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Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: CountBuggula on June 04, 2014, 03:16:32 pm

Title: Currently needed and WIP ships (Updated 12/1/21)
Post by: CountBuggula on June 04, 2014, 03:16:32 pm
With the completion of the Corvette, I'm happy to announce that all ship assets required for our initial release are now in-game!  This is an important milestone that brings us that much closer to release.  That said, there's still plenty of ships available that could still make it into a first or second mod release.  We're currently short on talented modelers and texture artists, so this is your chance to make an important contribution to this project.

Abandoned or no work done:
T-16
Corellian Gunship - Model and UVs complete by Axim, needs texture
ISD-I
Tector Star Destroyer (could easily share the same base model as the ISD-I)
"Wingless" Liberty Mon Cal
Note: while there are only 3 variants of Mon Cal in RotJ on screen, there could certainly be a use in the game for a larger variety, especially filling in gaps between the Nebulon-B and Liberty sizes.  They could, but do not have to be based on any existing EU ships.

WIP:
R-22 - Klavs provided us with high-poly model.  Needs conversion to be suitable for our mod.
Gallofree Transport - Limbert is now working on a new model.  Currently in texturing phase as of 12/1/21

Needs work:
DX9 Stormtrooper Transport

Rogue One (http://www.hard-light.net/forums/index.php?topic=92921.0):
Ships from this movie that could potentially be useful and fit thematically with FotG:
Shield Gate
MC75 Cruiser

Expanded Universe
Any EU ship can potentially be accepted for the project, given it matches the level of quality required and fits thematically.  Chief1983 ultimately has the final say as to what will be accepted.  It's much more important that the model is high-quality and fits well with the OT movies than matching any existing images/models/data from non-movie sources (including previous X-Wing games).

Specific EU ships we'd potentially like:
Interdictor Cruiser

Be sure to search and read through all existing forum threads regarding any EU ship you're considering to avoid repeating mistakes or pitfalls from previous attempts.
Title: Re: Currently needed and WIP ships
Post by: bobbtmann on June 04, 2014, 06:21:53 pm
Why is the Executor is on this list?
Title: Re: Currently needed and WIP ships
Post by: Dragon on June 04, 2014, 09:31:27 pm
Because it was in the ESB and RoTJ, I suppose. Notice that this list pretty much covers every important ship that appeared in SW movies, besides the ones already in FoTG.
Title: Re: Currently needed and WIP ships
Post by: CountBuggula on June 05, 2014, 10:06:20 am
As Dragon said, just because it's a movie ship.  That said, we're not looking for a fully-functional and detailed Executor - and not just because of the insane amount of work it would require to make one up to the standards of the mod.  There's just no real way we could balance it against our other ships and we don't have any real need for it in the game at this point.  Granted, skimming along the entire length in an A-Wing would be awesome, but probably not worth the work it would take.

Currently Water is looking into creating a "LOD" model to be used in the background of missions, that you'd never get close enough to actually engage.

I also added the Corellian Gunship to the list.  It just needs a texture but nobody owns it currently.
Title: Re: Currently needed and WIP ships
Post by: assasing123 on June 21, 2014, 11:23:43 am
Lots of points make sense and yeah the model is not that  good quality.

About the mid ships... what happened with the interdictors, victory class, nebulon B and B2 class frigs for the imperials? aren't those the middle ground between dreads and ISDs?
Title: Re: Currently needed and WIP ships
Post by: Dragon on June 21, 2014, 11:41:15 am
Yes, but they are not modeled yet. :) If you can pull them off in Brand's quality, feel free to take on some of those, too.
Also, did you message Fractalsponge about his SSD model yet? Looking at the other one, it's indeed off by a fair margin. So looks like it's either that, or making the thing from scratch...
Title: Re: Currently needed and WIP ships
Post by: headdie on June 21, 2014, 02:57:08 pm
Looking into it, including the EU the imperials have a good size spread.  the Rebels/Alliance on the other hand has a big gap between 752 meters for captured/defected Acclimators to around 1200-1300 for the MC80 classes.  if you dont include the Acclimator then you are looking at 700 meters for the bigger Dreadnaught heavy cruiser variants.

https://docs.google.com/spreadsheets/d/1exB1dPBlvGLPYjFeOONkvK6D6krdH4KM3KgnwwWfDf4/edit?usp=sharing
Source - http://starwars.wikia.com/
Title: Re: Currently needed and WIP ships
Post by: Dragon on June 21, 2014, 05:57:05 pm
In general, I have a feeling that Dreadnought and Acclamator are the largest "regular" Rebel ships, anything else is a special case, more or less unique mothership. Remember, they're guerillas, not any kind of regular military, despite some stories depicting them as that. Oh, and IIRC, there are 800m or so MonCals. Those MC80s are a pretty diverse lot. I think that if anyone needs larger ships, it's the Empire. They're reliant on capships and actually have resources to field them out in significant numbers. Rebels' biggest assets are diverse fighters, most of the Galaxy's remaining Force-sensitives and superior morality (which is the real reason they win most of the time). :)
Title: Re: Currently needed and WIP ships
Post by: headdie on June 21, 2014, 07:27:51 pm
not to mention the rebellion has generally better strike craft vs capships.  Either way though it is a consideration for mission designers when it comes to diversity
Title: Re: Currently needed and WIP ships
Post by: Tnadz on June 21, 2014, 11:51:22 pm
Where could I go to get a flat template/model of WIPs needing textures.  I've done some textures for 3D work on Cinema 4D models.  I'd love to try and help.
Title: Re: Currently needed and WIP ships
Post by: Deathsnake on June 22, 2014, 02:18:16 am
The wingless Mon Calamari are MC 80a. Independence and Defiance are featured as those ships.

http://starwars.wikia.com/wiki/MC80a_Star_Cruiser?file=July_1983_CINEFEX_wingless.jpg
with some pics from the movie.

(http://img2.wikia.nocookie.net/__cb20070103222503/starwars/images/7/79/WinglessLiberty.jpg)
Title: Re: Currently needed and WIP ships
Post by: zookeeper on June 22, 2014, 05:07:59 am
Where could I go to get a flat template/model of WIPs needing textures.  I've done some textures for 3D work on Cinema 4D models.  I'd love to try and help.

