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Re: 153rd Legion Mod

Posted: Thu Mar 10, 2011 11:38 pm
by Jendo7
Sounds well balanced! :thumbs:

Re: 153rd Legion Mod

Posted: Fri Mar 11, 2011 4:31 am
by AQT
So this is what you have been up to. Looks and reads like a brilliant mod in the works. :D
kinetosimpetus wrote:[edit=and need some "lowrez" models for a bunch of the custom units that have HD or otherwise new models, but no new lowrex skeleton type models]
In my opinion, for models like Rep's HD clone, I don't think it would be necessary to use a brand new "HD lowrez" model to match since they are only seen in full "detail" on the spawn screen. I'd just use the stock rep_inf_trooper_low1 model in this case. Unless you already are, then I have misunderstood.

Re: 153rd Legion Mod

Posted: Fri Mar 11, 2011 9:09 am
by kinetosimpetus
Yeah, I'll do that. What inreally meant though was all the arc variants, the rc's, arf's, bx commando, storm commando(not exported yet), rebel infiltrator, those kinds of models. For the arcs I could just hex edit the stock lowres arc a bunch of times.

Re: 153rd Legion Mod

Posted: Fri Mar 11, 2011 10:13 am
by skelltor
Sweet I always have enjoyed your stuff on xfire now a wip :D

Re: 153rd Legion Mod

Posted: Fri Mar 11, 2011 3:00 pm
by kinetosimpetus
New model. :)
Hidden/Spoiler:
Image
Although, this image is slightly old...
Needs only export and a little reskin. Based on the EAW:FOC Rebel Desert Trooper.
Hidden/Spoiler:
Image
If someone can export it, I'll pm a link.

EDIT: Sent for export.

Re: 153rd Legion Mod

Posted: Fri Mar 11, 2011 3:20 pm
by Lephenix
Nice :thumbs: .

Re: 153rd Legion Mod

Posted: Fri Mar 11, 2011 3:32 pm
by acryptozoo
awesome :D
the rounded helmet would look cool on it too :D

Re: 153rd Legion Mod

Posted: Fri Mar 11, 2011 5:02 pm
by Jendo7
Very nice model indeed! :thumbs:

Re: 153rd Legion Mod

Posted: Fri Mar 11, 2011 5:19 pm
by Eaol
So, visually, this is meant to be realistic?

Then there are a few things that I would like changed if you really want visual realism, hehe:
-No fire trail when the spacecraft are damaged, as you are in a vacuum.
-Get rid of 2-D shockwaves in space explosions (again, not only is this a vacuum, but it doesn't even make sense in an atmosphere - shockwaves are spherical. If you could, I would rather the shockwave effect be a face-me type of sprite.)
-missile explosions in space should only consist of a bright flash and some debris (if debris is necessary)
-If it were possible, I would ask to make the explosions and debris in space maps keep moving in the direction the ship was moving before it blew, but that's asking too much.
-The lightsabers' points are too sharp to be realistic. Realistically speaking, they should be a bit rounder.
-Hopefully not only will the ARC-170's engine glows be red, but the X-Wings and Y-Wings engine glows will also be red, like they are supposed to look.
-Make the TIE Fighters a bit less blue. The blue tint in the 2004 special editions was a visual error.
-New white blaster muzzle flashes for handheld weapons (very optional, I really could care less about this one at the moment).

Anyway, love it. VERY GOOD. My god, I so want to beta this. The attention to detail is amazing to me.

EDIT I: 1 more thing to add: Any chance of making the blaster sounds movie-accurate? I have yet to see a mod that even attempted to do this.

EDIT II: I'm always annoyed at the unnecessary, unrealistic force effects modders and even game designers use now. They did not exist in a movie, and really don't make any sense, anyway. Sound effects are one thing, but ridiculous, fake-looking, impossible, distracting special effects are just too far into the realm of childhood fantasy for me. Just my opinion.

EDIT III:
1) Exceptions
The OOM Battledroid Sniper has the E-5s sniper rifle, which has a different zoom, kind of like some of the space turrets, where you can zoom in and out rather than having 2 fixed zooms. The droid can't move while zooming. It fires a burst of less powerful bolts, and is less precise while moving. The AI don't seem to snipe as well with it, but it's fine for a player.

Couldn't you just...make it so that it just shoots a burst of powerful, accurate shots with each click? That might solve your AI sniping problem.

I appreciate what you have done here.

Re: 153rd Legion Mod

Posted: Fri Mar 11, 2011 6:02 pm
by kinetosimpetus
Thanks! :)



I have some X-Wings and Y-Wings in a test map, and the engines use the same eefect, so when I get to working on those ships in this mod, they will be using those fx.

I'm not totally sure how to change the shockwave part of the fx like that, but I would agree with that.

For the lightsabers, I've already made new ones form scratch rather than use the stock ones, and I think I'll stick with that version.

In Star Wars, it's already ok to have sounds in space, so I'm not going to be too worried about making everything look realistic to real world physics, and I like the flame trails, so they'll stay.

I'll look at the TIE textures, I think they're fine how they are, probably, but I could desaturate them a little, not that they have much saturation to start with. I will have an exhaust effect on them, because the have them in EAW, and I thought it looked cool.
Hidden/Spoiler:
Image
Model is exported as a prop for skinning purposes

Re: 153rd Legion Mod

Posted: Fri Mar 11, 2011 7:13 pm
by Eaol
Haha, well in the movies, the "exhaust" comes from the little red things on either side of the thrust. Whatever kind of accuracy you want is up to you ;)

By the way, the fire itself doesn't bother me as much as the fact that it's acting like it's in an atmosphere. Believe it or not, it can still look cool while adhering to basic Newtonian laws of inertia and such. It should stay around the fighter unless it is actually coming from the exhaust, in which case it should always be in a straight line, not all curving around and such as is in the stock game. This isn't a missile trail. Also, smoke trails wouldn't really show up in a vacuum. But I can let that one go as it can sometimes be plausible.

