View Full Version : Mod comments and suggestions
Star Dragon
11-03-2004, 07:13 PM
If you think we suck, then tell us why so we can try to address the issue.
Got a cool idea you'd like to see implimented or a ship we have not listed then post them here!
chinaman
11-06-2004, 06:05 AM
:) Just testing the guns
Earthpilot
11-07-2004, 01:03 PM
OK some bad news from me.
I am stucked with that Ikazuchi guns.
I managed to build one in and that was it.
I will try again if i get the time but it looks like the Ikas had it.
Any ideas?
Star Dragon
11-07-2004, 09:33 PM
Do whatever needs to be done still with it Mesh-wise except for guns... When ready send it to me. I will see if Trashman can finish it off (being that turrets are the only thing needed to fix.).
I want o tst it to make sure it looks good in game (aside from armaments), blows up with no crashes, acts normal in situations ect... Better to have a workig but not finished model than no model at all!
If he doesn't have time I will sotre it or may China would take a look at it? (then again I don't know if either of you two have sucesfully made single or multi part turrets before? ) I haven't only a few single parts but then I screw up.. Teaches me to stay away from modler's domain...
l8tr!
Star Dragon
11-08-2004, 12:42 AM
. I really don't think we need one. After all the ship lists ARE posted already on HLP and here so it's not like they are any real surprises to keep secret. (plus I'd rather jsut have the ability to click on the main forum thread and see the sub-threads at once than mess with an extra seperate link and a password ect... I'd rather let everyone see us progress step by step and show how active we are.
But that's just my opinion.. (if you guys want one Matt made one already)
But you have to use a seperate link and have a password, I think that's more of a hassle then having it auto show up above the normal forum threads like on HLP. (no offense intended)...
Star Dragon
11-22-2004, 07:45 PM
I resent the vt's and initial skins to your hotmail... If there is a problem let me know. I hopw I got my idea across clearly enough (at least in my own head I know what I was trying to say)...
Get those ones skinned first, then worry about fast packs, once that is done the HERO units will be last (with and without fast packs). I'm gonna bug Trashman and see if he can knowck them out for us after Deadelus and Prometheus syand alones are finished off...
L8tr!!!
:D
Star Dragon
12-06-2004, 12:19 AM
Been working on improving some cap ship weapons, have an idea for invid "annihilation disks"... that's on my end. Oh BTW Mission one BETA beginning with the SDF-1 beam comming from Earh and zapping the two Zent ships finished! Now I just need to end the mission appropriately then it will be DONE!
Of course Later on will go back for the Macross island stuff and make that But I had an idea. Instead of making SDF-1 appear in orbit (like I figured we'd do now to end the mission) Veritechs CAN re-enter Earth on their own (they just can't get into orbit without a booster pack). Why not have Alpha ordered to get back to Macross? Then you wnd the mission by going to re-entry waypoint and the end-mission sexp comes into effect and that debriefing give you a little snippet of info while you are re-entering the upper atmosphere (a red alert mission)?
thoughts?
Also:
Earthpilot is now working on the IZUMO battlefortress.
Chinaman (To my knowledge) is still working on the Horizonts and varients...
Matt is still mapping the VT's
if any of this is wrong let me know, and please post an update if there is one...
FYI: too early to be confirmed but I got a line on an INVID Hive complex (can be used for space or Ground... Will have tunnels inside, chambers, ect...
Cobra
01-04-2005, 01:22 AM
waitaminnit. the robotech mod preview i downloaded was a preview for RT2? or is it RT1?
Star Dragon
01-16-2005, 02:58 PM
That was release 2 for the forst mod. Much like TBP has r3 (meaning realase 3) If they make a new TBP taht would most likely be TBP2 R1 (meaning mod 2 release 1) see?
This will be release 1 of the second robotech mod.
The goal adn scope of the mod justified more than a release number but a whole category change so it is RTII R1 but we are not anywhere's near a relase point yet.
Is that any clearer?
Cobra
01-16-2005, 11:37 PM
yeah... just got confused...
on post 7, that was the reason i gave you the link to the RT1. i just read it too fast.
Star Dragon
01-17-2005, 01:05 AM
np's...
BTW I think I figured out a cheesy way to make a Deadelus attack work in game (I'll have to talk to trashman though)...
Earthpilot
03-05-2005, 04:23 PM
I thought I'd just leave a little note.
Due to the fact that someone made a Izumo fortress already (not for this game but conversion should be easy) and after a talk with GRG i hereby skip working on my Izumo fortress.
Instead I will now do the RDF shuttle Star Goose.
lexluther
03-19-2005, 04:45 PM
Nice mod, what is the main website. I found this forum by chance.
