just looking for a link to their main site.
nightstalker6-4
16th Dec 05, 7:26 PM
we just remade the site and the thread has been quiet because weve all been hard at work and MD contra if you want to talk shit about peoples mods many you should learn a little more about whats going on and pay more attention to other threads and different sites fuckin retard.
barnEbiss
16th Dec 05, 8:00 PM
ok you got link to new site>? and forum post with new stuff in it :)
Finaldeath
13th Feb 06, 3:41 PM
Why didn't I notice this blatant bump posting going on. You should remember to follow the forum guidelines and edit your posts.
Is this meant to be in the Mods in Progress forum because it isn't really explaining the mod. I'll move it anyway. Sigh.
nevsterUK
14th Feb 06, 9:34 AM
so has anything actually been made or coded or anything for this mod? cos all i seem to read is kinda pointless posts
grunt123
16th Apr 06, 1:28 PM
i just felt like putting this down for some odd reason i dont....never mind well anyway if any1 has any models or anything the would like to donate plz post it here http://starshiptroopersmod.forumup....shiptroopersmod (http://starshiptroopersmod.forumup.org/index.php?mforum=starshiptroopersmod) or email me the files at xboxkid@daysnet.com and we have gotton(sp?) another mapper
current list of people working on the mod 2 moddellers(i think)
2 mappers i mean 3 soon maybe 4
2 concept artist
5+voice actors
also here is a few concepts that were drawn up http://img352.imageshack.us/img352/1477/towergun1ab3cr.jpg (http://imageshack.us/)
http://img352.imageshack.us/img352/4490/manedcannonturret8mz4un.jpg (http://imageshack.us/)
http://img352.imageshack.us/img352/513/iii5sq1cv.jpg (http://imageshack.us/)
http://img399.imageshack.us/img399/3331/heavytank2rr0lz.jpg (http://imageshack.us/)
http://img399.imageshack.us/img399/5107/cannonturretfinal1rd4if.jpg (http://imageshack.us/)http://img352.imageshack.us/img352/227/manedcannonturretii4sy9am.jpg (http://imageshack.us/)
http://img502.imageshack.us/img502/7673/armageddon6gx7dp.jpg (http://imageshack.us/)
http://img502.imageshack.us/img502/3353/arty3kx0pa.jpg (http://imageshack.us/) artillery tank
http://img502.imageshack.us/img502/6051/builderunit8ih4rk.jpg (http://imageshack.us/) builder unit
http://img502.imageshack.us/img502/3432/fav5xq7ou.jpg (http://imageshack.us/)
http://img526.imageshack.us/img526/4273/lastank9rw5oq.jpg (http://imageshack.us/) wolf tank upgrade
[/url][URL=http://imageshack.us]http://img380.imageshack.us/img380/6680/mimecha6jw7dm.jpg (http://imageshack.us/) builder unit upgraded
http://img502.imageshack.us/img502/8612/scartank4pd2wv.jpg (http://imageshack.us/) tank
http://img502.imageshack.us/img502/426/wolftank9dx5zb.jpg (http://imageshack.us/) wolf tank
http://img526.imageshack.us/img526/9228/tankwip0bg.jpg (http://imageshack.us/) wolf tank model WIP
avantgarde
16th Apr 06, 1:44 PM
Verhoeven SST what a let down...
I was hoping this mod would have the original style Mobile Infantry.
grunt123
16th Apr 06, 3:14 PM
Well if it was Original there wouldnt be enough vehicles for the mod only about lets see 1,2,3,4 about 4 which would be gay only having 4 vehicles. Although I do want to have have the ones from the movies, books, TV show but it's not up to me.
DatonKallandor
16th Apr 06, 3:26 PM
Actually, those designs look rather good. I especially like your variants of the typical tank designs. 6 rotor hover tank and uni-tread look pretty cool.
Daton
grunt123
16th Apr 06, 4:22 PM
They may change over time....
ShinGouki
16th Apr 06, 5:18 PM
Yeah you have a lot of solid concepts there, plain simple and to the point with many top down frontal and profile shots. Thats what you need :). Nice work guys good luck with everything.
Nevin
16th Apr 06, 5:47 PM
Nice concepts, although the tanks are a bit confusing.. Could you give a description of each's role is.