Mainly we got the Corellian Gunship, which is UV'd and pretty much only needs texturing. I noticed that I need to clean up the working file a bit before handing it over for texturing though, but that shouldn't take me more than a day or two. If you want to tackle that ship, do you have any examples of texturing you've done to give some idea of how much and what sort of direction, if any, you need?
Title: Re: Currently needed and WIP ships
Post by: Tnadz on June 22, 2014, 08:39:41 pm
I've unfortunately lost some of the actual craft/objects I designed and modeled in C4D.  But I have been fairly active with wrapping virtual stock cars.  I also recently crafted a quick industrial background for a buddy of mine.  Did in about 10 minutes so anything I work up for these ships would be much more detailed, but it gives you an idea:  https://drive.google.com/file/d/0B32Q-0yqf1W0OWJJXzg5aXBocm8/edit?usp=sharing

And here are some of the cars:
https://plus.google.com/u/0/photos/yourphotos?pid=5274645585529161938&oid=107059895923013376856
https://plus.google.com/u/0/photos/yourphotos?pid=5274646865251266210&oid=107059895923013376856
https://plus.google.com/u/0/photos/yourphotos?pid=5274646864710373538&oid=107059895923013376856
https://plus.google.com/u/0/photos/yourphotos?pid=5275018175736750994&oid=107059895923013376856

Let me know.  I'm all for constructive criticism.
Title: Re: Currently needed and WIP ships
Post by: swashmebuckle on June 23, 2014, 03:15:32 am
If the Empire would just agree to sell advertising space on their ship hulls they'd have this rebellion crushed in no time.

Looks pretty nice to me!
Title: Re: Currently needed and WIP ships
Post by: zookeeper on June 23, 2014, 03:54:07 am
Can't view the G+ urls, but even that first one looks pretty good.

I'll try to get the working file ready ASAP so I can upload it for you somewhere. Can you handle .max files or do you need it as an .obj or something?
Title: Re: Currently needed and WIP ships
Post by: Tnadz on June 23, 2014, 02:28:02 pm
I think I have a plug in for Max but I know I can read obj.  Either way I may bust out my old copy of 3dsM.

How would you need the file back?
Title: Re: Currently needed and WIP ships
Post by: zookeeper on June 23, 2014, 03:20:32 pm
I think I have a plug in for Max but I know I can read obj.  Either way I may bust out my old copy of 3dsM.

How would you need the file back?

I'd prefer to get the file back as a .max with everything (object instances, hierarchy, transforms, etc) intact, but if you can't do that then I can live with .obj.

For starters, I'll PM you a link to the current working file as a .max so you can check whether you can import it all right...
Title: Re: Currently needed and WIP ships
Post by: CountBuggula on October 22, 2014, 12:18:41 pm
If anyone wants to take a stab at the Gallowfree Transport, there's some great shots many of us haven't seen yet here (http://imgur.com/a/Zt9Y4?gallery) in this compilation.
Title: Re: Currently needed and WIP ships
Post by: headdie on October 22, 2014, 12:23:29 pm
I thought Gallowfree was WIP?
Title: Re: Currently needed and WIP ships
Post by: CountBuggula on October 22, 2014, 12:42:03 pm
It's been abandoned for over 2 years and was never that far along anyways.
Title: Re: Currently needed and WIP ships
Post by: headdie on October 22, 2014, 01:23:44 pm
hmmm, I wouldnt be able to texture it as my UV and texture skills are nowhere near the standards needed for this project but I could put together a mesh for you if that would help.

if you are interested my I have some WIP shots of a project that is running out of momentum due to the above UV/Texture problems and a p3d account showing off the model shown

http://headdie.deviantart.com/gallery/51366743/Active-WIP
Title: Re: Currently needed and WIP ships
Post by: Mongoose on October 22, 2014, 08:04:46 pm
If anyone wants to take a stab at the Gallowfree Transport, there's some great shots many of us haven't seen yet here (http://imgur.com/a/Zt9Y4?gallery) in this compilation.
Could I just, like, have any single one of those models?  For reasons?
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: Scotty on November 04, 2014, 03:15:44 pm
You can get a Gallofree model from the X-wing minis game:
(http://www.fantasyflightgames.com/ffg_content/x-wing/news/large-ships/transport/swx11-box-right.png)

It's pretty detailed.

(http://4.bp.blogspot.com/-Pz2uz1ZwuHY/U-vdyP0KbkI/AAAAAAAAI5I/5KzPJPoaSt8/s1600/DSC_0961.JPG)
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: FekLeyrTarg on November 05, 2014, 12:03:00 am
Yes, it looks quite detailed. But the question is: How screen accurate is this model?
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: CountBuggula on November 05, 2014, 11:07:19 am
hmmm, I wouldnt be able to texture it as my UV and texture skills are nowhere near the standards needed for this project but I could put together a mesh for you if that would help.

if you are interested my I have some WIP shots of a project that is running out of momentum due to the above UV/Texture problems and a p3d account showing off the model shown

http://headdie.deviantart.com/gallery/51366743/Active-WIP

That looks pretty good, however the one thing we're really lacking at the moment is talented texture artists.  If you can't follow your model all the way through to completion it's unlikely anyone else here will be able to do it for you.  Never a better time to learn than now!
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: headdie on November 05, 2014, 11:09:33 am
Thats fair enough, in that case I would have to suggest leaving the position open.  If I manage to get somewhere before a more rounded modeller then I will post it but I certainly wouldn't rely on it in that happening
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: Klavs81 on December 04, 2014, 01:45:40 am
Do you guys still need someone to texture the Nebulon B? I'd be happy to lend a hand if you're interested.

Some of my work here: http://www.wcnews.com/news/2014/11/30/extensive-new-model-archive-now-available-to-fans

And my latest work, an R-22 Spearhead: http://www.foundation3d.com/forums/attachment.php?attachmentid=76183&d=1417666090

Looks like an awesome project you guys have here, would love to help out.

Cheers,

Klavs
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: Nyctaeus on December 04, 2014, 07:59:45 am
Wow, man. You are great :D :yes:
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: CountBuggula on December 04, 2014, 10:20:28 am
Do you guys still need someone to texture the Nebulon B? I'd be happy to lend a hand if you're interested.

Some of my work here: http://www.wcnews.com/news/2014/11/30/extensive-new-model-archive-now-available-to-fans

And my latest work, an R-22 Spearhead: http://www.foundation3d.com/forums/attachment.php?attachmentid=76183&d=1417666090

Looks like an awesome project you guys have here, would love to help out.

