"Conquer The Galaxy" is a Star Wars Total Conversion Mod for the "Airships: Conquer The Skies" game title by David Stark. | Link (TBA)
Manufactured using The Module Kit. | Link
CONQUER THE GALAXY is an experimental ALL-NEW project entering development May 2017. More details to come.
The FINAL MOD will include ALL GENERATIONS.
Here's a video where I show off:
CTG BTS 01 TEASER
Conquer The Future employs Modified Star Wars Battlfront II assets that have undergone several changes. The models and textures accompany the BF2 Modtools EXE and can be downloaded, free. Pretty sure I nabbed my copy from GameFront, multiple reliable hosts.
Changes before Final Draft:
Porting through the Pandemic Zero Editor Tools, or ZEtools, in the Autodesk Softimage 2015 Platform. Neither software is being advanced by their respective owners - this combination is final. There are many ways of doing this; this method has the most versatility and the entire Star Wars Battlefront II game was ported properly in hours.
Exporting .DAE format from SoftImage 2015. No file is "more compatible" with Cinema 4D (research done). A .DAE can be returned to SoftImage 2015 from C4DR12-C4DR15 (to my knowledge) for Star Wars Battlefront II modding - any other format will have issues getting back into the Pandemic Engine. A .DAE is available from the dropdown when "Export / Model" is chosen.
Standard Model Setup indicated on the CONQUER THE FUTURE FORUM PAGE.
The model assets often come with additional elements intended for a 3D Engine that can reference points stored within the model file; these elements near-always worthless for ACT:S. A degree of Modeling Experience & Hands-On SWBFII Modding helps. Good luck!
FACTION | CIS
FACTION | IMPERIAL
FACTION | REPUBLIC
FACTION | REBEL
FACTION | NEUTRAL
(Pictures coming soon.)
Good news and bad news.
Bad news first. I'm having a conflicted moment. Lacking what I consider "Vital Elements".
Good news? I'm going to release a "Monsters Nest" Mod on Steam. It will have "Invasions" from Imperials and the CIS (Trade Federation) who are interested in your planet.
I absolutely refuse to release a boring Starwars Mod. I've been balancing for Planes.
Updated the unit list to reflect my current port. It's missing structures like shield generator, asteroids, ion cannon, etc. until they serve a greater purpose in the mod.
Keep your eyes on the workshop!
I'm "exploding" everything. Still missing the fire and edge fades. This is... well it's "chummy". Needs more "ahhh i'm in a tiefighter that's about to explode!" tailspin to it.
7/27/17: The Mechanics have been in the works for a while now. There were many ways of making this mod...
I've been finding effective workflows for color. I've broken it down to B&W and back.
This way anything not true white can be shaded back later. Large starships and structures will have different symbols on the exterior to mark their purpose.
This is the "easiest" way to do it. Took some time to figure out.
Correction, I only have half the puzzle figured out. I don't think Monsters have the COA color picker. It's the better half of the puzzle, still a go.
Moving into official capitol ship scales.
By Upscaling and Measuring with a Grid, you can achieve very nice results while leaving room for animation. With objects as "large" as this, sometimes it's best to scale on the same plate, although special case.
Improvements are reflecting.
So, this part is a little complex. I'd really like the "TC" to be compatible with original modules, so intend to chop as many elements to scale as possible.
Once an acceptable scale is determined for each element, create monster versions to fill in the color. Hide poor connections with "tech" checker.
People like flags, right? So, I've started practicing my flag techniques. Here's a sample.
7/30/17: Today's update is delayed. Suffering some kind of DoS Attack; my upload is gone over heartbeats of time. Need to fix the net.
I present the Emplacement.
Similar to Speederbikes & Aircraft, these Emplacements can be armed by a single trooper and put to good use. A great way to keep troopers in battle is to have places they can hide.
In addition to the "Shot", effects like this will be placed at the end of weaponry in the appropriate color. Can also act as inflicted damage.
Samples of walls.
Detail can be maintained by doing "by hand" changes instead of dipping to B&W on the port.
Reformatted the List Structure. Added "Millennium Falcon" to the NEUTRAL Air Ship list.
Worked a bit on the flags. Trick is to skip frames.
Making .gif's out of skipped frames is difficult, so merged them all into a single gif.
Minor update, crowded day.
This should be good...
I need this in my life.
When can we expect this on the steam workshop?
Well it only started in May so maybe late 2017 or mid 2018?
awesome, cant wait! :D
dang, that sucks, the animated spacecraft would have been great...
(and just helping you out here, star destroyers dont "destroy" stars, they are a destroyer-style ship of the star class. however, the "death star" [the massive space station from the original trilogy] destroyed planets, although i assume you at least know that much :P)
Sponsored by Math.
All Obey The Power Of Math.
Downscaling measurements before texture changes.
Planning small craft & emplacements before large craft.
Notes on "craft".
from "TREAD" to "GROUND CRAFT".
Monsters will have custom deaths. They will not be designed to fit with other modules. While pieces of the larger craft will interchange, will become cosmetic in nature. "Fin" "X Flipped Fin", "Turret" "X Flipped Turret", etc.
Balance will orient "Monsters" being empty by design, and commands given to occupy them. More soon.
Sample scaling on the emplacements.
TRIPLE BONUS EDIT
Moved Rebel K-Wing to PLANES, removed the Wookie Catamaran (Boat), moved Millennium Falcon from Neutral Faction to Rebel Faction.
Started Air Craft scaling samples.