And I question the qolf tank.... Considering the treds run straight through the middle. How does the crew fit in there?
grunt123
18th Apr 06, 8:04 AM
Our moddeller who is modelling that tank has decided to move the treads to the side of the tank instead of the middle
http://img522.imageshack.us/img522/6963/armageddon6gx6bb.th.jpg (http://img522.imageshack.us/my.php?image=armageddon6gx6bb.jpg) is a Super Heavy Siege tank
http://img522.imageshack.us/img522/4585/arty3kx4ez.th.jpg (http://img522.imageshack.us/my.php?image=arty3kx4ez.jpg) is the artillery of the MI
http://img522.imageshack.us/img522/1783/fav5xq4za.th.jpg (http://img522.imageshack.us/my.php?image=fav5xq4za.jpg) is the scout tank
the wolf tank and the other tanks are going to have roles similar to the predator or the lemas(sp) russ. The hover tank i'm not entirly sure will be used and again these are just concepts they may change.
The hovertank looks like a superheavy unit...maybe you could give it a role similar to the Baneblade, if with fewer guns. Hm...a weaker Baneblade with the Jump ability...oh, the possibilities...
CadianShocker
18th Apr 06, 1:53 PM
nice ideas, i really think this mod could become a work of art
grunt123
21st Apr 06, 2:16 PM
The hovertank looks like a superheavy unit...maybe you could give it a role similar to the Baneblade, if with fewer guns. Hm...a weaker Baneblade with the Jump ability...oh, the possibilities...
It is going to be used but not as a super heavy tank. Maybe it is going to have the role of the Fire prism but be lighter armed
And here is the logo for the mod http://img503.imageshack.us/img503/8035/sig3003015yx3vb.jpg (http://imageshack.us/)
and here is the wolf tank still a WIP http://img503.imageshack.us/img503/2743/tank45nw.th.jpg (http://img503.imageshack.us/my.php?image=tank45nw.jpg)
http://img517.imageshack.us/img517/166/tank53jy9jk.th.jpg (http://img517.imageshack.us/my.php?image=tank53jy9jk.jpg)
more updated verison(sp) of it
p0seidon
21st Apr 06, 2:19 PM
Looks good!
grunt123
21st Apr 06, 6:01 PM
As soon as brrr is done texturing it, we're going to try and get it skin and codded for testing in the game.(I think)
BrSgt_Burns
22nd Apr 06, 2:04 AM
I think the design is very good, but i'm not a big fan of the square barrel! I would round out the sides - but thats just me :)
Overall, the plan looks good!
Shinryuu
22nd Apr 06, 2:27 AM
well, if you were being really fluffy book-wise the MI didn't use tanks. Each infantryman had an armoured suit that had rocket-launchers, flamers, machineguns ect. However, that wouldn't be alot of fun, and some armour would be nice, gameplay-wise.
I am worried about how the DoW engine is going to handle the arachnids though...
I played a demo of a Starship Troopers RTS once, recollection is firing the furnace of my idea-maker.
For the Arachnid buildings, you could have the workers 'dig' a tunnel, as opposed to actuall constructing a building, meaning that each building would be nothing more than a hole in the ground, though for some of them, you might want more...for the 'infantry tunnel', you could make it a small burrow, 'allowing' for the lesser 'nids to come from the hatcheries beneath, and for the 'vehicle tunnel', you could make it a larger burrow, signifying the greater space needed for larger creatures. You could also 'link' all of the buildings as per Imperial Guard, allowing for your forces to travel underground from burrow to burrow.
I don't know a great deal about Starship Troopers(only saw bits of the first and all of the crappy second, and as previously mentioned, the demo), so I can't give much insight as to what their units or heroes would be.
grunt123
24th Apr 06, 2:21 PM
well, if you were being really fluffy book-wise the MI didn't use tanks. Each infantryman had an armoured suit that had rocket-launchers, flamers, machineguns ect. However, that wouldn't be alot of fun, and some armour would be nice, gameplay-wise.
I am worried about how the DoW engine is going to handle the arachnids though...
I bealeave the books took after the Roughnecks am I right? If I am they all have heavy armour and good guns. No vehicles in the game would be kind of unfair to the MI only having Armour suits and alot of Infantry it would just get a little crazy having the Bugs having Tankers, plasma bugs, Rhinos(sp) and other such big bugs.
I played a demo of a Starship Troopers RTS once, recollection is firing the furnace of my idea-maker.
For the Arachnid buildings, you could have the workers 'dig' a tunnel, as opposed to actuall constructing a building, meaning that each building would be nothing more than a hole in the ground, though for some of them, you might want more...for the 'infantry tunnel', you could make it a small burrow, 'allowing' for the lesser 'nids to come from the hatcheries beneath, and for the 'vehicle tunnel', you could make it a larger burrow, signifying the greater space needed for larger creatures. You could also 'link' all of the buildings as per Imperial Guard, allowing for your forces to travel underground from burrow to burrow.
