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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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Old 06-28-2007   #1
TrashMan
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It has returned....

Now sperated into multiple parts for easy assembly into any form or posture of your liking!

New textrues! Some parts more detailed! Dedalus with a destroid bay!

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Old 06-29-2007   #2
takashi
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the GTVAngelion lives!
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Old 07-02-2007   #3
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Strange..I followed the specs (blueprints) of the cruiser mode and when split, the parts don't fit nicely into humanoid form. The legs appear too short and thin and the main gun doesn't look like it could lower itslef....

I'll guess I'll have ot tinker with it a bit more...
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Old 07-02-2007   #4
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how would it tranform? rearanging the parts mid-mission? (like the demon vs. robot battle in JAD3)
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Old 07-02-2007   #5
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Specific redocking?

That might get messy though.
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Old 07-03-2007   #6
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well, true.

in mission:
command: alpha 1! the robot is tranforming!
alpha 1: wha-
*alpha 1 was killed by a collision with robot left foot*

in the inner workings:
freespace: oh mah gods its so hard to compute1110101! fps drop is immenent!

on the screen:

fps: 9

well, that last one depends on how many parts you have redocking/following waypoints to certain redocks/how many pollies you have on them. but you get the point:

use the change-ship-model SeXP.

cruiser->glowing white blob->robot

*killed by grammar inquisiton*
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Old 07-03-2007   #7
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I am suddenly reminded of my satanic fredding from 2001... watching all those things try and dock was like trying to watch the creation of the centaur race.
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Old 07-03-2007   #8
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Well, wile in theory you COULD make it transfor given that all movign parts are separate objects...but it would be very difficullt to do.

You can actually make it visually transform but it will take eons to get the coordinates of every part right..


What I meant was that it's easy to re-arrange tha parts now into a different configuration. the first SDF-1 I made was a signle object.

This one is made out of parts so I cna jsut re-arrange them and save the model as SDF1_humanoind.pof or SDF1_Dedalus_attack_posture.pof or SDF1_humanoid_main_gun.


The issue is that without re-scaling some parts a bit the re-arranged model doesn't end up looking as good as it should.
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Old 07-04-2007   #9
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heh, For now don't worry about any physical transformation. Just concentrate on the appearance of the static Storm Attacker mode... While we COULD have it animated, it is WAY too much work for the scope of this mod.

I love that destroid bay though! Are those models of the Monster I sent ya?

Anyway I wanted to do some retro gaming so I bought the 10 year C&C compilation and god teh original sucked ass! Red Alert was decent but not my cup of tea... RENEGADE was awesome! I had no idea they had a FPS for C&C (wonder if it can be modded for Robotech? Move over Invasion!)

I got to Generals and wow it was decent! I particularly liek the videos/briefings...

I just got as mod for Zero Hour called XenoForce. Guess what, it's MACROSS Franshices (plural) against Federation Gundams, and the Zeon Forces!!!
AI is kinda bonked but worked ok in generals challenge (1on1).
I know there are a few models in there I'd liek to get a better look at (anyonw know how to extract a w3d file??? They use dds textures.

I know the game is low poly but they got really good warhammers and riflemen!!!! Plus they got Gundam CAP SHIPS!, and Battle 7.
SOme Vf series we don't have yet (11's,17's)

There are soem of our mod models I'd like to import into Xenoforce to improve it.. MP's Basara would look sweet for example!!!!!

They got a really low poly sdf-1, but tit transformed and the Macross Cannon caused a slowdown and it turned my screen yellow!!!! I was like WTF? It blew a path of destruction from the lower left corner of my screen to the upper right I targeted and EVERYTHING in the path was obliterated... SWEEEET!!!!!

L8tr!
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Old 07-05-2007   #10
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I need to find someone who can extract w3d files... I hear MAX 7+ can do it...
Textures are in DDS format...



ok seriously now...





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Old 07-05-2007   #11
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You could use Bob's subobject animation code to transform it - IIRC the SDF transforms mostly by rotating parts anyway.
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Old 07-05-2007   #12
TrashMan
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I was reffering to bob's subobject code...it can be done...*I* just dont want to mess with it.

EDIT - that mod for Generals looks wicked! Why would you want to extract those models tough? - they 're low poly and textures are underdetailed.
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Old 07-07-2007   #13
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Not necessarily, plus I need to get a better look at some of them. I cant even view them cuase that program is a plugin of another proprietary fromat

you need ren-x/gmax or supposedly max7 can use a w3d import plugin

Anyway now that I've hit a road block don't expect much progress on my end for the immediate future. I keep hitting Russian sites with viruses and it's just not worth it...

Plus Models Please seems to have disappeared...(concerned),
While I appreciated his efforts, there was still more to come in the future
I curse the time I scoffed at Gmax when it was free cause I had all powerful milkshake. Now I'd kill for access. I used have max4-5 but need max7 for w3d. Lithumwrap 1.3 wont use the unwrap3d 2.33 plugin (tried just DL and dropping it in) so my tools are obsolete. I'm stuck with whatever I can scrounge off the net.

Irfranview (thank God my PS still works)
Milkshake (secondary workhorse of 3dformat conversion for 3de to turn to .cob)
LWO5/6 (only used for entire scene formats 3de can't open)
TS 3.1 (for setting up for fs2)
3d exploration 1.8 (my main source of conversions to .cobs)
Goldwave (sound work)

that's what I've been using last 4 years...

Normally I'd never elaborate on my tools (or lack thereof) but screw it, I'm depressed and in debt So any relevant comments please put in the form of a PM and NOT in this thread.

[EDIT]
Griff122 also diappeared (possible deployment?)
However for months no word or reply to my earlier messages that the pods I sent him are still bonked thus all the new Zent pods are untestable/usable... That pic I posted long ago of the new battle pod was his and when you shot it it causes crash.

I simple "on hiatus" would have been appreciated...

Plus it looks like Robotech.com deleted my post... Either it's their crappy format, or someone took it upon themselves to remove it from the game section as it was listed 2weeks ago and isn't in between the old posts it was before securely. the page goes to last year and they don't get bumped on that site so like WTF? If that's true fine, then to hell with them.

Last edited by Star Dragon; 07-07-2007 at 03:51 PM.
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Old 07-08-2007   #14
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paydirt... Gmax installed, c&C tools installed, EXPORTERS installed.

I have to make them md3's that look funny at first but after turning into .cobs they turn solid again. have to test in game but we'll see. at least they can be placeholders...

Was quite a run around...
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