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Stellar_Magic

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Everything posted by Stellar_Magic

  1. Yeah, its a class they made up, along with the VSD look alikes and the unusual looking version of the AT-ST (Which could be an AT-ST/A).
  2. sure... just give me a second. Turns on his EAW takes a couple of shots and returns. Hope you like my new stormtroopers and Imperial Army Troopers (Old models, new units and companies).
  3. I'm impressed Dragon Shadow, z3r0x. I'll be sending you a PM pretty soon. Though I hit something of a snag when I tried this myself. If you're not careful your entire model will turn your team's color in Skirmish mode... You can still see the skin, it just has a slight "Tint".
  4. Okay... arise. Some members of the forum have detected a means by which to edit existing models... Yeah! (I actually have done some things on this.) Now lets get to work making different versions of the units in the game already. It's time to start skinning people!
  5. The Medical Frigate in ROTJ isn't a standard Nebulon B, it's significantly bigger. Couldn't this have been posted in the NMA forum?
  6. The damage thing with ISDs vs Corvettes is defined in the Game Constants which defines modifiers for weapons fired against each class.
  7. Additionally you can make a unit buildable in skirmish by editing the Special Structures XML. (You could also make a unit buildable during a battle in a campaign mode as well).
  8. Thats the thing, Slave I doesn't have a seperate landing model.
  9. Good, right now I'm working on the second installment of ROR Foundation, it adds and changes a number of things, but before I release it I'm going to overhaul the damage system (AGAIN). I think I just came up with a more efficient way to do it. ;D I really don't need all that much help right now, once we get an SDK of some sort where we can edit and input models, that will quickly change, until then what we can do is pretty restricted. hmm... I think there may be a bug with the Slave I when it lands on the planet, a really tiny ship drops in. Could you find out how the Falcon and Transports have properly scaled landing models while the Slave I doesn't?
  10. Well, I discovered some problems when you scale units down that much. Among them, vegetation that is moved by the wind became extremely distorted.
  11. True, and some of the little details on the map I'd be just as happy without (Who really needs fields of flowers when you've got 16 kilometers to dominate). Also, if we increase the size of buildings and trees to their proper size it probably wouldn't take that many more objects to fill up a larger map. On another note, I think the maps for this mod should be much more free form and less maze like. I'd much rather be able to go almost anywhere on the map then be restricted by some mountains that shouldn't even be there.
  12. Ahem... http://swrebellion.com/
  13. Hey, Dookie have you corrected the bug where starfighters fly through the ground? It's a problem I keep having with mine. The only solution I've found is to use the speeder locomotor but then the fighters don't maneuver or dogfight... Any suggestions.
  14. Could you post the code you used to get those cap ships in the land battles? I'm interested in incorporating some ships in atmospheric combat in my mod. Do the fighters behave like fighters or speeders in your mod?
  15. This is a realism modification and isn't designed to be compatible with the campaign.
  16. They should just scrap Star Wars Galaxies and start over from scratch, maybe get the guys that make EVE Online to work up the space combat, vehicles, and trade system. EVE Online ROCKS! Get someone else to work up the ground side of things, someone that knows what they're doing. Or have two MMORPG, one space based, one ground based.
  17. Well, no blueprint exists, so I started to work on one of my own. http://img.photobucket.com/albums/v436/StellarMagic01/AT-ST-A.jpg
  18. We'll still need a model for later, it looks significantly different and its also slightly taller. The projectile chain cannon that the thing used in IMPS-The Relentless was Awesome!
  19. You know, now that I think about it the AT-ST from IMPS-The Relentless looks like the Assault Model. http://impstherelentless.com/images/CH1_vis_mod_LRG_008.jpg Begins to search through his computer for an image of the AT-ST/A...
  20. No, but I could pinpoint the changes. I'm working on the second installment for foundation. It'll add ground versions of all fighter craft as well as some additional units. I've also modified and adjusted the units. There will also be some new units for you guys to start looking at: SPMA-P (This isn't a new unit in truth, it's just the real name for the vanilla SPMA-T from the game.) SPMA-T (The real Turbolaser model) AT-ST/A They'll use the current models, but if you guys wanted to start work on a new model for the AT-ST/A it'd be great.
  21. Yeah, I'd like to add that as well.
  22. Thats due to training modifiers... We'll be adding training levels and the higher trained units will be more maneuverable.
  23. Its the stupidist thing... look at the behavior tags for the squad version of the soldiers, add the TARGETING behavior. Thats it! Without that behavior it doesn't respond to any targeting changes. Oh, Guys, I've got a TIE Fighter Ground Squadron I'm testing out on my machine. It's fun watching them scream across the screen on their first attack run.
  24. It only worked in the maw. It works now.

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