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| Robotech Freespace MOD II The central location to discuss information regarding the Robotech Freespace MOD II. This is a continuation of the old project from HLP. Come talk with the developers! |
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#1 |
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Reflex Weapon
Join Date: Dec 2005
Posts: 87
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Checking in
Well in any case, I would love to direct all of my focus on this project and I do mean all of it! Keep seeing BSG Mod pics and I know that is do-able with an RT mod. The RT community is slowly pulling together and organizing after what years of year of talking. Hell I would be willing to redo all of my models and up the poly count to close to 2500-3000 polys for fighters etc.. Hell if we can find a coder could put in transformations etc... huge possibilities ... Just let me know whats up and we can push forward from there. |
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#2 |
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Reflex Weapon
Join Date: Dec 2005
Posts: 87
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Well until then I'm going to push forward with what I'am working on then.
![]() Slowly but shurely its starting to come together |
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#3 |
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EDF Brigadier General
Join Date: Oct 2004
Location: PA
Posts: 1,097
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We just need an alpha in gerwalkmode and then we can transform through all three.
Right now we go from fighter to battloid and back. I could impliment all the old fighter data for vt series but if it is goign to be replaced why bother allteh fiel names and textures will have to be romoved later. For now I have the old standard white VT for testing. Pics of the Aplha and Battloid we are using shoudl be in the thread, they match. Maybe Trashman will ahve tiem to move the parts aroudn into a gerwalk for us ///It's good to hear from you AA... You models were high poly snough. The problem was intersectign poly or other geometry that made teh convers go nuts.. Some tiems they woudl convert but then crqsh in game even with FS open... Keep in mind the SCP can take the 50k galactica (now 30k) so poly count was never an issue. Do you still have the link to FS Oracle? If not I will post it. Usign the OLD way to construc models still works but not needed however in case it si geometry modlign issue I dont understand (like less than 20 points per vertice???) then maybe this will help you to make FS friendly modifications to teh existing models. Had some depressing thigns happen last year, a few of your models were supposed to be worked on but the person who took that asignment never had teh skills or bothered to say they were doign nothing till 7 months later... (the horizont and hawkeye varients)... Anyway I gto halfway to makign a recruitment video but I messed up (my first time) I tried to combien 40 fps and 20 fps scenes learning how to make smaller trailers. End result I had scenes NOT in order but runnign cocurrently and mizing, yuck! Over next vacation I will try to get something thrown together NOT for the mod itself, but for Mod Recruitment... "This is what we have, please help us make it BETTER!" sort of thing ![]() In the meantime I've been addicted to SWBFII and AO again and doing small things for Trek mod and Stargate additions... L8tr... http://underworld.fortunecity.com/pa...creationguide/ http://homepage.ntlworld.com/karajorma/FAQ/intro.html
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"Don't think of it as being out-numbered, think of it as having a WIDE target selection!" Coordinator Robotech Mod II Coordinator FS2 Star Fleet Academy My powers outside the Robotech section are weak. (as it should be) Part-time fringe member of the cult of Karajorma ![]()
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#4 |
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Reflex Weapon
Join Date: Dec 2005
Posts: 87
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Yeah your Alive!
Well I've put the Alpah in the game and it works just fine until you look at the shadow the alpha casts due to lighting. Then you notice a broken up shadow because of minor gaps in the mesh and connecting points etc.. (ick) Anyways just about got the ARMD put into game, already have the flight deck ploted out and able to launch atleast two fighters at a time. But I am having a hell of a time coding in the functional Turrets on that thing. To the point I'm will to pay someone to get the dam things coded in correctly. Tired of wasting 12hrs of coding and testing just to end up with more of a jumbled mess. Ods are I am going to redo the bulk of everything for the SS game engine with DX9 up grade the dynamic lighting is just awesome. I just need to learn Wings3D to build those solid meshes. With any luck wonce I have enough ships built into the mod I might be able to talk the game programer into allowing transformations or atleast a quick model change at a flip of a switch. ![]() Got the ARMD in finally. Last edited by AncientAngel; 12-21-2005 at 03:16 PM. |
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#5 |
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Reflex Weapon
Join Date: Dec 2005
Posts: 87
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![]() getting closer to a working ARMD carrier |
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#6 |
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EDF Brigadier General
Join Date: Oct 2004
Location: PA
Posts: 1,097
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Ooooooo Me likes... Any chance of making the back slope of the ramp also a hangar door? And a shallow bay inside?