Cheers,

Klavs

Hello Klavs, great looking work!  Hop into IRC chat and we'll talk about possibilities for you.  We're on irc.esper.net #SCP-SWC.
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: Vector Leader on December 04, 2014, 01:27:44 pm
Do you guys still need someone to texture the Nebulon B? I'd be happy to lend a hand if you're interested.

Some of my work here: http://www.wcnews.com/news/2014/11/30/extensive-new-model-archive-now-available-to-fans

And my latest work, an R-22 Spearhead: http://www.foundation3d.com/forums/attachment.php?attachmentid=76183&d=1417666090

Looks like an awesome project you guys have here, would love to help out.

Cheers,

Klavs
WOW, man... incredible work!  :eek2: :pimp: :yes:
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: swashmebuckle on December 04, 2014, 01:47:24 pm
Woah, that R-22 isn't a game-usable model, is it? Fantastic stuff.
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: FekLeyrTarg on December 05, 2014, 08:20:48 am
Wow, that Spearhead looks fantastic, just like your Wing Commander models. :)
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: Klavs81 on January 11, 2015, 12:58:19 am
https://vimeo.com/115493093

Could anybody tell me the optimum polycounts for the various LOD's you guys need? ready to bake this beast down for you guys... :)
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: zookeeper on January 11, 2015, 04:02:42 am
Could anybody tell me the optimum polycounts for the various LOD's you guys need? ready to bake this beast down for you guys... :)

There's no telling what the optimum is, but to be in line with our other ships, I'd expect it to be in range of... about 10-15k triangles, with pods included (with 15k being pretty high, but completely acceptable if you really need it due to the curved hull and jagged edges and such). Most of our other transports and shuttles are somewhere around 5-10k.

If I were making the LODs, I'd probably aim for 3 LODs, with triangle counts somewhere in the ballpark of 5k -> 1k -> 50.
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: Deathsnake on January 11, 2015, 12:16:40 pm
I like it Klavs!

http://vimeo.com/115211555?from=outro-local
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: swashmebuckle on January 11, 2015, 12:48:48 pm
I believe this is our only cargo ship that comes directly from the movies, so I'd say don't skimp on accuracy for the sake of polygon count. I would guess that it'll be seen up close a lot during escort missions. If the 15K version looks nicer than the 10K at a reasonable viewing distance, even if it's a fairly small difference, go for it.
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: CountBuggula on January 11, 2015, 01:47:25 pm
Could anybody tell me the optimum polycounts for the various LOD's you guys need? ready to bake this beast down for you guys... :)

There's no telling what the optimum is, but to be in line with our other ships, I'd expect it to be in range of... about 10-15k triangles, with pods included (with 15k being pretty high, but completely acceptable if you really need it due to the curved hull and jagged edges and such). Most of our other transports and shuttles are somewhere around 5-10k.

If I were making the LODs, I'd probably aim for 3 LODs, with triangle counts somewhere in the ballpark of 5k -> 1k -> 50.

Sorry, I thought I had emailed this to you awhile ago.  Thanks zoo for following up with him.
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: zookeeper on January 11, 2015, 04:28:52 pm
Also the LOD tricounts are really fluid and the only thing that matters is that the switch between LODs is as imperceptible as possible, and that the switching distances between the LODs are reasonably big; it's a waste of time to build a LOD which will only be used at a very narrow distance range.

The last LOD can be a blob of a handful of polys as long as the distance at which we can switch to that is useful; there's no point in having a LOD that we can switch to only when the ship is 20km away because that practically never happens. Better to have a blob of a hundred polys that we can switch to at 5km, because you often see ships that far away.

So, it really depends on the distances. I'd suggest trimming away as many polys as you can while keeping the change (almost) imperceptible at "medium distance", then the next LOD at "long distance" and the final one at "barely visible" distance. I've attached a quick sketch of how I'd approach it, but this is by no means a set of specs you must follow. I'm just writing this stuff down because I don't think I have before.

[attachment kidnapped by pirates]
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: Mr_Blastman on January 27, 2015, 08:29:01 pm
Have ya'll ever thought of contacting the content authors of cockpits made for the X-Wing Alliance Upgrade project?

xwaupgrade.com
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: coffeesoft on January 31, 2015, 07:29:23 am
I have no relation with the game development but i think this project needs a few more quality models, i mean, XWA it's a great game but maybe a little old to match the quality of the new models.

As well these models uses many textures and the conversion work will be very tedious.

Anyway, i love these cockpits   ;)

Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: Dragon on January 31, 2015, 02:30:40 pm
Contacting the authors could still be a good idea, though. Some of them could agree to make cockpits designed specifically for FoTG, using RTT and all the nice features FS can do with a cockpit. :)
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: Vector Leader on January 31, 2015, 11:32:50 pm
I'd prefer it if the cockpits were built from the ground up for FotG by the same team here.

However, if I were to recommend getting in touch with a mod team for authentic, quality Star Wars cockpits, I'd recommend the guys at fsmod.com (the Star Wars: First Strike BF2142 total conversion). They're going through a transition right now (they're merging with the Star Wars: Battle Cry team), but they have the most authentic Star Wars cockpits I've seen yet, and they look superb. It might be worth it.
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: coffeesoft on February 01, 2015, 03:38:53 am
That would be amazing   :p


(http://media.moddb.com/images/mods/1/7/6512/56114.jpg)

(http://www.fsmod.com/img/sshot1_lrg_YWINGCOCKPIT.jpg)

(http://media.moddb.com/cache/images/mods/1/7/6512/thumb_620x2000/59800.jpg)
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: FekLeyrTarg on February 01, 2015, 03:51:26 am
If I recall correctly, many "First Strike" models, including the cockpits, are used in the Freelancer mod "Freeworlds: Tides of War".
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: CountBuggula on February 03, 2015, 05:12:59 pm
Thanks, that's a source I hadn't thought of tapping into.  I'll see if I can contact some of them and find out about their cockpits.
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: TaShadan on February 04, 2015, 02:23:58 pm
I agree. I played First Strike for a while and it is awesome. Unfortunately the community is dead and the servers are down :( The guys are still working on a Unreal? Engine version i think (as stated above).
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: wookieejedi on February 05, 2015, 08:16:38 am
I agree. I played First Strike for a while and it is awesome. Unfortunately the community is dead and the servers are down :( The guys are still working on a Unreal? Engine version i think (as stated above).

Yeah it is much diminished. All the active members are now working on Star Wars Battle Cry.
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: CountBuggula on February 05, 2015, 10:08:12 am
I agree. I played First Strike for a while and it is awesome. Unfortunately the community is dead and the servers are down :( The guys are still working on a Unreal? Engine version i think (as stated above).

