[WIP] Star Wars Mod

neronix17
Posts: 66
Joined: Sat Mar 23, 2013 12:05 am
Location: Aberdeen, Scotland
Contact:

Sat Mar 23, 2013 1:27 am

Mod Description
Currently on Hold till Rimworld modding projects are finished, I'll be doing this eventually though, left it this long since I didn't want to have to re-do everything multiple times during development of the game, now that it's released this shouldn't be an issue. Just happened to be in the middle of other mods when release happened.
Last edited by neronix17 on Wed Dec 26, 2018 9:21 pm, edited 4 times in total.

neronix17
Posts: 66
Joined: Sat Mar 23, 2013 12:05 am
Location: Aberdeen, Scotland
Contact:

Sat Mar 23, 2013 8:17 pm

Planned Features (Updated)
  • New Races - Zabrak, Twi'lek, Trandoshan, Chiss, Mirialan, Sith, maybe more.
  • New Armour - Most of the sets from SWG, KotOR and then maybe from other lore, recreated from scratch.
  • New Weapons - There's a lot, so I'll start with the basics then expand for variety till I feel there's a comfortable amount.
  • New Buildings - Again a lot of SWG influence, I'll be using the previously mentioned and shown ripped models as a base and rebuilding them from scratch so they work better with Kenshi and the way it handles interiors/animations. This includes shells, crafting benches, mining, etc.
  • New Items/resources - Yet another SWG influence, there's gonna be a lot of new materials added that can be harvested/crafted via the new buildings, hoping to to something like the stone mine works in vanilla with a prospecting map for each resource.
I just purged the old listing because frankly I've learnt a lot since making that list and feel like a total conversion would be less enjoyable than an expansion. So ranged weapons, while more common than vanilla (mostly due to more variety), will still be pretty rare. New robotic races are something I'd like to do too but I need to look into clothing restrictions and things to make it so they can only use new race specific non-visual upgrades for armour. Vehicles was likely far too ambitious, so I've left those out till I find out if it's actually possible, I previously had them listed because initially I was under the false impression that mounts of some kind would have eventually been added to vanilla, unsure why, probably more hopeful speculation than anything solid.

These plans won't see a serious start for some months though, unless other people want to make a start in a joint effort while I finish working on Rimworld mods. But as anyone who HAS seen the speed the Rimworld mod I started can attest to, I work fast once I get going.
Last edited by neronix17 on Sat Dec 29, 2018 3:58 am, edited 11 times in total.

neronix17
Posts: 66
Joined: Sat Mar 23, 2013 12:05 am
Location: Aberdeen, Scotland
Contact:

Sat Mar 23, 2013 8:17 pm

Images
Image
ImageImage
ImageImage
ImageImage
ImageImage
ImageImage
Image
Last edited by neronix17 on Sat Dec 29, 2018 3:59 am, edited 12 times in total.

neronix17
Posts: 66
Joined: Sat Mar 23, 2013 12:05 am
Location: Aberdeen, Scotland
Contact:

Sat Mar 23, 2013 8:18 pm

[Reserved]
Last edited by neronix17 on Mon May 27, 2013 12:10 am, edited 1 time in total.

User avatar
iSuck345
Posts: 850
Joined: Sun Sep 23, 2012 3:03 pm
Location: Why wold you want to know where a 14-year old lives? O.O

Sun Mar 24, 2013 2:00 pm

Will this happen?

http://www.guitarfresh.com/wp-content/u ... k_band.jpg

Also it seems good.
"Religion is regarded by the common people as true, by the wise as false, and by rulers as useful."
Anonymous
http://cdn0.meme.li/instances/300x300/39130542.jpg

neronix17
Posts: 66
Joined: Sat Mar 23, 2013 12:05 am
Location: Aberdeen, Scotland
Contact:

Sun Mar 24, 2013 2:48 pm


daitcho
Posts: 8
Joined: Mon Mar 25, 2013 2:11 am

Mon Mar 25, 2013 2:14 am

how long will it tke to finish his mod?

neronix17
Posts: 66
Joined: Sat Mar 23, 2013 12:05 am
Location: Aberdeen, Scotland
Contact:

Mon Mar 25, 2013 2:28 am

daitcho wrote:how long will it tke to finish his mod?
As long as it takes. I'd give an estimate but I don't want to give anyone hopes of seeing it on X day and then have disappointment if it doesn't come on that day. I will only say I'm aiming to get it done as quick as possible, I've split releases into chunks so I can release regularly and sort any problems out as they appear.