What's the poly count so far?
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"Don't think of it as being out-numbered, think of it as having a WIDE target selection!" Coordinator Robotech Mod II Coordinator FS2 Star Fleet Academy My powers outside the Robotech section are weak. (as it should be) Part-time fringe member of the cult of Karajorma ![]()
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#7 |
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Reflex Weapon
Join Date: Dec 2005
Posts: 87
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ooo, that would take some cutting and I'm not shure I want to tackle that yet. Poly count is 980 counting the 5 turrets in-game.
I redid the Fighter Deck set up a little bit better now. The two circles to the upper right should be hanger bay lifts to the bottum decks. When you prep a fighter one will now show up on those two spots then taxi to the end of the run way, then launch off deck. Its the whole Landing part the AI just can not do yet because of something I'm missing in the script. Anyways ..more to come. |
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#8 |
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Reflex Weapon
Join Date: Dec 2005
Posts: 87
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Guess Who?!
![]() ![]() Still working on refining some stuff for this ship. Basic part is just geting everything in place and working. Like Firing Arcs, locations of damage points and explsions etc... But she is coming alonge nicely, still need to do the 2 flight decks for this ship as well. And this one does have an internal flight deck. Oh yeah, she moves like a dam boat, wonce she gets her speed up its a royal pain to turn her around with out drifting about. |
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#9 |
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EDF Brigadier General
Join Date: Oct 2004
Location: PA
Posts: 1,097
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Heh, I meant for a FS2 version
The current ARMD is fine as is, but you know...At least we can replicant the multi beam firing of the turrets (ie: one turret, 2-4 beams simultaneously)
__________________
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!" Coordinator Robotech Mod II Coordinator FS2 Star Fleet Academy My powers outside the Robotech section are weak. (as it should be) Part-time fringe member of the cult of Karajorma ![]()
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#10 |
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Reflex Weapon
Join Date: Dec 2005
Posts: 87
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yeah, so can this game. The shot above is with the barrels off syncro so only one barrel fires at a time. Just switched it back a few hours ago .
One day I may get around to doing an ARMD with internal hanger bay area. Right after I get the rest of the REF fleet plugged in.
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#11 |
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Silly
Join Date: Dec 2005
Location: Sioux Falls, SD
Posts: 5
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Wow... that looks fantastic...
Hope to see this one done soon... yet another mod I'm waiting on, in addition to the BSG one, now.
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#12 | |
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Reflex Weapon
Join Date: Dec 2005
Posts: 87
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Quote:
![]() The Invid are coming. ![]() Ikazuchi going down! Last edited by AncientAngel; 12-30-2005 at 07:05 PM. |
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#13 |
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Veteran
Join Date: Aug 2005
Location: France
Posts: 89
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Yo!
A really good job! I like it. For information, my Macross Music Pack is now available on Emule All Musics are in High Quality (*.ogg) and require a recent FS2_Open build (less than 6 month). File Name: FS2_Macross_music.rar Direct Link: ed2k://|file|FS2_Macross_music.rar|66439744|5ABB068F20310 0E22D84A1EB409F068A|h=ZESFE5BSDIJ6ALKGJBLSO5BHIHHM OQ5Y|/ Last edited by Rowhider; 12-31-2005 at 04:07 PM. |
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#14 |
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Veteran
Join Date: Aug 2005
Location: France
Posts: 89
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In-game Movie
A Link to a small in-game movie:
First Part: http://www.badongo.com/vid.php?file=...ai_premier.avi Second Part: http://www.badongo.com/vid.php?file=...sai_second.avi Last edited by Rowhider; 01-01-2006 at 07:24 PM. |
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#15 |
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Reflex Weapon
Join Date: Dec 2005
Posts: 87
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![]() ![]() ![]() Got another ship in the works. Only issue is its 11124 polys. |
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#16 |
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Silly
Join Date: Dec 2005
Location: Sioux Falls, SD
Posts: 5
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Don't forget the Daedalus and Prometheus attached to the sides.
