Jump to content


Photo

Galaxy at War is back!


  • Please log in to reply
19 replies to this topic

#1 Master Windu

Master Windu

    The Master.

  • Advisors
  • 2,150 posts
  • Location:Houston, Texas
  • Projects:Galaxy at War, Rhovanion Alliance
  •  T3A Team Chamber Member

Posted 06 May 2010 - 11:05 PM

After a brief period of time with our own separate forums, we have decided that it's best to move back to Revora. So without further ado, we'd just like to let you know that we will be back to using our staff forums here and will be posting news here just like the old days.

Glad to be back, and we look forward to serving you all with a great SC 2 mod!

Posted Image


Edited by Master Windu, 06 May 2010 - 11:11 PM.

Posted Image
Posted Image

#2 Gfire

Gfire

    Nuju

  • Project Team
  • 2,173 posts
  • Location:I have returned from the depths
  • Projects:Finding My Way
  •  The Perfectionist

Posted 07 May 2010 - 01:30 AM

Great to see your back. :grin:

Does anyone on your team have Beta? The editor has been released so if you have beta access you can start modding right away.
Greetings, community.

#3 Master Windu

Master Windu

    The Master.

  • Advisors
  • 2,150 posts
  • Location:Houston, Texas
  • Projects:Galaxy at War, Rhovanion Alliance
  •  T3A Team Chamber Member

Posted 07 May 2010 - 01:45 AM

Great to see your back. :grin:

Does anyone on your team have Beta? The editor has been released so if you have beta access you can start modding right away.


Unfortunately we don't. A lot of our staff are busy with finals right now or are finishing up breaks they took while waiting for SC II to release.

However, we are a bit short on coders, so if you know how to code SC II, if you coded for the original SC, or if you think you can and want to learn, post in the job forums, post here, or send me a PM or AIM/MSN anytime :grin:
Posted Image
Posted Image

#4 Gfire

Gfire

    Nuju

  • Project Team
  • 2,173 posts
  • Location:I have returned from the depths
  • Projects:Finding My Way
  •  The Perfectionist

Posted 07 May 2010 - 05:12 AM

The SC2 engine is completely made from the WC3 engine, nothing remains from SC1 afaik, so SC1 coding won't help. WC3 coders is what you'll need.

I was never a WC3 coder, but since the SC2 modding tools have been released I've been messing around with them a little, and using WC3 tutorials for reference (it's a little tricky because things are fairly different, but I'm learning.) I haven't actually gotten to any code yet, just the data editor and some triggers. However, the data editor allows you to do pretty much anything you could do in code for a game like BFME, plus you can code and script triggers a bunch of other stuff. It's really a great and powerful tool, but It'll take some time to understand.

I really do want to work on a SC2 mod though. Not sure if this one is right for me, we'll have to see, but for now I'll be practicing.

What's the legal situation with making a Star Wars mod for a game like Starcraft? I don't want to get into any kind of trouble. I expect you can't sell your mod (which blizzard is working on a marketplace for modders to actually sell their SC2 mods.)

Also, is this a skirmish-based mod? So, you'll be making standard melee-maps for the mod to run on? Or some type of custom map/campaign involved? Perhaps both. The new SC2 modpack system should make that pretty easy from what I understand, you can attach your mod to any map (including maps in custom campaigns I believe,) and play it in the custom game section. And they said they might even make ladders for popular custom maps and mods (DOTA and whatnot.)

Anyways, I may be of some use for this project. At least in the design, since I have a good knowledge of Starcraft II, balance and stuff. Resource systems would have to be designed. SC2 does allow additional resources, not just two like in the original game.

Lastly, I'd like to point out gamestop is still giving away beta keys with preorder of the game, if you're interested.
Greetings, community.

#5 Gen.Kenobi

Gen.Kenobi

    I'm a doc, not an...

  • Undead
  • 1,429 posts
  • Location:Brazil
  • Projects:Survive Med School
  •  Your Doc
  • Division:Revora
  • Job:Hosting Admin

Posted 07 May 2010 - 07:49 PM

Welcome back dude!

kudos to Pasidon for this awesome avvy and siggy!


#6 Master Windu

Master Windu

    The Master.

  • Advisors
  • 2,150 posts
  • Location:Houston, Texas
  • Projects:Galaxy at War, Rhovanion Alliance
  •  T3A Team Chamber Member

Posted 07 May 2010 - 10:04 PM

The SC2 engine is completely made from the WC3 engine, nothing remains from SC1 afaik, so SC1 coding won't help. WC3 coders is what you'll need.

