Star Wars Mod by mikhailskatchkov reborn.

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DarrenTomlyn
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Post by DarrenTomlyn »

Creating a map isn't hard - just time consuming. (And I'm 'cheating' by using Nick Sinno's (flawed) Random Map Generator for X3R for the basic numbers/co-ords - which gives a default canvas size of 50000000). I should probably have more tinkering and fun with the gate positioning for more sectors though.

I know I was thinking of a Star Wars mod too, when I played X3R ages ago, and even had a basic map layout, IIRC. Can't remember how to change sector names, though - and nothing I've tried so far has worked - (e.g. adding to the initial list in the 0001-L044 file - (maybe that's the wrong one?) - but that's a question for when I've actually finished the map layout/station distribution/shipyard stock, anyway. (Just the bottom 2 rows to go, + a few hub sectors, for the basic layout atm.))

Tell you what, I can do more than just talk about it - here's the map so far:

http://s27.postimg.org/jzwpaekn7/X3_TCExpanded_Map.png

Note that I do have the Pirate Guild/Marauder scripts installed, though I have also given the pirates one of each race's SY/ED too.

(Need to try and see if I can give the Yaki SY's stations - (the basic Yaki SY only stocks ships) - (I've added all the other lasers (PBC/TBL/PAL/Repair (and more tractorbeams) to racial ED and factories, and am wondering if it would also work for the Yaki SY's (and maybe Xenon/Khaak?))).

I just want more SW ships to fly around in, dammit :p


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Darren Tomlyn

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daan2002
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Post by daan2002 »

Ambushclose wrote:I am currently setting up a moddb page for the resurrection of this mod. I am horrible a naming things but Star Wars Chronicles seems kinda generic so any ideas on what we should call it?
Star Wars Legacy?
Ender_Xenocide
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Post by Ender_Xenocide »

I would avoid the word "Legacy" personally - ever heard of the game Star Trek Legacy? It was a total disaster and would probably scare people away from anything with that name. :D

Star Wars: The Jedi Archives? Or is that too nerdy? :lol:
When Carl Marx said "Religion is the opiate of the masses.", he hadn't seen television.
Ameer Nuub
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Post by Ameer Nuub »

Ambushclose wrote:Here is the link to this amazing very early Star Wars TC by Ameer Nuub
I have been working for months trying to finish and incorporate other mods into his dead project using it as a starting point.
Thanks for the kind words… For the “Star Wars Chronicles: Total Conversion” I did do much of the sound fx / soundtrack replacement and choices, loadscreens, ship tweaking, game capture and promotional video, etc. but that is all very low skill stuff. The real credit for that mod goes primarily to people like Arachno.R, Mikska, etc. who build / texture the ship models from scratch or redo others models. Miksa’s Star Wars cockpits are amazing. Glad to see people working on it!
DarrenTomlyn wrote: Pity. One of the biggest problems I have with people modding games, is that they always throw everything into large mods - making it an all or nothing scenario - which I hate.
As it stands, all my ships are in addition to the standard ships, but would maybe like to replace them eventually. Cannot do all this with a mod - only individual ships/spk's...
I could not agree with this more. Many modders say they don’t even know how to make one, and it’s pretty frustrating to know that learning how is so extremely simple compared to the substantial ship creation skills they already know. It would be such a huge thing for the community. They have no responsibility to learn anything they don’t have an interest in no matter how easy, and I completely understand that (and subscribe to it myself), but it’s still pretty frustrating.
DarrenTomlyn wrote: I'm still annoyed because I lost a lot of ships I had in X3R, that are no longer available for, or cannot import into, X3TC... I'm currently focused on Star Wars, but will add other factions after I'm happy with these.
After “SW Chronicles” died, I went ahead and did what I wanted with the mod, adding more and more ships, including other franchise ships from Star Trek, Battlestar Galactica, etc.
I don’t remember how many ships I made / acquired after the mod died and which ones were and weren’t included in “Chronicles”, but I can tell you that I do have the .xsp’s for all of them, including the Star Wars Dreadnaught, Rebel Assault Frigate, GR-75, Acclamator, Quasar Fire, K-wings, Action IV, etc.

