ScorchWars Mod (StarWars Conversion)

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PostPosted: Wed Dec 07, 2005 5:53 pm 
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i have considered making a mutant laser/blaster like you meantioned, the apex disapear is a nice idea, but would be problematic for low shots wich many would be. the shot could vanish right before impact in many cases.

the only thing that has prevented me from creating this is that the flare model is the only one that seems bright enought to double as a laser. However, it comes in only one color. If someone could make a green, red, and blue, and orange one - all would be well. Gavin or someone that knows about the orignal models maybe needs to point us in right direction there, perhaps Cambo?
Chopper:
I really enjoy talking with folks in other countries, drinking stoli/tonic... pulling off shots that seem impossible, drinking..

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PostPosted: Wed Dec 07, 2005 5:55 pm 
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Cinnibar wrote:
I think you can implement a form of choppy lasers using existing code. Use weaponvelocity to increase the speed, and spawn multiple "laser blast" projectiles.

There is the issue of gravity theoretically effecting them, but you could have them disappear at apex or something so you don't get people shooting straight up and arcing shots ridiculously.


I could be mistaken and you could be correct.. but what I think he was refering to is instead of a beam that stretches from point A to point B, a limited sized beam that travels from point A to point B.

Animation is slow but heres what I'm gettin at:


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 Post subject: yes like that
PostPosted: Wed Dec 07, 2005 9:30 pm 
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yes willis is correct in his very nice gif example

multiple speratic laser blasts __ __ __ __ __

as tie fighters & x-wings do

I dont need anything too complex .. only if I could somehow
mask the laser projectile texture in some way to make the actual 1 line
into invisable sections would be ideal.

then I could always add a timer to shoot 3 or four shots & it would look
exactly what i mean to 1 day to be able to do.
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PostPosted: Thu Dec 08, 2005 4:53 am 
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Wow!!! Nice destroyer there. Will there be turrents on the deathstar landscape? I might be able to make a Hoth landscape (textures (In which I think I might beable to use the textures I have already.)and landscape) but someone else probably would need to setup the battle that happened there.

THe deathstar won't be getting ready to blow us up if we have a Alderaan map?

PS. Its been awhile since I've seen the episode 4,5 and 6.
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PostPosted: Thu Dec 08, 2005 11:31 pm 
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confounded internet was out at work! WHAT TO DO! :twisted:

thank god its back :D

I plan to do a bit of modding with the two weeks i have left here at this job, did some configuring of the destroyer into my mods landscapetex.xml and got some cool results :D


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File comment: Oh crap, who forgot to turn off the tractor beam?
navigation problem.jpg
navigation problem.jpg [ 126.8 KiB | Viewed 1035 times ]
File comment: HELLO WORLD
navigation problem2.jpg
navigation problem2.jpg [ 188.49 KiB | Viewed 1034 times ]
Chopper:
I really enjoy talking with folks in other countries, drinking stoli/tonic... pulling off shots that seem impossible, drinking..

Fact: CO2 = less than .04% (.00038) of the atmosphere - only a small fraction of that is man made.
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 Post subject: gimme..
PostPosted: Fri Dec 09, 2005 2:30 am 
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jdog wrote:
Wow!!! Nice destroyer there. Will there be turrents on the deathstar landscape? I might be able to make a Hoth landscape (textures (In which I think I might beable to use the textures I have already.)and landscape) but someone else probably would need to setup the battle that happened there.

THe deathstar won't be getting ready to blow us up if we have a Alderaan map?

PS. Its been awhile since I've seen the episode 4,5 and 6.


well Im actually already started in making Hoth .. but I am short on textures.. is there any way you can send me some snow & ice pictures?

Ill add them in & I may be adding 2 hoth type maps so if you still plan on making one send it my way :)
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PostPosted: Fri Dec 09, 2005 4:27 am 
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taking another look at the picutre above, I just noticed that there is no shadow from the destroyer anywhere. That is surely something we will need for a "full effect mod"

do boids currently create shadows? I know weapon projectiles do....
Chopper:
I really enjoy talking with folks in other countries, drinking stoli/tonic... pulling off shots that seem impossible, drinking..

