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10-07-2004, 03:32 PM
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#161
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It's all our turf
Join Date: Aug 2004
Posts: 1,173
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Whos the one making the mod here?? Is bneezy making, Prime making one, or both???
Well whoever is making it, i was just wondering how far you are
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10-07-2004, 03:41 PM
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#162
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Forumite
Join Date: Aug 2004
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One is doing skins (Prime) and one is doing replacement/scripting (Bneezy).
I think (just a guess since prime has the model perfected) is that it will come out in 1-2 weeks max maybe.

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10-07-2004, 10:34 PM
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#163
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Rookie
Join Date: Jun 2004
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Quote:
Originally posted by Prime
I'm thinking of having a negative "to hit" modifier.
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i know this is an old post but its strange how in some games. lets take the jedi knight II series, all the stormtroopers in that series are stupidly BAD they cant aim or anything then compare it with stormtroopers in Starwars Galaxies, they have good aiming and are strong.. whats with that?
The Republic will tremble at the feet of the true Dark Lord of the Sith.
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10-08-2004, 06:13 AM
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#164
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Junior Member
Join Date: Jan 2004
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Woo Hoo! It looks like my problem hex editing the models was not the programs, but my choice of names. Thanks so much, T7!
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(bee-knee-zee)
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10-08-2004, 06:26 AM
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#165
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Super Dimension Fortress
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Excellent. It looks like everything is coming together. 
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10-08-2004, 06:36 AM
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#166
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Guest
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great work as ever prime and u too bneezy
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10-08-2004, 06:40 AM
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#167
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It's all our turf
Join Date: Aug 2004
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Quote:
Originally posted by Prime
Excellent. It looks like everything is coming together.
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Sounds good, cant wait 
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10-08-2004, 08:03 AM
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#168
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Junior Member
Join Date: Jan 2004
Location: Modesto, CA (USA)
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"W00T!" as the kids say. Everything on my end is completed. All that is left is the readme and possibly a new "Sith Disguise" icon. Great work, Prime! And thanks a lot, T7.
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(bee-knee-zee)
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10-08-2004, 08:19 AM
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#169
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Follow the Wolves
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umm, just a quick question: this mod will work with the sith disguise on taris, right???
See the struggle of the faithless lot as they negate their time How low to sink to the depths of their frame of mind
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10-08-2004, 08:27 AM
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#170
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Rookie
Join Date: Oct 2004
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To confirm... this new skin/uniform has the helmet as a seperate item?
Oh- and friggin awesome work as well!!!!
With respect,
Harker
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10-08-2004, 08:31 AM
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#171
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Junior Member
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Yes, the disguise works on taris with no problem.
I'm working on the .UTI's now to make the armor useable by PC's. Yes, Helmet and Armor will be useable individually.
There should be (correct me if I'm wrong, Prime) two sets of files:
1. Set to change Sith troopers into Stormtroopers.
2. Set to make Stormtrooper armor (helmet and armor) useable by PC's.
[COLOR=sky blue]UPDATE: Here's the thing: If the helmet and armor are going to be useable individually, the helmet is going to be larger than the one on the Sith troopers (Stormtroopers). This is to ensure that it fits most if not all PC heads. The other option is to have the armor useable on it's own and require the PC to have the armor equipped in order to use the helmet. This way, the helmet can have a disguise property that gives you the full Stormtrooper model as seen on the Sith trooper (smaller helmet). Honestly, what the hell else are you going to wear that monstrous thing with?[/COLOR]
Both will use the same textures.
Prime: PM stats for the helmet and armor.
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(bee-knee-zee)
Last edited by bneezy; 10-09-2004 at 07:41 AM.
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10-08-2004, 09:14 AM
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#172
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Super Dimension Fortress
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Quote:
Originally posted by bneezy
All that is left is the readme and possibly a new "Sith Disguise" icon.
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I can do those up. I send them to you when they are completed.