I would be glad to help with some kind of joint project, but as stated previously, it would be as a general workhorse on low-level stuff. As stated in the previous mod description, I am decent with audio and video, and can do a large amount of grunt work that better coders would like to delegate, but ship building from scratch is currently out of my league.

If there is any project that gets going, the thing I would imagine to suggest is to release and improve. That is, to start small with what can be accomplished immediately, release it, and build from there. We all have grand visions of total conversions with custom mechanics, plots, cannon realistic specs and movie specific balancing, etc. etc. but how happy would we be if we could just get a basic working product with Star Wars ships and sounds? I envision and ache for getting down to ship to ship comm being Star Wars characters / aliens in the pop-up window pictures, and taunts, etc. But I would still be really happy to fly by a Carrack Light Cruiser, a Bulwark, Bulk Cruiser, other ships that have not yet been created for X3.

My 2 cents… good luck, and may the force be with you.
Ender_Xenocide
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Post by Ender_Xenocide »

As I mentioned before I have some design skills - I work on 3d design of Platinum mines IRL - and I have made a pretty decent X-wing in Blender (if I say so myself). However, all I can output is a wire frame model in one of the usual CAD or microstation formats i.e. .dwg .dgn .dfx etc. No idea if you modder guys use that or some other design format, and even less of an idea how one would go about texturing, adding turrets, adding shader effects, and all the other ways of integrating said model into X3. Given these limited skills, would I be helpful? I wouldn't mind trying my hand at a Liberator cruiser or something...
When Carl Marx said "Religion is the opiate of the masses.", he hadn't seen television.
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DarrenTomlyn
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Post by DarrenTomlyn »

Ameer Nuub wrote: I don’t remember how many ships I made / acquired after the mod died and which ones were and weren’t included in “Chronicles”, but I can tell you that I do have the .xsp’s for all of them, including the Star Wars Dreadnaught, Rebel Assault Frigate, GR-75, Acclamator, Quasar Fire, K-wings, Action IV, etc.
XSP's? :D

Yes please ;)

(IIRC, I managed to import a load of ships from the German Star wars mod for X3R - but lost them after I had to move from Leeds to Leicester 5 years ago. The X3TC versions don't seem to work for importing anything.)

I can certainly help with the map, if anyone wants me to? I just need to learn how to re-name sectors (again) :p (I'm sure I used to have a spreadsheet of a map I worked out, but lost it, again...).
Darren Tomlyn

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Ambushclose
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Post by Ambushclose »

DarrenTomlyn wrote:
Ameer Nuub wrote: I don’t remember how many ships I made / acquired after the mod died and which ones were and weren’t included in “Chronicles”, but I can tell you that I do have the .xsp’s for all of them, including the Star Wars Dreadnaught, Rebel Assault Frigate, GR-75, Acclamator, Quasar Fire, K-wings, Action IV, etc.
XSP's? :D

Yes please ;)

(IIRC, I managed to import a load of ships from the German Star wars mod for X3R - but lost them after I had to move from Leeds to Leicester 5 years ago. The X3TC versions don't seem to work for importing anything.)

I can certainly help with the map, if anyone wants me to? I just need to learn how to re-name sectors (again) :p (I'm sure I used to have a spreadsheet of a map I worked out, but lost it, again...).
I think we need to start with a division of labor as one person can't work on everything nearly as fast.
I am currently converting video footage from the original trilogy into new formats and editing them for in game use. I think we need more video and chatter from the movies to bring about more of the "feel" of SW.
I have a question as to how you would arrange the galaxy map by factions?
Do we want to pick an era and if so which one or none?
Also we need to create a skydrive dedicated to hosting the files we are editing and updating.

Also ships like the Hapan Battledragons and Eclipse Class SSD are in a Mod for TC called Multi-Galaxy Mod which started on the German forums. We should try and extract those ships to add to this project.
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DarrenTomlyn
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Post by DarrenTomlyn »

Ambushclose wrote:
I think we need to start with a division of labor as one person can't work on everything nearly as fast.
I am currently converting video footage from the original trilogy into new formats and editing them for in game use. I think we need more video and chatter from the movies to bring about more of the "feel" of SW.
IMO, the first thing that should happen when creating any mod, which helps to answer many of your questions, is separating out what is needed for the game, from what is needed for the mod, and finishing the first, first, especially since much of that can often exist and be used by itself...

So the elements that matter for the game are:

1: Factions.

