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 [Build 25] StarWars mod Version 6 
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Joined: Mon Aug 08, 2011 3:24 pm
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 [Build 25] StarWars mod Version 6
I have been making a starwars mod for CC and I think it is going well. I have 1 faction complete, and I am going to work on 3 other ones now. The only faction right now is the empire.

Troops:

Storm Trooper Light:
Image

Storm Trooper Heavy:
Image

Imperial Droid:
Image

Brains:

Storm Trooper Commander:
Image

The Darkside:
Image

Weapons:

E11 Rifle:
Image

E11 Sniper Rifle:
Image

Imperial Heavy Weapon:
Image

Imperial Pistol:
Image

Thermal Detonator:
Image

All weapons shoot deadly lasers. (Except thermal detonator, it blows up.)


This is what is in the mod right now, please tell me if you like it.

Download:

Attachment:
File comment: Empire Faction Version 6
Empire.rte.zip [257.07 KiB]
Downloaded 698 times


Old Downloads:

Attachment:
File comment: Empire Faction Version 5
Empire.rte.zip [257.07 KiB]
Downloaded 327 times


Attachment:
File comment: Empire Faction Version 4
Empire.rte.zip [257.05 KiB]
Downloaded 242 times


Attachment:
File comment: Empire Faction Version 3
Empire.rte.zip [220.27 KiB]
Downloaded 336 times


Attachment:
File comment: Empire Faction Version 2
Empire.rte.zip [220.27 KiB]
Downloaded 290 times


Attachment:
File comment: Empire Faction Version 1
Empire.rte.zip [800.13 KiB]
Downloaded 315 times


Last edited by bamacowboy5 on Wed Aug 10, 2011 3:22 pm, edited 7 times in total.



Tue Aug 09, 2011 12:16 am
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Post Re: [Build 25] StarWars mod version 1
The idea is good, but this mod lacks a few things:

_star wars sounds, but I don't know where you could find these, but gunshot sounds really don't fit starwars guns.
_better effects: in star wars blaster projectiles make a tiny explosion on impact, a simple glow would do great I think, if you don't know how to do that I can help, also your MOPixels are too sharp, in star wars I never saw a blaster projectile pass straight through someone... and causing him almost no damage.
_better sprites: it's a thousand times better than what I am able to do, but it still isn't great.

A star wars mod has great potential, I wish you the best in making it.


Tue Aug 09, 2011 1:15 am
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Post Re: [Build 25] StarWars mod version 1
DudeAbides already made a few star wars actors + weapon .. With way better sprites.

He made a commando, darth vader, a standard trooper, and the emperor.

Other than that, this can only get better.. I hope.


Tue Aug 09, 2011 1:19 am
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Post Re: [Build 25] StarWars mod version 1
Mehman wrote:
The idea is good, but this mod lacks a few things:

_better effects: in star wars blaster projectiles make a tiny explosion on impact, a simple glow would do great I think, if you don't know how to do that I can help, also your MOPixels are too sharp, in star wars I never saw a blaster projectile pass straight through someone... and causing him almost no damage.


Thank you for your feedback. Can you please help me with the glow, because I'm sure how to do that.

Thanks


Tue Aug 09, 2011 2:42 am
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Post Re: [Build 25] StarWars mod version 1
I changed the sharpness of the MOPixels and added sound effects. I posted a new download.


Tue Aug 09, 2011 3:24 am
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Post Re: [Build 25] StarWars mod version 3
Update: Changed around some code.


Tue Aug 09, 2011 4:18 am
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Post Re: [Build 25] StarWars mod version 1
bamacowboy5 wrote:
Mehman wrote:
The idea is good, but this mod lacks a few things:

_better effects: in star wars blaster projectiles make a tiny explosion on impact, a simple glow would do great I think, if you don't know how to do that I can help, also your MOPixels are too sharp, in star wars I never saw a blaster projectile pass straight through someone... and causing him almost no damage.


Thank you for your feedback. Can you please help me with the glow, because I'm sure how to do that.