Cobra
03-19-2005, 10:10 PM
i don't really think this mod has a site yet, but if you're looking for the original one: Robotech MOD 1 (www.robotechlan.com)
Star Dragon
03-20-2005, 04:49 PM
Actually this mod is all forum based, "we dont need no stinking fancy smanchy webpages" :D. Plus Matt is hosting the project files here as well With all the threads divided into categories you'd find on a seperate webpage anyway I think this is more than adequate for the needs of the RTII Mod.
Enjoy your stay adn look around. I have posted to do lists which show what is still needed to be done Ship wise, Screenshots of finished stuff as well as WIP pics. A thread for discussion of the seires and of course a mod recruitment thread (hint hint) ;) L8tr!
Now I ned to hurry off as I caught up on the last week of email and have got to start my lines for B5's Raider Wars, hopefully I will get them done TODAY! he he...
Rowhider
08-25-2005, 05:16 PM
I just want some informations on the mod:
-There is a scenario for a missions (where?)?
-What the priority?
-How many ships/cruisers are now available?
-How many peaple is working on?
-All posts on this forum are very old, who is always working on the mod?
-Who is doing what?
Star Dragon
08-25-2005, 05:47 PM
1.) I have always focused on missions that would be playable episodes. Since we are skipping Southern Cross (Merely for the present time as most of those episdoes are GROUND BASED) that only leaves the 36 episodes of Macross plus the 20ish episodes of Next Generation (Mospedia). Also included will be the 5 sentinels books (extremely broken down).
2.) The priority is MESHES! all missions are heavily dependant on the new content. I dont play the game of fredding a mission with 90% stand in models. I fredded several missions with the original mod that are playable but will need to be converted over eventually to the new SCp engine format (meaning minor changes).
3.) Not may are available because team members keep popping in and out and only I have ALL the files. I prefer to work backwards and only list what NEEDS to be done. This serves two purposes. First to show how progress is being made (and what is holding development up). and two focuses work effort into those areas! I was going to update the current upload but because of a certain individual, many meshes we HAVE but were waiting to get fixed never got done and now it's been a year...
4.) I am continuiously working on this project equally with all my others. Trashman is in the same situation. Matthew is learning textures still and runs this site (and hosts the project files) so that's his contribution, for which we are grateful. Two other modlers head other engine projects (like HW2 and Shatterstar) and assist when they can but since they dont play FS2 they didn't want to officially join (but still receive full credits). So you can see why I keep searching for new members to keep a solid team together and get production where it should be for a mod of this magnitude.
5&6.) yeah all posts are mostly old cause we dont have much to say under development. I already mentione dwho was helping us out above and if you read the "To Do lists" posted in the sticky, you can see the modler's name vext to the meshes still to be done. I left the word DONE! in slots where the proper name used to be for previously listed modles. This was to show a mesh had been completed and taken off the list. There is no reason to list all the work that is already done (and part of teh fun is to see it in game anyway) only people who have followed the "to do list" since the beginning saw all the previous ships, plus I still have kept a few surprises secret (hopefully)...
I try not to get my hopes up too far as you see some people pop in , bother to register and say yo I want in for RTII, then they never come back...
I got nothing against that but it is rather frustrating since I have so little in the way of skills and most of the time I try to build bridges across other communities in regards to anime mods or Trek.
this should get you up to speed if you've read all the previous stickies and posts from the beginning (alter the settings to show "all posts" or "from the beginning")
When I join a new site in my controls/preferances I always do that so I can catch up on threads that catch my interest. Sometimes that is a killer to read through (like on spacebattles.com where you can have thousands of posts in a subject!).
Rowhider
12-23-2005, 03:07 PM
Yesterday, i've made a special sound track for the robotech mod based on the original Macross OST.
With all musics files in *.ogg, the result is pretty good. (can't be ugliest than the robotech musics :) ):p
Star Dragon
12-24-2005, 06:31 PM
LOL,, Yeah I hear you.. Some are quite good though as a fair number of the PURE Macross ones to me are a bit "poppy? Warm and Fuzzy" and not suitable for combat or even in between mission scenes... ;) Just an opinion...
Rowhider
12-25-2005, 08:32 AM
I've selected 10 on 43 tracks for my music pack (DYRL OST). These musics are really good for fighting, but I agree with you: all musics can't be used.
StarSlayer
03-05-2006, 04:13 AM
I may be confusing my shows but Robo tech is the same as Macross?
Its been a while but Macross II was the one were the TV reporter nabbed the cute alien chick during the middle of a big battle?
If so are you going to be implementing the big hologrpahic pop star things that were displayed during space battles?
