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JSpaced

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Reply with quote  #1 
Hey all,
So first of all let's get something out of the way first: I am terrible at finishing projects. I have loads of ideas, then I get sidetracked, life gets in the way, my mood changes, or something shiny is dangled from a piece of string in front of me and I forget what I was doing. I've already started (and dropped) a Star Trek Mod and thought about a Serenity mod. 

BUT: I'm currently leading a youth group and we are in the middle of my own Galactic Empire era adventure "Flight of the Jedi" set in the ten minutes at the end of Episode III.

A group of school children, including two Jedi Padawan and a Jedi Master are forced to take a detour on their return from a "Survival School" on Kashyyk and find themselves over Nar Shaddaa when the Separatist Droid Army attacks their transport. The disparate students must pull together to survive the Droid army, the end of the Clone Wars and the rise of the Empire (TM).

So that's the premise. At the moment the kids I am GMing for have made it to the third room along the corridor, on their way to the escape pods. My plan is for them to make it to the command bridge and that's when Artemis will take over.

Phase 1 of the Mod will:
1. Have a model of the Tantive IV (Blockade Runner) as the player ship
2. Include a limited fleet of Droid ships (no capital ships yet).
3. Modify the weapons so they give a "chain gun" effect, a la the Millennium Falcon's quad laser canons
4. Replace plenty of sounds, music and some visuals.

Phase 2 (if Phase mod works):
1. Imperial fleet (TIE Fighters!)

So, with this plan set out here, we're talking weeks or even months of work, right?
I'm looking for help. If anyone would like to contribute, or if anyone is working on a similar mod and would like some contribution from me, I'm happy to pitch in, depending on the project.

Disclaimer: I am not a master of any kind of digital art. I pick it up as I go and attempt to follow tutorials and learn things like Blender as I go. Don't expect AAA level game assets!

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MarkBell

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Reply with quote  #2 

I can't help too much with the digital assets, but I'd be happy to lend any kind of file level help you need.  I can work on .snt files, if that helps.

As for chain gun effects, there's a pretty straightforward way to do it.  In the vesselData file, you'll need to spec out your various beams.

<beam_portx="0"y="0"z="0"damage="4"arcwidth="0.4"cycletime="1.0"range="1000"/>


This is the beam declaration from the new fighters.  The one to pay attention to is cycletime - that's the length of time before that particular beam can fire again.  First thought is just crank that down to something pretty small - try it out on regular Artemis to find a setting you like.

There's also a setting in artemis.ini
; SETTING: playerBeamDelay
; USE: time delay between individual beams firing, so all beams don't fire at once
; ACCEPTABLE: 0.0 to 1.0
playerBeamDelay=0.3

You can use that to set the time between shots of different beams - that could give you a burst of shots with a cooldown if you've got, say, 4 beams right next to each other, each with a cycletime of 6.  

You may or may not want to poke at the beam efficiency if you want to go to rapid fire - it could suck down your energy very quickly if you leave it stock.


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JSpaced

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Reply with quote  #3 
Hey Mark,
Thanks for the reply and the offer of help.

I take it I should INCREASE the beam efficiency for this to work? That makes sense. Unless this is some maths thing where increasing the number decreases the efficiency?

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ryleyra

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Reply with quote  #4 
The beam coefficient in artemis.ini is how much energy the Beam system drains. You want to reduce it. Note you can't change how much energy the beam ITSELF uses. It will use 2 energy per shot. IIRC, that value is a constant and cannot be changed. So you would effectively take away from the beam's energy drain over time to make up for the energy you will use firing it.

Confusingly, the efficiency value in vesselData for ships is a denominator. As you would expect for a value called "efficiency", increasing it increases the efficiency of the ship. So a Scout has 1.3 efficiency and a Dreadnought has 0.8. However, increasing efficiency DECREASES energy use.

Thom posted in another thread that he's not sure why he was inconsistent in this coefficient versus denominator issue, and may change it. I guess it comes down to whether you want to think in terms of increasing efficiency or decreasing energy use.
JSpaced

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Reply with quote  #5 
Thanks Ryleyra,
I guess I'm only really going to see the effect when I'm in game playing and over a longer period.
I ended up googling "coefficient" and working from there. I am initially happy with the setup.
Now to model a few simple Star Wars ships and hope for the best.
Might also remove torpedoes from all ships.

J

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JSpaced

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Reply with quote  #6 
So I mentioned to my youth group what I was planning to do and how I was going to introduce Star Wars vehicles to Artemis.

"It'll have nukes right?"
"Uh, I don't think so."
"But every problem can be solved with nukes! Except nuclear Armageddon. But everything else...!"
"No, no nukes. Team work."
"Aw man, we're dead."

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Mike Substelny

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Reply with quote  #7 
Good luck on this ambitious project!

I would tell your youth group that I don't plan to give them nukes, but they are welcome to use their Jedi mind powers to change my mind.

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JSpaced

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Reply with quote  #8 
Well as I predicted I have done precisely ZERO with this mod, except make 2/3 the engine exhausts and the front command bridge of the player ship. I need to get on this, but real life is kicking my butt at the minute.


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MarkBell

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Reply with quote  #9 
I feel ya - getting going is a tough slog sometimes on these.
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JSpaced

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Reply with quote  #10 
Here's a work in progress pic. Not shown - Droid Fighters causing that shield damage.
Textures needs some work. The model is straight from SW: Battlefront 2 and came with 2 textures. I currently don't have time to re-map the UVs, so it was choose the front to look ok, or the back, but since we look at the back most...
Screenshot1.png 


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notsabbat

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Reply with quote  #11 
Nice!


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-Captain of the TSN Gungnir JN-001
-Eastern Front online group member
-My continuing bridge build:
http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
clavestone

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Reply with quote  #12 
YAY! Star Wars mod!
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PirateLord Eric Wethington:

Captain of the Privateer Longbow "Jimi-Saru"

Captain of the Pirate Brigantine "Fulminate" and 59th Pirate Fighter wing "The Reapers"

Helmsman of the "Project Draco"

Charter Member of the Eastern Front online group (PirateLord)

Online Liaison Officer to the Admiralty.

MarkBell

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Reply with quote  #13 
ooooh, shiny! [biggrin]  Did the original ship have 2 texture maps then?  It's not too difficult to re-map to a single file, it's just a bit of fiddling.


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JSpaced

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Reply with quote  #14 
The modded game was a success and tied up our tabletop chapter nicely.
There's some odd behaviour from allies, in that you have to tell them to attack the nearest enemy by comms, which is great because it gave Comms something to do.
BUT: is there a better way to get spawned neutrals to attack enemies?

The short mission ended with the Command to "Execute Order 66" and the side change worked beautifully.

What was really funny was the crew blaming each other for "aggravating the Republic fleet".
"You must have shot them!"
"I'm sure I didn't! Did you send them an insult?"

They abandoned ship and fled to an "escape pod" it was exhilarating!


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MarkBell

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Reply with quote  #15 
Awesome! Sounds like a serious hit, what are your plans for the future with the mod?
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