Yeah it is much diminished. All the active members are now working on Star Wars Battle Cry.

I reached out to the Battlecry community as they're the current stewards of all First Strike content.  Hopefully we'll get a response.
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: CountBuggula on February 06, 2015, 03:51:01 pm
Good news: we've started negotiations with the First Strike/Battlecry team to see if we can collaborate.  We'll be doing a trial swap with a few things to see if we can get the technical bits ironed out and working, and see how much work it'll be to really integrate it well.  If that goes well, I'll be sure to share some screenshots here.
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: Vector Leader on February 06, 2015, 05:48:22 pm
OMG! SO HYPED! Here's hoping. :yes: :pimp:
Title: Re: Currently needed and WIP ships (Updated 10/23/14)
Post by: coffeesoft on February 07, 2015, 02:46:46 am
Coooool, good luck  !!  :yes:

Title: Re: Currently needed and WIP ships (Updated 2/9/15)
Post by: CountBuggula on February 12, 2015, 12:40:44 pm
Alright, I wanted to have at least a screenshot or something to show you guys before posting again here, but wanted to at least provide an update.  Unfortunately, the cockpit models are a no-go.  For our purposes, they'd just require far too much re-working in order to be really usable, and we'd probably be better off trying to make them from scratch.

All is not lost, however, because now that the two mods are communicating, we're looking for other ways to collaborate and share resources.  They have a number of good looking ships that we don't currently have, and even besides our starfighters we have a good deal of ships that would amazing in their Unreal 4 engine.

We're still in the trial phase of working out the technical bits, but so far it's a promising development that could lead to some great opportunities down the road.  I promise that as soon as we have something working in our mod, I'll post a screenshot here for you all to drool over.
Title: Re: Currently needed and WIP ships (Updated 2/9/15)
Post by: Vector Leader on February 12, 2015, 01:09:45 pm
That's a real shame about the cockpits (I had a feeling they'd require too much work to be usable), but I'm psyched to hear you guys will be collaborating in the future. I'm excited to see what comes of this! :nod:

Honestly, as incredible as the FS cockpits are, I'd rather they were developed "in-house" by you guys to match the ships they're for. Call it my OCD, if you will. lol
Title: Re: Currently needed and WIP ships (Updated 2/9/15)
Post by: CountBuggula on February 12, 2015, 03:21:42 pm
That's a real shame about the cockpits (I had a feeling they'd require too much work to be usable), but I'm psyched to hear you guys will be collaborating in the future. I'm excited to see what comes of this! :nod:

Honestly, as incredible as the FS cockpits are, I'd rather they were developed "in-house" by you guys to match the ships they're for. Call it my OCD, if you will. lol

The main reason they don't work is due to the additional complexity of FSO as opposed to the flight model in the Battlefield games.  We have a large number of HUD elements that need to be displayed somewhere, and it's just not easy to fit them into the cockpit as currently designed.  The other option is to just leave the HUD as-is and overlay it on top of the cockpit, but the existing details make it very difficult to read.

So...yeah - in order to have good cockpits, ideally we'd start with a highly detailed frame that matches the movie shots, then arrange our HUD elements how we'd like them in the dashboard, then build in minor details around those.  Unfortunately, that requires a large amount of work from a talented texture artist, which is something we're short of at the moment.
Title: Re: Currently needed and WIP ships (Updated 2/9/15)
Post by: coffeesoft on February 12, 2015, 03:51:47 pm
Question...

Cockpits should be only indoor mesh  or must be the whole ship ?

(http://s25.postimg.org/ub8dfzyzj/Cockpits_Example.jpg)
Title: Re: Currently needed and WIP ships (Updated 2/9/15)
Post by: Vector Leader on February 12, 2015, 04:13:49 pm
That's a real shame about the cockpits (I had a feeling they'd require too much work to be usable), but I'm psyched to hear you guys will be collaborating in the future. I'm excited to see what comes of this! :nod:

Honestly, as incredible as the FS cockpits are, I'd rather they were developed "in-house" by you guys to match the ships they're for. Call it my OCD, if you will. lol

The main reason they don't work is due to the additional complexity of FSO as opposed to the flight model in the Battlefield games.  We have a large number of HUD elements that need to be displayed somewhere, and it's just not easy to fit them into the cockpit as currently designed.  The other option is to just leave the HUD as-is and overlay it on top of the cockpit, but the existing details make it very difficult to read.

So...yeah - in order to have good cockpits, ideally we'd start with a highly detailed frame that matches the movie shots, then arrange our HUD elements how we'd like them in the dashboard, then build in minor details around those.  Unfortunately, that requires a large amount of work from a talented texture artist, which is something we're short of at the moment.
Yeah, that's exactly what I figured would be the issue if it wasn't going to work.

It was worth looking into, though. At least we know for sure now.

Question...

Cockpits should be only indoor mesh  or must be the whole ship ?

(http://s25.postimg.org/ub8dfzyzj/Cockpits_Example.jpg)
If it means it would allow us to see our ship's exterior while looking around in cockpit view, I say the whole ship. :nod:

That's based on the assumption we will be able to look around in cockpit view, of course. lol
Title: Re: Currently needed and WIP ships (Updated 2/9/15)
Post by: zookeeper on February 12, 2015, 04:31:12 pm
Question...

Cockpits should be only indoor mesh  or must be the whole ship ?

They don't need to include the whole ship. Or rather, the existing ship models can be integrated into any new cockpit models afterwards, so whoever does the cockpits doesn't need to worry about it or try to make them physically exactly compatible with the ship model.
Title: Re: Currently needed and WIP ships (Updated 2/9/15)
Post by: Dragon on February 12, 2015, 04:52:12 pm
Also, "external" (not modeled as a part of the main mesh) can have RTT technology applied to them, which, if used right, makes for really awesome cockpit view. Basically, instead of a HMD (that's what FS "HUD" probably is, a helmet mounted display), you can have a real HUD and a bunch of MFDs (or have the central reticle as HMD and the rest as MFDs). You can't see the ship (if the relevant part is modeled with the cockpit model), but you can't see its animations such as s-foils. That's something that I'd love to see changed, BTW, it would really come in handy not only for FoTG. Currently, it's either RTT or animations.
Title: Re: Currently needed and WIP ships (Updated 2/9/15)
Post by: zookeeper on February 12, 2015, 05:34:03 pm
Also, "external" (not modeled as a part of the main mesh) can have RTT technology applied to them, which, if used right, makes for really awesome cockpit view. Basically, instead of a HMD (that's what FS "HUD" probably is, a helmet mounted display), you can have a real HUD and a bunch of MFDs (or have the central reticle as HMD and the rest as MFDs). You can't see the ship (if the relevant part is modeled with the cockpit model), but you can't see its animations such as s-foils. That's something that I'd love to see changed, BTW, it would really come in handy not only for FoTG. Currently, it's either RTT or animations.