Some parts like ranged weapons and such depend entirely on when Kenshi supports it, I would guess that it is possible just to mod in these things myself but whether I have the ability is a different story. I can pump out models for most things in maybe a week or two, some models such as the creatures and alien races will take longer but that's why I've left them to the last sections of the mod.

On another note, does anyone have any specific types of droid, weapon or clothing/armour they would like to see?

daitcho
Posts: 8
Joined: Mon Mar 25, 2013 2:11 am

Mon Mar 25, 2013 2:32 am

Thanks Man i really appreciate it and letting me know.
Bt can u message me the approx. just hoping u do.

neronix17
Posts: 66
Joined: Sat Mar 23, 2013 12:05 am
Location: Aberdeen, Scotland
Contact:

Mon Mar 25, 2013 4:03 am

Well that past hour just cut down the production time to a fraction of what it was going to be, I managed to salvage my old Star Wars Galaxies discs from the dusty old case and installed so I could then extract the models & textures from the archived files, out into .msh files, then into blender with a community plugin to export into .obj and BAM! I have very easily and quickly found the best way to get a high quality mod out already, so far able to do the following easily:

Power Generator - Geothermal Power Installation
Wind Generator - Wind Power Installation
Stone Mine - Mineral Installation
Well - Moisture Installation
Refinery - Structure Crafting Station
Saloon Building - Cantina
NEW Solar Power Installation
NEW Starship Crafting Station

You can basically consider every building done now and ready to be implemented. I may have to adjust most of the models to work with Kenshi (not sure how to work with the interiors of buildings yet). The problems of course always creep up which mainly at the moment involves the animation for the Installations, I have finished the Mineral Installation and will upload a video of it's animation (for time saving purposes the quality will be quite low so I apologize in advance for that).

Just so I'm clear, many models will now be from the game Star Wars Galaxies and I will make sure to list exactly which ones, I still have to do a lot of work to get them imported (mainly scouring through the ~7000 models to find the right ones, re-animating many of them and figuring out which of the MANY textures fit on which model). I'll re-adjust the planned features list to reflect this as now I'll be doing the buildings much earlier.

Edit: Well I was wrong, one more thing I have to do is re-build the UVW maps, the most annoying and ridiculously time consuming part of the process which I would have had to do if I made the models myself, so it may still take just as long to get the mod done afterall. On the plus side alien races will be really easy now.

Zuty Puty
Posts: 13
Joined: Tue Mar 26, 2013 10:17 pm

Wed Mar 27, 2013 2:34 am

A total conversion doesn't seem like it would be that difficult. The world already looks a lot like Tatooine.

neronix17
Posts: 66
Joined: Sat Mar 23, 2013 12:05 am
Location: Aberdeen, Scotland
Contact:

Wed Mar 27, 2013 6:29 am

Zuty Puty wrote:A total conversion doesn't seem like it would be that difficult. The world already looks a lot like Tatooine.
Exactly why I decided to do so :P If the option of new worlds is possible I'll be attempting that too but it doesn't look like that would work. I'm still deciding whether or not to make optional versions to look like Naboo, Corellia or other worlds after this one is done, it's not likely that I will but it is a possibility. The problem is the amount of different buildings, factions and items that it takes to convert. Not to mention whenever some new building or whatever is added to Kenshi I'll have to find something to replace it with.

frigy
Posts: 6
Joined: Wed Mar 27, 2013 8:50 pm

Wed Mar 27, 2013 9:48 pm

Very excited to see this mod.