I don't know a great deal about Starship Troopers(only saw bits of the first and all of the crappy second, and as previously mentioned, the demo), so I can't give much insight as to what their units or heroes would be.
I bealeave Nightstalker and Scarfaces have decided to do the buildings something like that. And if you played the FPS game there was a Psi-ops general(hes a pain in the ass) and the leaders would look alot like the infantry considering the 1st movie at outpost 29 the lietenanut(sp) that was killed he looked like all the other MI except he was missing a elbow to the hand.
I think the design is very good, but i'm not a big fan of the square barrel! I would round out the sides - but thats just me :)
Overall, the plan looks good!
That will be fixed in modelling, texturing and skinning the tank(s).
The "wolf pup has been started here is what has been done so far. http://img258.imageshack.us/img258/8700/apc1st4us6di.th.jpg (http://img258.imageshack.us/my.php?image=apc1st4us6di.jpg)
Shinryuu
25th Apr 06, 6:44 AM
I bealeave the books took after the Roughnecks am I right? If I am they all have heavy armour and good guns. No vehicles in the game would be kind of unfair to the MI only having Armour suits and alot of Infantry it would just get a little crazy having the Bugs having Tankers, plasma bugs, Rhinos(sp) and other such big bugs.
One of the companies he joins is the Roughnecks, I believe.
However; I think you misunderstand me when I say they didn't use tanks. The MI didn't need tanks. Each of those suits was a nuclear-armed, city-leveling unstoppable ultimate death machine :P.
However, the movie relegated the MI to being standard infantry, which is fine with me, and using standard inf+vehicles is a far better gameplay mechanic.
I was thinking, for bugs, use the tunnel system suggested by -58, except instead of having them as a standard base, having a number of invisible workers, and you place a certain-sized tunnel anywhere on the map. The workers then dig it out, taking a certain amount of time depending on the tunnel size. The size of the tunnel determines the speed and the kind of troops (which will be waiting underground in uncountable numbers) to be built from each tunnel until the marine player closes it. The alien player would also have a main tunnel his forces initially deployed from.
The marine squads could have the kind of ground-sensor equipment used in the book to detect tunnels, andwin by destroying the main tunnel (representing the branch of the tunnel network in that area) and planting a sensor on it (or maybe a special, large sensor) to cut the bugs off from that sector.
Anyway, just some ideas to play with ;)
grunt123
25th Apr 06, 12:23 PM
I was thinking, for bugs, use the tunnel system suggested by -58, except instead of having them as a standard base, having a number of invisible workers, and you place a certain-sized tunnel anywhere on the map. The workers then dig it out, taking a certain amount of time depending on the tunnel size. The size of the tunnel determines the speed and the kind of troops (which will be waiting underground in uncountable numbers) to be built from each tunnel until the marine player closes it. The alien player would also have a main tunnel his forces initially deployed from.
The marine squads could have the kind of ground-sensor equipment used in the book to detect tunnels, andwin by destroying the main tunnel (representing the branch of the tunnel network in that area) and planting a sensor on it (or maybe a special, large sensor) to cut the bugs off from that sector. were going to use that as I said but the only people that can see the bug holes are leaders (similar to the eldar stealth) and the wolf tank is done with texturing and modelling wise I should have a picture up by today or tommorrw stay tuned...
Nevin
25th Apr 06, 7:03 PM
Nice progress.
grunt123
29th Apr 06, 8:57 AM
Ok, bad news our modeller that is modelling our wolf tank computer isn't work so he'll have to wait a week intel it can be fixed, sorry.
grunt123
8th May 06, 1:05 PM
Bad news still dont have a wolf tank picture to show you.
Good news got a wolf finish pup and finished tanker bug ready to show you
http://img375.imageshack.us/img375/8721/finishedapc1xu1oo.th.jpg (http://img375.imageshack.us/my.php?image=finishedapc1xu1oo.jpg)
http://img375.imageshack.us/img375/2787/tankerbugshow4qg.th.jpg (http://img375.imageshack.us/my.php?image=tankerbugshow4qg.jpg)
CadianShocker
9th May 06, 9:08 AM
nice work, looks great
grunt123
21st Jun 06, 9:10 AM
Ok first thing is first we're moving the mod forum and site
New site- http://www.sst-tac.co.nr/
New forum- http://gamers-link.co.uk/ssttacforum/index.php
Also here is a model update its still being worked on(with textures, cant get the colors quite right) http://img352.imageshack.us/img352/8885/warriorbugshow27mb.th.jpg (http://img352.imageshack.us/my.php?image=warriorbugshow27mb.jpg)
Also we're still in need of a coder if anyone is able too help that would be great. 'till next time.
