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Hosted Projects - Standalone => Fate of the Galaxy => Archived Star Wars Conversion Threads => Topic started by: Kabal on April 28, 2002, 08:06:27 pm

Title: FS2 StarWars
Post by: Kabal on April 28, 2002, 08:06:27 pm
Hey how's this forum doing? I am currently working on a model for the Death Star from Star Wars. Anyone working on a Star Wars mod for FS2 should contact me for it.:devilidea
Title: FS2 StarWars
Post by: Corsair on April 28, 2002, 08:53:35 pm
I've got a mod of an X-wing that somebody else made. I'd have to look at who to be sure, but it's there.
Title: FS2 StarWars
Post by: Liberator on April 28, 2002, 09:17:49 pm
XFA, note that the DS is hundreds of KM in diameter.  The largest object allowed in FS2 is (correct me if I'm wrong) around 50km.  Not to rain on your parade, and kudos if you succeed, but I think it's impossible.  Talk to the guys over at The Babylon Project.  They have some experience with extremely large objects(the Vorlon Planet-Killer) and the frustration on not being able to get the masterful model into FS2.  On the other hand you could create  50km square, detail the surface and let that be the DS, either way even modern systems would have difficulty pushing that many polys.
Title: FS2 StarWars
Post by: LtNarol on April 28, 2002, 09:21:57 pm
lods my friend, lods, many many lods.  The b5 station is 3000ish (or was it 4000) polys, they're using a buncha lods so that you dont get the full level of detail until you're right up next to it.

As for the size, well, there are some brave souls working on a new engine based off of fs2, they may hike that limit if you ask them nicely :D.
Title: FS2 StarWars
Post by: Kabal on April 28, 2002, 09:28:16 pm
Currently, the model is nearly complete, without the trench's and with a big spear type thing coming out of the top, and without a texture. It works in FS2. It is a translucent white color and is 250000 km across. I had to change the Ulysses' speed to 950 m/s and it took me about 5 minutes to get to the center (I kept bumping into it) and the crazy terran command dude makes me jump out before i can get across it.


:doh: i forgot about lods. Going to take me alot longer now.
Title: FS2 StarWars
Post by: IceFire on April 28, 2002, 10:28:42 pm
You CAN make models much bigger....

For instance.  A number of planet models have been made with fairly realistic sizes, but the problem I think lies in collision detection.  I think when Kazan went to test a Vorlon Planet Killer (a supposedly 50km across monstrosity) there were major flythrough problems.  That may have been the converter as well.

In any case, you aren't going to get the kind of detail on the Death Star that you want....most likely.
Title: FS2 StarWars
Post by: LtNarol on April 28, 2002, 10:42:26 pm
Quote
Originally posted by IceFire
You CAN make models much bigger....

For instance.  A number of planet models have been made with fairly realistic sizes, but the problem I think lies in collision detection.  I think when Kazan went to test a Vorlon Planet Killer (a supposedly 50km across monstrosity) there were major flythrough problems.  That may have been the converter as well.

In any case, you aren't going to get the kind of detail on the Death Star that you want....most likely.
hmmmm, if he went with all 9 lods, lod 9 being the sphere, lod0 being the detailed surface; if he took the same kind of aproach with it that the TBP team did with B5, how many polys do you think he can get in lod0 before the game quits on him?
Title: FS2 StarWars
Post by: Kabal on April 28, 2002, 11:06:08 pm
Quote
Originally posted by IceFire
You CAN make models much bigger....

For instance.  A number of planet models have been made with fairly realistic sizes, but the problem I think lies in collision detection.  I think when Kazan went to test a Vorlon Planet Killer (a supposedly 50km across monstrosity) there were major flythrough problems.  That may have been the converter as well.




The model i am making wont be directly attacked. It is way to big for that, and i probably wouldn't be able to make the trench reactor that luke flew down and launched the two proton torps into. Instead, the main beam on the death star will shoot down specific targets (fire-beam operator) and a big war will go on next to it. Of course, many things will probably change over time...
Title: FS2 StarWars
Post by: Kabal on April 28, 2002, 11:35:18 pm
Hehehe in 3dsmax 4 i used a sphere with a radius of 250 units to recreate the death star and after i got it ready (no subsystems or anything) i played it in the game...i will never do that again...whoo that was a big @ss ship
Title: FS2 StarWars
Post by: KARMA on April 29, 2002, 11:08:37 am
actually i don't really have much time to follow these forums,
btw my email is [email protected]
if any has star wars models converted for the fs2 engine, well, could he possibly send them to me??? it would be a great help:)

(sw mod site: http://members.fortunecity.com/aranbanjo)

thx to all for help:)
Title: FS2 StarWars
Post by: Stunaep on April 29, 2002, 01:12:13 pm
umm... yeah. Wasn't there a lot of talk about a SWtoFS2 project some 2-3 weeks ago. You know the one with a very high-poly TIE bomber. I suggest you do a search for that.
Title: FS2 StarWars
Post by: Galemp on April 30, 2002, 08:02:09 pm
Be prepared for some quick results... ;)
Title: FS2 StarWars
Post by: KARMA on May 01, 2002, 04:31:00 pm
thanks emperor:)
Title: FS2 StarWars
Post by: Razor on May 03, 2002, 11:13:58 am
Hm Star Wars ship...

Something like this ;7 (http://www.hard-light.net/forums/index.php/topic,6197.0.html)
Title: FS2 StarWars
Post by: KARMA on May 04, 2002, 07:55:32 am
yes, something like that eheheh:)
well if it works, and you agree to share it...
my email is [email protected] ;)
bye!
Title: star destroyers n a falcon...
Post by: sexisgood on May 06, 2002, 06:54:23 am
made two models, a millenuim falcon and a star destroyer! love to see s starwarsmod people!!! hollerif youre interested =)
Title: FS2 StarWars
Post by: KARMA on May 06, 2002, 08:57:21 am
just simple 3d artworks or models that have already been imported in fs2 and that works?
in this case, and if you agree to share them, my email is above;)
Title: FS2 StarWars
Post by: Galemp on May 06, 2002, 09:09:33 pm
Ha haaaa! Post edited! Whatcha gonna do NOW, punks?!
Title: FS2 StarWars
Post by: KARMA on May 07, 2002, 09:01:09 am
we are working to "unify" the hard job you did with what we have already done, and probably we will add too what Royal Guard also did (the post about the tie bomber of about a month ago)
we will be able, i think, to post an"alpha" of the mod soon:)
Title: FS2 StarWars
Post by: KARMA on May 07, 2002, 09:03:02 am
if anybody else has something related with the sw universe (or want to give us an hand at any level from models to textures to interface etc)...well my mail is above;)
Title: FS2 StarWars
Post by: GrandAdmiralAbaht on May 07, 2002, 07:58:06 pm
DS1 is only 120km in diameter.  DS2 is 160km in diameter.  That takes about 100km off your model.
Title: FS2 StarWars
Post by: KARMA on May 09, 2002, 09:15:16 am
can't remember, what was the size of the planets done by venom?
Title: FS2 StarWars
Post by: Grug on May 10, 2002, 08:10:20 am
iv been working on a tie fighter and x-wing for a while now...

im eager to see the results of your mod....
Title: FS2 StarWars
Post by: Tar-Palantir on May 13, 2002, 04:22:55 am
Quote
lods my friend, lods, many many lods. The b5 station is 3000ish (or was it 4000) polys, they're using a buncha lods so that you dont get the full level of detail until you're right up next to it.


