Battlestar Galactica - Page 2

Battlestar Galactica

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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daan 79

Re: Battlestar Galactica

Post by daan 79 »

Here an update!

I made me yesterday some more dds textures. Those arent working so i stopped using dmxbmp and now using paint.net. And lateron i will see if i can convert me some 3ds models with those textures.(UPspring crashed with those textures(dmxbmp) Today i got me some leads to fbi files that might work on the ships. Not sure if i gonna include them in to the daily update tho. But ther is still soemthing in progress.

good day
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Battlestar Galactica

Post by bobthedinosaur »

okay dan,
ill help you out a little. my wife forces me to watch BS so i know probably too much about it. but i will say base-star missile volleys does sound pretty cool. so heres what you need to establish: game play, time line for the mod from the 'BS universe', and lastly you mentioned space and land. you should probably pick one or the other because that will be pretty difficult.

will this mod be during the first cylon war or the later series based war. does the colonial fleet have new technology or the older left overs that the series shows? how is the commander, builders, and resource system going to work?

personally i think it should be based off what the colonial fleet would have done if they were not obliterated right off the bat and the game play was a little less one sided, but thats just me.
daan 79

Re: Battlestar Galactica

Post by daan 79 »

Hi bobthedinosaur,

Well good thing you wife forces you. Well i will try to tell things i figure out a bit here but all the other stuff will be discussed in channel #2003. When an argument about something made stuff clear what to do i will put it in the mod plan. But this here is for all interested ppl and her also gonna be screenshots when i got some working units in game. NOTE: alot models are from a maker called Coxxon he didnt gave me permission to use them since i not able to reach him. I wont release the mod when i dont got his permission. But on the brighterside i got a guy who got permission from him to use his models working on this mod now. So i am not sure how this will legelise the release but there is something to think about.

THe game info i try to keep it short (for a change)
- The battlestars and the defenders basestars will be using LOD. Means they will show up in game with different poly numbers. (thats where i need authorisation for of the maker.) another option is to decimate them and use less highpolied models.
-The fighters we refabicated but if we can use the original one than that woudnt be a problem at all. Ther gonnna be like 15 in a base/battle star atleast when fully occupied. I wanna try to use lua to get the ships use different heights. (morphing to a level alltitude)
-Razor shows: I see it as a challange have a mission in this mod were you start off with a shipyard were the Cylons attack. When you hold base for several minutes you won. a battlestar can order stuff from the shipyard(witch one you saved) So ships will just appear ingame.
-my wish was to add my ground units(homemade :D). we deploy heavy raiders as metalspots(refineries) and let them upgrade to have aa support and have a patroling centurion. only droppings and less microable stuff on ground level. no buildings. Water is a resource too.

so commanding a basestar is also protecting your fleet. Means you need civilionships to get your fighters occupied. We are hoping on some input on this. How will this function on cylons. More resurrection ships more army.? what happens when civilions ships get hurt. BOnus?

Welcome all in #2003 i be answering as much questions. I hope i will bring new topics here for general discussions aswell. I try not tell all

greats daan
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Michilus_nimbus
Posts: 634
Joined: 19 Nov 2004, 20:38

Re: Battlestar Galactica

Post by Michilus_nimbus »

I love BSG! It's the only scifi series I like.
I can't wait to see some vipers launching from Galactica's launch tubes, or Pegasus crashing into a basestar :-)
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Battlestar Galactica

Post by 1v0ry_k1ng »

this sounds like, awesomely overambitious. do hope you get somthing out though
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Battlestar Galactica

Post by bobthedinosaur »

ever play on homeworld 2 mods, might be the best engine for a BSG game
daan 79

Re: Battlestar Galactica

Post by daan 79 »

ok etx all we got a problem is ther soemone who could tell me how i get targa in dds i used paint.net and dxtbmp and i had no luck. Should i save it as a dx1 dx3 or somthing tx in advantage. Oh we got a svn set up today. Kovin joined the clan so We have more strenth than ever before.

Nice to see you here in this topic.

Still my questions stands. IF the fleet needs civilians (population)
What could be the best way to accomplisch same system with cylon

Greets
daan 79

Re: Battlestar Galactica

Post by daan 79 »

oh and another noob question we have a https://svn.bountysource.com/bsg2003/trunk/

this but we not sure where the link is where ppl can upload the dephelopers version. We taking little steps but we are teaming up so it began
daan 79

Re: Battlestar Galactica

Post by daan 79 »

Hoi

I got some answers the svn isnt a problem anymore. ther we put soem replaceble cob and bos files in the mod. i am still puzzeling about those targas since painshop also dont saves as dds s:. I will add tomorrow probell dds unitpics of most units. (fbi lua in progress)

Nice to see ppl think with us and i apriciate all the help we are getting. Well we are hoping to bring devirsety by bringing in ftl drive feature. But than again i also understadn the comment that this is over ambisious. my choice spring. because of the ppl and total anni.

greetz
daan 79

Re: Battlestar Galactica

Post by daan 79 »

15:05:25] <[PiRO]restrictor> hi all i got a very hard task infront of me. So far i tried making 100 mb of texture in png but it seems png doesnt increase those textures much.
[15:05:33] <[PiRO]restrictor> DDS is the solution i think
[15:06:42] <[PiRO]restrictor> But i have a hard time handeling dds could anybody give me advise on a short cut getting targa 2x2 k textures into png or should i decrease the texture format witch causes defenitley damage to the textures since we talking about very large units
[15:07:02] <[PiRO]restrictor> into dds sorry
[15:07:15] <[PiRO]restrictor> png wont work i found out
daan 79

Re: Battlestar Galactica

Post by daan 79 »

Hi

oh well it worked. png all the way.
we testing some stuff so if you wanna help test stuff let us know
Channel 2003 place to be.

Greetz res
daan 79

Re: Battlestar Galactica

Post by daan 79 »

Image
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Battlestar Galactica

Post by FLOZi »

Seriously, what are the tricounts on those things?
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Wisse
Posts: 263
Joined: 10 Jul 2006, 17:50

Re: Battlestar Galactica

Post by Wisse »

Alot. But those things aren't spamable so i guess ur PC could handle few of them. Spamable units were remade into low-poly as far as i know.
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Michilus_nimbus
Posts: 634
Joined: 19 Nov 2004, 20:38

Re: Battlestar Galactica

Post by Michilus_nimbus »

So, how are you going to handle launching vipers etc? What about resources?
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Battlestar Galactica

Post by Pxtl »

Link for the space map? Not many of those that don't suck.
LordMuffe
Posts: 286
Joined: 13 Mar 2005, 15:39

Re: Battlestar Galactica

Post by LordMuffe »

i think its Cosmos:

Image
daan 79

Re: Battlestar Galactica

Post by daan 79 »

i am tomorrow checking in bos files fot fighters. We ll do some tests with battlestar and fighters. But i looked around a lottle for bos totorials. I probelly looked at the wrong spots. But a little help is welcome. We gonna test if we gonna launch by using factory or repairpads.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Battlestar Galactica

Post by AF »

*_* you've forgotten everything I told you, yet again.

Ask quantum about CA lua carriers, they do everything you need the battlestars todo, no need for BOS scripts, not that they could do what you want properly anyway without zwzsg style mastery.
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Battlestar Galactica

Post by bobthedinosaur »

what about hit spheres! D:
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