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Improved AT-ST

Posted: Wed Jan 13, 2016 2:46 pm
by giftheck
Here's my latest post. It's an improved AT-ST. One thing that always bugged me about the stock AT-ST was how... inaccurate it was due to the wrong sounds being used, the mesh being so low detail... so I took it upon myself to improve the AT-ST, from mesh to sounds.
Hidden/Spoiler:
Image
A list of changes I have made:

-The 'ears', neck and toes are more 3-dimensional.
-Remade the left ear cannon
-Included a cockpit mesh. I haven't set up hp_pilot or hp_copilot for these though as there is not much point aside from visuals: you wouldn't be able to shoot the pilots through the eyes anyway
-Modified the 'pelvis' mesh to be more accurate.
-Added some extra detailing to the face and chin cannon

I tested the walker in SWBF1 and could find no problems there so it should work in SWBF2 as well. I have included ODF files as well from my testing. At the moment, it is just the plain AT-ST, there is no separate version for jungle or snow maps, though you are welcome to alter this as you see fit.

The AT-ST has new sounds too to make it more movie-accurate. SFX used:

-Modified STAP blaster sound from the stock sounds
-Six new footsteps from the Star Wars Soundboards. However, I have borrowed four hydraulic sounds from the new game (the sfx are set up already layered as opposed to being layered in-engine)
-Launcher sound from LEGO Star Wars III

DOWNLOAD: https://www.mediafire.com/?kj3ionc68wd7fbh

CREDITS:
-LucasFilm for Star Wars
-Ben Burtt/DICE for sounds (with regards to the DICE SFX, I did speak with Teancum and he said it was okay to post)
-Pandemic Studios for original model
-Free Radical for parts from SWBFIII model

Re: Improved AT-ST

Posted: Wed Jan 13, 2016 7:11 pm
by MissingTexture
Very Nice :) How do I get those custom sounds in-game though? By making a new sound lvl?

Re: Improved AT-ST

Posted: Thu Jan 14, 2016 3:09 am
by giftheck
MissingTexture wrote:Very Nice :) How do I get those custom sounds in-game though? By making a new sound lvl?
Yes, you need to make a new sound lvl.

Re: Improved AT-ST

Posted: Sun Jan 17, 2016 2:05 am
by RevanSithLord
This new and improved AT-ST will make for an excellent asset in protecting a certain person of interest. It's not like they're in control of The Galaxy or anything like that. But anyways, the stock AT-ST always did bother me...moreso the 'neck' portion which is more like a 6-sided jagged block thing holding two heavy pieces together. Didn't seem practical, even from a Star Wars universe point of view.

I will be sure to use this bad boy. :D Great job, ggctuk!

Re: Improved AT-ST

Posted: Sun Jan 17, 2016 8:20 am
by giftheck
Thanks :)

I'm thinking of doing aome variants. There's the Snow and Jungle versions but there's also the AT-KT and TFU2 versions.

Re: Improved AT-ST

Posted: Sun Jan 17, 2016 3:06 pm
by RevanSithLord
ggctuk wrote:Thanks :)

I'm thinking of doing aome variants. There's the Snow and Jungle versions but there's also the AT-KT and TFU2 versions.
We could always use those variants. :) The more the merrier! Don't think we have enough walkers. :P

Re: Improved AT-ST

Posted: Sun Jan 17, 2016 4:12 pm
by thelegend
Awesome improvements. I will keep this in mind for the future.

Re: Improved AT-ST

Posted: Fri Jan 22, 2016 12:25 pm
by DarthDio
Nice but how easy/hard could it be to port Free Radical's model for example?

Just wondering.

Re: Improved AT-ST

Posted: Fri Jan 22, 2016 1:14 pm
by giftheck
It would be tricky enough to do. The model is well over 10000 polys.