Quote:
Originally posted by bneezy
There should (correct me if I'm wrong, Prime) two sets of files:
1. Set to change Sith troopers into Stormtroopers.
2. Set to make Stormtrooper armor (helmet and armor) useable by PC's.
Both will use the same textures.
Prime: PM stats for the helmet and armor.
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Yep, that sounds good.
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10-08-2004, 09:25 AM
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#173
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Rookie
Join Date: Oct 2004
Location: dallas,tx,usa
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well, quite franly, I was hoping that the helmet could be a seperate item. Per my request on the mod request thread, I seek to have more Helmets in the game.
Honestly, my hope was to see sith trooper outfits replaced by this mod, but have the helmet and armor for the PC to be seperate. This way, I could reskin the helmet for myself and have it fit with my costume better (it's beggin for a helmet!) And if they were seperate, my reskin of the seperate helmet would NOT effect the full armor of the sith troopers (wierd to have a white body and then some rather extravagantly colored helmet.)
With respect,
Harker
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10-08-2004, 09:28 AM
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#174
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Junior Member
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And how do you get around replacing the PMBH01 with the Stormtrooper texture and not having the "Heavy Battle Armor" look like a Stormtrooper? You don't! You make g_a_class9001 the new Stormtrooper armor and you make up some BS like:
"The armor(helmet) recovered from a dead Imperial Stormtrooper. Since the previous owner no longer had any use for it, some entrepreneurs took it upon themselves to make it available for a price. Eventhough possesion of such an/a armor/helmet is punishable by death (or worse), it is still a hot commodity to those with dislike for the Empire."
Then you give it a "premium" price. Now obviously, those are two different descriptions for the helmet and armor as one to save typing.
Q: Why don't you just change the texture variation of "g_a_class9001" to "2" and avoid all that.
A: Tried that. It messes with the "Sith Disguise" for some reason.
UPDATE: Harker, both versions can be included with the option of choosing which to install. There will not be any scripting the PC useable armor pieces into the game early on. If you want them, use cheats or wait until you get to the Leviathan.
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(bee-knee-zee)
Last edited by bneezy; 10-08-2004 at 09:40 AM.
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10-08-2004, 09:43 AM
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#175
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Rookie
Join Date: Oct 2004
Location: dallas,tx,usa
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Ahh... so if I replace the sith troopers with this, I can't retexture the helmet alone or it will effect them as well (so much for cake and eating it too!  )
Oh well- I look forward to this none-the-less!
With respect,
Harker
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10-08-2004, 09:45 AM
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#176
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Rookie
Join Date: Oct 2004
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Quote:
Originally posted by bneezy
[COLOR=sky blue]UPDATE: Here's the thing: If the helmet and armor are going to be useable individually, the helmet is going to be larger than the one on the Sith troopers (Stormtroopers). This is to ensure that it fits most if not all PC heads. The other option is to have the armor useable on it's own and require the PC to have the armor equipped in order to use the helmet. This way, the helmet can have a disguise property that gives you the full Stormtrooper model as seen on the Sith trooper (smaller helmet). Honestly, what the hell else are you going to wear that monstrous thing with?[/COLOR]
Both will use the same textures.
Prime: PM stats for the helmet and armor. [/B]
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Will it be the size of Orsan's boba fett helmet? No offense to him in the least, I just don't want to look like a bobble-head stormtrooper 
With respect,
Harker
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10-08-2004, 09:58 AM
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#177
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Junior Member
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My trial for Photoshop CS expired, so I can't post any new screenshots until I get it downloaded again (which, by the looks of things, will be a while).
When I get it working I'll post a size reference: HERE.
Or Prime could use the files I sent him to post one if he has time.
Quote:
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Ahh... so if I replace the sith troopers with this, I can't retexture the helmet alone or it will effect them as well (so much for cake and eating it too! )
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Not unless you loaded the helmet into gmax and added your custom texture to it. You would then have to create an new .UTI for the helmet. Not that hard really.
UPDATE: Coudn't they just hex edit the model and replace the helmet texture with the name of the custom one? Then make the helmet unique by changing the model name and making a new .UTI?
