Ideti Ideti

Star Wars Mod

Star Wars Mod

I figured since it is inevitable, I will start a thread to get ideas out on a star wars mod. Who will the sides be? What will the map look like? Units? Tech? etc.
1,497,119 views 1,324 replies
Reply #477 Top
is there a progression update with this mod lately?
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For the time being i doubt we'll be putting one up however one would help even if it was just kept to the mod team only. Sins modding can be done ship by ship and basicaly be done in any random order possible. So if we get one going it would help us work out whats done and whats not and right now its just a lot of bashing modtools with a hammer to make it work. But i'll be sure to talk to EJ about getting one setup next chance i see him.

Reply #478 Top
another thingy: will turrets rotate? I love to see a heavy destroyer's guns rotate when shooting an unwitting nebulon-b in Warlords :P
Reply #479 Top
Wow....that is glorious. Keep up the great work everyone, especially EvilleJedi! Truly inspirational.
Reply #480 Top
bug Ironclad about the turrets, it isn't possible in the engine right now.
Reply #481 Top
didn't some dude around here get animated models working? He did some b5 ship...
Reply #482 Top
Well technically the turbolasers are too small at this scale anyways, best just to leave them out.
Reply #483 Top
heh except for the 100 m turrets on the ISD :-p but no the animation is for large pieces of the model to spin, not to actually react to things

so a little update on progress, as far as model importing goes I think I have worked out most of the kinks to getting things looking acceptable. though I will be completely honest that normal mapping is not working at all, it's a big pain and things look fine without it at this point so I am going to skip it.

I'm playing with the imperials and their shiplist, currently all the effort is going to getting models in game that look halfway decent and hardpointing them fully. Currently I have the following units/structures in with really temporary stats and testing movement and weapon/shield strengths

Tie Fighter
Tie Bomber

Corellian Gunship
Escort Carrier
Carrack Cruiser
Dreadnaught
ISD I

Golan III
Ion cannon
XQ1 Star fighter base

Skyblazer also imported the following though I haven't integrated them yet.

Tie Interceptor

Corellian corvette
Venator Destroyer


My goal is to get the Imperial side to a playable point so you can fight against another Imperial AI, though pricing and stuff may be all messed up, the idea is to test combat etc. Right now the ships walk straight through the existing races with no effort (an ISD with tie bombers can annihilate an entire pirate base, but that is going to get adjusted a bit)

I have no intention of personally modifying the stock game races to work with the mod, someone else can do that if they want (I have no problem integrating that if they do, but nothing new for the stock races except a rebalance would be accepted.)

No pictures you say? well I'll post some tomorrow when more things are working.


I am in serious need of 2D artists for doing interface graphics and icons.

as soon as I set the CVS up I will be able to coordinate the staff better and I have a bug tracker ready to be put to good use once a first release is made.

SIX things I am currently working around big time that need to be addressed by IronClad so you all can help yell to get these fixed because they are really annoying

1) limits on all types of what you can build (2 fighters, 5 capital, 9 frigates, 9 cruisers, 9 tactical, 9 civic)

2) no ability to control the AI, pirates either (other than simple simple timings) this isn't on which ships they build or how often, but more on what they attack and why...

3) only 3 weapon types and 4 abilities (this is pretty limiting for abilities, because i'd like a lot of passive ones , weapons are not as big of a deal...)

4) ship tactics, no control over role behavior or ability to make new ones, how ships move.

5) engagement ranges, there does not seem to be a way to set the engagement range

6) really picky file formats and very flat directory structures (I really dislike weapons being in the ships files, I only need a total of like 10 weapon types and I have to constantly copy paste, it would be so much easier to have .WEAPON files we reference. The flat file structure makes CVS usage a pain because people always checkout the ENTIRE entity folder)

actual encapsualtion of an entry like WEAPON.ENDWEAPON or XML style tagging, right now it's impossible to automate entity generation

and anything in here honestly WWW Link

Reply #484 Top
Hey, isn't engagement range control like "hold position", "attack at will - short range" and "attack at will - sector" already in the game? Or were you thinking of something different?

