Robotech/Macross Mod: Help would be liked

Robotech/Macross Mod: Help would be liked

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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t9999clint
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Robotech/Macross Mod: Help would be liked

Post by t9999clint »

Well, My main plan is to eventually make a entire Super Robot Wars mod (I doubt ne one here even knows what I'm talking about), but that would be too complicated right now, so I want to start off with a Macross mod at first, for that's my Favourite Mecha Anime.

Macross is very well known in the states as Robotech, but only the first season of Robotech is actually Macross, the other seasons were taken from other (in my opinion crappier) Animes.

Well, frankly I have no idea what I am doing here, I have a small amount of C/C++/Java/Basic knowledge, and I am a fan of similar games, but I do not own the original Total Annihilation, and have little to no Idea how to mod TA Spring.

Here are a few basic questions I have:
1)Is there a way to add more than the standard races? and if so what is the limit of races I can add?

2)how many unit's can add?

3)how many weapon types can I add?

4)do I need any 3rd party 3d modelling software, and if so, what ones are compatible?

everything else I think I can figure out, by analyzing other mods.
Last edited by t9999clint on 10 Feb 2006, 19:45, edited 2 times in total.
Gnomre
Imperial Winter Developer
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Post by Gnomre »

1) The engine itself has no apparent limit, but the multiplayer lobby is limited to two races at the time of writing this.

2) Infinite

3) Infinite (each unit can only have 16 independent weapon systems currently, but you can have as many TDFs as you want)

4) Yes. For TA style modelling, Rhino3d or wings3d work well. There's a rhino tutorial at http://www.fileuniverse.com in the TA section somewhere. Spring will support standard triangulated models with UV maps as of the next version though, and Yeha has already written an exporter for 3d studio max for that format.
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t9999clint
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Post by t9999clint »

thx, I'l keep you guys in the loop on my progress.
maestro
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Re: Robotech/Macross Mod: I have no idea where to start.

Post by maestro »

t9999clint wrote:Well, My main plan is to eventually make a entire Super Robot Wars mod (I doubt ne one here even knows what I'm talking about), but that would be too complicated right now, so I want to start off with a Macross mod at first, for that's my Favourite Mecha Anime.

Macross is very well known in the states as Robotech, but only the first season of Robotech is actually Macross, the other seasons were taken from other (in my opinion crappier) Animes.

Well, frankly I have no idea what I am doing here, I have a small amount of C/C++/Java/Basic knowledge, and I am a fan of similar games, but I do not own the original Total Annihilation, and have little to no Idea how to mod TA Spring.

Here are a few basic questions I have:
1)Is there a way to add more than the standard races? and if so what is the limit of races I can add?

2)how many unit's can add?

3)how many weapon types can I add?

4)do I need any 3rd party 3d modelling software, and if so, what ones are compatible?

everything else I think I can figure out, by analyzing other mods.
3d modelling, lightwave and anim8or re good and free (lightwave have free version called discovery, its only limitation is u can only make unit with less then 300 poly and u cant render, but that is no problem for game modelling), 3d max is possible with max23do plugins.... these are 3 best software for it (maybe Maya work too but Maya isnt very popular and i never try it).... the rest of those best are rhino, and whatever else ppl mentioned here

To make Macross stuff the most difficult part is research....
mainly picture and data of macross enemy are quite rare
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Pxtl
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Good concept...

Post by Pxtl »

But I don't know how feasible Macross is as a mod. Macross mechs transform - and transforming would be a pain in TA. Besides the scripting issues, the UI would be a pain - you could use the On-Off switch, but no matter what it would be annoying micro-ing.

My solution would be as follows - make Veritechs immobile in their human "battloid" mode, and make them transform to jet to move. Then just use "battloid" as the standard TA "landing" transformation. The only scripting trick would be making them have different weapons when flying from when on foot.

Either way, you'd have to make anti-aircraft weapons weak, since Macross was all about the veritechs. Making it strong would mean entirely relying on Destroid action.

Now, you do need to get your facts straight - the original Robotech Japanese series was, in fact, several different serieses. Not just Macross. The thing was that Macross was the most successful - the later series had bad timeslots. AFAIK, the "Invid Invasion" series was part of the original Japanese "Robotech" series, as was a series that was imported seperately called "Orguss". You're right about the Southern Cross, though - that was a seperate series imported, which is why it doesn't have the characteristic Veritech Fighters that are present in Macross, Invid, and Orguss.