Feel free to bash me for not having my shows right
Star Dragon
03-05-2006, 01:22 PM
Not a problem, First sticky kinda covers this, but I forgot to go back and elaborate there...
Robotech si teh bastard child of three aniem shows: Macross, Super Dimensional Calvary Southern Cross, and Genesis Climber Mospedea.
Carl Macek had to cobble together a show long enough for American Syndication or they wouldn;t air it. he knew the anime market was ripe and created "Robotech out of the editing of those three shows (some are more edited than others).
Although it was a hack job of three totally unrelated series to me it worked beautifully! It was decent dialogue and even better voice acting that made the story move and felt that it was one long saga.
This Mod covers most of Macross and some of the Invid Invasion (Mospedea). At the current time we are skipping Southern Cross cause of the lack of a ground/gravity mod (maybe in the future we will revist it).
Macross II was an alternate Universe storyline (like Gudnam has a bunch of, most of the characters/events have nothing to do with each other).
Macross DYRL (Do you Remember Love) is considered a Movie made to dramatize the events of Space War One (Macross). It is considered a movie within a movie and the anime characters themselves know of it as a movie! The Bridge crew of the Battle 7 in the Macross 7 series talk about DYRL and how Basara is probably trying to be like the next Lynn Minmei.
Some mecha/events may appear in the mod from these series but only as "easter eggs". Plus I have to acquire the resouces for them first.
I do write cross over fanfiction at spacebattles.com (occasionally) so if you like Robotech crossovers with just about everything go check it out (Link to it in the second from top thread).
I hope this answered most of your questions, but feel free to ask me anything (Robotech) related. If anyone takes that as an opportunity to spam I will sick the Hyper Intelligent shade of Blue on you! :D...
L8tr!
StarSlayer
03-05-2006, 04:56 PM
Ok this is porbably stupid stil but are you guys gonna have the big huge popstar hologrpahs in this or was that not in the serires? i forget what they were for wether it was moral or shields or to distract the enemy but i thought it was interesting when i saw it.
Star Dragon
03-06-2006, 08:22 PM
That is the opening fight in Macross II when the Marduk send a scout/strike force to invade Earth.
UNSPACY activates operation Minmay Holographic Sattelites of her singing "Bananna Moon Love".
I seriously doubt it, but you never know...
Rowhider
03-22-2006, 06:53 AM
Few weeks ago, I started to create a campagne with the Zentradi's against Meltran.
For the scenari: After being captured by Brithaļ: Misa, Hikaru, Max and Kakizaki are hiden in a Zentran Fighter and shall fight against Meltran with the Zentradis Fleet.;)
An Example of Mission: protect the Robotech Factory against a massive attack from the Meltran Fleet...
I think it could be very interesting to integer this kind of missions:ha:
Star Dragon
03-22-2006, 09:16 PM
Maybe something could be worked out...
Mulder has responded to inquiry and is willing to try his hand at some battloids. He will look into it as I requested several RT meshes that are also classic Battletech ones, and he does BT modling.
I eargerly look forward to hearing from him again. Especially since I need one mesh as we had discussed the specifics of construction-wise, to see if my idea about Destroids and mech forms in general will work. (if it does than this wil enhance the experience and make it more feasible to have such units in game.)
Rowhider
08-01-2006, 07:08 PM
A mod for HL1 where you can fight with a VF1, a Monster, a Gundam Freedom and a Deathscythe: must be checked :ha: :ha:
http://www.mechmod.com/gallery.php
http://www.mechmod.com/gallery/alpha/vf1j.jpg
http://www.mechmod.com/gallery/alpha/deathscythe.jpg
http://www.mechmod.com/gallery/alpha/mk2.jpg
http://www.mechmod.com/gallery/alpha/freedom.jpg
Maybe some great models to get ;)
Star Dragon
08-01-2006, 10:28 PM
When I approached them earlier The HL and Q3 mods both were closed as far as their content were concerned. Maybe in the future I can ask them again (give them another year or two).
Rowhider
09-19-2006, 07:55 PM
I've tried the game Macross VO (2001): The FS2 robotech mod is better at all levels. Textures are sad, without details: only fighters model are interesting but in *.x (with the transformation animation)
I will check what i have the possibility to import in FS2...
StarSlayer
09-19-2006, 09:21 PM
Hey i had a question gameplay wise are you guys going to have the heavy duty missile spammage that seems to occur in macross (visually in the show its pretty cool)? If so are you planning to make them dum so pilots can evade and not just turn the game into a "first lock wins" scenario?
Rowhider
09-20-2006, 07:04 AM
sorry, but I don't anderstand your question! :)
You are speaking about the multiple missiles launches and explosions?
