| 01-13-2003, 01:16 PM | #1 |
Here is the Netstorms MOD topic, could someone post the idea? |
| 01-13-2003, 03:00 PM | #2 |
Ok, for the netstorm mod, we are trying for an accurate-as-possible conversion from the old Netstorm game to a Warcraft 3 mod. Here is the outline for what we are trying to accomplish: I. An island system, from which flying bridge buildings are built. This would be accomplised by re-texturing water into sky, and then creating cliffs surrounded by water to simulate the islands in Netstorm(have not done). II. An extensive and functioning bridge system. At this point, it seems best to make the bridges units with replaced structure models. 1. Triggers will be used to keep the bridges from moving and orient them in a specific direction(have done). 2. A "delaran shield" system (suggested by dataangel) to create regions around bridge pieces that will allow attack/defense structures to only be built within close proximity to the bridges(working on this). 3. We will also need to figure out a way to allow the bridge construction unit and the resource/priest capturing units(the only controlable units in this mod) to stay ON TOP of the bridge pieces. This could be done in two ways: A. As suggested by Ari, edit the passibility files and create long, thin passable areas through the middle of the bridge units. B. Use complex triggers(which I have not figured out). In either case, I have not done this. 4. A system to organize how the bridges are placed. ChewieTobbaca suggested a grid system, dataangel suggested a system using gates. I am not sure how either of these systems would be implemented(have not done). 5. New models for the bridges. This is a simple one; we need to model bridge pieces in 3dsmax(have not done). III. A defensive/offensive structures. These need to be developed. I think we can use existing model, but we will end up creating a LOT of custom units. Ok, thats all I have time to put up right now, I got class in 5 mins. If I left out anything, someone plz put it up. Thanks, Oog |
| 01-13-2003, 03:19 PM | #3 |
What we need most is skinners and modellers, that is the biggest thing. We need a list of those who wants to be in... could all those ppl post here? http://net-storm.cjb.net/ <<Page with good info. |
| 01-13-2003, 11:17 PM | #4 |
Guest | Ok, I doubt I can join the team permentently because of real life, but I still have ideas and stuff to implement. Code:
I) [b]Islands[/b]
1. Sky
a. Texture water or ground to sky
b. Or create a ton of fog in regions
2. Territory
a. Can only build on your own island or on bridge ends
b. You can build on enemy island if there is no temple
II) [b]Units/Skins[/b]
1. Modeling
a. We can model all buildings and skin them
b. Use pre-existing model for priest and other animated units.
c. Water --> Sky
III) [b]Buildings[/b]
1. Details
a. Display building range through special effects
b. Buildings that rotate are based off ancient protector
c. Almost all offense/defense is stationary
d. Whirligigs, only 3 at a time
2. Advanced
a. Model gold mine into a gyser. The mine will have 300-400 gold.
IV) [b]Bridges - Detruction/Creation[/b]
1. Model + Details
a. All bridge types can be modeled, or scale current ones
b. Blight/Trigger/Dalaran Shield system will be used to make buildings on bridges
c. System of gates or triggers tell where you can/cannot build
2. Physics
a. Bridges will be of random type, and random quality
b. Cracked bridges will fall apart if not used
c. Cracked bridges will repair over time
d. When a structure on a bridge is sold/destoryed, it takes out adjacent bridging too.
V) [b]Offensive/Defense Power[/b]
1. How it runs
a. Uses power, like a pylon on starcraft
b. Some require multiple power generators, think of it like needing 2 pylons
c. Generators (pylons) coem in different elements.
d. Different building take different elemental energies.
2. How its done
a. Use region checking triggers for checking for nearby generators of correct power
b. Once built, energy travels to the structure to be built. We use a fast moving wisp.special effectI may be able to model or skin. Ill be back later with more info and stuff. |
| 01-14-2003, 09:54 AM | #5 |
That sounds great, I can take the response to make all units (the abilities) but i will need someone to help me thats active on IRC, i think we need a lot of activity on IRC for this to go smooth. |
| 01-14-2003, 01:54 PM | #6 |
Bah only problem with this MOD is taht there is no Netstorm fans! |
| 01-14-2003, 06:08 PM | #7 |
Well, you gotta realize, we are talking about a game that is seven years old here, so a lot of people dont know about it. Aside from that though, I am willing to model, make triggers, and do terrain for this project. Only problem is that im still fairly new to editing in Warcraft 3, so ive still got a lot to learn. I'll be help as I can though! :D |
| 01-14-2003, 06:15 PM | #8 |
Is there any chance that you can be able on IRC? The things i can do is trigger jobs, terrain (well im not the best) and model EDITING (no not new ones) and i kinda suck on skinning too, well maybe i can try some cause it will mostly be Copy 'n Paste. |
| 01-14-2003, 06:18 PM | #9 |
Here is a map that contains a flying "bridge" piece, a storm priest to build 'em, and the basic triggers to create blight and delaran sheld around the bridges. I hope to progress more on the bridges soon. |
| 01-14-2003, 07:06 PM | #10 |
Whoa! Okay that will work, but i think we need to edit it so that the blight is smaller. Explain why the dalaran shield is there, i didnt really get it in the first place. |
| 01-14-2003, 08:39 PM | #11 |
Well, I've got it producing both blight and the shield at the moment becuase if we get to the point where we retexture the water into sky, the blight wont work. So, the dalaran shield will be used instead to determine where buildings can be placed. I just havent written the triggers for this function yet. |
| 01-16-2003, 12:18 PM | #12 |
Okay great, i will try finding a way to skin the water so that we have a start. And because of that we're not so many ppl here i think we have to skip the new models and do only some skins, if we get ppl we can always make a new version. |
| 01-16-2003, 01:14 PM | #13 |
sounds good. I'm already using what little time I have to develop the bridge triggers, and I have no idea when I'll come up with something solid to show, but I'll keep working on it. |
| 01-16-2003, 04:05 PM | #14 |
Erhm... well ehh.... For future notice: Do NOT reskin water.... |
| 01-16-2003, 04:08 PM | #15 |
OOPS wrong pic.... well well, heres the right one, and it flashes horribly too! |