I am sure this mod will grow with the game.
For example, harpoon skills (throwing weapons?) could be used for a Bounty Hunter with laser pistols in the future.

I will be following up on this closely.

neronix17
Posts: 66
Joined: Sat Mar 23, 2013 12:05 am
Location: Aberdeen, Scotland
Contact:

Thu Mar 28, 2013 1:19 am

Figuring out the in-game map editor is a little frustrating to say the least, I might have a bit of trouble with re-configuring the already in game towns for now and will replace those buildings with Tatooine buildings of an almost exact same size to avoid having to do too much for now, Mos Eisley will be built from scratch though, too many unique buildings and things not to include. If anyone is wondering when exactly the mod will be based it will be the same as SWG was, sort of during everything but mainly during the Galactic Civil War.

I kind of want to hack up a few starving bandits with a proper lightsaber so my concentration is on that tomorrow, just thought I'd post an update to let everyone know how it's going. Any specific requests I'll at least consider so don't be shy about asking.

daitcho
Posts: 8
Joined: Mon Mar 25, 2013 2:11 am

Thu Mar 28, 2013 4:10 am

make one of the faction the sand people.

neronix17
Posts: 66
Joined: Sat Mar 23, 2013 12:05 am
Location: Aberdeen, Scotland
Contact:

Thu Mar 28, 2013 4:28 am

daitcho wrote:make one of the faction the sand people.
What else was I going to replace bandits with? Jawas? :P Yes Tuskens will be a faction, Here is the current list of the planned factions:

Jedi
Sith
Galactic Empire
Rebel Alliance
Jawa Traders
Hutt Cartel
Tusken Raiders (Sand People)
Trandoshan Slavers

They will all have their faction fitting races and uniforms (so Imperials will only be human and the Slavers will only be Trandoshans, etc).

daitcho
Posts: 8
Joined: Mon Mar 25, 2013 2:11 am

Fri Mar 29, 2013 2:42 am

will there be an story ehind the two faction sith and jedi?

Rolandk
Posts: 11
Joined: Sun Jan 13, 2013 7:45 pm

Fri Mar 29, 2013 4:43 am

Saw this when you first post, was a little skeptical due to the size of such a project but it looks like you having been doing quite a bit and quite well. I love the progress you've made, this is a definite download for me whenever it's finished. Unfortunately I have no experience with modeling or animation and I'm not* very artistic otherwise I'd help you out. Keep up the good work!

*Edit
Last edited by Rolandk on Tue Apr 02, 2013 8:30 pm, edited 1 time in total.

neronix17
Posts: 66
Joined: Sat Mar 23, 2013 12:05 am
Location: Aberdeen, Scotland
Contact:

Fri Mar 29, 2013 5:37 am

daitcho wrote:will there be an story ehind the two faction sith and jedi?
Of course. Here is where you can read about it.
Rolandk wrote:Saw this when you first post, was a little skeptical due to the size of such a project but it looks like you having been doing quite a bit and quite well. I love the progress you've made, this is a definite download for me whenever it's finished. Unfortunately I have no experience with modeling or animation and I'm an very artistic otherwise I'd help you out. Keep up the good work!
Well to be honest the size of this is absolutely nothing in comparison to my mod for Skyrim (previously Oblivion (previously Morrowind)), which covers about ~50x the content in terms of objects, buildings, clothing, armour, weapons, etc... That said it is still a large mod in comparison to a typical one which is usually just a single new town or faction using vanilla assets.

User avatar
Jahsg
Posts: 5
Joined: Mon Mar 25, 2013 10:38 pm

Fri Mar 29, 2013 4:05 pm

Just a note...

the Mandalorians—known in Mando'a as the Mando'ade, or "Children of Mandalore"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture.

Post Reply
  • Information
  • Who is online

    Users browsing this forum: No registered users and 7 guests