I'm pretty sure you could do both, by using both methods simultaneously. It'd be tricky, but likely possible.
Title: Re: Currently needed and WIP ships (Updated 2/9/15)
Post by: Dragon on February 12, 2015, 07:03:35 pm
Most people who tried to have both "show ship" and an external cockpit reported rather hideous-looking interactions between meshes. It might be possible with a dedicated cockpit and an external model made specifically to work with that cockpit, but I think it might be very hard to pull off.
Title: Re: Currently needed and WIP ships (Updated 2/9/15)
Post by: AdmiralRalwood on February 12, 2015, 07:19:40 pm
Most people who tried to have both "show ship" and an external cockpit reported rather hideous-looking interactions between meshes. It might be possible with a dedicated cockpit and an external model made specifically to work with that cockpit, but I think it might be very hard to pull off.
Alternatively, it might be possible to change how FSO renders cockpit models so that they're always rendered on top of everything else...
Title: Re: Currently needed and WIP ships (Updated 2/9/15)
Post by: zookeeper on February 13, 2015, 01:46:20 am
It might be possible with a dedicated cockpit and an external model made specifically to work with that cockpit

Yes, that's the idea. You can detailbox the ship so that parts of it don't show when you're in the cockpit.
Title: Re: Currently needed and WIP ships (Updated 2/9/15)
Post by: Dragon on February 13, 2015, 03:54:28 am
Most people who tried to have both "show ship" and an external cockpit reported rather hideous-looking interactions between meshes. It might be possible with a dedicated cockpit and an external model made specifically to work with that cockpit, but I think it might be very hard to pull off.
Alternatively, it might be possible to change how FSO renders cockpit models so that they're always rendered on top of everything else...
I think that would be a better solution to fooling about with detailboxes. Especially since FoTG models were not actually made for a specific cockpit model.
Title: Re: Currently needed and WIP ships (Updated 5/15/15)
Post by: CountBuggula on May 15, 2015, 02:00:15 pm
Executor has been crossed off the list as the X-Wing Alliance Upgrade team graciously allowed us to use their model as it'll only be a background piece.
Title: Re: Currently needed and WIP ships (Updated 5/15/15)
Post by: coffeesoft on May 15, 2015, 03:20:56 pm
Someone can explain me whats mean EU ships?
I feel like a dumb   :rolleyes:
Title: Re: Currently needed and WIP ships (Updated 5/15/15)
Post by: Mongoose on May 15, 2015, 03:35:06 pm
Expanded Universe.  Basically it means stuff from Star Wars novels/comics/games/whatever that wasn't  in the original films.
Title: Re: Currently needed and WIP ships (Updated 5/15/15)
Post by: coffeesoft on May 15, 2015, 03:41:42 pm
Many thanks, i was searching and thinking before ask without any result. Everyday i,m learning new things  ;)
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: Rolf on January 26, 2016, 07:52:57 am
Quote
Abandoned or no work done:
ISD-I

Really? that's a shame, seemed to be going so well:

(http://media.moddb.com/images/games/1/12/11616/ISDI37.jpg)
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: niffiwan on January 26, 2016, 03:54:01 pm
That might have been before the model was lost in a hard drive crash?
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: Rolf on January 26, 2016, 03:55:54 pm
That might have been before the model was lost in a hard drive crash?

Seriously? That's terrible luck...
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: zookeeper on January 26, 2016, 04:21:04 pm
At this point, the sanest way to get an ISD-I that would match the ISD-II would be to do it by modifying the latter. Which might happen at some point, but definitely not for the first release.
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: chief1983 on January 26, 2016, 11:35:45 pm
Brand's belief was that a proper ISD-I would have sufficient enough differences from the ISD-II that the right way to do it would be from scratch.  If attempting to be accurate to the studio model proportions that is.
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: Vector Leader on January 27, 2016, 12:30:07 am
Brand's belief was that a proper ISD-I would have sufficient enough differences from the ISD-II that the right way to do it would be from scratch.  If attempting to be accurate to the studio model proportions that is.
I have to agree with Brand. For authenticity's sake, that's the route I would go if it was feasible, but only you guys know that. *crosses fingers* :nervous:
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: zookeeper on January 27, 2016, 03:42:03 am
Of course. But making one from scratch is not a way to get an ISD-I because it's just not going to happen.
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: Cyborg17 on January 27, 2016, 06:10:32 am
Just to add an outside persepective, as someone with a medium amount of exposure into the universe (watched the movies multiple times and played several games), I have no idea what the difference is between them.
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: Rolf on January 27, 2016, 08:20:29 am
Just to add an outside persepective, as someone with a medium amount of exposure into the universe (watched the movies multiple times and played several games), I have no idea what the difference is between them.

My understanding is that the ISD-I/II thing was cooked up by the EU to explain the slight changes in design detail between Episode IV and V. later EU works such as Star Wars Galaxies or The Dark Times comic seemed to combine both ships together, the bridge of the ISDII + the turbo-lasers of the ISDI
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: FekLeyrTarg on January 27, 2016, 03:19:26 pm
Just to add an outside persepective, as someone with a medium amount of exposure into the universe (watched the movies multiple times and played several games), I have no idea what the difference is between them.

My understanding is that the ISD-I/II thing was cooked up by the EU to explain the slight changes in design detail between Episode IV and V. later EU works such as Star Wars Galaxies or The Dark Times comic seemed to combine both ships together, the bridge of the ISDII + the turbo-lasers of the ISDI
X-wing Alliance also features both the ISDI and the ISDII. I don't recall any visual differences in this game at the moment though.
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: chief1983 on January 27, 2016, 03:57:04 pm
Those games weren't exactly known for their strict adherence to movie cinematics though.  We have been striving for that, but, if we do need an ISD-I, we may have to make some minor alterations to the II in order to have a usable ship in time.
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: CountBuggula on January 27, 2016, 04:16:08 pm
Yep.  Unless someone else happens to come along with talent matching what Brand made for us and has a strong desire to make the ISD-I from scratch, it's likely just not going to happen.  More likely is to modify the ISD-II to have something usable, and later on if someone makes a better ISD-I from scratch it can replace it.
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: niffiwan on January 27, 2016, 05:45:04 pm
Does anyone have a rough list of the differences between the two? The only difference I know of off the top of my head is the altered main armament (including the turret in the side "notch" on the ISD-I).  I'm presuming the basic shape must have some differences if the ISD-I needs to be done from scratch to create a faithful representation.

e.g.