LODs won't help much, when you're say flying down the trench, you will be most likely at LOD1. Therefore the computer will be doing lots of calculations for parts that you won't see. If you were then to fly out of the trench, then you'ld still have a problem. LOD's only work when you're approaching the object.
Title: FS2 StarWars
Post by: Kabal on May 13, 2002, 01:43:53 pm
Yeah but if you are far away from it then it takes alot of cpu power to load an object that big at full detail. If you are in the trench or pull out of it, you are still only seeing one quadrant of it so less cpu power is required.
Title: FS2 StarWars
Post by: Killfrenzy on May 13, 2002, 03:47:29 pm
The only prob with a SW mod is that in SW, only secondary weapons are interchangeable, not primaries. Unless you only allow the fighters to carry one primary......
Title: FS2 StarWars
Post by: Kabal on May 13, 2002, 08:12:02 pm
In SW primaries are interchangable. Single Fire, Dual, or Quad. Just have 1 primary with 2 lasers and 1 primary with the other 2, so if linked they fire quad and if apart they fire duel.
Title: FS2 StarWars
Post by: Grey Wolf on June 05, 2002, 04:25:58 pm
Hey Karma, if the X-Wing you mention on your site is mine, then you can mention the fact that I am in the progress of making at least a temporary shot at the table editing, got the basic stats down (using the Treb as a temporary filler for the Proton torps) and I have the Hull:Shields ratio correct.
Title: FS2 StarWars
Post by: Killfrenzy on June 05, 2002, 04:50:51 pm
Kabal, that's not interchangeable. The FreeSpace primaries are interchangeable. What' you're talking about is configuration, and I've played all the X-Wing series! :D
Title: FS2 StarWars
Post by: Av0uu on June 06, 2002, 10:39:40 pm
[not a modeler]

what about doing this about the Death Star Trench:

1.  Make your giant sphere
2.  As a seperate model, make the trench

so in the middle of a mission you just slap the trnch face on the front of the rest of the DS.  That way you could make the trench more detailed without messing around so much with LoDs.
Title: FS2 StarWars
Post by: Grey Wolf on June 07, 2002, 11:54:56 pm
What I'd like to see is the Executor. 12.8 KM of floating death...
Title: FS2 StarWars
Post by: Unidan on June 08, 2002, 09:26:53 am
HAHAHA!!! a Star Wars mod? :lol: Remember my Star Wars project? It lasted 2 weeks!!! :lol:
Title: FS2 StarWars
Post by: Killfrenzy on June 08, 2002, 03:01:39 pm
Quote
Originally posted by Grey Wolf 2009
What I'd like to see is the Executor. 12.8 KM of floating death...


I've got a cob file of her........but converting it to a pof is asking for trouble! The poly count is rediculous! :D:D:D:D
Title: FS2 StarWars
Post by: Grey Wolf on June 09, 2002, 04:21:56 pm
Quote
Originally posted by Unidan
HAHAHA!!! a Star Wars mod? :lol: Remember my Star Wars project? It lasted 2 weeks!!! :lol:
Yeah, but if you look at the progress for this one, they've already got the TIE, me and Karma are working on the Z-95 and X-Wing...
Title: FS2 StarWars
Post by: aldo_14 on June 09, 2002, 04:27:09 pm
Whatever happened to KillMeNows star destroyer?
Title: FS2 StarWars
Post by: KARMA on June 09, 2002, 05:31:00 pm
dont know, i'm interested too;)
Title: FS2 StarWars
Post by: Tachnyrus on June 11, 2002, 07:55:35 pm
Someone has an Executor model? Can I download? Can I? Can I?

[gets slapped]
Title: FS2 StarWars
Post by: Galemp on June 11, 2002, 09:31:31 pm
I asked Razor about it in March. It's his and he said he'd talk it over with his crew.
KARMA, I'll be sending an update your way with improved versions of the T/I and T/D, as well as a rough Nebulon-A Frigate.

Anyway, here's some screenies to get the general public to look at the mod:

(http://www.3dap.com/hlp/hosted/fsport/swmod/teaser1.jpg)
(http://www.3dap.com/hlp/hosted/fsport/swmod/teaser2.jpg)
(http://www.3dap.com/hlp/hosted/fsport/swmod/teaser3.jpg)
(http://www.3dap.com/hlp/hosted/fsport/swmod/teaser4.jpg)

Those are from an updated version of the mission that's in there.
This mission's scenario: A freak hyperdrive malfunction sends you deep into an unexplored nebula. Due to the accepted theory of floating gas casting hyperspace shadows, nebulae had never been explored. Now, alone in the mist, the Empire discovers a new species... a species that lives in nebulae and is drawn to conflict... a species that, until now, has been confined to subspace travel...

(http://www.3dap.com/hlp/hosted/fsport/swmod/teaser5.jpg)

With hyperdrives, the Shivan juggernaut knows no boundries.
Title: FS2 StarWars
Post by: Alikchi on June 11, 2002, 09:37:54 pm
AIEEEEEEEEE!!!!!!
Title: FS2 StarWars
Post by: karajorma on June 12, 2002, 02:49:13 am
Fecking Hell! :jaw:
Title: FS2 StarWars
Post by: Killfrenzy on June 12, 2002, 11:39:44 am
:jaw::jaw::jaw::jaw:

*Starts dribbling out of one side*

PLEASE tell me there's an A-Wing!;)
Title: FS2 StarWars
Post by: Grey Wolf on June 12, 2002, 06:53:46 pm
Is there an A-Wing? If there isn't, I'll start making one. I'm really starting to hate the Z-95....
Title: FS2 StarWars
Post by: Galemp on June 12, 2002, 10:14:00 pm
An A-Wing would be great. We actually need someone to do Mon Cal ships, preferably someone who likes doing Vasudans as they would be more comfortable with curves and organics.
Title: FS2 StarWars
Post by: KARMA on June 13, 2002, 10:21:40 am
this is my personal wishlist;)

minimum ships to have a decent conversion:
tf (done)
ti(done)
ta(in progress)
td (done)
gunboat (or tb)
xwing(in progress)
z95( in progress)
awing
ywing (or bwing)(needs to be redone)
yt1300
assault transport
corellian corvette
freighter
one tipe of container
one tipe of starbase
one tipe of mine
isd(needs to be partially redone)
interdictor
ssd
deathstar
calamari cruiser
nebulon b
(nebulon a done)

additionals to make a GREAT job:
tb
bw
r41
twing
tx1(vaders tie)
mill falcon(yt1300modified)
muurian transport
cuv (reload/repair ship)
cargo ship
modified corv
winged modified corv
slave1
modified nebulon b
dreadnought
star cruiser
escort carrier
light calamari cruiser
winged calamari cruiser (liberty)
vsd
tibanna refinery
cloud city
shipyard
more starbases
more containers
more mines

well obviously this doesn't mean that i plan to have all these ships in the conversion..i should be crazy;)
Title: FS2 StarWars
Post by: Tachnyrus on June 13, 2002, 01:01:15 pm
Just out of curiousity, does the Imperator in the screenshots have its weapons? Because I saw that the 8 huge turrets of the dorsal were just black textures...
Title: FS2 StarWars
Post by: Killfrenzy on June 13, 2002, 03:24:13 pm
If anyone does an MC-90 Mon Calamari cruiser accurately, I will love them forever! :D:D:D
Title: FS2 StarWars
Post by: Grey Wolf on June 13, 2002, 08:29:13 pm
I'm starting on the A-Wing. Searching for a hi-poly model for reference....
Title: FS2 StarWars
Post by: Fineus on June 14, 2002, 03:10:51 am
It might not be canon but there's a great high-poly a the XWA Upgrade project:

(http://www.xwaupgrade.com/screenshots/a-wing/a-w-highresext02.jpg)

http://www.xwaupgrade.com/
Title: FS2 StarWars
Post by: KARMA on June 14, 2002, 05:06:16 am
http://www.planetquake.com/wworkshop/vehicule03.html

but i don't know about licence...i think they lets you use their models (they also offers to make personalized models by request) , but at least a  request via mail would be fair

there also are yw and bw in the site

if the models works directly (as they should do if well done- as it seems) there would be not much need to make a completely new model by scratch, just to adapt-complete those...if well done....never tested em...


edit:well i've sent a mail to authors, lets see the response:)
Title: FS2 StarWars
Post by: Grey Wolf on June 14, 2002, 09:35:16 am
The B-Wing and Y-Wing look nice if they let you use them. The A-Wing won't d/load though...
Title: FS2 StarWars
Post by: Galemp on June 14, 2002, 03:53:04 pm
Quote
Originally posted by Tachnyrus
Just out of curiousity, does the Imperator in the screenshots have its weapons? Because I saw that the 8 huge turrets of the dorsal were just black textures...


It only has about a dozen turrets an they're not in the right places. That ISD is pretty old, dating back to FS1. It needs work; generally poly-expanded, re-turreted, resized, and it could use destroyable sub-object scanner domes, as well.
Title: FS2 StarWars
Post by: Grey Wolf on June 14, 2002, 09:41:39 pm
From this pic that Karma posted, the X-Wing is looking pretty good:
(http://space.tin.it/fantascienza/svfferra/snap153.jpg)
Title: FS2 StarWars
Post by: Kitsune on June 15, 2002, 07:50:02 am
The Star Destroyer in the nebulae looks damn sweet!

But guys I have a question for you all concerning the Death Star...

If it's too big fo you to fly around (And it is...)  Why not model only the hemisphere that faces the game area and make the thing where it can't turn or move at all?

Granted, having a death star that takes up half the map and slowly fly it's way across the rest, squashing all other ships into the far bounding box would be a horrible way to run a mission.

But at any rate, I have a model of the Milennium Falcon, the only problem is it's about 10 different subobjects or more and around 200,000 polies!  (Even has transparent canopy with Han Solo in there.)

