Staredit Network > Forums > Modding Projects > Topic: Starship Troopers
Starship Troopers
Dec 7 2008, 8:04 pm
By: RoryFenrir
Pages: < 1 2 3 4 56 >
 

Dec 22 2008, 5:03 am WoAHorde Post #41



Those walls are so badass. Something I've always wanted to attempt but never got around too. :P

Keep up the good work.



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Dec 23 2008, 5:52 pm RoryFenrir Post #42



Update: It may seem like i havent done much lately but i have. (Kinda) I completed the klendathu drone GRP, moves its legs and everything, turned out pretty sweet. I still need to do the birth and death GRPs....

I am almost done with my GRP frame duplicator program, it is really fricken sweet, its functional for what i wanna use it for, but im going to add some options to make it more usable and add previews of the files. It is in java, you use it by choosing a key frame (a frame divisible by 17) and then choose to duplicate that frame a number of times and rotations, or to duplicate rotating frames in a patern of your choice. It may sound kind of confusing but its really easy to use and ALOT faster than resaving or copy and pasting each frame. Ill have this available when i finish it.

Ive also been updating the backgrounds and menues and stuff, coolification as i like to call it. I had some trouble with this but i pretty much figured it all out.

Ive begun a little work on attacks and units, I think i got a sweet system nailed down for klendathu, all most exactly what i want except i dont know how to get rid of creep :/


Ill be gone to oregon for fiveish days for christmas so i wont do anything for a while, but i just wanted to post my progress and dedication to this mod.



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Dec 23 2008, 7:05 pm Biophysicist Post #43



Quote
Ive begun a little work on attacks and units, I think i got a sweet system nailed down for klendathu, all most exactly what i want except i dont know how to get rid of creep :/

Use Protoss buildings disguised as Zerg buildings. :P

Or, if that won't work for some reason, you can place Extractors with triggers, kill them, and then remove the Geysers, and the Creep will be gone where the Extractor was.



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Dec 23 2008, 9:15 pm Hercanic Post #44

STF mod creator, Modcrafters.com admin, CampaignCreations.org staff

There is an option in FireGraft that supposedly removes all creep save under the Hatchery. Haven't tested it out myself, though.




Jan 2 2009, 6:59 am RoryFenrir Post #45



Update: I have been working on GRP stuff and menu constimization.

I have alot of problems and questions that i need help with (refeer to my 2 help forum topics)


Anyways ive been working on infantry, not fun but essestial, i completed the marine and i was working on the bug warrior but the file got corrupted and i had to restart. Ive also made another model... screenshots bellow:



new marines! (their feet are a little big)


dragon model and new warrior (i dont like it as much as the old but its more like the movie.


I also read the book over the last few days, yes the one that was writen in the 50s... its alot different from the movie, same names but thats about it, im going to stick with the movie for makeing this mod.



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Jan 2 2009, 11:02 am Devourer Post #46

Hello

Wow, nice work so far, I think this will be one of the greatest mods ever :)

EDIT: The mineralchunks looks awesome!
EDIT: The flying bug (above) has an awesome model.

Will plasma bugs have such a big range as in the movies (like siege tanks) and will they be able to attack air? which tier-level units are they?



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Jan 2 2009, 6:16 pm RoryFenrir Post #47



plasma bugs will have a really huge range, their attack will move slow, but deals a high amount of damage, they will only damage on collision.

the warriors will be tier 1
the big bugs teir 2
the dragons teir 3

for humans marines will be teir 1
dropships and rocket troopers teir 2
battle cruisers teir 3
(teirs arent as distict as the bugs for humans)

good question, i was just working on all the teir stuff in datedit yesterday.



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Jan 2 2009, 6:35 pm Devourer Post #48

Hello

Ok thank you, I suggest to allow plasmas to attack air.... that would be logic, BUT they may are too good then.



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Jan 2 2009, 6:46 pm RoryFenrir Post #49



i was planing on makeing plasmas air only, otherwise against buildings they would be way to cheap

their ground attack is a medium range flame thrower



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Jan 2 2009, 6:49 pm Devourer Post #50

Hello

Quote from RoryFenrir
i was planing on makeing plasmas air only, otherwise against buildings they would be way to cheap

their ground attack is a medium range flame thrower

No, plasmas should be at least against buildings, too.
but they should have a MINIMAL range, like sieged tanks.

and fire ist the fire-bug's weapon! :P

by the way, when we are talking about fire bugs, one question: can he use his head to crush walls, like in the movie? ? :D



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Jan 2 2009, 6:55 pm RoryFenrir Post #51



lol i dont know about the wall crushing. Thats a good idea about minimal range, but if i have plasma able to hit buildings, you could have a crapload of these bugs half way across the map then send in one little worker to see the buildings and then they would destroy it. Walls would be useless too :/



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Jan 2 2009, 6:58 pm Devourer Post #52

Hello

Quote from RoryFenrir
lol i dont know about the wall crushing. Thats a good idea about minimal range, but if i have plasma able to hit buildings, you could have a crapload of these bugs half way across the map then send in one little worker to see the buildings and then they would destroy it. Walls would be useless too :/
mhh... thats true...
well, the head > wall tacttic would be great... its like ultra and ling combo :P you should add that



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Jan 9 2009, 1:44 am RoryFenrir Post #53



Alright, i have a BIG update.

So ive been working on building systems for zerg, wepeapons, and seige mode stuff and i have made some awsome progress.