ISD-I
(http://swc.fs2downloads.com/reference/3dscifi_Jedilaw/ISD_MkI/DevastatorTerracesLeftcompress.jpg)

ISD-II
(http://swc.fs2downloads.com/reference/star_wars_reference_website/stardestroyer_007.JPG)
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: CountBuggula on January 27, 2016, 08:17:36 pm
I could dig up the details if needed but there's actually significant geometry differences in the main body that make it a totally different ship.
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: Bryan See on February 07, 2016, 12:38:39 pm
Chief1983, didn't you aware that the Expanded Universe was rebranded as Star Wars Legends by Disney in April 2014 in preparation for the Star Wars sequel trilogy? I thought any Legends/canon ship can be accepted for FoTG.

Speaking of craft appearing in The Force Awakens such as the Resurgent-class Star Destroyer, the T-70 X-Wing, the Special Forces TIE Fighter, and the First Order Shuttle transport, Jammer has deleted the "Star Wars Resistance Fighter" thread recently. I had doubts whether all of these were qualified as such.
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: CountBuggula on February 09, 2016, 01:37:53 am
Can be accepted?  Sure, there's only a few ships we've come out and said are definitely a no...the TIE Defender and Missile Boat off the top of my head.  If someone comes along and wants to do a bang-up job on one of those ships that matches the overall tone and feel that we're going for in FotG, it's likely to be accepted in the mod.  Heck, we have the Naboo Fighter in-game because of that.  We probably won't use it for any of our campaign missions but it's there.
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: Rolf on February 11, 2016, 04:40:42 am
Can be accepted?  Sure, there's only a few ships we've come out and said are definitely a no...the TIE Defender and Missile Boat off the top of my head.

Why's that?
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: niffiwan on February 11, 2016, 05:15:08 am
IMHO because they're supremely unbalanced.  And if they are nerfed to be not unbalanced, then what different roles do they fill that aren't already filled? (and nerfed versions will no doubt annoy their fans anyway!)
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: Droid803 on February 11, 2016, 11:43:03 am
I don't see any problem with unbalanced/overpowered fighters, especially if they're enemies. If they are flown by the player, there can just be more enemies/more difficult scenarios. Balance in single-player is more (i would daresay almost entirely) scenario-dependent than actor-dependent anyway.

It's simple to make missions that are easy in an unshielded PVF Anubis and ones that are hard in a GTF Erinyes, and one is "supremely unbalanced" against the other.

It's not like every craft is available for selection and in competetion with every other in every mission - it's up to the mission designer after all. This also holds true for multiplayer.
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: niffiwan on February 11, 2016, 05:20:42 pm
Well, competitive multiplayer is a goal for FotG (whether or not the state of the FSO netcode lets it get there is something else entirely), and in that situation under/overpowered ships are bad, at least for something like straight up 2v2 dogfight missions (which as I understand it were the staple of competitive XvT play, not any of the scripted missions). And if you're going to exclude the ships from those missions because they're unbalanced, then why expend the effort on making them anyway?

Also, superfighters don't fit in with our "vision" of how the Imperial starfleet works, i.e. due to politics, paranoia, etc, they are focused on powerful capships & lightweight fighters, in specific contrast to the Alliance. And, speaking for myself, they don't fit in with the feel of the OT, which is good enough reason by itself to exclude them from our TC :)

Anyway, this is a moot point anyway until someone actually creates the relevant models to a high standard, maybe if someone actually went & did that we could have another discussion about the relevant merits of adding them for use by mission designers, if not by the FotG team themselves. Or someone could simply make a mod to add them after release, it's not like we're going to hunt you down to maintain the purity of our vision :p
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: CountBuggula on February 11, 2016, 09:45:37 pm
Well, competitive multiplayer is a goal for FotG (whether or not the state of the FSO netcode lets it get there is something else entirely), and in that situation under/overpowered ships are bad, at least for something like straight up 2v2 dogfight missions (which as I understand it were the staple of competitive XvT play, not any of the scripted missions). And if you're going to exclude the ships from those missions because they're unbalanced, then why expend the effort on making them anyway?

Also, superfighters don't fit in with our "vision" of how the Imperial starfleet works, i.e. due to politics, paranoia, etc, they are focused on powerful capships & lightweight fighters, in specific contrast to the Alliance. And, speaking for myself, they don't fit in with the feel of the OT, which is good enough reason by itself to exclude them from our TC :)

Anyway, this is a moot point anyway until someone actually creates the relevant models to a high standard, maybe if someone actually went & did that we could have another discussion about the relevant merits of adding them for use by mission designers, if not by the FotG team themselves. Or someone could simply make a mod to add them after release, it's not like we're going to hunt you down to maintain the purity of our vision :p


Yep, pretty much all that.  More importantly though, we just don't like them.  I actually wasn't ever much of a fan of the Assault Gunboat either but the slight re-imagining we've got as a WIP is making me salivate.  Now if we could just get it finished...