I've tried running it through polychop and optimize but my poor system can't handle running that a lot.

Can't remember where I found it exactly, but I know I did a google for "free 3ds max ships".


Oh, and the Imperator is supposed to have more than 12 turrets...
6 Mega Turbo-Laser Cannons  (Long range anti-cap, mounted on top, 3 per side)
2 Quadruple Mount Heavy Turbo-Laser Cannons (Long range anti-cap, each one is mounted on the side of the 'trench' of the ship)  
9 Defensive Turbolaser Turrets (Medium-Range General purpose, 3 in front of superstructure in a line, four underneath and to the rear, 2 near fighterbays,)
2 Mega Ion Cannons (Long range anti-cap, 4th in the series of the large turrets on top of the ship on either side of the superstructure)
30  60mm Point defence Laser turrets  (anti-fighter/missle, even distribution)
20  80mm Point defence Ion cannons  (anti-fighter/missle, even distribution)
4 Capital sized Proton torpedo batteries  (General purpose, two on each side in the 'trench', one close to the front, other furhter back near the midships.)

Ion cannons are shield and subsystem only damage, like the SDG akheton or other weapons.  For taking prisoners and stuff like that.
Title: FS2 StarWars
Post by: Black Wolf on June 15, 2002, 10:22:47 am
Do you guys need any non model help? I can make ship icons (shield, interface and briefing) and interface art if you want them.
Title: FS2 StarWars
Post by: Grey Wolf on June 15, 2002, 06:29:55 pm
Actually, I figured they'd use the tag from the D-Missile in FS1 for the Ion Cannons.
Title: FS2 StarWars
Post by: StarGunner on June 16, 2002, 02:14:20 pm
Quote
Originally posted by KARMA
this is my personal wishlist;)

minimum ships to have a decent conversion:
tf (done)
ti(done)
ta(in progress)
td (done)
gunboat (or tb)
xwing(in progress)
z95( in progress)
awing
ywing (or bwing)(needs to be redone)
yt1300
assault transport
corellian corvette
freighter
one tipe of container
one tipe of starbase
one tipe of mine
isd(needs to be partially redone)
interdictor
ssd
deathstar
calamari cruiser
nebulon b
(nebulon a done)

additionals to make a GREAT job:
tb
bw
r41
twing
tx1(vaders tie)
mill falcon(yt1300modified)
muurian transport
cuv (reload/repair ship)
cargo ship
modified corv
winged modified corv
slave1
modified nebulon b
dreadnought
star cruiser
escort carrier
light calamari cruiser
winged calamari cruiser (liberty)
vsd
tibanna refinery
cloud city
shipyard
more starbases
more containers
more mines

well obviously this doesn't mean that i plan to have all these ships in the conversion..i should be crazy;)


Hay:confused:  I thought that I was going to help you with the TBL's it's my best skill:confused:
Title: FS2 StarWars
Post by: KARMA on June 17, 2002, 06:28:47 am
Quote
Originally posted by Grey Wolf 2009
The B-Wing and Y-Wing look nice if they let you use them. The A-Wing won't d/load though...


good news, i've just got reply by authors and they let use em in the way we prefer...
i can't d/l the aw too so i'll ask it via mail
oh and stargunner, you surely can help with tables if you want
we simply have to organize better our work, i've just ask to get hosted by hlp, so to don't spam on this forum with sw posts anymore, as soon as we will have a forum i'm confident we will be able to organize better our efforts
Title: FS2 StarWars
Post by: Grey Wolf on June 17, 2002, 03:21:52 pm
Ooohhh.... Avatar #3....
Title: FS2 StarWars
Post by: Grey Wolf on June 19, 2002, 01:18:19 am
I was bored and messing with the Y-wing model and came up with the pic in the attachment. Planning on mounting guns on the port and starboard engines.
Title: FS2 StarWars
Post by: Grey Wolf on June 19, 2002, 01:19:17 am
Bleh, forgot the attachment on the other post.
Title: FS2 StarWars
Post by: Fineus on June 19, 2002, 02:25:03 am
Interesting... you could jazz it up a bit - I mean the original was on its last legs. That's why they made the B-Wing...
Title: FS2 StarWars
Post by: Kitsune on June 19, 2002, 02:37:00 pm
On it's last legs?

I wouldn't say that, just because a fighter is old doesn't mean it's useless.  The Hercules, Uly...  Of course the loki was a failed project used as filler for cheaper craft.  (In my opinion.)

The y-wing Had decent armor, heavy shields (for a fighter).  It was getting old yes, and the B-wing was a definite step up..

It's not the fighter's fault that it was such a high-maintenence ship that the techs got tired of replacing the paneling after every fight and simply left them off...
Title: FS2 StarWars
Post by: Grey Wolf on June 19, 2002, 06:08:09 pm
I'm mounting soem extra blasters on it, and the extra engine means it actually can now move. I'll try to thing of some other enhancements for it...
Title: FS2 StarWars
Post by: Galemp on June 19, 2002, 08:21:16 pm
Here's an idea for the Y-Wing Mk. II:

Y-Wing- (http://www.galacticbattles.com/rebels/units/air/Enc_Bomber.jpg)

Y-Wing Mk. II- (http://www.galacticbattles.com/rebels/units/air/Adv_Bomber.jpg)
Title: FS2 StarWars
Post by: Grey Wolf on June 19, 2002, 10:52:15 pm
Bleh....
Title: FS2 StarWars
Post by: Fineus on June 20, 2002, 02:39:08 am
You could add some panelling to it - make it more streamlined (possibly for atmospheric flight)...
Title: FS2 StarWars
Post by: Black Wolf on June 20, 2002, 05:59:22 am
I made the hud icons for the ships I have

(http://tema_al_diablo.tripod.com/images//ywing.txt)(http://tema_al_diablo.tripod.com/images//xwing.txt) (http://tema_al_diablo.tripod.com/images//tiefighter.txt)
(http://tema_al_diablo.tripod.com/images//tiedefender.txt) (http://tema_al_diablo.tripod.com/images//tieinterceptor.txt)

I'll send the anis momentarily.

(BTW, I know the TF has no shields, but those parts should disappear if you put shield strength=0 in the tables (I just wanted to be prepared in case a storyline called for shielded ties, and this will save making another ani.)
Title: FS2 StarWars
Post by: KARMA on June 20, 2002, 06:08:08 am
ehm... try to convert images from txt to jpg:)
Title: FS2 StarWars
Post by: Black Wolf on June 20, 2002, 06:12:16 am
Done. BTW, do I have an email to send these to?
Title: FS2 StarWars
Post by: KARMA on June 20, 2002, 06:55:16 am
wow!! they are VERY good!!!!! i like em!!:jaw:
my email is [email protected] , i'll forward em to the others
Title: FS2 StarWars
Post by: Black Wolf on June 20, 2002, 09:04:14 am
They're gone :). Interface icons will take a while longer, but They'll be along too, in time, and then the loadout screens.
Title: FS2 StarWars
Post by: Galemp on June 20, 2002, 02:31:54 pm
Black Wolf, I LOVE you!!

[email protected]

Send them to Karma, too.
Title: FS2 StarWars
Post by: Grey Wolf on June 20, 2002, 04:26:43 pm
I think maybe I'll alter mine to have a unified body as opposed to the multi-piece one...
Title: FS2 StarWars
Post by: Killfrenzy on June 21, 2002, 04:21:17 am
Quote
Originally posted by Black Wolf
I know the TF has no shields, but those parts should disappear if you put shield strength=0 in the tables


Or just say it doesn't have a shield system in Fred! :D:D:D
Title: FS2 StarWars
Post by: The SLOTH! on June 23, 2002, 12:34:04 am
Hey, if you guys have a team and stuff oriented, I'd be more than happy to do some FREDing and story stuff.

God knows I love doing both. :nod:

Keep up the damn good work guys! ;7
Title: FS2 StarWars
Post by: Bobboau on June 23, 2002, 12:49:14 am
havn't read this thread, and I don't know if I have mentioned this or not, but those origonal mods made back in the fs1 days by "Darth Maul", I think is what he called himself, was actualy a V god, and the POFs were compiled with V's BSPgen POF spiter-outer.
Title: FS2 StarWars
Post by: Killfrenzy on June 23, 2002, 03:34:08 am
I wondered why we hadn't seen much of him! :D:D
Title: FS2 StarWars
Post by: Grey Wolf on June 23, 2002, 09:51:22 am
There's going to be a few days I won't be able to work. My comp's schizo and needs to be re-formatted. Hopefully I'll get back to working on them soon.....
Title: FS2 StarWars
Post by: Galemp on June 29, 2002, 12:11:22 pm
Quote
Originally posted by Bobboau
havn't read this thread, and I don't know if I have mentioned this or not, but those origonal mods made back in the fs1 days by "Darth Maul", I think is what he called himself, was actualy a V god, and the POFs were compiled with V's BSPgen POF spiter-outer.


