Poll

Blocko/Lego style vehicles or regular low poly?

Author Topic: Darryl's Star Wars (AOTC) Pack [POLL: Lego style vs low poly]  (Read 18840 times)

Yeah those are the ones I had in mind. I've still got a lot of non-vehicle content I want to make first, but it's something I would like to get to.
Yep I agree on it ruining the experience. I've just got the chest and back image working with a UV mapped model of the player's chest, but how do you think I should make it work in-game? Should it be an item like the helmet? Or is this where I should start making a player type? (The player type would be exactly the same as the default player bar a swapped out chest model)

Edit: One detail I just realised I've missed with the helmets is that the player doesn't actually have a neck anymore (because I'm hiding the head). If I'm going to do this right, I have to make a second model for each helmet for the head only which includes the neck. I don't want the model of the spawned item to have it.
I think making the clone troopers helmet / armor as items is a good call, but I'd make boba fett a playertype with the jet pack just being the normal right click to jet (with an emitter coming from the pack obviously)

As far as your edit goes, I think you're being overly critical.

armor for clone troopers should be separate in case you want different patterns for different troopers. special units like boba/jango should have their armor associated with their specific helmet since there is no reason not to


This
OnBotSpawn -> Bot -> ChangeDatablock -> [clone trooper] ?

OnBotSpawn -> Bot -> ChangeDatablock -> [clone trooper] ?
But what if you have that astronomical chance so slim you need to max out the events on the bit spawn and that one event forgets everything up?

I've come to the conclusion that making playertypes is pretty much essential now. I figured out how to mount the custom chest models and it seems to work really well. It's good because while the clone's chest model is only for the UV mapping of the front and back, I can hopefully make Jango's chest model include his jetpack.

I don't want to include the helmets by default because I either need to mount the helmet image automatically (which means you don't have it in your inventory and it just gets attached to your head), or add the item to your inventory (which would be problematic if your inventory is full). So I'm thinking playertypes will just be for the custom chest/any movement changes (e.g. Jango's jetpack), and helmets will remain items only.

I'll have a look into the bot types at a later date, but I will say that I don't want to add too many datablocks to cover all the possible fringe cases.

Front & back decals are now done on the clone trooper playertype (note the helmet is just an item I equipped, not part of the player)


The hardest part of the whole process was getting the custom chest model to play nicely with Slayer (which is probably pretty important given how much it's used). I think it works quite well, because while the chest is a static colour, you can still customise the appearance of the clones by assigning a uniform like usual.

What kind of stats will it be?

Default no-jet playertype?

Default no-jet playertype?
I've not settled on an idea yet, but I'm thinking they won't be able to jet by default.

The clones use a jetpack which is pretty much exactly the same (model wise) as the one Jango Fett uses, so I'm thinking I'll also have a variant of his jetpack that can be used by the clone troopers.

In terms of usage, what I have in mind for the jetpacks is completely different than most blockland players will be used to though. If you've played the latest battlefront beta, I want the jetpacks to be similar. They're basically only used in tactical situations for a quick burst of velocity, rather than being something you use to hover around.

Progress on the jetpack. This coloring is obviously for the clones, not Jango - based off these images. I'm not sure if I like the black though, I might try a grey next. There's an issue with the centre rocket clipping into the helmet too, not sure how I can solve that.


It's a separate playertype than the standard clone, but I can also make it into a usable item if that's what people want. The jetpack is actually paired with the UV mapped chest, making it easy to mount both at the same time:


All I need to do to make one for Jango Fett is to recolour this model.

Lighter black:


Jango Fett Decal (need to tweak still)


Jetpack has been recolored:
« Last Edit: October 30, 2015, 09:50:29 AM by Darryl McKoy »

Could you make it so the armor plates for Jango's decal are the part that you can color for customizability?
I think for the jetpack you should do something like the HoverJet playertype but with limited fuel.
The helmet absolutely needs to come off.
or add the item to your inventory (which would be problematic if your inventory is full). So I'm thinking playertypes will just be for the custom chest/any movement changes (e.g. Jango's jetpack), and helmets will remain items only.
Clone troopers (and Mandalorians) have all sorts of utility pouches, etc. Just give them, like, 8 items and the inventory problem will be fixed.
Also, clone troopers don't carry much more than they're helmet, DC-15A/S, a Thermal Detonator, and maybe one or two other devices.
Can you do Republic Commando stuff, including armor/helmet, DC-17m (with all three modes), and E-Web?

Also, can you make the ARF Trooper helmet?


The more you work on this pack the more you're tempting me with ideas to make Block Wars prequels.

They'd not be as long as Block Wars is, probably more like shorts, but still- the ideas are there now.

I'm going to end up dooming myself to making Block Wars stuff until I die.

The more you work on this pack the more you're tempting me with ideas to make Block Wars prequels.

They'd not be as long as Block Wars is, probably more like shorts, but still- the ideas are there now.

I'm going to end up dooming myself to making Block Wars stuff until I die
.
F