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Star Wars: Imperial R&D

  1. #1

    Star Wars: Imperial R&D

    ---updated Feb 21nd, 2004 3:33pm EST---

    Discussion thread for HW2 Starwars

    webpage


    I am looking for help with:

    AI coding

    effects editing

    UI

    maps

    icons




    - 12/2/03 updated shots for fighters (images 17-24)

    - 12/5/03 added concepts section

    - 12/6/03 added more ships to concepts (imported to game but tex errors)

    - 12/21/03 lots of internal updates.

    - 1/4/04 updated for .15 beta release.

    - 1/7/04 added FAQ

    - 1/24/04 0.17 beta release added

    - 2/14/04 housecleaning

    -2/21/04 v.2 release


    Effects
    weapons: 90%
    ship deaths: 5%

    SFX
    weapons: 100%
    ambient: 5%

    no shields yet

    AI
    works, but stupid

    Imperial Ships


    fighters: about 60% done with redoing them
    still need to start on I-7 TIE phantom and A-9

    corvettes: 100% done

    frigates: 80%
    one more frigate to model and then do LOD

    destroyers: 90%
    all destroyers except for dreadnaught are in, some need minor improvments


    cruisers: 30%
    only allegiance is modelled fully and tyrant, others in various states.

    super cap: 50%
    one ship to model and then LODs and some texturing

    Platform & utility: 15%
    most combat stuff is in but no textures still need to do lots of work here.

    Rebel Ships


    fighters: about 5%
    x-wing in game

    corvettes: 100% done

    frigates: 80%
    one more frigate to model and then do LOD

    destroyers: 20%
    MC-90 in game


    cruisers:20%


    Platform & utility: 15%
    most combat stuff is in but no textures still need to do lots of work here.



    Current release: version BETA 0.20


    still a bunch of stuff not finished, but slowly working on it.


    Please keep discussion on Topic. Don't discuss rebel ships at this point unless it directly applies to coding. Also, The ship list is incomplete as of right now. I have made a few additions and will update is soon, please try not to suggest additional ships, I have too much work already Similarly, try not to get into discussions about "this ship from X is better than that ship from starwars" I'll have it moved to some other thread. :sniper:

    All updates will be posted at the top of this thread so read it!
    Last edited by evillejedi; 21st Feb 04 at 1:10 PM.

  2. #2
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    I can host your mod. I have barely time to work on 3 mods at once. I used to work on a SW and B5 mod, both are in progress but it advances slowly.

    I have a few rebel ships completed.

    MonCal cruiser
    X-Wing
    A-Wing
    Y-Wing
    Frigate etc

    I'll post pics later.
    "its big... but.. nothing compares to the might of the foundry! ... zept maybe the Megastation... and, even that doesnt compare to the awe and greatness that is Unicron." - TyrealMathias
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    The TS30+ Networking Thread

  3. #3
    NonameXK5
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    your working on that Generals mod???

  4. #4
    Unicron: I'll take a look at whatever you've got

    NonameXK5: generals mod?

  5. #5
    NonameXK5
    Guest
    oops sry read that wrong lol

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    Gimme your lunch Moeney! Moe's Avatar
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    Links are broken.

  7. #7
    Torgo
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    not anymore

  8. #8
    Forum punned-it Retroboy's Avatar
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    Hopefully at the lake. Miss that place terribly in the winter.
    Since when is "this page cannot be found" NOT a broken link? :/

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  9. #9
    NonameXK5
    Guest
    works for me

  10. #10
    alright, looking for someone to host the fighter pack, I can make a release avialable at nearly any time.

  11. #11
    Member BrettMan's Avatar
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    Someone host damit!!!!!!!!!!

    What? Nobody wants Star Wars ships anymore?
    Last edited by BrettMan; 2nd Dec 03 at 7:07 PM.

  12. #12
    Member BrettMan's Avatar
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    Can someone host evillejedi's fighterpack now? Thanks.

  13. #13
    jomutz
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    yupp just send it to me jomutz@gmx.de

  14. #14
    I can host it on mods.rn.com if it's not too big

  15. #15
    Member BrettMan's Avatar
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    Are they uploaded yet?

  16. #16
    heh not yet, I have sent it off to be hosted somewhere, so it should be within the next 24 hours.


    it will probably only work in skirmish mode because of the MP issues. So, load up skirmish and select imperial as race and hopefully it works.

    There's a lot of bugs so read the readme. I tested the package I sent out as far as loading into the game and building all the units. I'm looking for feed back on if anything crashes or anything that doesn't relate to art that is bizarre, like the gunships docking behavior. (texture issues or weapon effects are lowest priority)

    my favorite bug so far is the scimitars blowing themselves up with their own rockets because they hit the shields sometimes.


    Things that didn't make it this release:
    I-7 (texturing)
    A-9
    Space trooper
    probes
    Assault shuttle
    stormtrooper transport
    lambda shuttle
    escort transport
    assault transport (texturing)
    TIE Phantom

  17. #17
    Damazig
    Guest
    Hum... correct me if I'm wrong, but arent your models the ones made by the XWAUPGRADE team and Darksaber?

