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Manquesa's Slave 1


Manquesa

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Posted
Originally posted by tFighterPilot

There is a tutorial by Duncan, which you can get with the seige tutorial that Raven released with the destroyer map.

 

 

I tried that, but its for swoop like vehicles with no anims is it not?

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Posted

well, you're still gonna have to wait a while for it, but I am also currently working on making some vehicle tutorials that will cover everything from the actual modeling in 3ds max to the skinning, animating (if necessary), porting to the game, custom effects, etc.

 

But that'll be after the Slave 1 is done. Hopefully not too much longer though.

 

But I used Duncan's tut to learn myself, the rest I learned from the good people at Raven.

Posted

Thrawn, when you post like this, expect talk back from other people and dont get pissed when people tell you of their views. One more thing Thrawn, if you wanna talk to Manquesa only, there is a such thing around here called a "Private Message". So if you dont want other people's reviews on what you say, use the PM system. Also I looked at the site, we have no proof of how you know more about this stuff, so just drop it until you release your work. Until then just drop it.

Posted

Are the blasters going to be fixed or rotating (ala the Y-wing auto targeting cannon) ? Or perhaps passenger operated - I seem to recall somebody had it working (after a fashion) on the Lambda Shuttle.

 

Also I wonder if you can get all three weapons on it (Lasers / Torpedoes / Mines).

 

One small point - can you get it to scale - it's a fairly big ship compared to the other fighters.

 

I look forward to seeing it in the asteroids map and on one of those Kamino duel maps (just for authenticitiy ;) )

Posted

Yeah, I believe the problem was that the passenger's computer couldn't accurately predict the movements of the ship. :( Maybe they'll rework it in a patch, or something. As for getting all three weapons on it, I think that's possible. The AT-ST has weapons with alternate fire--you could make the mines the alt-fire of the torpedoes, perhaps. :)

Posted

In a way, I kinda doubt Raven will fix the whole passenger cockpit thing. Most likely moder from the community will make a fix for it. But maybe Raven will come through and make a fix. Ah who knows.:D

Posted
Originally posted by Manquesa

well, you're still gonna have to wait a while for it, but I am also currently working on making some vehicle tutorials that will cover everything from the actual modeling in 3ds max to the skinning, animating (if necessary), porting to the game, custom effects, etc.

 

 

Thatd be sweet its exactly what I'm gonna need, I'll take another crack at duncans to see if I can't get assimilate to accept something.

Posted

Well I can tell you right now that NO coder will be able to fix what is needed to get the passenger vehicle feature working properly. Mike Gummelt, who wrote the vehicle code, said that the jamp.exe itself would have to be re-coded with the proper fix to get the passenger vehicle fix.

Posted
Originally posted by Andy867

Well I can tell you right now that NO coder will be able to fix what is needed to get the passenger vehicle feature working properly. Mike Gummelt, who wrote the vehicle code, said that the jamp.exe itself would have to be re-coded with the proper fix to get the passenger vehicle fix.

 

Actually, he said that about fixing the funcionality of the passenger controlled turret feature. What they're talking about though is the fact that the option to show the player (rider) on fighter type vehicles doesn't work. Mike told me that it was originally set up to work, but that another programmer must have disabled it or took the code out or something because they didn't think it would ever get used or something. Of course he was just making assumptions about why the code is no longer there or functional anymore. I don't think he ever really looked into it.

Posted

Hey Manquesa, may I make a suggestion? Make the lasers uber powerfull, and make the sonic charges for Jango's ship mines (which they are). The Bounty Hunter Wars Trilogy and Episode II showed how powerfull the laser cannons were.

Anyway, I can't wait. This is gonna be SWEET!!:slave:

:trooper: :trooper: :fett::trooper: :trooper: ---(Boba is being guarded today, LOL!!)

Posted

Well if he does sonic charges (or basically bombs), then there wont be lock-on missiles like with what Jango fired in which he thought he took out Obi-wan Kenobi.

Posted

Maybe in his next version, first I wanna play with the normal one.

So take your time manquesa.

Otherwise manquesa has to make more then normal.

===>

And then we even have to wait longer.

so

Posted
Originally posted by tFighterPilot

But what is the normal one?

 

One version would have homing missles and the other would have a form of bomb to imitate sizemick charges

Posted

well, I said this already I think on the first page, but I do plan on making 2 versions of the ship. Basicaly, Jango's and Boba's. Jango had his own color scheme but he also had his own weapon customizations, when Boba inherited the ship he changed it to fit his needs, including color scheme and changing out some of the weapons.

 

Jango's ship will have blasters for the primary weapon and then sonic charges for the secondary. And I may make the guns on the tail of the ship AI controlled though i'd have to be carefull with that, don't wan't it to be too powerful.

 

Boba's will probably have blasters for primary and torpedos for secondary, and again I may make the tail guns AI controlled. Though I may rethink the weapons for Boba.

 

Unfortunataly we can't have all the weapons on the ship that the Slave 1 should have, the max you can have it 2 player controlled and one AI controlled (actually you can have several AI turrets but you get what I mean).

 

But i'm still working on the skins now so I address all of that when I get to it.

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