GTA:San Andreas Modding- A Star Wars Conversion- Recruiting

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VF501
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GTA:San Andreas Modding- A Star Wars Conversion- Recruiting

Post by VF501 »

Oookay, sometime soon I plan to start doing a Star Wars conversion for GTA:SA.

This will need Plenty of new models and skins of course, and mission scripting if we want new Star Wars style missions.

I was thinking, since we have a bunch of talented people here in the skinning, modeling and scripting areas we could do a wonderful job on something like this.

As an added bonus, because of the age of the game the trails have already been blazed with tons of tutorials and tools out there (only walking vehicles haven't been done).

Plus with what has been done here, we can convert community models into the proper format which is .dff and skins are .txd there by saving alot of time.

If you're interested, leave a post or drop a PM. If enough interest is there I'll provide links to the tools needed to do this and the modding sites.

If not, I'll do what I can on my own and release what I acomplish.

Note: If you have a post "Hot Coffee" Mod version, PM me if you want a link to what allows you to play a modded version of the game.

EDIT: Added bonus. If you have the SA-MP mod (players need the client version, Servers use the server version), you can play online. Which means if a server runs the Star Wars conversion, anyone with the mod (if it gets made) can play online together.

SA-MP also has multiple gametypes- like Base Assault where attackers parachute into a base and try to destroy it while defenders stop them. Racing games become very easy, DM and TDM of course.


Hard part is remapping San Andreas, but we can always do the classic Empire Vs the Earth fantasy many a Star Wars fan has had.
Talibanman

RE: GTA:San Andreas Modding- A Star Wars Conversion- Recruit

Post by Talibanman »

:shock:

Good luck with that.
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Post by EGG_GUTS »

Wow that would be cool but a lot of work. :o I'll just give a good luck too.
VF501
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Post by VF501 »

Well, it wouldnt be hard to convert the models at all. You just need Gmax (totally free script based modeling program) or 3DSMax Version 3.0 and up, plus KAMS Script.

Export the model as a .obj, import it into Gmax/3DSMax, set it up for GTA, then export it as a .ddf, the texture is automatically exported as a .txd by the script. So using community models it can be done fairly quick.

Plus all the game data is in un compiled form, so you just go in, open the files with notepad and make your changes.

Remapping well, and mission scripts are the hardest to do.
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Post by wazmol »

sounds like a great idea but it will take a VERY long time to make it perfect.
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Post by Teancum »

Yeah, this is one of those that you'd need to start off small until you have something to show. The best way to recruit is not by word of mouth, but by people being excited at what they see.

Good luck with this, but it seems entirely too big to bother with. Essentially what you're looking at can be done in Battlefront, but SWBF can do multiplayer natively. San Andreas doesn't.

But again, Star Wars San Andreas would be a poor man's Star Wars Battlefront, which we all have.
Razorpig

Post by Razorpig »

Teancum wrote:Good luck with this, but it seems entirely too big to bother with. Essentially what you're looking at can be done in Battlefront, but SWBF can do multiplayer natively. San Andreas doesn't.

But again, Star Wars San Andreas would be a poor man's Star Wars Battlefront, which we all have.
I disagree with you Tean... If any of you out ther HAVE played San Andreas (or any of the GTA's for that matter), you would see how cool this idea is. HUGE maps (of course that's also a drawback, as you have to completely redesign the maps to look "Star Wars-y"), and complete and total freedom to do what you like...

I like the idea, I think it'd be extremely cool to have full freedom to do what you like. On the other hand, this mod will be a complete nightmare to design - scripting and mapping especially. The models (including walker type models) would probably be the EASIEST thing to do. But the size of the maps would be murder for anyone doing level design - and testing those maps to ensure that they were bug free would be even more difficult/time consuming. Scripting the various NPC's (of which there are Hundreds - if not THOUSANDS would also be tedious work...

I'm afraid I'll have to throw yet another "good luck" onto the pile. If you do get some progress going with this mod, PLEASE show us. This is an extremely interesting idea, and it's be interesting to see it come to fruition.
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Post by Dohnutt »

Hehe. Interesting idea.
(Not that I approve of GTA. I just think it's funny.)
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Post by wazmol »

have you got any thoughts as to how your going to do this mod?

thanks in advance
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Re: GTA:San Andreas Modding- A Star Wars Conversion- Recruiting

Post by Adjuntant_Reflex »

Err,good luck dude on this project.
Death_Commando

Re: GTA:San Andreas Modding- A Star Wars Conversion- Recruiting

Post by Death_Commando »

If i knew how to mod GTA SA i woud recruit :(
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