At any rate, I think the best "Robotech" plot for a series would be The Sentinels. Sentinels was a failed TV series that was intended to be a sequel to the American Robotech series (since the US series had different continuity from the Japanese series). It was intended to be a _direct_ sequel to Macross, happening at the same time as the Southern Cross story.

The plot was that Rick is now the Admiral of the fleet, and Lisa Hayes-Hunter is the captain of the newly commissioned SDF-3. The SDF-3 is on a mission to make contact with the Robotech Masters who built the SDF-1. When they arrive, they find out that the Invid (the invaders from the 3rd series) have already overrun the Masters' homeworld, since the Masters' fleet is missing (they don't know that they're on their way to invade the Earth). The idea is that the Invid are overrunning the galaxy trying to find worlds that will properly seed the Flower of Life, which they need to live (since the Masters burnt their homeworld). So the SDF-3 is running across the universe liberating Invid-dominated world, with a crew of Humans and micronized Zentradi.

The SDF-3 fleet is much more varied than traditional Robotech fare, as it combines Zentradi, Invid Invasion, Southern Cross, and new hardware.

For example, there are 2 classes of VF, the Alpha and the Beta - the Alpha is a fast, light fighter, while the Beta is a big slow missile-platform. There's also Veritech Hover Tanks (like in Southern Cross) but they have an enclosed cockpit so they don't look stupid. There's also the usual Destroids, and an arsenal of redesigned Zentradi Battlepods that provide a good middle ground between the sluggish Destroids and the quick VFs and VHTs. They've also got Cyclones, which are little hopping power-armour troopers. There's also the GMU, a megascale tank and troop transport. Combine that with an equally varied fleet and you've got a hefy unit set.

The Invid actually have a decent amount of variety too, rare in villains in an Anime series. They have light, flying crab-like scouts, big hulking Troopers, bigger hulking Shock Troopers, small but powerful Enforcers, and some Enforcers pilot air-sleds. They've also got a giant mech called the Pincer Command Unit. To fill out the spread, they also have a robotic army called the Inorganics. The Inorganics have a variety of land-based close-combat troops. And likewise, they have their own space fleet too.

The only other thing that is currently out of reach of TA is that Invid units can burrow - Starcraft style. So I don't know how you'd work that into the game - I don't think you can have mobile pop-ups in TA.
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

I made sub-terrenean units before for TA, they worked fine...I don't know if they would work in Spring however...so digging could be possible...

good suggestions there Pxtl...

BTW, I am fairly sure Maestro would be interested in this project, I highly suggest to contact him, he is a very good modeler and scripter...
maestro
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Re: Good concept...

Post by maestro »

Pxtl wrote: My solution would be as follows - make Veritechs immobile in their human "battloid" mode, and make them transform to jet to move. Then just use "battloid" as the standard TA "landing" transformation. The only scripting trick would be making them have different weapons when flying from when on foot..
there is betterr solution for transforming thing, i;e link the 'form' with weapon...
say, take off and landing and using certain weapon (handgun) in droid mode, use air to ground weapon in gerwalk mode/hover attack mode and use aircraft mode in normal flight and when use air to air missile....

this are easy to do via scripting and make the unit move so dynamically
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zwzsg
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Post by zwzsg »

Oh, hearing about "gerwalk" suddenly makes me remember that robotech unit dude:
http://www.tauniverse.com/forum/showthread.php?t=29281
http://www.tauniverse.com/forum/showthread.php?t=30193

I haven't heard of him for long, but his model were really nice. Maybe you could try to contact him and see if he's still interested into creating Robotech units?

That way you'd have at least three units already done:
- A Mech Hunter
- A Transformable Robotech Unit
- A Super Dimensional Fortress
maestro
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Post by maestro »

zwzsg.... the model there isnt very accurrate but it is t1999 project so i will say nothing more here... 8)
also z, it mentioned that TA spring now each unit can have 16 weapons ?
how we must wrote it in .fbi and in script... ?
in old ta 1st weapon use aim primary, 2nd aim/firesecondary.. but how we must write weapoin 4 to 16 ? aimsixteenthiary and such isnt very easy thing to write and remember :wink:
or had the scripting system changed ?
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t9999clint
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Post by t9999clint »

First off Pxtl, please do not insult me and my friends UBER knowledge of Robotech. I know a VERY LARGE AMOUNT, it's just that I wanted to start small, and I only really like the Mechas in the first season of Macross, I might add some of the other Animes used to create Robotech, and the Sentinel series later since I plan on eventually adding everything and the ------- sink, but like I said I want to start small. Hence y I was only talking about Macross.
zwzsg wrote:Oh, hearing about "gerwalk" suddenly makes me remember that Robotech unit dude:
http://www.tauniverse.com/forum/showthread.php?t=29281
http://www.tauniverse.com/forum/showthread.php?t=30193

I haven't heard of him for long, but his model were really nice. Maybe you could try to contact him and see if he's still interested into creating Robotech units?