Fact: CO2 = less than .04% (.00038) of the atmosphere - only a small fraction of that is man made.


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PostPosted: Fri Dec 09, 2005 3:00 pm 
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lasers like this????? :D :D :D


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PostPosted: Fri Dec 09, 2005 8:01 pm 
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looks great, looks like you made a nice string of projectiles perhaps? what happens when you shoot at low power?
(EDIT: I checked the code and the guy did an outstanding job making a blaster out of laser effect using translate and delay primitives. It is very nice work, simple too, why someone has not thought of it before i dunno :wink: )
Chopper:
I really enjoy talking with folks in other countries, drinking stoli/tonic... pulling off shots that seem impossible, drinking..

Fact: CO2 = less than .04% (.00038) of the atmosphere - only a small fraction of that is man made.


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PostPosted: Fri Dec 09, 2005 10:44 pm 
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Awesome!!! :D
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 Post subject: YES!!!!! :D
PostPosted: Sat Dec 10, 2005 3:37 pm 
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I come for killing you wrote:
lasers like this????? :D :D :D


YES!! thanks now if i can just get the boids to shoot those in colors
green & red I think we have a winner.

but those are def going in the mod *YoinK*

& while we are on the topic of lasers..
Does any1 know how to add very small explosions to laser impacts?

If so.. let me know because I cant seem to get it *scratches head*

Lasers definatly need to create small bright impact explosion textures
the same color as the laser that fired them.

Im thinking *like the new shield bordershield glow* in v40..
there should be an added tag that illuminates a small impact glow
when the lasers hit dirt. *rather* then traveling threw dirt*

thanks I come for killing you!! great work m8 :D
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PostPosted: Sat Dec 10, 2005 10:32 pm 
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Stormtroopers! we will need a stormtrooper model/tank!
Beware the VOID

When in doubt on why your mod broke...
it's all Bobirov's fault.


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 Post subject: Planet Hoth Map underway
PostPosted: Sun Dec 11, 2005 7:10 pm 
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Planet Hoth Map underway heres some screen shots...

this mod is keeping me buisy 10 hrs a day 7 days a week..

models,maps,& sound editing.. not even on weapons yet

sheesh this mod is getting huge already :shock: 52MB!!

& only 2 maps that are not even completed yet...

errum..Mr Camp ? may we pretty preAse have .mp3 suport soon?
my wav folder is 30 mb ! yikes!

heres some screenshots of map Planet Hoth

I may do another called Hoth Base but not until the game
allows goals & object placement animation & movement.


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speeders.JPG
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hoth1.JPG
hoth1.JPG [ 30.51 KiB | Viewed 968 times ]
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Last edited by .-*-.ShoCkwaVe.-*-. on Sun Dec 11, 2005 7:15 pm, edited 1 time in total.
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 Post subject: planet hoth zoomed out
PostPosted: Sun Dec 11, 2005 7:14 pm 
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planet hoth zoomed out

at 512x512 I have no clue as to how players will be able to reach eachother *shrug* but They have to be this big in order to add all
these objects & make it look properly evened out & not crowded.

Im hoping gavin is increasing the weapons range or something.
that would be great.


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 Post subject: Re: planet hoth zoomed out
PostPosted: Mon Dec 12, 2005 2:13 am 
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.-*-.ShoCkwaVe.-*-. wrote:
planet hoth zoomed out

at 512x512 I have no clue as to how players will be able to reach eachother *shrug* but They have to be this big in order to add all
these objects & make it look properly evened out & not crowded.

Im hoping gavin is increasing the weapons range or something.
that would be great.


I've already asked gavin about that and he he wasn't going to do that but you could always use the velocitychange tag to increase the weapons range.
Beware the VOID

When in doubt on why your mod broke...
it's all Bobirov's fault.


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