What the factions are determines pretty much everything else the game involves and requires - from the map/stations/ships/equipment, that then leads to missions, etc..

2: Map.

Once the factions are settled, a basic map layout, (but not its content), can be worked out, though the basic SY locations can be done. The size and scope of the map will also help to determine the stats required for the ships and their equipment.

3: Ships.

The ships now become important, because they then determine:

4: Equipment.

Once all the equipment is known and finished, then we can work out:

5: Stations.

So we can then work out what stations are needed and where they should go on the map.

6: SY/ED etc. stock.


Once all that is done, we will have a playable game, using the default in game resources that we would then need to modify.

So then we can concentrate on the Mod itself - and the atmosphere it requires - from sounds/video to missions offered and any additional scripting that's required for the necessary interaction between the different factions etc. as necessary.
Darren Tomlyn

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Ambushclose
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Post by Ambushclose »

DarrenTomlyn wrote:
Ambushclose wrote:
I think we need to start with a division of labor as one person can't work on everything nearly as fast.
I am currently converting video footage from the original trilogy into new formats and editing them for in game use. I think we need more video and chatter from the movies to bring about more of the "feel" of SW.
IMO, the first thing that should happen when creating any mod, which helps to answer many of your questions, is separating out what is needed for the game, from what is needed for the mod, and finishing the first, first, especially since much of that can often exist and be used by itself...

So the elements that matter for the game are:

1: Factions.

What the factions are determines pretty much everything else the game involves and requires - from the map/stations/ships/equipment, that then leads to missions, etc..

Currently in the 2.0 release of Ameer's work the factions stand as this
Argon/Empire
Boron/Hapan
Paranid/New Republic
Terran/Corellian
Split/Mandalorian
Teladi/Corporate Sector Authority
Yaki/Hutt Syndicate
Xenon/Vong
Khaak/Ssi Ruvi

The Vong Ships are limited and the presence of many traditional Xenon ships and stations breaks immersion in Xenon Sectors. Reccomend replacing Xenon Stations with Asteroid Based ones and elimanting or converting remainder of Xenon K's to give the vong a uniform look.

The Khaak/Ssi ruvi is a streach at best. Their fighter ships looks simialr but I would either remove Khaak all together or consider another faction to replace them. ie Chiss or Killicks
2: Map.

Once the factions are settled, a basic map layout, (but not its content), can be worked out, though the basic SY locations can be done. The size and scope of the map will also help to determine the stats required for the ships and their equipment.

The biggest determining factor of the map layout is going t be desired time period. For balance purposes Post Thrawn era would allow for many factions to be on equal footing and allow for easier balancing of war incursions and sector conflicts.
3: Ships.

The ships now become important, because they then determine:

4: Equipment.
Once all the equipment is known and finished, then we can work out:

5: Stations.

So we can then work out what stations are needed and where they should go on the map.

6: SY/ED etc. stock.


Once all that is done, we will have a playable game, using the default in game resources that we would then need to modify.

So then we can concentrate on the Mod itself - and the atmosphere it requires - from sounds/video to missions offered and any additional scripting that's required for the necessary interaction between the different factions etc. as necessary.
Last edited by Ambushclose on Tue, 8. Jul 14, 04:56, edited 1 time in total.
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Post by Ambushclose »

Ender_Xenocide wrote:I would avoid the word "Legacy" personally - ever heard of the game Star Trek Legacy? It was a total disaster and would probably scare people away from anything with that name. :D

Star Wars: The Jedi Archives? Or is that too nerdy? :lol:
Star Wars Galactic Conflict?
Like I said I'm horrible at naming things lol.
Ambushclose
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Post by Ambushclose »

http://www.moviecritic.com.au/images/st ... iled12.jpg

This could be useful in deciding sector names and factions.
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daan2002
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Post by daan2002 »

Ambushclose wrote:Star Wars Galactic Conflict?
Like I said I'm horrible at naming things lol.
has a ring to it :)
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Post by Ambushclose »

daan2002 wrote:
Ambushclose wrote:Star Wars Galactic Conflict?
Like I said I'm horrible at naming things lol.
has a ring to it :)
Then that will have to do for a working name. Have you given the Chronicles mod a whirl yet? Try it with improved races and if you want to jump right into the action use the cheat package in the plugin manager to see the weapons on the ISD!!! :)
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daan2002
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Post by daan2002 »