Be grateful that we're making an attempt to get the Assault Gunboat in game and we already have the tri-winged TIE Phantom or whatever it's called.  The missile boat and the defender would just be too close to those two though.
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: Cobra on February 20, 2016, 12:59:31 pm
the tri-winged TIE Phantom or whatever it's called

TIE/ph, or Phantom V38 :nervous:

Personally, I can honestly see the Defender being used in certain missions (a la TIE Fighter), since only prestigious pilots pilot Defenders. The Missile Boat canonically wouldn't work, considering the extreme limit on its deployment, so there's that.
Title: Re: Currently needed and WIP ships (Updated 12/14/15)
Post by: Tnadz on May 19, 2016, 08:02:56 pm
I'm not going to go stealing anyone's thunder but I want to make mention that significant headway has been made on a certain ship by Zookeeper...thanks to his tremendous patience and feedback.
Title: Re: Currently needed and WIP ships (Updated 9/29/16))
Post by: CountBuggula on September 29, 2016, 03:00:02 pm
Updated first post with latest data.  No major changes, a few ships are now considered abandoned.
Title: Re: Currently needed and WIP ships (Updated 9/29/16))
Post by: SypheDMar on October 24, 2016, 07:18:28 pm
The Interdictor cruiser can also be moved from Expanded Universe since it's actually canon, unless FoTG is defining everything outside of the OT expanded.
Title: Re: Currently needed and WIP ships (Updated 9/29/16))
Post by: Cobra on October 24, 2016, 07:40:11 pm
Everything outside of the movies is EU, though.
Title: Re: Currently needed and WIP ships (Updated 9/29/16))
Post by: niffiwan on October 24, 2016, 09:08:51 pm
I thought the new Disney canon included stuff from (e.g.) the Rebels animated series?  Probably doesn't matter which category a ship is stuffed into though, if it's on the list in the OP we'd like to have it :)
Title: Re: Currently needed and WIP ships (Updated 9/29/16))
Post by: Cobra on October 24, 2016, 10:04:58 pm
I thought the new Disney canon included stuff from (e.g.) the Rebels animated series?  Probably doesn't matter which category a ship is stuffed into though, if it's on the list in the OP we'd like to have it :)

Oh, right, the dumbass Disney move to make twenty years of lore moot so they could plant their own lore. Forgot about that.
Title: Re: Currently needed and WIP ships (Updated 9/29/16))
Post by: CountBuggula on October 26, 2016, 10:38:44 am
I thought the new Disney canon included stuff from (e.g.) the Rebels animated series?  Probably doesn't matter which category a ship is stuffed into though, if it's on the list in the OP we'd like to have it :)

Oh, right, the dumbass Disney move to make twenty years of lore moot so they could plant their own lore. Forgot about that.

Yep.  For our purposes, we only care about the OT being canon.  I think most of us are tentatively open to some of the new stuff from Episode VII (and beyond) but it's not something we've discussed at length, and our criteria for accepting it would be the same as any other EU ship anyways.  Either way, it's not a priority, and we don't have anyone available to make such models in the first place at the moment.  If some very talented modeler comes along and is dying to create something from the new movies for us, I'd so go for it.  If you do a bang-up job, we'll probably include it.  But there isn't any current need either.  Perhaps after our first release someone might want to put together a campaign set in that time period, but I wouldn't hold your breath.
Title: Re: Currently needed and WIP ships (Updated 9/29/16))
Post by: Tnadz on November 24, 2016, 11:06:54 am
I was reading through the post here, noting the back and forth about multiplayer balancing.  If I recall, couldn't the host of an MP match dictate which fighters were available?  Not to beat a dead horse, but couldn't that be used to govern a match?  Maybe it would be fun to have less experienced pilots in more powerful ships taking on aces.  That certainly happened often enough in the books from what I recall.

Of course I mostly agree with the sentiment that a balanced dog fight is more fun than a heavily weighted one.  I guess overall, I love choice.  And from seeing all the excellent build quality so far, I like feeling like a kid in a candy shop.
Title: Re: Currently needed and WIP ships (Updated 9/29/16))
Post by: CountBuggula on November 25, 2016, 05:56:31 pm
I was reading through the post here, noting the back and forth about multiplayer balancing.  If I recall, couldn't the host of an MP match dictate which fighters were available?  Not to beat a dead horse, but couldn't that be used to govern a match?  Maybe it would be fun to have less experienced pilots in more powerful ships taking on aces.  That certainly happened often enough in the books from what I recall.

Of course I mostly agree with the sentiment that a balanced dog fight is more fun than a heavily weighted one.  I guess overall, I love choice.  And from seeing all the excellent build quality so far, I like feeling like a kid in a candy shop.

Honestly Multiplayer in general is so broken right now (in FSO, not just FotG) that it's not anywhere remotely one of our primary concerns.  With the increased speeds of FotG combat compared to FreeSpace, it's just not going to be playable in multiplayer until some serious work is done to the FSO netcode.  Something along the lines of clint-side hit detection or lag compensation or something.

So again, if someone comes along and makes a knockout job of a particular EU ship that meets our quality criteria and matches our overall style, I'd be willing to bet we'd put it in one way or another, if nothing else so it's available for custom missions.
Title: Re: Currently needed and WIP ships (Updated 9/29/16))
Post by: Bryan See on March 03, 2017, 12:14:35 am
So again, if someone comes along and makes a knockout job of a particular EU ship that meets our quality criteria and matches our overall style, I'd be willing to bet we'd put it in one way or another, if nothing else so it's available for custom missions.
EU is now known as Star Wars Legends, after April 25, 2014. Would you please treat EU as such, and don't refer that to the former name.

And what about canon ships, such as T-70 X-wing, U-wing, MC75 star cruiser, Resurgent-class Battlecruiser, Hammerhead corvette, Upsilon-class First Order command shuttle, Special Forces TIE fighter, Zeta-class cargo shuttle, TIE striker and TIE reaper?
Title: Re: Currently needed and WIP ships (Updated 9/29/16))
Post by: Cobra on March 03, 2017, 07:27:39 am
So again, if someone comes along and makes a knockout job of a particular EU ship that meets our quality criteria and matches our overall style, I'd be willing to bet we'd put it in one way or another, if nothing else so it's available for custom missions.
EU is now known as Star Wars Legends, after April 25, 2014. Would you please treat EU as such, and don't refer that to the former name.

And what about canon ships, such as T-70 X-wing, U-wing, MC75 star cruiser, Resurgent-class Battlecruiser, Hammerhead corvette, Upsilon-class First Order command shuttle, Special Forces TIE fighter, Zeta-class cargo shuttle, TIE striker and TIE reaper?

(http://i1.kym-cdn.com/photos/images/facebook/001/124/028/5c2.jpg)

Why do you care? The EU we speak of is an actual expanded universe, showing far more than what Disney has, despite the EU being shown with fanfic-quality stories.

Considering FotG was conceived and written when the new continuity didn't exist, I highly doubt that your demands for ships will be met. Do you have something actually constructive to add or are you just trying to show how visionary you are about everything?
Title: Re: Currently needed and WIP ships (Updated 9/29/16))
Post by: CountBuggula on March 03, 2017, 11:55:49 am
So again, if someone comes along and makes a knockout job of a particular EU ship that meets our quality criteria and matches our overall style, I'd be willing to bet we'd put it in one way or another, if nothing else so it's available for custom missions.
EU is now known as Star Wars Legends, after April 25, 2014. Would you please treat EU as such, and don't refer that to the former name.