Ah, that explains the many strategically placed lights...

Planetary backgrounds are done. Download them here. (http://www.3dap.com/hlp/hosted/fsport/swmod/swplanets.zip) Includes Yavin, Yavin IV, Tattooine, Dagobah, Hoth, Forest Moon of Endor, Naboo, Coruscant, Kamino, and both Death Stars. Also the required table file and a sample mission so you can see them in-game.

EDIT: If anyone can find full pictures of Geonosis I'd be grateful.
Title: FS2 StarWars
Post by: Grey Wolf on June 29, 2002, 04:46:05 pm
I'm back, but I have to redownload almost everything :bleh:
Title: little wip
Post by: KARMA on July 15, 2002, 09:02:33 am
as you can see its pretty finished, i still have to map just a few faces(with already done textures), but there are some things that needs little retouchs, mainly r2, lasers, sensor system, and possibly to increase the detail of the nose, little blurry now
i also need the other lods,so  if gwolf can possibly (re)send them to me, thanks:)
(http://space.tin.it/fantascienza/svfferra/xw01.jpg)
(http://space.tin.it/fantascienza/svfferra/xw02.jpg)
(http://space.tin.it/fantascienza/svfferra/xw03.jpg)
oh, for this model i "discovered" a maybe new way to unwrap....without an unwrapper..... whenever i'll have time i'll make a post about this since it may be useful in certain conditions
Title: FS2 StarWars
Post by: IceFire on July 15, 2002, 10:17:54 am
Now that is looking GOOOD!
Title: FS2 StarWars
Post by: Fineus on July 15, 2002, 10:19:38 am
Hell yeah! Incredible! If you pull that off for the rest of the fleet it'll be one of the most kick-ass ship sets ever!
Title: FS2 StarWars
Post by: DragonClaw on July 15, 2002, 10:27:37 am
:eek:   how many polys is that beauty?
Title: FS2 StarWars
Post by: KARMA on July 15, 2002, 11:35:04 am
it is about 780 polys mostly triangulized, if i'm not wrong, some parts could be less detailed and others more (i tried but i wasnt able to smooth the laser cannons with the standard truespace tools, i should do em completely new but i haven't this intention), but in general its an excellent model
thanks to greywolf for the model:)
and i used 5 256*256 and 3 128*128 maps for now, but probably i will change something in final retouchs (and i will continue retouching until i will feel completely satisfied eheh)....btw i have to say the textures grew up pretty good...althought extreme slowly ehehhe
thans to me for them:)

it was definitively important the discover that it is possible to easily unwrap without an unwrapper, just subdivide the textures by regular fractions and use the uv repetitions and uv offset parameters in truespace to map with only a specific part of the texture, so for example,if i subdivide a 256*256 texture in 4 64*256 parts i just have to set a repetion coefficent of 0,25 and, to select the single parts, increase the offset by 0,25 for each texture section
Title: FS2 StarWars
Post by: Grey Wolf on July 16, 2002, 11:21:08 am
Hmm..... The LODs should be in the GTD Wolf dir....
OK, here we go: http://www.3dap.com/hlp/hosted/gtdwolf/xwinglod.zip
Title: FS2 StarWars
Post by: LtNarol on July 16, 2002, 11:41:06 am
minor error: on the engines, the back half needs to be closer to the main fuselage and not centered the way it is now, and the wings are open too far while their bases are too close.  very good looking though
Title: FS2 StarWars
Post by: StarGunner on July 19, 2002, 01:02:03 pm
Could I help I got some great SW tipe lasers I'm working on.:nod: ;)

But I'll need the ships to balince em out, that is if you let me in on the mod.
Title: FS2 StarWars
Post by: AqueousShadow on July 19, 2002, 01:55:10 pm
Uhhh....I didn't actually read the whole topic...hehehe I read the first page and then skipped straight to the last becuz I wanted to see if you were still accepting help. I'm a newbie modeler and if you want to see my first model, go check my post that has the wraith model! I'd love to help and if I can get people to help me learn the Truespace ways and learn how to get something from a model to a complete ship running in FS, then I'll be a full ship MODder! Yay....:doubt:
Title: FS2 StarWars
Post by: Grey Wolf on July 20, 2002, 01:42:10 pm
Quote
Originally posted by LtNarol
minor error: on the engines, the back half needs to be closer to the main fuselage and not centered the way it is now, and the wings are open too far while their bases are too close.  very good looking though
AAARRRGGGGHHH! The same complaints, yet again.....
Title: FS2 StarWars
Post by: StarGunner on July 22, 2002, 08:28:37 am
I would also like to know if you are still in need of moders I can do gun/missileports in ModelViw, and and I am good with TBLs makeing weapons/ships TBLs that is. ;)
Title: FS2 StarWars
Post by: KARMA on July 22, 2002, 04:06:03 pm
Quote
Originally posted by Grey Wolf 2009
AAARRRGGGGHHH! The same complaints, yet again.....

eheh:)

btw stargunner, in my opinion the more moders the better, actually this part of the job is done mostly by galacticemperor so it depends on his needs (but there is so much to do, even except the models, that i think we will not have too much problems in finding something for you to do:))
you weren't the only one that proposed himself to help us and as soon as we get a forum here on hlp, well WHEN ( :D )we get a forum, it will be easyer to manage all applications/organize the job....
Title: FS2 StarWars
Post by: Grey Wolf on July 22, 2002, 08:28:59 pm
It's just that that's about the 10th time someone's said that. The reason they're where they are is it'd be hell to try to reposition the wings and there were clipping problems with the engines when they were in the correct position.
Title: FS2 StarWars
Post by: StarGunner on July 23, 2002, 11:31:25 am
I have one Q: how will you go about the ballince?

EX: TF 1 hit kill? or more like in XwingA 3-4?

TI will it use all it's guns? or will it be like in XwingA and ues only 4

How much power will the ships have?

Will you or will you not change the AI code?
Title: FS2 StarWars
Post by: KARMA on July 24, 2002, 06:38:22 am
the tf must be killed, in my opinion, in one or max two hits (more often two than one), the ti has 4 lasers (i know there are different version but at the beginning we will use only the standard one)
the power is not a problem, the problem is to have "proportional" power between all the ships
the ai is on shedule but its at the end of the shedule
Title: FS2 StarWars
Post by: HotSnoJ on July 25, 2002, 11:54:22 am
Now if only we could get the guys who are doing the source to add moveable wings we have it made!
Title: FS2 StarWars
Post by: karajorma on July 25, 2002, 12:00:47 pm
Have a look at how the robotech team managed to make their ships transform.
Title: FS2 StarWars
Post by: StarGunner on July 27, 2002, 12:03:00 pm
Quote
Originally posted by karajorma
Have a look at how the robotech team managed to make their ships transform.


That one bites, no offence Robotech team, but if we can get the moveing object part of the sorce we could make a code that when you hit "S" the S-foils would open like they did in the movies, then hit "S" once more to pout em back.
Title: FS2 StarWars
Post by: r0nin on July 27, 2002, 12:53:40 pm
Are you referring to our (the Robotech Mod) old sexp-keypress-destroyturret method of transforming, or the new hardcoded ship-switch?  With ship switching, you could frame-by-frame the movement, if you wanted.  Or you could just make each wing a turret and hardcode the rotation on a keypress.  There's about ten different ways to do this, if you want.  

Of course, it would be easy to do this just for one mod (it's always easier to do a local change rather than a generic one), but creating the function and then all of the code and model changes to tell FS2 what to move where on certain ships, so that it could be used by many different mods in different ways, that would be less simple.  Or was your point that you wanted someone ELSE to code it for you...? :rolleyes:
Title: FS2 StarWars
Post by: karajorma on July 27, 2002, 06:02:16 pm
Actuallyall I`d heard was that the robotech team had got the transforming to work. I only learned yesterday that it was a source code thing.
Title: FS2 StarWars
Post by: vyper on August 02, 2002, 06:24:10 pm
Are you guys in any way needing a fredder / weapons designer? I like what I see here so far and I'm just curious if I could contribute in some small way.

