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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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Mod project
Hello people.
I have a bunch of models in various stages of readiness and a whole LOT of finished models (altough for other games, s direct transfer into SW will not do without making a lot of tweaks) I plan to add them all in. I also plan to re-balance the whole thing. Frankly, transports seems too fragile (only 200 shields for something that big???) and difference in power between various generations of fighters and weapons seem too large. I'll make a excel table with possible stat changes first, then post it here for you to discuss. Also, I'm not sure if I should make this compatible with the 3 mod pack (fleet, mothership, missiles), since I'm not sure if I want to use it. Will see... |
#2
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#3
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#4
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hmm.. some nice stuff here. New models are always welcomed.
BTW did you tried to transfer any of your models to SW3? Are they fully working (collision spheres for example)? As I see you don't use 3dsmax so I'm curious how you do this. |
#5
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Actually, I am using 3D Max...for UM mapping and converting. I use Truespace to make the mesh.
The above carrier is almost complete. As for the two fighters I made for SW2...They worked OK in both SW1 and SW2, and I'm just about to test them in SW3. Have trouble finding the right mission scrip to spawn them. I have a save right before entering Hephaestus (right after you fix the mothership ID), and I want to replace the StoneArrrow and standard patrol there with my ships for testing purposes...Still haven't found the right mission scrip |
#6
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Quote:
btw I wrote a little script that spawns any ship you desire via active perk (it can be hostile/neutral/friendly). It's just slightly modified "reinforcment call" type perk. It's a great time saver when you want to test your ships. Let me know if you are interested. Last edited by Goblin Wizard; 12-29-2010 at 01:59 PM. |
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