Thanks


If you want to add a glow on impact I suggest you use a lua script like this one:

Code:
function Create(self)
   self.inivel = self.Vel.Magnitude;
end


function Update(self)


   local ray = SceneMan:CastObstacleRay(self.Pos , self.Vel*1.05*TimerMan.DeltaTimeSecs*FrameMan.PPM , Vector() , Vector() , self.ID , 0 , 1);  --check if something is in front of the bullet
   if ray > 0 or self.ToDelete == true then  --if there is something
      local ex = CreateTDExplosive("Blaster Impact");  --create the impact effect
      ex.Pos = self.Pos+((self.Vel/self.inivel)*ray);  --place it on the point of impact
      ex.Vel = Vector(0,0);  --with a 0 velocity
      MovableMan:AddMO(ex);  --add it to the game
      ex:GibThis();  --detonate it
      self.ToDelete = true;  --delete the bullet, if it is not done the effect may appear several times
   end


end

To use this you must define the TDExplosive (or whetever you want to use as an impact effect) in your ini. This script will delete your bullet just before impact so the impact effect should also cause damage, because your bullet won't.


Tue Aug 09, 2011 1:22 pm
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Post Re: [Build 25] StarWars mod version 3
Correct me if I'm wrong, but it looks like the actors are just resprites of vanilla content.


Tue Aug 09, 2011 3:51 pm
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Post Re: [Build 25] StarWars mod version 3
dabensta wrote:
Correct me if I'm wrong, but it looks like the actors are just resprites of vanilla content.


Yes, they are resprites, because I'm not so good at making sprites.

merged double post

@Mehman

OK, Thanks.

merged triple post

Mehman wrote:
To use this you must define the TDExplosive (or whetever you want to use as an impact effect) in your ini. This script will delete your bullet just before impact so the impact effect should also cause damage, because your bullet won't.


Can you please tell me how I define it in the ini, because im trying to but I just can't get it.

Thanks,
bamacowboy5


Tue Aug 09, 2011 4:07 pm
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Post Re: [Build 25] StarWars mod version 3
You should make a "The Dark Side" actor with Darth Vaders body, and a shielded brain.


Tue Aug 09, 2011 9:00 pm
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Post Re: [Build 25] StarWars mod version 3
GenericUsername wrote:
You should make a "The Dark Side" actor with Darth Vaders body, and a shielded brain.


OK. I'll see what I can do.

merged double post

bamacowboy5 wrote:
GenericUsername wrote:
You should make a "The Dark Side" actor with Darth Vaders body, and a shielded brain.


OK. I'll see what I can do.


Is this how you wanted it?

Image

Image

Image

Edit: It also has 150 health.


Tue Aug 09, 2011 9:41 pm
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Post Re: [Build 25] StarWars mod Version 5
Awesome! A Star Wars mod! I fully support your endeavor, sirrah. Speaking of which, a few comments: Don't use more than 100 health to make something tougher, it leads to inconsistencies when you sell the actor. Also, here's where you can find some helpful sounds, I think:

http://www.starwars.com/games/playnow/soundboards/#/?theme=55

Thanks for doing what I've always wanted (but never quite had the know-how) to do.

-g'luck!


Wed Aug 10, 2011 4:43 am
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Post Re: [Build 25] StarWars mod version 3
bamacowboy5 wrote:
bamacowboy5 wrote:
GenericUsername wrote:
You should make a "The Dark Side" actor with Darth Vaders body, and a shielded brain.


OK. I'll see what I can do.


Is this how you wanted it?

Image

Image

Image

Edit: It also has 150 health.

Also, you should give him some special non-gun weapons.


Wed Aug 10, 2011 5:44 am
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Post Re: [Build 25] StarWars mod Version 5
This has some promise, but those stormtrooper sprites really need some improvement. But what you've got so far is a good start. Keep it up :D


Wed Aug 10, 2011 7:11 am
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Post Re: [Build 25] StarWars mod Version 5
MontereyJack wrote:
Awesome! A Star Wars mod! I fully support your endeavor, sirrah. Speaking of which, a few comments: Don't use more than 100 health to make something tougher, it leads to inconsistencies when you sell the actor. Also, here's where you can find some helpful sounds, I think:

http://www.starwars.com/games/playnow/soundboards/#/?theme=55

Thanks for doing what I've always wanted (but never quite had the know-how) to do.

-g'luck!


Thanks for telling me that! I've changed the health back to 100. Thanks for the sounds too.


Wed Aug 10, 2011 3:23 pm
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