Grunt
kindred ravens
21st Jun 06, 9:32 AM
i didn't think that this mod would come off the ground but you have prooved me wrong, congrats, nice aracnid there.
Good Luck finding a coder, you deserve it after that last model, oh and the texture is very close, i see no reason to change it!
annhialus
21st Jun 06, 11:14 AM
Great Progress with the mod, loving it, but theres something about the back of that arachnids head that doesnt seem quite right, i cant pin on what it is though... any ideas anyone?
grunt123
23rd Jun 06, 11:25 AM
Its not very "pointy".
grunt123
12th Jul 06, 9:32 AM
Okay here is another small update it's not any models in-game yet.....nor is it any models. Here is a map update the mods first skirmish map. It takes place on a desert planet where a MI base is be assaulted by the bug menice(sp). We do plan on having the wall models and building models different in-time, but for now the ones we have will do. It won't be released yet because we are still working out some bugs.
Well here are some screenies of the map......
http://img452.imageshack.us/img452/5492/test1map8ou.th.png (http://img452.imageshack.us/my.php?image=test1map8ou.png)
http://img452.imageshack.us/img452/5577/test2map8yb.png (http://imageshack.us)
http://img371.imageshack.us/img371/9462/test3map3qa.th.png (http://img371.imageshack.us/my.php?image=test3map3qa.png)
http://img452.imageshack.us/img452/6381/test4map4xl.png (http://imageshack.us)
http://img371.imageshack.us/img371/450/test7map2mr.th.png (http://img371.imageshack.us/my.php?image=test7map2mr.png)
http://img452.imageshack.us/img452/140/test8map2lc.th.png (http://img452.imageshack.us/my.php?image=test8map2lc.png)
http://img511.imageshack.us/img511/6505/test11map8lg.png (http://imageshack.us)
http://img511.imageshack.us/img511/6505/test11map8lg.png (http://imageshack.us)
Also we found a coder :D.
raizan
14th Jul 06, 3:32 AM
hmmm, nice!
kindred ravens
14th Jul 06, 4:03 AM
GOOD ONE ABOUT THE CODER, soz caps, who is it that's coding?
grunt123
14th Jul 06, 9:30 AM
He goes by the name "thebetrayer" on the mods forums.
grunt123
30th Jul 06, 4:53 PM
Its been a bit since my last post, but I have you an update.
Behold the MI TROOPER!!! http://img78.imageshack.us/img78/4669/mitrooperwip2ex2.jpg (http://imageshack.us/) and now this is what he looks like (with a pose) http://img73.imageshack.us/img73/3176/mitrooperposelq1.jpg (http://imageshack.us/) . And for fun a MI trooper against our warrior bug and our tanker bug. http://img291.imageshack.us/img291/6114/troopernbugspq9.jpg (http://imageshack.us/)
Well thats the end of the update. We don't have any models in-game yet because we don't have anyone to convert our models into WHM and WHE format from what i'm told. Those formats are needed to get the models in-game, so if your able to get them into those formats please pm me here or email me at xboxkid@daysnet.com
Later,
Grunt
P.S. All these models are the work of jcha on the forums :D.
The last picture didnt load ill fix that......http://img163.imageshack.us/img163/4024/troopernbugskq1.jpg (http://imageshack.us)
the-tempest
31st Jul 06, 6:27 PM
Amazing! You have very talented individuals working for you! Best of luck getting them ingame, I'll post some news about this on Files.
kindred ravens
1st Aug 06, 4:22 AM
yeah, but your gonna have to have very cheap troopers, or lots of them per squad, if they are facing bugs that size, i also recommend grenades, like in the first film, and like the space marines do in ordinary dow.
Awesome models though dudes! :thumb:
stranger
1st Aug 06, 4:28 AM
Is that normal mapping that I see?
Anyway, 'tis a pity you are basing it off the movie/videogame SST, as I find the book/Tabletop game vastly superior... But that's me.
Keep up the good work guys.
Stranger
grunt123
1st Aug 06, 7:11 AM
Yes those are normal mapping as I have resently heard that DoW doesn't use them so if anyone could tell me what DoW supports then we can change them.
kalamor
9th Aug 06, 3:57 PM
hey i was think about something for the starship troopers mod.... Skinnnies the skinny race from the book first chapter or the roughneck starship trooper cronicals
grunt123
10th Aug 06, 8:40 AM
We do plan on having the skinnies at a later time and the roughneck starship do you have a reference picture?
endersblade
13th Aug 06, 6:15 PM
Nice. The models look exactly like the ones from the recent SST first person shooter. Rip much?
grunt123
19th Oct 06, 8:04 AM
No, we didn't take the model from in-game, those models are way to high poly.
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