Ultimately I still love this mod, but still dislike the idea of using the blue exhaust effect. It breaks continuity in a major way.

By the way, I envision this feeling if you were flying an ARC-170 and it exploded with you inside:
- When in the craft before destruction, you can hear artificially generated sounds created by analyzing different radiation spectrums(judging size, shapes, and analyzing visual data to create sounds) and gravitational differences(judging distance to figure the intensity of sounds, minus the sound delay experienced within an atmosphere) with special sensors and such outside the fighter.
- When the explosion occurs, the sounds generated by the cockpit dissipate as the cockpit is opened to the vacuum of space. Your body will get much colder as a result of evaporative cooling.
- There is a fiery explosion when this occurs, as the oxygen reserves ignite with the heat of the projectile(likely a plasma bolt). However, unlike in an aerial setting, there is no air to slow down the fiery explosion (or to feed it). The result is a short, fiery burst of flame traveling with the remains of the ship(and you) for a few seconds.
- You lose consciousness. You die from the rapid depressurization resulting, eventually, in asphyxiation, the lack of oxygen to the brain. Meanwhile, your corpse and the corpse of the gunner, as well as what remains of the fighter, keep on going in the direction and speed the craft was moving before while it got destroyed.
- The droid who shot you has a nice day.

Re: 153rd Legion Mod

Posted: Sat Mar 12, 2011 4:11 am
by Lagomorphia
com_weap_inf_medical_device
Here's an idea, seeing as you asked for one: you could call it Field Bacta, and give it a similar model to the field bacta in RC (the thing you revive your squad with). :D

Re: 153rd Legion Mod

Posted: Sat Mar 12, 2011 10:29 am
by kinetosimpetus
Yeah, that's what I was thinking. I just don't know RC very well, so I didn't know what it's called or what it looks like.

Re: 153rd Legion Mod

Posted: Sat Mar 12, 2011 11:06 am
by Eaol
Don't forget about the sniper thing - it isn't balanced if the AI on one team can't snipe. :\

Re: 153rd Legion Mod

Posted: Sat Mar 12, 2011 11:10 am
by DarthD.U.C.K.
the deserttrooper looks good except for the forearms, you should make the wrists and ellbowtransitions thinner.

Re: 153rd Legion Mod

Posted: Fri Mar 18, 2011 7:31 pm
by kinetosimpetus
Gameplay vid.

Showing Endor Rebel rifleman, rocketeer, engineer, commando/grenadier.

Image

Re: 153rd Legion Mod

Posted: Fri Mar 18, 2011 9:53 pm
by RevanSithLord
kinetosimpetus wrote:Gameplay vid.

Showing Endor Rebel rifleman, rocketeer, engineer, commando/grenadier.

Image
Very nice. Loved the rocketeer bit.

Re: 153rd Legion Mod

Posted: Fri Mar 18, 2011 10:00 pm
by THEWULFMAN
I thought it was great, really liked it. Reminded me why I love the rebal alliance so much. One thing though, they all seemed to have alot of health, but thats ok I guess. Although, the stormtrooper got hit by the awesome rockect launcher, and didnt die, should he have died :shock: :lol:

Re: 153rd Legion Mod

Posted: Sat Mar 19, 2011 12:03 am
by kinetosimpetus
The rocket wasn't close enough to do damage, but was close enough to toss him through the air.

The unit I play as may seem to have more health than he should, because I play with a Legendary profile. So it may take three sniper shots to kill me, but it takes me a single sniper shot to kill them using the same unit.
Hidden/Spoiler:
Yes, I know. Testing in Legendary might make it harder to accurately test damage and stuff, making multiplayer or non legendary profiles suddenly seem harder, but I'm ok with that. Part of what I like about new mods like this or DT2 is that they are harder than stock. With stock it's like, run there, empty a clip of ammo on the five guys in your way, while they all shoot nice and slowly at something behind you, move on and conquest the map in 2 minutes, or taking on Jedi who only know how to block, saber throw, lightning, or jump attack.
The AI in my mod will shoot in longer bursts, use Rocket Launchers, mortars, all force powers (except maybe the ones based on choke, idk, not tested AI with them enough I guess), cannons and whatever against you and other infantry, but without spamming them.
The rifleman, engineer's (maybe the snipers too, don't remember...), recon units have the standard 400 HP, rocketeers standard 550 (or is it 650?) the Shock Troopers (DLT-19/DC-15a type troops), commandos, minor heros/hero support, jedi/heros all have more health in degrees, some have regenning shield, but it's weak, and slow to regen, and their total health+shield is less than the health of the non shielded commandos or hero supports..

Think I'll work on GCW era jettroopers (and update the clone jettrooper) next.

right now, I'm thinking I want:
Burst fire repeating rifle
Pistol
??? - (Currently the slot used by wrist rockets in the CW era by Sky Corps Trooper and B2-RP, but idk if i want wrist rockets for GCW [or the SCT].)
Melee - (The punch or whack with your rifle type)

Another thought I had was to give the imperial jettrooper a JKA style imperial heavy repeater, with both modes, and the rebel jettrooper the JKA style flechette launcher, also with both of its modes.

Could anyone hex edit a phase 1 clone jetpack to the rebel xwing pilot?

Re: 153rd Legion Mod

Posted: Sat Mar 19, 2011 1:37 am
by Firefang
kinetosimpetus wrote:Could anyone hex edit a phase 1 clone jetpack to the rebel xwing pilot?
I can do this for you.