  18. #18
    that is correct they are also being used with the SWNR mod version 8 for HW1, I asked them permission to use some of the models since they are such high quality. However, they had to be completly UV'd and the poly counts had to be optimized and then all of the hard points had to be added. I also had to build up the LODs so it actually took quite a lot of work. This was to expedite the progress of getting a SW mod out. Most of my fighter models are higher poly count and have lots of internal faces so it would have taken even more work to get those game ready.

  19. #19
    Member BrettMan's Avatar
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    Its been 24 hours evillejedi. Wheres my Tie Fighter?

  20. #20
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    The mod is available for DL later today.

  21. #21
    introducing the corellian light gunship, I saw something similar in dark empire (box with a corvette bridge) and expanded upon it. will fit between gaurdian patrol craft and corellian gunship.



    btw the link to the mod is in the first post but it will only be there until unicron uploads it, then I will take it down.

  22. #22
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    v0.1 Beta available here

  23. #23
    thrawn
    Guest
    *downloading* me likes fast servers

  24. #24
    Member BrettMan's Avatar
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    It won't work.....I keep getting booted to desktop when I start a match.

  25. #25
    thrawn
    Guest
    Well, it works for me, and apart from balancing, placeholder textures, "suddenly there" building animations and hyperspace effects it's cool.

    Bugs found (yeah, I know it's a very very early release and many things are not finished or even started, although there might be a few problemes unknown to the creator):

    - wired thing with the imperial-vaygr flagship: undocking (includes finished) ships move to (and INTO) the factory until I set that little green flag
    - ships build by the factory will just pop up out from nowhere
    - same for hyperspace dis/reappearing
    - textures on the corellian corvette/gunship, carrack and assault escort non-existant (probably WIP)
    - VSD I textures not right.
    - that X-shapped TIE has the stats and the name of the TIE fighter

  26. #26
    brettman, put -luatrace in your shortcut and post a copy of your HW2.log I want to see if it is conflicting with something else

    thrawn, can you explain the first problem better with undocking? the rest I know about.

    need help on the popup building, the fighter factory is a modified shipyard hod, except its docking path seems to have died.

    another thing is apparently Hiig AI is broken.

  27. #27
    Killmas
    Guest
    things i've noticed so far

    -none of the bigger ships aka SSD and ISD were buildable-they weren't in the build file nor was the cruiser shipyard
    -i noticed that on the fighter's that only the left engine was on
    -the modular cruiser's engines didn't work


    the fighter's detail overall was amazing:thumb:

    i havn't tried combat yet but other than itty bitty things so far so good:thumb:

  28. #28
    thrawn
    Guest
    Well, the first fighters I build with the flagship moved into the factory, like the default destination point was at the same position. After I set a destination point, everything was fine.

  29. #29
    thrawn- I'll look into that, I only noticed that they were hypering in.

    killmas- no big ships yet (total zipped mod with big ships without custom textures is 170 meg !)
    anyone know how to make multiple engine glows ? I have the hardpoints, just haven;t figure out how to assign it

  30. #30
    Atmospheric Entry Elephant The5thElephant's Avatar
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    Well I installed it and it worked and stuff. Needs lots of work of course but good for the short amount of time. I'm just curious about something. I sent a large fleet of fighters at an enemy. And they were all in a long line flying towards it (ships flying at different speeds) when all of a sudden half my fighters completely wipe out in a HUGE explosion which has some kind of cross flare that repeatedly explodes until almost all my fighters are gone. The screenshots are crazy. What weapon is that!? And why is it so susceptible to friendly fire when firing on enemies?

  31. #31
    heh it's called a rocket hitting the fighters shields. (scimitar or missile boat) it happens occasionally, I'll have to wait until we can change collision meshes to truely fix it. I don't know why the explosion is a long line though. I think it may be that it is trying to scale to fit the burst radius but only does so in one axis.

  32. #32
    Member BrettMan's Avatar
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    -luatrace? In the place of the -overrideBigFile or behind it?

  33. #33
    wolfman391
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    Originally posted by BrettMan
    -luatrace? In the place of the -overrideBigFile or behind it?
    place behind it. Like this ...

    Homeworld2.exe" -overrideBigFile -luatrace

  34. #34
    Killmas
    Guest
    one other weird thing

    i built a corellian gunship from the vaygar flagship and the gunship started orbiting the vaygar flagship with no way to stop or move it

  35. #35
    Atmospheric Entry Elephant The5thElephant's Avatar
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    Also whenever fighters fire it appears as if they hit themselves constantly. I think their hard points need to be fixed or perhaps their shields.

  36. #36
    okay fixed gunship movement and weapon effects look better (no red muzzle flash, lasers easier to see) also fixed AI bug with hgn computers and hyperspace has been returned to default.

    okay so since hyperspace has only one animation because of engine limitations, What should I make it look like? It should be a pause followed by an extreme acceleration and then probably disappear; the reverse for exiting hyperspace. However I don't think that is possible. Obviously it shouldn't have the 'gate' effect. Suggestions?