And what about canon ships, such as T-70 X-wing, U-wing, MC75 star cruiser, Resurgent-class Battlecruiser, Hammerhead corvette, Upsilon-class First Order command shuttle, Special Forces TIE fighter, Zeta-class cargo shuttle, TIE striker and TIE reaper?

Why do you care? The EU we speak of is an actual expanded universe, showing far more than what Disney has, despite the EU being shown with fanfic-quality stories.

Considering FotG was conceived and written when the new continuity didn't exist, I highly doubt that your demands for ships will be met. Do you have something actually constructive to add or are you just trying to show how visionary you are about everything?

Yep.  Snark aside, for the purposes of this mod, we're still operating solely on the basis of the original trilogy.  That said, we're not completely opposed to ships from elsewhere - we already have an N-1 in game from the prequel, the Z-95 and E-Wing from the old EU, and have WIP models for R-22 and Assault Gunboat.  My point is that if someone comes along and makes a model from anywhere - New/old canon, Legends, EU, whatever - as long as it meets our criteria for quality and fits with the flavor we're going for alongside the OT ships, we'll likely accept it into the mod.  And even if we don't, after we release, there's nothing stopping you from putting in your own unofficial ships for your own use.

Right now we simply don't have the manpower to add all those ships.  I personally would love to see the U-Wing and Zeta Shuttle in game.  I'd love to see a whole lot more Mon Cal variants.  But unless you're able and willing to make them yourself, don't complain that we don't have your favorite ships yet.  We definitely have positions open for talented modelers on the team.

To summarize: as a mod team, we're still focused solely on Episodes IV-VI.  I'm open to adding Rogue One to that list, but no decision has been made officially by the team.  Episode VII is probably outside of the scope of anything we'll ever see in Fate of the Galaxy.  Canon/Legends/EU/etc still doesn't matter at all to this mod, despite recent changes at Lucasfilm/Disney.
Title: Re: Currently needed and WIP ships (Updated 3/3/17)
Post by: TopAce on March 09, 2017, 12:38:28 pm
Quote
Gallofree Transport - Klavs completed a high-poly model that he is currently baking to normal maps to be suitable for our mod.  Last update 3/2/17

Is this a major update? Anything to be enthusiastic about?
Title: Re: Currently needed and WIP ships (Updated 3/3/17)
Post by: CountBuggula on March 09, 2017, 12:42:42 pm
Quote
Gallofree Transport - Klavs completed a high-poly model that he is currently baking to normal maps to be suitable for our mod.  Last update 3/2/17

Is this a major update? Anything to be enthusiastic about?

Well, the major update is that Klavs is back in touch with us and actively working on finishing it himself.  We've gotten a WIP showing his progress and it's definitely promising.
Title: Re: Currently needed and WIP ships (Updated 3/3/17)
Post by: Rolf on March 11, 2017, 06:35:45 am
Needs work:
BFF-1 Bulk Freighter - We have an old model in-game that doesn't match the visual fidelity of the rest of our ships.  Could use a refresh or re-imagining.

In that case, perhaps you'd be interested in this: http://massassi.ourhobby.com/massassi/other/3dmodels/models/epi0_imperial_bff-1_freighter.htm
Title: Re: Currently needed and WIP ships (Updated 3/3/17)
Post by: niffiwan on March 12, 2017, 03:13:43 am
looks pretty cool; possibly a bit too much detail in the model which would be better put into the normal maps. Still, as I'm not a modeller myself I'll leave someone else to make a call on asking permission to use it or not.
Title: Re: Currently needed and WIP ships (Updated 3/3/17)
Post by: zookeeper on March 12, 2017, 04:42:31 am
It's very very much too high-poly to be used as-is. One would have to build a low-poly model of it first, then UV that, then bake the textures from the original. All in all it might be faster than building one from scratch, but still quite a bit of work.
Title: Re: Currently needed and WIP ships (Updated 3/3/17)
Post by: CountBuggula on March 13, 2017, 11:00:07 am
It's very very much too high-poly to be used as-is. One would have to build a low-poly model of it first, then UV that, then bake the textures from the original. All in all it might be faster than building one from scratch, but still quite a bit of work.

Yep.  At least it's a good looking model and we'll keep it in mind, but definitely would require some work to get to a usable state.  Definitely appreciate you pointing it out to us though, it's by far the best model of this ship I've seen on the web anywhere.
Title: Re: Currently needed and WIP ships (Updated 3/3/17)
Post by: Rolf on March 14, 2017, 06:52:20 am
Glad I could be of some help guys, he's also modeled the cargo container on it's own:

http://massassi.ourhobby.com/massassi/other/3dmodels/models/epi0_cxc-5_space_storage_shell.htm
Title: Re: Currently needed and WIP ships (Updated 3/3/17)
Post by: Bryan See on May 23, 2017, 01:22:19 pm
I think I've got additional ships you may have missed.

The VCX-100 light freighter and the Arquitens-class command cruiser from Star Wars: Rebels. The TIE/D Defender from the X-wing computer game series, which has been canonized in Star Wars Commander and appeared in Rebels, is the most likely candidate.

Regarding the U-wing and cockpits, I've expressed my interest in modelling it lately. :)
Title: Re: Currently needed and WIP ships (Updated 3/3/17)
Post by: chief1983 on May 23, 2017, 01:40:48 pm
I suppose it should be in our FAQ because it's a question we've been asked numerous times before about different ships.  But our stated shipset is based on our initial and planned campaign needs, which generally focus in the OT or just post-OT era.  And these were planned before the the Disney trilogy.  So while some of those new Disney Trilogy ships would have a home, we were already working off of what we had planned for at the time.  We have planned to incorporate some designs that have been created since we planned out shipset, but we don't need any of them yet as our campaign needs are mostly accounted for.  That said, our policy has always been that any model donations are welcome and would likely find their way into the shipset, and if we they fill a niche in a campaign we hadn't considered they might even be able to get dropped in.  They would also be available for any other campaign developers to play with after release.

The Defender specifically has long been considered too over-powered of a craft to be of much purpose in FotG, so I don't expect to see it any time soon.  It is not a 'most likely candidate' by any means, as if it were we'd have modeled it with the rest of the TIE series years ago.

We'd have no issue with incorporating a completed U-Wing into FotG.  Some of the new Rogue One ships would make nice additions I think.