Add, some-what-a-renderer-but-nothing-with-too-many-textures to that list above.
Title: FS2 StarWars
Post by: Solatar on August 05, 2002, 11:18:24 am
I seem to remember somebody at F2S doing a star Wars MOD. I think it was Galactic Emperor. It wasn't a bad MOD. the best i've seen (As far as conversions go, except the Babylon project). You might want to contact him when F2S goes back up.
Title: FS2 StarWars
Post by: vyper on August 05, 2002, 12:42:06 pm
Hmm, when f2s comes back I'll probably be doing stuff for TI, so I'll wait and see.
Title: FS2 StarWars
Post by: Solatar on August 05, 2002, 12:50:16 pm
I could never find anything for TI. No page, no info either.
Title: FS2 StarWars
Post by: StarGunner on August 05, 2002, 01:38:47 pm
Quote
Originally posted by Hades
I could never find anything for TI. No page, no info either.


I got a book that has info on all the ships in both the moves and the comics, and it has tech like info like who made it and good larg ship diregrams.
Title: FS2 StarWars
Post by: KARMA on August 05, 2002, 03:42:55 pm
actually we are just waiting for hlp hosting
as soon as we get it we will move/update this: http://members.fortunecity.com/aranbanjo
and organize in the new forum all the modders efforts, actually that means mainly me (models-textures), galactic emperor(tables, fred, weapons, old mod for fs1 conversion, sounds and organizing material), greywolf(models) and blackwolf(anis and general artwork)
a lot of people (stargunner and a lot of others others) proposed themselfes for giving us an hand, i always said to wait for the opening of the forum, but things are getting extremely long..sorry about that
of course what we mostly need are modellers and texturers but also fredders, table editors and pof editors may be useful since the job to do is..uh..huge:)
now, suggestion for job applications:
1 post here reporting what you are able to do and what you are willing to do
2 contact with private messages or email:
me ([email protected]) for modeller/texturers,
galactic emperor for tables, weapons, sounds, pof editors
black wolf for anis and interface/hud artwork

about fredders, the problem actually is that we still don't have enough ships to build campaigns/missions but maybe we may start now with different ships that will be substituted further..i have a couple of ideas for some missions...if you have some ideas too...well we may discuss about it:)
Title: FS2 StarWars
Post by: Black Wolf on August 06, 2002, 03:34:12 am
Quote
Originally posted by Hades
I could never find anything for TI. No page, no info either.


We had a 10 page topic in Gen FS which had the top spot there for about a month, beforeit got moved to our own forum, with the name Twisted Infinities emblazened across the forums list, inside which were several links to the website, and it was announced twice (I think) on the news page of F2S.
Title: Before I forget again...
Post by: Black Wolf on August 06, 2002, 04:12:44 am
I've made the loadout screens for the three TIE ships I have, but I haven't made an X or Y wing one yet as I have the old FS1 models of these ships not the nice new ones. So I'll send along the screens I have, and wait for the new models of the X and Y wing to make some more.
Title: FS2 StarWars
Post by: Black Wolf on August 06, 2002, 08:03:50 am
Hey Karma, those loadout Anis on the website - are they single frame? If so, I mighht be able to make them look a little better and still maintain the look you have now...

Basically, instead of this

(http://tema_al_diablo.tripod.com/images//tiedefa.txt)

have this

(http://tema_al_diablo.tripod.com/images//tiedefb.txt)

It's a technique I discovered when trying to do a design sheet for the Orion, and it looks sweet. So, give te word and I'll make one for all the ships I have. I'll keep all the angles and stuff that you have on there currently of course. If they're multiframe though, I'm screwed (I'm too lazy I guess :) ).

Also, did you have a look at that Xwing Icon  I did? IT's ok, but I'm not happy with it. If you think it's acceptable though, I'll make others in it's vein.

Hmmm...anything else? I've dispatched that email...but you'd know that by now. Nope, that's it :).
Title: FS2 StarWars
Post by: KARMA on August 07, 2002, 02:50:52 pm
well consider that actually i don't have on my pc the old loadout screens(they were static btw..), they were done by a friend, but he disappeared, and i don't think i will be able to retrieve them soon....if you want to redo them in the way you preferr...well you can:)
about the anis, i'm extremely sorry for the BIG delay.....no excuses for that:)
btw, i tried to get a look at http://tema_al_diablo.tripod.com//xwingint.ani but link wasn't working, send it to me via mail ([email protected] , i alreadty have the shields icons) and i'll check it
Title: FS2 StarWars
Post by: KARMA on August 07, 2002, 03:05:28 pm
lol, i just checked mail and there was yours:)
nice work, really...only thing... the tf model..try with the one here that has the same " style" of the ti and td: http://members.fortunecity.com/aranbanjo/pofs.zip http://members.fortunecity.com/aranbanjo/maps.zip (copy-paste if it doesn't work)
and you will get soon the xwing (hopefully:))
Title: FS2 StarWars
Post by: KARMA on August 08, 2002, 12:41:01 pm
(http://space.tin.it/fantascienza/svfferra/fxmod/img/xw0.jpg) (http://space.tin.it/fantascienza/svfferra/fxmod/img/xw1.jpg) (http://space.tin.it/fantascienza/svfferra/fxmod/img/xw2.jpg)
;7 ;7
as said in the other thread it has some problems in collisions, some faces seems not "solid" althought there are no holes and no clipping , i still have to verify if it does the same shooting on it
btw.....
well its cool:)
Title: FS2 StarWars
Post by: Galemp on August 08, 2002, 10:29:47 pm
Beeeaaaauuuutiful! :D :yes:

Are there going to be thruster glows? I know they're not in SW but hey.
Title: FS2 StarWars
Post by: Galemp on August 09, 2002, 12:22:28 am
Finally, the last canon planetary background! Download GEONOSIS (http://www.3dap.com/hlp/hosted/fsport/swmod/geonosis.zip) now!
Implementation needs some explaining. Unlike most planets where you have a single PCX and a single BitmapX entry in the stars.tbl, Geonosis has rings. I did this as a transparent bitmap, like the nebula backgrounds we all know and love. So, in the stars.tbl we'll need
Code: [Select]

BitmapX: Geonosis1
Bitmap: Geonosis2

and have both backgrounds in the same scale, position, and orientation for it to work in-game. The good news is that it looks friggin' sweet and we have all the planets now. (Although the original Death Star needs work.) Enjoy.

Hmm, double post. Evil me. Maybe I just want to get to 1000 before I leave. :snipe:
Title: FS2 StarWars
Post by: StarGunner on August 09, 2002, 11:57:15 am
Quote
Originally posted by GalacticEmperor
Finally, the last canon planetary background! Download GEONOSIS (http://www.3dap.com/hlp/hosted/fsport/swmod/geonosis.zip) now!
Implementation needs some explaining. Unlike most planets where you have a single PCX and a single BitmapX entry in the stars.tbl, Geonosis has rings. I did this as a transparent bitmap, like the nebula backgrounds we all know and love. So, in the stars.tbl we'll need
Code: [Select]

BitmapX: Geonosis1
Bitmap: Geonosis2

and have both backgrounds in the same scale, position, and orientation for it to work in-game. The good news is that it looks friggin' sweet and we have all the planets now. (Although the original Death Star needs work.) Enjoy.

Hmm, double post. Evil me. Maybe I just want to get to 1000 before I leave. :snipe: [/B]


You will all flip over this I got the FS1 TBL for the TIE Fighter off V watch and converted it works good to!, and I got the Guns workign like they should, and they look nice.:D ;) (gos to take screenshots!)
Title: FS2 StarWars
Post by: KARMA on August 09, 2002, 03:16:39 pm
Quote
Originally posted by GalacticEmperor
Beeeaaaauuuutiful! :D :yes:

Are there going to be thruster glows? I know they're not in SW but hey.

it should have red glows, btw i'm not going to spend much time editing the pof, i'll just put lasers then i'll start another ship, you may at least import the pof data of the older versions of the xwing
Title: FS2 StarWars
Post by: Black Wolf on August 09, 2002, 11:14:23 pm
You mean you aren't going to put subsystems or anything on it? I could do that if you want, when you send it to me for the loadout screen stuff. Also, make sure you remember to put a support ship dockpoint on it - I don't think the old X wing (Jake Logans I think) had one, so it was screwy in game.
Title: FS2 StarWars
Post by: KARMA on August 10, 2002, 04:47:13 am
the reason for i'm not spending too much time on it isn't ONLY because i'm terribly lazy:rolleyes: but becuase i'm slow as hell and i think its better since i'm the only texturer to concentrate on this, when there are a lot of ppl that can do pof/table editing
Title: FS2 StarWars
Post by: KARMA on August 10, 2002, 04:50:02 pm
ok, i've tested it and althought it isnt completely "solid" in collisions it is enough solid to being hitted when you fire on it, all over its surface...
more screenshots for the pleasure of your eyes and your modems:

(http://members.fortunecity.com/aranbanjo/xw6.jpg)

say hallo, r2!
(http://members.fortunecity.com/aranbanjo/xw5.jpg)

(http://members.fortunecity.com/aranbanjo/xw4.jpg)
ehy i was coming from the right, who teached you how to fly?

thrusters(should be red obviously):
(http://members.fortunecity.com/aranbanjo/xw3.jpg)
Title: FS2 StarWars
Post by: Alikchi on August 10, 2002, 04:58:59 pm
Pretty...
Title: FS2 StarWars
Post by: AqueousShadow on August 10, 2002, 06:20:47 pm
I WANT THAT X-WING!!! :D  ;7 :yes:
Title: FS2 StarWars
Post by: StarGunner on August 12, 2002, 09:36:21 am
So will all the Star Wars theam be there for battle?, and the other stuff?, how many tracks will you be able to choose from? for ingame miuc? and the thrusters are pink not red look at all the games the Xwing has been in their all pink.
Title: stuff
Post by: Star Dragon on August 12, 2002, 09:48:36 am
6 versions of X wing/meshes/textures available at  Theforce.net/scifi3d/
They also have many new imperial craft that I never even hear of but look AWESOME! Also the hangerbays you can download have a polished floor effect, way cool! There is a Death Star trench run I figure that you can make multiple copies of and stick the section together no? (Something the geo mod peeps should take a look at). Please go there and convert those models to FS2!!! I really need the executioner... ;7

  Ok need is a strong word, I really need the gigas, I just want the executioner.

Hurry up and figure out a way to make a surface we can fight on... The sooner that happens the sooner we can unleash the AT-Ats!!! (did I mention they were availible?)

Oh Yeah - (Join the Empire)... Or else... :mad2:
Title: FS2 StarWars
Post by: Black Wolf on August 12, 2002, 09:57:11 am
Most of those models looked a bit high poly for FS2, but they did look sweet :)

Oh, and BTW...

Quote
Hurry up and figure out a way to make a surface we can fight on... The sooner that happens the sooner we can unleash the AT-Ats!!! (did I mention they were availible?)


FS2 is a space combat simulator. There is no ground in space. Live with it.

I'm sorry if I seem a bit abrupt, but this isn't directed entirely or even primarily at you. This topic has come up numerous times before and we always come to the same conclusion - the ground would take too long to render in the FS2 engine, and we wouldn't have stuff like gravity anyway. If you want ground combat, try a game designed for it.

[/rant] :D

Oh yeah, I almost forgot - I get the X Wing before You! Nah nah nah nah nah! :p ;)
Title: Really now!
Post by: Star Dragon on August 12, 2002, 10:21:33 am
That was truly uncalled for... Besides you made it from scatch (but that's ok I use it too!)

 Nanny nanny boo boo! :nod:

As for your remarks about FS2 being JUST a space combat sim... True, but look forward to FS3 (being created here), we'll get there eventually it may take awhile, but will definately be worth the wait!!!!!!!! BTW there are already 3 mechs in the game so the old argument is quickly fading away :cool:

They are Rifelman(needs work), Battlepod,and Officer Pod (Marauder)...OPs!!!! Forgot the Female Quadrano Power Armor. Make that 4 Mechs! And when the RT mod comes back from their ?Vacation? they should be finishing the fully transformable veritechs so that will add (count them) 3 MORE mechs! (vf-1j, vf-1a, and Super VT) of course the SDF-1 will then be able to go to mech mode (drools)...

besides... I need a suface for my mars mission, and the khyron on earth missions, and the last mission (spoilers but hey)... :doh:
Title: FS2 StarWars
Post by: AqueousShadow on August 12, 2002, 03:43:43 pm
Yea, surfaces to fight on is kind of out of the question, but it doesn't hurt to hope :D It also wouldn't hurt to hope that we can fight down the Death Star trenches, hehheehehe Hmmm...I wonder when an actual campaign will come out. I mean, do we want the original Star Wars story? Or do we wanna make up our own crazy plot? And if we do recreate the Star Wars story and incorporate it into FS2, will we want to start from Episode 1? Or do we wanna screw up like FOX did and put out the 4th episode first? Ahh, yes...questions, questions. And if you're reading this Karma, I WANNA BE A PART OF THE TEAM!!! hahahahaha ;7 :yes:
Title: FS2 StarWars
Post by: Galemp on August 12, 2002, 05:50:21 pm
*wiggles feet in joy*
I got the X-wing, I got the X-wing...

Karma, I'll POF edit that thing and get it to you after you re-upload it. Did I send you that wing-leading-edge texture for the TIEs? It makes them look much better.
Title: FS2 StarWars
Post by: KARMA on August 12, 2002, 07:25:06 pm
well for the missions i think that for starting we can build some small campaigns reproducing the original starwars battles, i have a nice idea for example for a two-three missions campaign covering hoth battle, that was only marginally reproduced in the original star wars simulators, then we may build something more complex once we have an idea for the plot, btw this will be mostly a total conversion, so anybody will be free to build campaign for this mod
about the surface/death stars....
i'v read a lot of posts about atmospheric flight, and i have an idea of the  limitations we are talking about, but i think that build a death star with the trench...well it is a worth try, even if it will be absolutely impossible:)
actually i have a couple of ideas to do that but i'm not so expert in "strange things" and there is a lot of job to do first
i'd like also some atmospheric flight, and i was thinking about bespin for another of the campaigns i was talking about:
it hasn't exactly a surface and using the right background and the right nebula will probably simulate it in a decent way...well i'll try one day or another, but i have to learn first how to modify nebulaes pofs:p

galactic emperor, no you didn't send it to me ... well i'm obviously protective about my artworks, but if it will work better as you say i will surely agree in the change (althought i liked the old texture...eheh the tf was my first 3dmodel/texture artwork, probably if i was doing it now i would have done a lot of things different, starting from the uvmaps:)) i'll reupload the model tomorrow, i had not enought time today to finish it
oh and  AqueousShadow, you are surely welcome as anybody that wants to give us an hand....i'm looking forward for example for a nice slave1 from Vasudan Admiral:)
Title: FS2 StarWars
Post by: Galemp on August 12, 2002, 08:21:36 pm
I'd still like to see a campaign where a Star Destroyer makes a freak accident hyperspace jump into a nebula, wherein lurk Shivans. Turbolasers vs. beam cannons. Maybe the TC can replace all the Terran and Vasudans ships/weapons but leave the Shivan entries alone.

If VA is making a Slave I, now that we have a full inventory of its weapons from AOTC I can arm it using POF and table editing. I figure quad blasters on the guns on the bottom, with proton torpedoes at the base of the trunk and a new, rapid-fire laser for the main guns. I can name it 'illegal laser' and use it for the Millennium Falcon's turrets, as well.

Karma, please remember to add support ship docking points to your models. Otherwise you're doing great on the fighters! Keep it up, and maybe someone else will be kind enough to do the capital ships.

Remember how I managed the two Y-wing variants? Perhaps we could do the same for the B-wing and the B-wing/E. Have their primary loadouts differ and have the wings in different positions. Example:
B-wing- Vertical attitude, bank 1 on three wingtips, bank 2 three hardpoints in cockpit.
B-wing/E- Horizontal attitude, bank 1 one gun on the main wing and two in the cockpit, bank 2 one gun on each wing.
I'll take care of the guns if you just make two POFs in different flight attitudes. Skinwise we can do it in two different squad colors, similar to the Y-wing I reskinned.

This is just internal speculation, pardon me for rambling. Must have patience for POFs... must await models...
Title: Ect...
Post by: Star Dragon on August 13, 2002, 06:12:43 am
I forgot to mention... They have rendered backgrounds and models of buildings in 3d.. Guess that means if you make Pof's of them that you can blow them up??? Sorta like Rogue Squadron flying back and forth over the target. Just for ambience can you use thier death star and cloud city for backgrounds??? They didn't mention the poly count... I suggest trying out their trench for a mini test if the run is feasible.. L8tr.
Title: FS2 StarWars
Post by: KARMA on August 13, 2002, 07:57:11 am
dragon, i already know this site, as like the older, bigger and closed:( swma.net .
the point is that those models are built with completely different purposes than what we need: we need models to work in a game, those are models built for renders, this means hi polycount(one of their tie fighter was of more of 10000 polys....), interceptions, dozens and dozens of subobjects, materials
we already have problems when we try convert models built for other games, to convert that kind of models will be pretty impossible i dare
Title: FS2 StarWars
Post by: AqueousShadow on August 13, 2002, 11:48:42 am
Quote
Originally posted by GalacticEmperor
Karma, please remember to add support ship docking points to your models. Otherwise you're doing great on the fighters! Keep it up, and maybe someone else will be kind enough to do the capital ships.