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(bee-knee-zee)
Last edited by bneezy; 10-08-2004 at 11:58 AM.
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10-09-2004, 04:54 PM
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#178
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Super Dimension Fortress
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Just an update, but we are doing a bit of beta testing right now to confirm that we have rectified an issue we were seeing. Then there are just a few final things to do like finish the readme and icons. It shouldn't be too long now, I hope. 
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10-09-2004, 07:06 PM
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#179
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Junior Member
Join Date: Sep 2004
Location: germany
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yeah *bouncin around like usher* *lol*
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10-10-2004, 04:07 PM
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#180
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Giant Monkey of Doom™
Join Date: Dec 2003
Location: Florida
Posts: 2,478
Current Game: Mass Effect 2
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You guys are doing a great job, Stormtroopers rock.
Are you planning on converting Hap's E-11 or the Raven one? Assuming you're converting one of them. 
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10-11-2004, 07:54 PM
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#181
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Super Dimension Fortress
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I need some help from all you scripting gurus.  I'm still trying to replace the sith troopers with stormtroopers but I'm still getting some anomilies in certain areas. In some places the troopers are not spawning correctly and are invisible. They still seem to react the same (attacking or whatever), but you can't see them. I am trying to use a method suggested by Darth333, which is as follows:
Quote:
"1. For each module where there is a sith trooper you want to change into a stormtrooper, open the .are file to identify the script in the OnEnter field. Note the name down (we only need the name of the script)
For example, for the tar_m02ac module, the OnEnter script is k_ptar_a02ac_en.ncs
2. Go to the .ncs files for the module, and extract the script that was in the OnEnter filed in the .are file.
to follow our example, you would extract k_ptar_a02ac_en.ncs
3. rename the script to whatever you want. I chose stormtroop3.ncs
4. Open notepad and paste the following script:
void main ()
{
//get the tags of all the troopers in the module. If you miss one, the game can crash
//there is one new ovject per tags
object oNPC1 = GetObjectByTag("tar02_canttrooper");
object oNPC2 = GetObjectByTag("SithPatrol023");
object oNPC3 = GetObjectByTag("SithPatrol022");
//now identify the item you want to unequip
object oArmor1 = GetItemInSlot(INVENTORY_SLOT_BODY,oNPC1);
object oArmor2 = GetItemInSlot(INVENTORY_SLOT_BODY,oNPC2);
object oArmor3 = GetItemInSlot(INVENTORY_SLOT_BODY,oNPC3);
//and unequip it
AssignCommand(oNPC1, ActionUnequipItem(oArmor1, TRUE));
AssignCommand(oNPC2, ActionUnequipItem(oArmor2, TRUE));
AssignCommand(oNPC3, ActionUnequipItem(oArmor3, TRUE));
//execute the orginal OnEnter script htat we have renamed
ExecuteScript("stormtroop3", GetModule());
}
5. save your script with the same name as the original OnEnter Script, in this case, it would be k_ptar_a02ac_en.nss
6. Compile your script"
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Does anyone know why this would work for some modules but not for others? Are there some extra scripts or something that are executed when certain modules are loaded? This problem seems to happen in the modules for the Leviathan, Sith bases on Taris and Manaan, and the Star Forge.
Also, a couple of modules don't seem to have an OnEntry script at all. I tried to get these modules to execute a custom script by adding the script name to the OnEntry line in the .are file and putting both files in the Override directory, but without success.
Anyone have some ideas why I am seeing this? 
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10-11-2004, 08:37 PM
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#182
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Administraterror
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Current Game: Showing how to make cookies...
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For the invisible npcs, it was a simple issue with duplicate tags, the script would only check for one object. Check your PMs, problem has been addressed, thanks to tk102.
Prouver que j'ai raison serait accorder que je puis avoir tort. ~ Beaumarchais
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10-11-2004, 09:15 PM
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#183
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Super Dimension Fortress
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Thanks.  I'll take a look...
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10-15-2004, 12:43 PM
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#184
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Veteran
Join Date: Feb 2004
Location: Israel
Posts: 807
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Is there any new progress?