I was never a WC3 coder, but since the SC2 modding tools have been released I've been messing around with them a little, and using WC3 tutorials for reference (it's a little tricky because things are fairly different, but I'm learning.) I haven't actually gotten to any code yet, just the data editor and some triggers. However, the data editor allows you to do pretty much anything you could do in code for a game like BFME, plus you can code and script triggers a bunch of other stuff. It's really a great and powerful tool, but It'll take some time to understand.

I really do want to work on a SC2 mod though. Not sure if this one is right for me, we'll have to see, but for now I'll be practicing.

What's the legal situation with making a Star Wars mod for a game like Starcraft? I don't want to get into any kind of trouble. I expect you can't sell your mod (which blizzard is working on a marketplace for modders to actually sell their SC2 mods.)

Also, is this a skirmish-based mod? So, you'll be making standard melee-maps for the mod to run on? Or some type of custom map/campaign involved? Perhaps both. The new SC2 modpack system should make that pretty easy from what I understand, you can attach your mod to any map (including maps in custom campaigns I believe,) and play it in the custom game section. And they said they might even make ladders for popular custom maps and mods (DOTA and whatnot.)

Anyways, I may be of some use for this project. At least in the design, since I have a good knowledge of Starcraft II, balance and stuff. Resource systems would have to be designed. SC2 does allow additional resources, not just two like in the original game.

Lastly, I'd like to point out gamestop is still giving away beta keys with preorder of the game, if you're interested.


Good information, thank you. If you really think you'd be interested in coding SC II, then we'd be happy to have you. At this point we have nothing coded, so to start off we'd probably just like to try to get models/animations/textures ingame correctly, etc.

And yes, this is mainly a skirmish-based mod. We'll have lots of SW maps to go with it, and I think we'll definitely do a campaign once the skirmish stuff is completed.


Welcome back dude!


Thanks! :p
Posted Image
Posted Image

#7 Gfire

Gfire

    Nuju

  • Project Team
  • 2,173 posts
  • Location:I have returned from the depths
  • Projects:Finding My Way
  •  The Perfectionist

Posted 07 May 2010 - 10:28 PM

Great. I'm pretty good with the terrain/mapping part of the editor, I have the most experience in that, as far as SC2 stuff, so I'd be willing to design maps for it.

I haven't done any SC2 coding, but I've messed around with the data editor, added new units and things. You may not even need any code whatsoever for a skirmish mod. Only for some new special abilities and things, I guess. I'm willing to help out with that. I'm not really comfortable with it but an actual project to learn along with would certainly help. I don't know how to get new art in-game yet, though.

I also do 2d art, so buttons and things. And each faction's interface, cursors and buttons and whatnot.
Greetings, community.

#8 Master Windu

Master Windu

    The Master.

  • Advisors
  • 2,150 posts
  • Location:Houston, Texas
  • Projects:Galaxy at War, Rhovanion Alliance
  •  T3A Team Chamber Member

Posted 08 May 2010 - 12:00 AM

Great. I'm pretty good with the terrain/mapping part of the editor, I have the most experience in that, as far as SC2 stuff, so I'd be willing to design maps for it.

I haven't done any SC2 coding, but I've messed around with the data editor, added new units and things. You may not even need any code whatsoever for a skirmish mod. Only for some new special abilities and things, I guess. I'm willing to help out with that. I'm not really comfortable with it but an actual project to learn along with would certainly help. I don't know how to get new art in-game yet, though.

I also do 2d art, so buttons and things. And each faction's interface, cursors and buttons and whatnot.


Awesome!

PM'ing you further.
Posted Image
Posted Image

#9 Gfire

Gfire

    Nuju

  • Project Team
  • 2,173 posts
  • Location:I have returned from the depths
  • Projects:Finding My Way
  •  The Perfectionist

Posted 08 May 2010 - 03:05 AM

I have no PM.
Greetings, community.

#10 Master Windu

Master Windu

    The Master.

  • Advisors
  • 2,150 posts
  • Location:Houston, Texas
  • Projects:Galaxy at War, Rhovanion Alliance
  •  T3A Team Chamber Member

Posted 08 May 2010 - 04:27 AM

I have no PM.


Sigh. I left it in a tab, unsent.