He's right, but I don't think we'd want to see a GTS Hygeia docking with an X-wing now do we? And since the original Star Wars games don't have support ships for that kind of thing (or they do, but I don't ever recall them), we'd have to improvise. I was thinking that TUG's could be used as support ships, but then again, TUG's are what they are. They "TUG" things around. haha :rolleyes: Newayz, KARMA, if you could name the models that you still need, I think I can work up what little skills I have and work on them. :D
Title: FS2 StarWars
Post by: StarGunner on August 13, 2002, 02:14:24 pm
No offence to Karma or anything but you other models slow the game down so much I can't play it and I got a fast P.C. too.
Title: FS2 StarWars
Post by: Stealth on August 13, 2002, 03:51:33 pm
Quote
Originally posted by StarGunner
No offence to Karma or anything but you other models slow the game down so much I can't play it and I got a fast P.C. too.
haha LOL
Title: FS2 StarWars
Post by: KARMA on August 13, 2002, 04:35:51 pm
lol, i have a voodoo2(8mb..)+pII400 and i haven't noticed this big slow down, althought i never tested em in missions with a lot of ships(max was 15 at the same time in a nebula with asteroids i think, eh:))
btw a certain level of details has a payout of an high polycount, its the price to pay:) try to reduce details
Title: FS2 StarWars
Post by: Solatar on August 13, 2002, 04:57:11 pm
has the source for Rogue Squadron been (Or going to be ) released? We could use it. Also, some editing so that the background is blue, with clouds instead of stars.
Title: FS2 StarWars
Post by: AqueousShadow on August 13, 2002, 08:58:26 pm
Well, I don't experience the "slowdown" either. I mean, I have a 300 Mhz, PII, 128 MB RAM, and a Voodoo 3 2000 card, and I play the game with all details on maximum. That means that it's on custom, not Very High Detail, and I've played with about 20 Cains, 8 Astaroths, an Eva, 2 Rakshasas, 2 Lucifers, and an Aeolus' engines in my face. Not to mention the many beams that they are all firing at each other. No problem here :D And about the "small campaigns" that KARMA was suggesting, I think I can do the Hoth battle that he wants. I've played the missions in Tie Fighter so many times that I can't even count them. All I need is a Rebel Frigate, a Rebel Space Installation, X-wings, Y-wings, B-wings, Tie Fighters, Tie Bombers, a Hoth planet background, and...I think that's it. I'm not asking for much :rolleyes: What I also think would be cool, is that we can make some campaigns for one side, and then remake them into the other side. For instance, I can make the Hoth battle from the Rebel perspective and then recreate it into the Imperial perspective. Let's get this thing rolling :nod:
Title: FS2 StarWars
Post by: StarGunner on August 14, 2002, 08:37:26 am
Not the new models the old ones.:rolleyes: and don't laff, at me I got a G-force 4ti400 (64mb) card and a prosesr that is equail to a PIII!:mad:  On top of that I got DDR memory, and I run in 256 color, and 600 megs of RAM

:p Can't beat that I own you all when it comes to who has the fastess P.C.:p :p
Title: FS2 StarWars
Post by: AqueousShadow on August 14, 2002, 01:55:38 pm
Well you sure can beat us in who has the fastest computer, but you obviously don't have the best performance. If you're running in 256 colors and it still has a slowdown, there must be something wrong with your computer.
Title: FS2 StarWars
Post by: StarGunner on August 14, 2002, 04:49:03 pm
Quote
Originally posted by AqueousShadow
Well you sure can beat us in who has the fastest computer, but you obviously don't have the best performance. If you're running in 256 colors and it still has a slowdown, there must be something wrong with your computer.


it's only if I use the older models for the SW TC I don't know whay it's not working. the two new TIE models work, and run with no slowdowns.:confused:

could it be a bug in the old models?:confused:
Title: FS2 StarWars
Post by: aldo_14 on August 14, 2002, 05:08:26 pm
Quote
Originally posted by StarGunner
Not the new models the old ones.:rolleyes: and don't laff, at me I got a G-force 4ti400 (64mb) card and a prosesr that is equail to a PIII!:mad:  On top of that I got DDR memory, and I run in 256 color, and 600 megs of RAM

:p Can't beat that I own you all when it comes to who has the fastess P.C.:p :p


Um..... a P3 isn't exactly a great processor, anyways.  

Quote

FS2 is a space combat simulator. There is no ground in space. Live with it.


I don;t remeber TIE fighter having any surface missions either, and that was a good game. :nod:
Title: Well...
Post by: Star Dragon on August 15, 2002, 05:41:32 am
If I remember correctly their is a traning mission where you have to do a 'Beggar's Canyon" like run. Because the Tie has no shields its a more dangerous ship to fly so command wants to train you to have better reflexes and piloting skills. (watch out for those walls!!!) I hated it and barely got through it...
Title: FS2 StarWars
Post by: StarGunner on August 15, 2002, 01:19:44 pm
I whant a Battle of Endor!:nod:  That would be sooo cool to see that, and with no Beams on ships you could rilly cranek the number of ships up high.:yes: :yes:
Title: FS2 StarWars
Post by: Black Wolf on August 16, 2002, 02:50:45 am
Quote
Originally posted by StarGunner
I whant a Battle of Endor!:nod:  That would be sooo cool to see that, and with no Beams on ships you could rilly cranek the number of ships up high.:yes: :yes:


lol, intentionally recreating the worst habit of new FREDders - could be fun actually...
Title: FS2 StarWars
Post by: Vasudan Admiral on August 16, 2002, 03:15:06 am
if a battle like that was fredded properly, it should work really well. just having a load of ships with "attack ship" orders isn't going to get very far. :)
Title: FS2 StarWars
Post by: Killfrenzy on August 16, 2002, 03:53:09 am
The BOE is a real pain in the ass to do - not even LucasArts got it right in XWA.
Title: Dirty X wing..
Post by: Star Dragon on August 16, 2002, 07:10:06 am
I love the re-release of the X-wing. It's got that "used" look.
The Y wings are cool too. G.E. did a smashing job, I especially liked how well he got the sounds right for the ships/weaponry (assuming he did it all himself) :wink:

   Karma,
Sorry if I came on too strong about sci-fi3d. I figured mentioning it was taking a shot in the dark, but seeing voyager blast an AT-AT on hoth got me inspired to keep looking for useable things (genre related)...
Title: Re: Well...
Post by: Alikchi on August 16, 2002, 07:20:09 am
Quote
Originally posted by Star Dragon
If I remember correctly their is a traning mission where you have to do a 'Beggar's Canyon" like run. Because the Tie has no shields its a more dangerous ship to fly so command wants to train you to have better reflexes and piloting skills. (watch out for those walls!!!) I hated it and barely got through it...


That was Rebel Assault 2 :nod:
Title: FS2 StarWars
Post by: StarGunner on August 16, 2002, 08:50:01 am
Quote
Originally posted by Killfrenzy
The BOE is a real pain in the ass to do - not even LucasArts got it right in XWA.


Yeah they did do it right, you just think that because you could not beat that 3 mission battle, Thats the best BOE I've ever played, and I bet that the Gamcoube one sucks ass, that game should have been made for the Xbox.
Title: FS2 StarWars
Post by: Galemp on August 17, 2002, 10:42:04 am
(http://www.3dap.com/hlp/hosted/fsport/swmod/xwdock.jpg)
Title: FS2 StarWars
Post by: Galemp on September 30, 2002, 10:13:05 pm
BUMPITY!