That way you'd have at least three units already done:
- A Mech Hunter
- A Transformable Robotech Unit
- A Super Dimensional Fortress
THANK YOU OHH SO MUCH!!! I will definaty add these (only as a base to make more kick ass l8r). I am so hyped about everyones enthusiasm on my Macross project, and help would be greatly appreciated.

Stats, info, and base drawings: I have that COMPLETELY COVERED I have most of that stuff MEMORIZED from GMing RPGs of it for the last 6 years. (has most of the RPG books involving Macross and Macross II) I was just thinking of how to successfully transfer the RPG stats over to the game's stats when I decided to check the forums.

Veritechs: I remember reading somewhere about a unit flag that'll let a unit turn from a land unit to a air unit and using that I have this Idea. First the unit'll be in Battloid mode as a land unit and when in that state the unit will be able to access all of it's weapons and be able to use the land as cover against anti-air missiles and the like. Then have able to transform into a air unit changing it into a VTOL aircraft (gerwalk mode only for when it lands and takes off, and Jet for everything else), but only allow it access to the head lasers and the missiles. That way I could make it have all three modes (even though one's just for show).

Now this is the idea that I think'll be interesting...
Super Dimensional Fortress 1: The SDF1 was the most important part of the entire Macross series and therefore I feel that it must also be the most important part of this mod. My plan is to make the SDF1 the commander, so that if the SDF1 is destroyed, the Game is over. It also makes it so I can make it extremely powerful without haven't to worry about balancing as much. It can build, move and fight, and there can only be one. I was also reading up on a workaround to make a flying factory, using the same concept we could have the SDF1 able to construct Veritechs and such as well. It's weapons would be severely limited to ensure that the user is forced to build Veritechs instead of just attacking head on with the SDF1 at the beginning of the game. I'm thinking aircraft only missiles and the Macross cannon that RARELY fires (think of it as a nuke but a beam cannon instead), and maybe a self damaging blast that damages everything around it (the shield reversion attack that accidently destroied Toronto).
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SinbadEV
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Post by SinbadEV »

scripting people, could it be pissible to have a build pic for building "charges" of the cannony thing? like building nukes?
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zwzsg
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Post by zwzsg »

maestro wrote:it mentioned that TA spring now each unit can have 16 weapons ?
how we must wrote it in .fbi and in script... ?
in old ta 1st weapon use aim primary, 2nd aim/firesecondary.. but how we must write weapoin 4 to 16 ? aimsixteenthiary and such isnt very easy thing to write and remember :wink:
or had the scripting system changed ?
Try Aim1, Aim2, ... Aim16, etc...
The old system is still supported, but it's advised not to mix the two on the same unit.
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SinbadEV
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Post by SinbadEV »

I thought it was AimWeapon1 FireWeapon8 Weapon16 or whatever
Gnomre
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Post by Gnomre »

SinbadEV wrote:I thought it was AimWeapon1 FireWeapon8 Weapon16 or whatever
It is. AimFromWeaponX, AimWeaponX, FireWeaponX, QueryWeaponX. The 'X' should match with the number of the weapon defined in the FBI file.
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zwzsg
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Post by zwzsg »

Ah thx Gnome. Where is it in the wiki?
Gnomre
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Post by Gnomre »

It's not, as far as I know. It's in the changelog file in the /docs/ folder though.
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SinbadEV
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Post by SinbadEV »

Don't blame me, I don't think we have any active unit scriptors posting to the wiki
Gnomre
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Post by Gnomre »

Well, I've started writing a basic script article for the wiki (locally--not online yet). There's a lot to cover, though, and I'm not even touching the Zwzsg side :P He can just paste his novels from his .bos files to the wiki himself!
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t9999clint
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Post by t9999clint »

Ok, I managed to get a hold of Lightwave 8 for a very reasonable price, on short notice.
ne way. How to you inport exsisting models into it? (and later out of it).
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smoth
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Post by smoth »

good luck with your project.
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