--I've worked on attacks, i have cool attacks for the cruiser, and the big plasma bug. I have firebat flame thrower for the big bug, and for air i have an attack that does exactly what i want it to. You can target something far away, and on its way to it it damages any air unit in its path, and it goes through the original target and exploses after a while. I havent got the graphics for it completely done, ill have something like a blue yamato gun with blue explosions. I used Lord_Agamemnon's tutorial for this. One thing im doing with alot of attacks is having splash, for example, the turret is a chain gun, but it does splash damage to both ground and air. The splash is for alot of machine guns, they are inacurate and dont necesarily hit what they are aiming for, but they could hit stuff around them too. Infanrty ausult riffles wont be splash, but shot gun and rockets will be. Pretty much all of the human weapons are.

--Me, Angle Lock[MM] and modmaster50 figured out how to make a seige tank beable to move and still change modes (this was harder than it sounds) I am using this for the main marine, it will beable to "switch weapon modes" between assault riffle and shotgun.

--Ive done alot of grafting too, ive been working on upgrades and im trying to change units to allow for more ups, for example, instead of using a normal dropship, im using the shuttle because it has a speed upgrade.

--Im going to make changes to they way bugs build. i wanted it so that you would click on a unit in a hatchey, and then an egg of the unit would apear outside and in a while it would build. Unfortunatly that turned out to be really difficult and even if i could get it working, it wouldnt be that great. What i wanted to acheive with this is so you only needed 1 brain, and that brain could lay a bucnh of eggs at once, and the klendathu could build really fast. So what i changed it to is that the brain builds larva instantly, (it does not spawn them) the larva do not move and will look like eggs (they will be distiguishable from true eggs) You then select the larva and choose the unit. It will have all the smoothness and dynamicness that it normally has but its just an extra step.

--Ive made brain GRPs, i still need the morphing and after death graphic but they are pretty sweet. They breath and move legs, the idle animations are pretty cool, they arent as perfect and smooth as i would like but this isnt a super graphic mod anyway.


Heres some screens, brain bugs, and of my tank marines.


I cant figure out how to get rid of creep for the zerg buildings, i made some protoss versions, but i cant get them to morph :(


hope some of you guys are still interested, i dont have all that much left to do, 4 big grps, then a bunch of deaths and births and stuff...



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Jan 9 2009, 5:14 am bajadulce Post #54



Quote from RoryFenrir
I cant figure out how to get rid of creep for the zerg buildings
Zerg can't start with a hatchery. You can "build" a hatchery without creep, but you can't have the game start with a hatchery and not have creep.



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Jan 14 2009, 1:39 am RoryFenrir Post #55



More new stuff! Ive been working on alot of grps, attacks, specials and firegraft. Ive pretty much got everything the way i want it, i stull need to make afew more GRPs, specialist, updated cruiser, dragon, bettle and building and morphing graphics.

Ive made new eggs, transitions, and ive made the klendathu warior (walking isnt quite how i wanted it but its not bad, the attacking is sweet)

Ive made spells for marine (nuke, takes engergy) and bettle (smash, high amount of damage to buildings)

here are some screens:

brain with new egg (imoble larva)

attacks for specialist and cruiser and warriors.

nuke from marine (takes energy)

bug plasma attack (graphics not fully completed)



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Jan 14 2009, 8:24 am Devourer Post #56

Hello

Ok, the mod will be the mod of 09 I guess :)
well, my suggestions:
-> Plasma bug's graphic must be huge... even huger than the ultralisk is
-> the plasma shot animation is epci!
-> some marines require way more player color!
-> buildings of the marines and bugs, too
-> does the brain bug has an animation?

Do not give this project up ;)



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Jan 14 2009, 11:03 pm RoryFenrir Post #57



Quote from Devourer
Ok, the mod will be the mod of 09 I guess :)
well, my suggestions:
-> Plasma bug's graphic must be huge... even huger than the ultralisk is
-> the plasma shot animation is epci!
-> some marines require way more player color!
-> buildings of the marines and bugs, too
-> does the brain bug has an animation?

Do not give this project up ;)
-> ya im going to have something like the smoke trail on missles only blue explosions, the yamito is just the center.
-> are you saying i should make it more epic? or that it currently is epic :) cause i will make it better.
-> nothing has any player color, thats a new concept im testing out with this mod.
-> ....? do you mean creation of bugsd and marines? i do have custom bug births
-> the brains are animated, they breathe, move their legs a bit, and their anteni things.

thanks, i dont plan on dropping this, it helps when people comment like this :)



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Jan 14 2009, 11:13 pm poiuy_qwert Post #58

PyMS and ProTRG developer

So the brain bug is a building and cant move, unlike the movie?




Jan 15 2009, 12:24 am RoryFenrir Post #59



ya, you cant really have a building move, except for flying but i dont know if you can do graphic turns or not with it.

I realize that not being able to move is a problem when you run out of minerals, but once you have brain level 3 you can make a new one.



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Jan 22 2009, 3:11 am RoryFenrir Post #60



Update:

Ive been working on finishing up graphics, ive made models and frames for the dragon and big tanker bug.

Dragon: 5 walking frames, 3 attack frames (melee attack)


Tanker Bug: 10 walking frames, 5 attack frames (for plasma, flamethrower, and smash)

....I should have made the section between the head and main body move... oh well.

These are the best models ive made so far, they are the smoothest walking graphics, hope you guys like them.

I've been working a little on attacks, but not a whole lot besides GRPs.

-I tried making a gate, but i dont think its posible. I was going to have a flying building that cant move, but i dont think theres a way to make it so you cant land it anywhere. I could use the unit doors, but i dont think you can have a disable/enable button with FG.


After i finish the tanker grp, i need to make a specialist, morphing/building grps for buildings, and building death. (I already have unit birth and death grps)
After that i just need to do some more FG, datedit, iscript, tblpad and AI, then i should be in testing.



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