Looking forward to the screens. :)
Reply #485 Top
I totally agree with your six points, don't like how ships turn ingame.
Reply #486 Top
While EJ is asleep heres a quick snap shot of a Venator passing by the camera with an ISD in the far background ;)

Reply #487 Top
I am working on a complete star wars galaxy map with all original planets. Can we combine it with this mod?

https://forums.sinsofasolarempire.com/309186
Reply #488 Top
hope the vong get their worldships and the imperials get their death star :P That would be awesome XD.
Reply #489 Top
Grrrr. Now i have to wait till thursday to see the new screens...... *Refrains from strangling anyone* :(  *Hand twitches* :NOTSURE: 

If it is possible to say, when will the beta/demo/first version of this mod come out?(the imperial vs imperial one you talked about.)Sorry for buggin you guys......
Reply #490 Top
Oh and by the way, Will you guys make the mod compatible with the new v 1.1 patch comin out soon? (Sorry for double post)I'm definitely gunna keep an eye on this mod.  :p 
Reply #491 Top
Everytime I check back here there are always great news (besides the AI troubles) but it's looking great!
Reply #492 Top
the problem with hold position, local and gravity well is that I have no control over how big 'local' is

what I would REALLY want is to have aggression setting independent from movement setting, and movement setting have options like 'circle, face target, passing attack' rather than just hold position and move at will.

pretty much have to support any new patch other wise we can't test it.
Reply #493 Top
Hey EvilleJedi, I'm a graduating graphic designer and illustrator and I've been following this thread for a while (this is pretty much my dream mod right here) If you need help with some 2d art/design I could maybe give it a stab starting at the end of this week (grad show and moving home AND getting new computer)

Here's my student site if you want to check my work. WWW Link

I'll admit though I'm new to interfaces so there may be some growing pains. But if it'll help speed this along I'd be happy to help.
Reply #494 Top
Hey EvilleJedi, I'm a graduating graphic designer and illustrator and I've been following this thread for a while (this is pretty much my dream mod right here) If you need help with some 2d art/design I could maybe give it a stab starting at the end of this week (grad show and moving home AND getting new computer)Here's my student site if you want to check my work. WWW LinkI'll admit though I'm new to interfaces so there may be some growing pains. But if it'll help speed this along I'd be happy to help.
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Its not that as hard as you might think to create icons and the like in game. All the icons, weapon effects and a bunch of other things are all stored in tga's which don't take much to edit.

Reply #495 Top
hey evillejedi, i can help out with 2d art as well
im good with photoshop and illustrator and have cs3.
email me to tell me what it is exactly that you need ([email protected]).
Reply #496 Top
hey evillejedi, i can help out with 2d art as wellim good with photoshop and illustrator and have cs3.email me to tell me what it is exactly that you need ([email protected]).
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Ship icons:
Corellian Corvette
Corellian Gunship
Escort Carrier
Carrack Light Cruiser
Dreadnought
ISD I and II
Venator
Acclamator I and II
VSD I and II
TIE/F
TIE/Bomber
Gallon III platforms
Orbitable Shield Generator

I'm sure theres more to go on that list but thats about all i can think of right now.

Ok to make the icons look in the texture folder of ur sin's game and look for, Unit_Picture.tga, Unit_Hud_Pressed.tga, Unit_Hud_Normal.tga, Unit_Hud_CursorOver.tga, Unit_Main.tga, Unit_Hud_Disabled.tga, and Unit_Infocard.tga.

What these do is control the icons for your build menu, hud, and main screen zoom out icon of ships.

What i've done so far is make up renders of EJ's models and I've set them up as icons but thats how i've done it since i'm not that great with 2d stuff. However that all works and looks alright ingame. So what we could really use is someone who can do the little icons you see when your zoomed out. These are stored in Unit_Main.tga, and Unit_Infocard.tga. Its these icons i can't simply make using just renders so its better for someone who knows what their doing with photoshop.

Reply #497 Top
Ok I think it would be easiest if you guys looked at the game Star Wars Empire at War with the Forces of Corruption expansion pack Those would be all the ships you would use, and I think you could just take them from the game and plug them into the mods with out to much work, but im not sure. The empire of war game it self sucked there was no strategy involved and it got boring quick but all the graphics looked good so I think if the ships got modded into Sins then It would be sweet!!!
Reply #498 Top
the only thing with that is EJ has 100x better models and skins (in my opinion anyways) to go with EAW stuff. another thing is why would you want to make sins just like EAW.
Reply #499 Top
Just a note to people who believe that you can "plug and play" or "copy/paste" models from other games into SoaSE - not that simple. In fact if I am not mistaken, the Star Wars mod team already has a whole library of pre-made models... getting them into the game requires, however, more than just copying the files - you have to adjust texturing, sometimes rework the entire way how the meshes are mapped, adjust poly counts, etc. Sometimes its more demanding than just making a new model from scratch...
Reply #500 Top
Its not that as hard as you might think to create icons and the like in game. All the icons, weapon effects and a bunch of other things are all stored in tga's which don't take much to edit.
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Ok cool. Should I get working on the list you made above/is someone else doing it/is there anything else besides the stuff mentioned that needs doing?