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10-15-2004, 10:02 PM
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#185
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Super Dimension Fortress
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Quote:
Originally posted by Darth_ToMeR
Is there any new progress?
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To be honest, we've hit a bit of a snag. The scripting required to replace all the Sith troopers is a lot more tedious and non-trivial than I had originally hoped. Right now it is pretty slow going. Depending on how much more work it is going to be, I may end up giving up on that part of the mod. But for now, with the great help of Darth333, I'm still working on the replacement scripts. I'll see how things prograss this weekend.
In any event, the model and skin itself are ready to go, and at the very least I will be releasing a mod to allow the player to use the stormtrooper armour and helmet.
I'll post updates as they happen.
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10-16-2004, 04:54 PM
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#186
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Administraterror
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Current Game: Showing how to make cookies...
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 the solution was sooooooo simple  We were heading in the wrong direction: I made a 180 ş turn and got it working...it was as simple as .2da editing  ...I got those scipts working too if you prefer to do it the hard way  ... Check your PMs
The npcs in tar_m09aa were invisible because Lite_Sith_Soldier was not the same race as Sith_Soldier_01 , 02 and 03.
Prouver que j'ai raison serait accorder que je puis avoir tort. ~ Beaumarchais
Last edited by Darth333; 10-16-2004 at 05:45 PM.
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10-16-2004, 05:32 PM
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#187
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Junior Member
Join Date: Oct 2004
Location: Traralgon, Victoria, Australia
Posts: 318
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Whats going to happen to the red troopers? If you could, itd be awsome to have the red troopers changed to Shoulderpad Stormtroopers, although I read somewhere you can't change only one side of the armor (ie the two circles on the back)
There are 10 types of people in the world.
Those who understand binary and those who don't.
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10-16-2004, 08:38 PM
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#188
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Super Dimension Fortress
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Fantastic! That seems to be working great and it is so cleaner than all those scripts.
Quote:
Originally posted by Darth333
I got those scipts working too if you prefer to do it the hard way ...
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Uh, no thanks. That was a way bigger pain than I want to deal with.
Quote:
Originally posted by rictus135
Whats going to happen to the red troopers? If you could, itd be awsome to have the red troopers changed to Shoulderpad Stormtroopers, although I read somewhere you can't change only one side of the armor (ie the two circles on the back)
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Unfortunately, the stormtrooper texture is symmetrical, meaning that the same thing is applied to both sides of the model. So there is no way to create the shoulderpad without having it on both sides. So that is why I decided to make them all regular stormtroopers.
Anyway, I'll probably go back one more time and make a few last tweeks to the skin and finish up the necessary files, and then get everything together for release. 
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10-16-2004, 08:49 PM
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#189
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Follow the Wolves
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Quote:
Originally posted by Prime
Fantastic! That seems to be working great and it is so cleaner than all those scripts. 
Anyway, I'll probably go back one more time and make a few last tweeks to the skin and finish up the necessary files, and then get everything together for release.
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yay!! this means it will be released soon!!! to everyone involved: y'all have outdone yourselves. excellent work!!!

See the struggle of the faithless lot as they negate their time How low to sink to the depths of their frame of mind
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10-16-2004, 08:53 PM
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#190
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Shadow Lord Of The Sith™
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Quote:
Originally posted by stingerhs
yay!! this means it will be released soon!!! to everyone involved: y'all have outdone yourselves. excellent work!!!
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I agree! I can't wait to have a bunch of Storm Troopers on Taris... that will be so cool! 
"Beware the form-fitting black armor-clad Drow hottie with twin Mineral II Greensteel Khopeshes!"
"Liella d'Orien says, '"You're the fool, Devil. -- Witness the power of this fully ARMED and OPERATIONAL Titan!"'" ----------------------------------------------------------------------
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10-17-2004, 04:55 AM
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#191
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Junior Member
Join Date: Jan 2004
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Quote:
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Unfortunately, the stormtrooper texture is symmetrical, meaning that the same thing is applied to both sides of the model. So there is no way to create the shoulderpad without having it on both sides. So that is why I decided to make them all regular stormtroopers.