In Freespace, pilots have always the possibility to evade.
The difficulty is to take care of not to be on the battlecruisers beam canons trajectory.
StarSlayer
09-21-2006, 05:43 AM
This is the best video i could come up with on short notice but if you watch for the battle parts thats a lot of missiles to have to dodge, more then anything ive seen in FS2 even with dual shooting Hornets. Im just saying if you follow the macross style of missile fire ur gonna need alot of fancy flying, flairs and chaff to survive the first shoot off.
http://www.youtube.com/watch?v=B7kqDLKkjIM&mode=related&search=
Rowhider
09-21-2006, 06:58 AM
With missions which are using few ships and fighters: it's very easy to drop 20 missiles per launch: but there is a big problem with big missions.
A missile is a 3d Object, and the Freespace 2 has a 3d object number limitation!
So when the limit is reached: no more guns and missiles. All weapons are off!
If you made big missions, you should know this limitation.
When i've made my first Battleship, i've added a lot of missiles launchers to be visually closed to the anime. But not applicable for big missions...
My mission against Dolza requires more than 400 ships and fighters...
Star Dragon
09-22-2006, 02:37 PM
This train of though has inspired me (evil grin)....
First, we already have the explosion look in that video, the short white and yellows bursts. (I was going for anime instead of realistic explosions)
Second, since I just thought of it from recent postings you will all have to wait awhile, but I will have to do some extensive testing...
Trashman has mentioned he will attempt to rebuild Soldier Mode SDF-1 in the future...
Star Dragon
01-06-2007, 09:44 AM
Just a minor update....
After 3 years of searching I FINALLY got my hands on those VO models. I noticed that the HW2 team uses a lot of them as base and then models new ones to replace them. I am planning on the same thing.
While they ARE rather low poly, the main thing is that they exist! At least several are great candidates for the ship lists I posted earlier. Most will be temp placements while others will be permanent (Like the Cyclops Recon, it's that damn good for my needs, and also the rearming ship).
I'll be gone for a bit while I try to build a basic battloid and a super VT out of the parts. So don't expect any posts/pics for a while. Just wanted to get the word out that more progress has and will be made..
Oh and I found a cockpit model! Needs cleaning up and an area for animation of video screens (like BTRL) but damn it's there!!!! Just need a expert to work with it later on and insert it in the fighters when the time is right.
Star Dragon
02-24-2007, 10:57 AM
Update....
I came to a decision, even though the VO models have issues (and they ARE being worked on as we speak! Thanks to: Models Please!) they will be used to replace all the original corresponding content as well as most of the ships Rowhider provided.
This is not meant as an insult, but they appear to be the exact same models (so take that as a complement!) but the original textures are more in line with the appearances in the show(s) than his custom ones (it's just my opinion).
Plus the recent positive responses posted by visitors in regards to them moves me to this.
This has a side benefit (I hope) of helping to lessen any bad feelings on the part of the HW2 team (in particualr Lestat). I had never dealt with him directly and also never got any confirmation on my requests for help/direct porting of models, aside from a vague statement about "meshes in dispute" - which has nothing to do with me...
AFAIK all meshes being worked (or reworked in most cases) are fully credited and were contributed/appropriated by this mod Directly or by Open usage statements by the authors in their read me's.
As always, if someone has a question (or an issue) all they have to do is let me know and I will give it my FULL attention.
Star Dragon
02-24-2007, 08:03 PM
Note to self: (you've been posting your sig WAY too much! Try to go a bit easier on peoples eyes...)
Uh ok... :D
Anyway I noticed how things are turning out and just wanted to remind people that we WILL need a recognized tabler in the future (a safe estimate would be early 2008, but don't hold me to it, we still could loose the momentum we have now).
The reason I've not had someone do this earlier was that we simply did NOT have the content in to be balanced. I feel confidant that by then we will have enough done for the (whisper: demo) by then. Of course things can change but I hope not. We've never had so much progress completed so quickly before as we have right now!
SO LET'S KEEP IT UP!
Incidently, Models Please has mentioned he might "fix" all the VO models (as he finds the time) He has already contributed a great deal to this Mod (instead of just a few easter eggs we might end up with a whole level!). He's primarily a Star Fleet Command III Modeler, but is also a huge Robotech fan. I have sent him everything that has come before for HIS efforts.
(Good Luck with your project MP!)
tooniacot
12-27-2009, 06:34 PM
Hi,
Since the component output is lost after the mod, it is likely that the problem is related to soldering or pin assignment. Are you sure the pin assignment of the BT656 output is correct?
Cheers,
Atman
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