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#17 |
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Noob
Join Date: Jan 2006
Posts: 1
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I CANT BELIEVE MY EYES!!!!
Simply…
INCREDIBLE!!!!! I mean… what more can be said about what is going on here!! Ancient Angel, Star Dragon and others I fail to mention at the time, what you guys/girls are doing is simply AMAZING!!!! I played the starshatter demo and im impressed with its engine. I like how you basically get a two-for-one deal with the engine: play either as a fighter or a fleet commander. But… If you add robotech to that.. well that just puts an interesting spin on the entire game. I think a robotech mod(any one for that matter) on starshatter would bringforth an interesting combination of gameplay – be if from a pilots perspective (flight sim) or as an RTS (fleetcommander) A very wise and clever move on your part, AA – if you ask me. I been keeping up with your progress at robotech.com and I tried registering with them but somehow it didn’t work. Anyways I just want to drop you a line and say KEEP UP THE EXCELLENT WORK and I REALLY APPRECIATE the work from you and others - for me(and for others im sure )it’s a dream come true. In fact I bought the saitek x52 flight suite just for starshatter (thinking of buying it) If you really take flight sims seriously – you really need that joystick. Its basically three ‘systems’ in one… u can program three entirely different ‘key maps’ what they call ‘modes’ to the joy and throttle AND switch between modes. For example in starshatter you can map keys essential to ‘combat’ mode (targeting, weapons, countermeasures, etc) make another mode for wingman commands. THEN make a mode for navigation (ILS, landing gear, ECMON control, sensors etc) plus the complimentary gaming keyboard adds that much more ‘sass’ to the whole package – pretty nice gear for about 100.00 or so. I WISH I could help out in any way, shape or form(wishing I had modding experience) If there is any possible way I can help, please lemme know. Well, im off to drool over more of ancient angels starshatter pics and other goodies I find on robotech mods Good luck ladies/gents - keep up the awesome work and bring it on home!!! suBB |
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#18 |
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Reflex Weapon
Join Date: Dec 2005
Posts: 87
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I am Not Trying to Hijack the FS2: RT mod w/SS
Just need to keep it very clear. Wonce StarDragon and his crew are back to working on this FS: Robotech Mod. He will have full use of any of my models as he wishes.
As for what I am working on just head to starshattercentral.com and you can see more of what I am up to over there. And yes I have not forgotten about the Daedulus & Prometheus. I am going to finish texturing the SDF-1 then add them in next. Currently the SDF-1 is right at 11124 polys and I have got about 15hrs worth of texturing done to it. Trying to keep that RT look isn't easy in some ways but then in others its a breeze. Like I have said on a few other web-sites. I am redoing all of my models for the SS mod. Even debating on putting in cockpits and pilots in most of the fighters if I can get a clear canopys to work right in-game. Plenty of stuff in store and more goodies coming down the road.
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#19 |
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EDF Brigadier General
Join Date: Oct 2004
Location: PA
Posts: 1,097
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No problem guys, long as it is ROBOTECH related I don't mind you talking here...
![]() It's way to soon to go into detail BUT I have an RTS idea (building upon another earlier effort) so hopefully it will come out satisfactory. AA can I get some WIP's (like your ARMD and the new Ikazuchi) when you get meshes/textures done? The RTS effort uses pictures only so other factors aren't imortant like normal stuff for 3d like getting subobjects right or other parts long as the main body looks fine (I may be able to make some good renders with glows possibly)... I only need to make 128x128 and 36x36 pics in poses... I'm going to be doing a small GTVA/Shivan add-on as well (hopefully) . I hope to have a sample in game pic later on posted as I just screwed up my .exe and have to find a way to acquire the main files again (I had gotten the original game via an inherited comp Hard Drive - no disk).... This weekend has been both a great exposure to an old game and hard lessons learned in modding it.
__________________
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!" Coordinator Robotech Mod II Coordinator FS2 Star Fleet Academy My powers outside the Robotech section are weak. (as it should be) Part-time fringe member of the cult of Karajorma ![]()
Last edited by Star Dragon; 01-16-2006 at 05:00 PM. |
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#20 |
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Reflex Weapon
Join Date: Dec 2005
Posts: 87
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![]() Not a problem StarDragon, just drop me a line on MSN Mess, and we can work on those snap shots you need. |
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