Ambushclose wrote:Then that will have to do for a working name. Have you given the Chronicles mod a whirl yet? Try it with improved races and if you want to jump right into the action use the cheat package in the plugin manager to see the weapons on the ISD!!! :)
i have not used the improved races but yes i been using the Chronicles mod and love the work has been done so far this mod only one i love the ISD the XSP ISD looked like the bridge was missing some texture Chronicles did not have that problem

and if i may make a suggestion on planets two i really really love to see is Coruscant and Naboo

again love to give a BIG THANK YOU to all the ones who have worked and working on this mod!!!
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Post by Ambushclose »

daan2002 wrote:
Ambushclose wrote:Then that will have to do for a working name. Have you given the Chronicles mod a whirl yet? Try it with improved races and if you want to jump right into the action use the cheat package in the plugin manager to see the weapons on the ISD!!! :)
i have not used the improved races but yes i been using the Chronicles mod and love the work has been done so far this mod only one i love the ISD the XSP ISD looked like the bridge was missing some texture Chronicles did not have that problem

and if i may make a suggestion on planets two i really really love to see is Coruscant and Naboo

again love to give a BIG THANK YOU to all the ones who have worked and working on this mod!!!
Arachno and those guys really put some time into the models it has by far the best ISD I have ever seen in an X game including X2's Tomacat mod. There are city scape planet types and Naboo is easy enough to do so they will def be included as they are pivotal locations in the SW galaxy. Well Coruscant is anyway lol.
Naboo would be fun to destroy just to rid the galaxy of Gungans.
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daan2002
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Post by daan2002 »

Ambushclose wrote:Naboo would be fun to destroy just to rid the galaxy of Gungans.
lol easy one Jar Jar dont call for a whole extinction :P

but on a serious note if yall need like a TeamSpeak 3 i be more than happy to let yall use mine its my own private TS3 :)
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Post by Ambushclose »

daan2002 wrote:
Ambushclose wrote:Naboo would be fun to destroy just to rid the galaxy of Gungans.
lol easy one Jar Jar dont call for a whole extinction :P

but on a serious note if yall need like a TeamSpeak 3 i be more than happy to let yall use mine its my own private TS3 :)
That's rather generous of you. Why don't you PM me the details. It's getting late my time but I would be happy to chat it up tomorrow especially with anyone else interested in continuing this mod.
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Post by Ender_Xenocide »

As far as era and factions go, I wold have to suggest that the most appropriate era is the one Star Wars: Supremacy was set in. Roughly 2 ABY, or between the destruction of the first Death Star and the discovery of the Hoth base. This way you can have the Empire massing it's navy and searching for the rebels, and a hidden rebel base somewhere in the Outer Rim sectors (the Outer Rim should be a major feature of the map).

Given that era, factions could include (aside from the obvious Galactic Empire and Rebel Alliance) The Hutt smuggling ring, KDY Shipyards - a bit like OTAS - Bounty Hunters (loners like the X universe privateers, but will come after you if you mess with the Empire).... Sound good?
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Ameer Nuub
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Post by Ameer Nuub »

DarrenTomlyn wrote:
XSP's? :D

Yes please ;)

Any time. All the .xsp’s I have would be too big a folder for upload / transfer, so anyone who want’s them can PM me the specific ship/s they want and I will give them to you.
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Post by Ambushclose »

Ender_Xenocide wrote:As far as era and factions go, I wold have to suggest that the most appropriate era is the one Star Wars: Supremacy was set in. Roughly 2 ABY, or between the destruction of the first Death Star and the discovery of the Hoth base. This way you can have the Empire massing it's navy and searching for the rebels, and a hidden rebel base somewhere in the Outer Rim sectors (the Outer Rim should be a major feature of the map).

Given that era, factions could include (aside from the obvious Galactic Empire and Rebel Alliance) The Hutt smuggling ring, KDY Shipyards - a bit like OTAS - Bounty Hunters (loners like the X universe privateers, but will come after you if you mess with the Empire).... Sound good?
I would prefer this as having only 2 major factions and maybe pirates would be a much simpler approach. I have a Galactic Civil War map that shows regions that are contested and would help with the map design.

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