  37. #37
    Member BrettMan's Avatar
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    My log:

    Sat Dec 06 15:48:01 2003
    UTIL -- filepath failure, path doesn't exists 'C:\PROGRA~1\Sierra\HOMEWO~2\data\locale\English'
    Uing ..profiles\ for profiles folder
    GAME -- Using player profile Brett
    Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 1
    Using ATI Technologies Inc.'s 1.3.3920 WinXP Release RADEON 9700 PRO x86/MMX/3DNow!/SSE renderer (Suspected driver is atioglxx.dll 6.14.10.3920)
    SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
    SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
    Build name: Sajuuk-Khar - AutoBuild3498 - Ordered by smmatte
    Built by : mrbuild
    Data path : C:\PROGRA~1\Sierra\HOMEWO~2\data
    No mapping for font 'GenericSubtitleFont' - using 'default'
    Resetting fp control word.
    CmdLine: -overrideBigFile -luatrace
    Starting Level: data:LevelData\Multiplayer\Deathmatch\2P_JADETH.LEVEL
    could not find family Corvette_Kpr, All family names should be defined in data\scripts\FamilyList.lua.

    Check that any families you've assigned to ships / subsystems / resources are defined in this lua file. -- FATAL EXIT -- familylist/76:! --stack trace-- 0x0048D7F8: GSLobbySessionDesc::operator= () 0x0047770D: GSLobbySessionDesc::operator= () 0x003C46B5: lua_error () 0x003C4749: lua_error () 0x003C47EE: lua_error () 0x003C481E: lua_call () 0x0046B2BA: GSLobbySessionDesc::operator= ()

  38. #38
    Killmas
    Guest
    brett you probably have i progenitor mod already installed

    just go to data/scripts/familylist.lua

    then add this

    {
    name = "Corvette_Kpr"
    },


    somewhere inside where it says buildfamily

  39. #39
    In general this mod won't work with anything else because it uses nearly every file type. So it will probably crash out unless you remove other mods entirely.

    easiest thing would be to copy out your whole data directory except the big files and animatics folder and put those files in some other directory, then put my mod in the data directory.

    Eventually I hope to have a big file that you can use with a shortcut, but for right now that's not going to happen.

  40. #40
    Member BrettMan's Avatar
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    Okay sweet. It works great. I like how all of the ships move around during battle. They don't sit still like Homeworld ships. Can't wait to see some new ships, enemy AI and, of course, the star destroyer.

  41. #41
    Member BrettMan's Avatar
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    Oh, and is there a reason why my Hiigaran opponent's AI isn't fighting back?

  42. #42
    AI for hig will be fixed next version, I sorta commented out a critical part of it :-p

  43. #43
    okay next release will probably be around the 15th
    should include:

    Hig AI fixed (done)
    Improved weapon effects (done)
    normal hyperspace(done)
    AI builds some ships
    movement fixes (done)
    stat fixes
    hardpoint fixes

    ships included
    assault transport(done)
    assualt shuttle(done)
    Lambda shuttle (done)
    Scimitar (done)
    TIE Vanguard (done)
    probe and prox sensor (done)
    escort transport
    TIE phantom
    stormtrooper transport
    I-7

    the following ships will be added without LOD or textures
    corellian gunship
    lt corellian gunship
    corellian corvette
    system patrol craft
    Carrack cruiser
    Lancer frigate
    Strike cruiser
    fighter platform
    perimiter defense gun
    gun platform

  44. #44
    Member Vemarkis's Avatar
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    evillejedi could ya tell how ya got the ai build?(and also what ya commented out of higaaran ai, i got this problem to..)
    Last edited by Akalamanaia; 7th Dec 03 at 7:32 AM.

  45. #45
    well the fix was to revert to the original files, still working on getting building to work though, talk to slamoid he seems to have a pretty good start on it.

  46. #46
    komninosm
    Guest
    Can I ask how did you simulate shields?
    With subsystems?

  47. #47
    yeah, limited to fighters and corvettes because no collision mesh editing yet.

  48. #48
    komninosm
    Guest
    Have you found a way to solve the ship's weapon hitting their own subsystem or having no line of sight sometimes? Cause I had that problem sometimes and I don't know how it could be fixed even with mesh editing, unless you can somehow make weapon fire spawn outside the subsystem mesh. Maybe with weapon hardpoints out of it? It won't look cool but it's a start

  49. #49
    komninosm
    Guest
    Have you found a way to solve the ship's weapon hitting their own subsystem or having no line of sight sometimes? Cause I had that problem sometimes and I don't know how it could be fixed even with mesh editing, unless you can somehow make weapon fire spawn outside the subsystem mesh. Maybe with weapon hardpoints out of it? It won't look cool but it's a start

  50. #50
    hehe double post

    you have to be able to edit the collision mesh, I've noticed that other ships will only shoot at the collision mesh. also if you notice there is about a 20m gap between a weapon hardpoint and the origin of the projectile. The hard point can be within the collision mesh to this distance otherwise it will hit the inside of the "shield" mesh or won't track targets. (I tested this by using a probe hod on a large ship and using a large hod like gehenna on a small ship)

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