Thanks for the reminder :p
Posted Image
Posted Image

#11 el kevo

el kevo

    title available

  • Members
  • 634 posts
  • Location:Ontario, Canada
  • Projects:Staff at Flameguard's "Game Sector Network"

Posted 09 May 2010 - 01:07 AM

Sounds awesome dude. I remember when you guys were originall doing it for BFME2. Sigh, those were so many years ago. Anyways, any idea if you'll be supporting the mac version with your mod? would be nice, especially for those who only have macs or not strong enough PCs
Posted Image

#12 Gfire

Gfire

    Nuju

  • Project Team
  • 2,173 posts
  • Location:I have returned from the depths
  • Projects:Finding My Way
  •  The Perfectionist

Posted 09 May 2010 - 01:19 AM

I believe all SC2 mods can run on any version of SC2, Mac or PC. So yes, I don't think it's possible to make it PC-only.
Greetings, community.

#13 Digz

Digz

    title available

  • Division Leaders
  • 1,070 posts
  • Location:London, England
  • Projects:Petrolution
  • Division:Petrolution
  • Job:Division Leader

Posted 10 May 2010 - 10:03 AM

Great to see you back Windu!

I'll have a play around with the SC2 mod tools after my exams and see where I can help out after that.

#14 Bart

Bart

  • Network Admins
  • 8,524 posts
  • Location:The Netherlands
  • Division:Revora
  • Job:Network Leader

Posted 11 May 2010 - 10:09 PM

I believe all SC2 mods can run on any version of SC2, Mac or PC. So yes, I don't think it's possible to make it PC-only.

It's possible if you make for example a windows-only installer. It may not be hard to make it cross-OS, but you have to keep it in mind.
bartvh | Join me, make your signature small!
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."

#15 Gfire

Gfire

    Nuju

  • Project Team
  • 2,173 posts
  • Location:I have returned from the depths
  • Projects:Finding My Way
  •  The Perfectionist

Posted 11 May 2010 - 10:55 PM

SC2 mods are installed through battle.net when needed, just like custom maps. (Because the mods are accessed through custom maps, it will install with the map, like a map.ini except multiple maps can use it.)
Greetings, community.

#16 drogoth232

drogoth232

    What a shame

  • Members
  • 1,268 posts
  • Location:United States

Posted 12 May 2010 - 07:03 PM

Wow nice to see that production has once again been started. :mellow: Good luck Windu!
Wait... what?

#17 Master Windu

Master Windu

    The Master.

  • Advisors
  • 2,150 posts
  • Location:Houston, Texas
  • Projects:Galaxy at War, Rhovanion Alliance
  •  T3A Team Chamber Member

Posted 12 May 2010 - 08:25 PM

Great to see you back Windu!

I'll have a play around with the SC2 mod tools after my exams and see where I can help out after that.


Awesome, sounds great. Glad to be back as well :mellow:

Wow nice to see that production has once again been started. ^_^ Good luck Windu!


Thanks!
Posted Image
Posted Image

#18 TiJiL

TiJiL
  • Project Team
  • 241 posts
  • Location:The Mustafar System. I will be safe there.
  • Projects:Galaxy at War
  •  Sir Epic

Posted 14 May 2010 - 02:13 AM

I'm here. I'm not planning to do any actual work for a week or two (except maybe some UVing) but if anyone wants to hit me up in the SC2 beta, my RealID is tlarsen87@comcast.net
\\\\Galaxy at War - Transient Modeler and Animator.\\\\

\\\"Just make the models and worry about the poly counts later.\\\"

#19 Devon

Devon

    Dark Nerd of the Sith

  • Global Moderators
  • 5,886 posts
  • Location:Colbert Nation
  • Projects:RJ RotWK, Twilight of the Republic, HDLH
  •  T3A Chamber Member
  • Division:Community
  • Job:Global Moderator
  • Donated

Posted 14 May 2010 - 01:46 PM

Looking forward to this a lot :mellow:

yodasig2.png
My political compass
There's a story that the grass is so green...what did I see? Where have I been?


#20 Gfire

Gfire

    Nuju

  • Project Team
  • 2,173 posts
  • Location:I have returned from the depths
  • Projects:Finding My Way
  •  The Perfectionist

Posted 14 May 2010 - 06:07 PM

Yoda! Awesome that you saw this. It's cool to have your support for it.
Greetings, community.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users