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Or could you?
You know, since we still have HapSlash's blessing for his models, we could probably get this working.
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(bee-knee-zee)
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10-17-2004, 04:58 AM
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#192
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Rookie
Join Date: Aug 2004
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cool
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10-17-2004, 07:09 AM
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#193
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Giant Monkey of Doom™
Join Date: Dec 2003
Location: Florida
Posts: 2,478
Current Game: Mass Effect 2
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Quote:
Originally posted by bneezy
Or could you?
You know, since we still have HapSlash's blessing for his models, we could probably get this working.
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Yes, these stormtroopers are looking great!
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10-18-2004, 12:40 AM
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#194
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8-Bit Code Monkey
Join Date: May 2004
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Current Game: SWTOR
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Quote:
Originally posted by bneezy
Or could you?
You know, since we still have HapSlash's blessing for his models, we could probably get this working.
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That looks awesome!!!, The ARC Trooper is looking real good.
"Women are like sunsets… they’re beautiful, but there will be a different one tomorrow." - Gilder
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10-18-2004, 08:09 AM
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#195
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Rookie
Join Date: Oct 2004
Location: Mandolore
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WOW!  looks awesome when will we be able to get the stormtrooper? and also when are u other guys gonna release that arctrooper and sandtrooper?
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10-18-2004, 09:39 AM
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#196
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Super Dimension Fortress
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Quote:
Originally posted by Sirus Fett
WOW! looks awesome when will we be able to get the stormtrooper?
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Barring unforseen issues, I suspect it will be out this week sometime. But don't quote me on that.
Quote:
Originally posted by Sirus Fett
and also when are u other guys gonna release that arctrooper and sandtrooper?
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Right now, it is more a question of if, rather than when...
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10-18-2004, 11:15 AM
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#197
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Giant Monkey of Doom™
Join Date: Dec 2003
Location: Florida
Posts: 2,478
Current Game: Mass Effect 2
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This is just a crazy thought but what if you made the shoulder pad a "headgear"..... o.O Attached to a stormie helmet....
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10-18-2004, 12:54 PM
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#198
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Rookie
Join Date: Oct 2004
Location: Mandolore
Posts: 18
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Hmm thats an interesting thought well why dont you just ask the people who made that arc and sandtrooper? who knows they might have even done that?
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10-18-2004, 01:11 PM
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#199
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Forumite
Join Date: Aug 2004
Posts: 504
Current Game: Mass Effect 2
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Quote:
Originally posted by Mono_Giganto
This is just a crazy thought but what if you made the shoulder pad a "headgear"..... o.O Attached to a stormie helmet....
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That's exactly what bneezy did in that pic above. The set back is that, as he said, either i place the helmet and the sholderpad as a head or a helmet. Placing it as a head will make the head loose animations. Placing it as a helmet will make the shoulderpad move along the head anim (like the head clips trough the hood in that maskless Revan robe mod).
The non-anim head/helmet turns out to be the best solution. You know...Who would be able to turn his head with that think on, anyway?.  That's actually a more realistic move. 
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10-18-2004, 01:18 PM
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#200
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Giant Monkey of Doom™
Join Date: Dec 2003
Location: Florida
Posts: 2,478
Current Game: Mass Effect 2
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Quote:
Originally posted by Xavier2
That's exactly what bneezy did in that pic above. The set back is that, as he said, either i place the helmet and the sholderpad as a head or a helmet. Placing it as a head will make the head loose animations. Placing it as a helmet will make the shoulderpad move along the head anim (like the head clips trough the hood in that maskless Revan robe mod).
The non-anim head/helmet turns out to be the best solution. You know...Who would be able to turn his head with that think on, anyway?. That's actually a more realistic move.
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Yeah I was thinking that too, really, they should be disciplined wnough not to have wandering eyes.  If my marching band can't move when at attention, neither should Stormies. 
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