Been a while since this was bumped. Waiting for hosting and all... Seeing as Karma is working on an A-Wing I've decided to toy around wih Rhino and make a Sun Crusher to go along with my Resonance Torpedo and the supernova code in FS2. Here's a screen of the WIP. I don't know how to turret or texture but I'm working on it. If I can pull this off I'll know how to make a fighter in Freespace from start to finish! Yay.
Title: FS2 StarWars
Post by: Black Wolf on September 30, 2002, 10:21:37 pm
I've been meaning to post on this thread for awhile, always forgot :blah:

Anyway, Karma, what are you waiting for from me? I've lost track of what I have and haven't sent you.
Title: Knitpickage!!!
Post by: Knight Templar on September 30, 2002, 10:57:17 pm
Quote
Oh, and the Imperator is supposed to have more than 12 turrets...
6 Mega Turbo-Laser Cannons (Long range anti-cap, mounted on top, 3 per side)
2 Quadruple Mount Heavy Turbo-Laser Cannons (Long range anti-cap, each one is mounted on the side of the 'trench' of the ship)
9 Defensive Turbolaser Turrets (Medium-Range General purpose, 3 in front of superstructure in a line, four underneath and to the rear, 2 near fighterbays,)
2 Mega Ion Cannons (Long range anti-cap, 4th in the series of the large turrets on top of the ship on either side of the superstructure)
30 60mm Point defence Laser turrets (anti-fighter/missle, even distribution)
20 80mm Point defence Ion cannons (anti-fighter/missle, even distribution)
4 Capital sized Proton torpedo batteries (General purpose, two on each side in the 'trench', one close to the front, other furhter back near the midships.)


wow , where did you get those statistics?
:D
Title: FS2 StarWars
Post by: Galemp on October 01, 2002, 11:12:46 pm
Gee, look what I found! And with a little work, a POF.
(http://www.3dap.com/hlp/hosted/fsport/working/esd.jpg)
It has really bad geometry though. Bobboau did some work on it but it didn't help much; I'll give it to BW when I see him and he can work on it.
Title: FS2 StarWars
Post by: Black Wolf on October 02, 2002, 02:34:41 am
Oh...My...God. :eek2:

I never thought I'd see it... GE, you seriously are the man.

But, um, what was it you wanted me to do to it? I'm not a modeller unfortunately, I do 2d stuff, shield Icons, interfaces, command briefs, etc., and I'll probably end up FREDding when we get that far, but no modelling, sadly.

[EDIT]

Found this on a site, it seems fairly standard -

WEAPONS:  550 Taim & Bak Heavy Laser Cannons;
   500 Taim & Bak Turbolaser Batteries;
   75 Borstel Ion Cannon Batteries;
   100 Phylon Tractor Beam Projectors;
   10 Sienar Fleet Systems Gravity Well Projectors;
   Axial Superlaser (Planet-Destroyer)


We're probably going to have to tone that down just a little, yes? :)

[/EDIT]
Title: FS2 StarWars
Post by: Galemp on October 02, 2002, 10:17:16 pm
Okay, the geometry is all fixed, it's a completely layered 3DM now. I did all that myself, with Rhino... whoopie! If KARMA can take it into trueSpace, glue its 70 turrets, and texture it, I'll do the PCS, ModelView, and table post-processing.

I'm looking for a tutorial on LODs and debris... Sandwich's tutorial didn't cover those.

(http://www.3dap.com/hlp/hosted/fsport/working/esdmodel.jpg)
Title: FS2 StarWars
Post by: KARMA on October 03, 2002, 09:50:02 am
niiiice;) ;)
Title: FS2 StarWars
Post by: Galemp on October 05, 2002, 06:47:08 pm
New forum graphics, to be used soon (I hope!)

(http://www.3dap.com/hlp/hosted/fsport/swmod/swmod-forumheader.jpg)
(http://www.3dap.com/hlp/hosted/fsport/swmod/swmod.gif)(http://www.3dap.com/hlp/hosted/fsport/swmod/swmod-newt.gif)(http://www.3dap.com/hlp/hosted/fsport/swmod/swmod-reply.gif)

Which of these do we want as an avatar?
(http://www.3dap.com/hlp/hosted/fsport/swmod/avatar1.gif) (http://www.3dap.com/hlp/hosted/fsport/swmod/avatar2.gif) (http://www.3dap.com/hlp/hosted/fsport/swmod/avatar3.gif) (http://www.3dap.com/hlp/hosted/fsport/swmod/avatar4.gif)
Title: FS2 StarWars
Post by: Black Wolf on October 06, 2002, 08:11:33 am
Death Star! Go the Death Star!
Title: FS2 StarWars
Post by: Sheepy on October 06, 2002, 08:35:29 am
Quote
Originally posted by GalacticEmperor
Okay, the geometry is all fixed, it's a completely layered 3DM now. I did all that myself, with Rhino... whoopie! If KARMA can take it into trueSpace, glue its 70 turrets, and texture it, I'll do the PCS, ModelView, and table post-processing.

I'm looking for a tutorial on LODs and debris... Sandwich's tutorial didn't cover those.

(http://www.3dap.com/hlp/hosted/fsport/working/esdmodel.jpg)


ummmmm what the hell is that anyway?
Title: FS2 StarWars
Post by: Black Wolf on October 06, 2002, 08:39:02 am
Quote
Originally posted by Sheepy


ummmmm what the hell is that anyway?


The yellow bits are just mistakes, or spots for textures or something, but the models an Eclipse Class Star Destroyer. 17.5 kms long, made of black metal, over 1000 turrets (see above) and has a toned down Death Star Planet Destroyer. Its from books or comics or something, but it's probably the second most loved non movie ship ever (after the Tie Defender).
Title: FS2 StarWars
Post by: Sheepy on October 06, 2002, 08:44:30 am
Tie defenders are swee t... with all there guns and the manuvering and the dakka dakka and the DIE REBEL SCUM! ..... neways, i wanna see a B-wing, with the revolving exterior like its ment to ..... but that aint gonna happen :doubt:
Title: FS2 StarWars
Post by: Corsair on October 06, 2002, 09:47:11 am
GE, go with this one: (http://www.3dap.com/hlp/hosted/fsport/swmod/avatar1.gif)
Title: FS2 StarWars
Post by: Black Wolf on October 06, 2002, 11:01:26 am
Quote
Originally posted by Corsair
GE, go with this one: (http://www.3dap.com/hlp/hosted/fsport/swmod/avatar1.gif)


Bevel it - it makes the rebel logo look very nice - the Imperial one still looks better beveled IMO but not as much better as the reb one. That said, I still prefer the DS.
Title: FS2 StarWars
Post by: Razor on October 06, 2002, 01:38:45 pm
Great model GE :yes: Eclipse is a really cool ship. :nod:


By the way, I have the Executor model! :D
Title: FS2 StarWars
Post by: Sheepy on October 06, 2002, 02:15:56 pm
I so wanna do something for this project but i have next to no talent in moding :doubt: all i can do is draw concepts (for DA) and make system maps (for DatDB) I WANT TO BE AABLE TO MODLE GOOD! :( :(
Title: FS2 StarWars
Post by: Sandwich on October 06, 2002, 04:46:30 pm
Quote
Originally posted by GalacticEmperor
Okay, the geometry is all fixed, it's a completely layered 3DM now. I did all that myself, with Rhino... whoopie! If KARMA can take it into trueSpace, glue its 70 turrets, and texture it, I'll do the PCS, ModelView, and table post-processing.

I'm looking for a tutorial on LODs and debris... Sandwich's tutorial didn't cover those.

(http://www.3dap.com/hlp/hosted/fsport/working/esdmodel.jpg)


What kind of polycount are we looking at there?
Title: FS2 StarWars
Post by: KARMA on October 06, 2002, 04:58:48 pm
still have to give it a close look but.... did you tested the single meshes in game? i dare not if you don't have truespace....mmmm crossing fingers
i'll have to look at turrests also (never worked at a capship)..but 70 aren't too few for such a big ship?
ahh i hate the max obj limit:)
does someone know if it is possible to have non modelled turrets firing points, i mean.... having lasers firing directly form the hull even if there isn't a turret...it may be useful to reduce polycount/number of subobjects of capitalships (something similar was used by XWA)
Title: FS2 StarWars
Post by: Galemp on October 06, 2002, 08:41:49 pm
The polycount is 1330 for a fully detailed LOD0, turrets and all. It's split into subobjects under 750 polies.

Karma, I did test the main hull model in game, and it was fine--except I didn't texture it so it was transparent. If there's a limit on 7 debris chunks, though, you should delete one of the engine debris chunks.
Title: FS2 StarWars
Post by: Black Wolf on October 06, 2002, 11:34:47 pm
Quote
Originally posted by KARMA
does someone know if it is possible to have non modelled turrets firing points, i mean.... having lasers firing directly form the hull even if there isn't a turret...it may be useful to reduce polycount/number of subobjects of capitalships (something similar was used by XWA)


Would gunpoints work?
Title: FS2 StarWars
Post by: Black Wolf on October 08, 2002, 11:43:46 am
Guess What! Black Wolf Actually did some work! Arrrrrgh! The end is Nie etc. etc. etc.

Anyway, check your mailbox KARMA. X Wing, TIE Fighter, Interceptor and Defender ship selection icons coming your way. Much better than the last X Wing one I sent as well. :)

Oh, and on an unrelated note, I found this -  http://ywp.clanpages.com/Info.html

I don't know if you have a similar comparison table for all these fighters, but it might help for table tweakage. Anyhoo, I'm off to bed. Night. :)
Title: FS2 StarWars
Post by: Galemp on October 08, 2002, 03:25:55 pm
:eek2: BW, that will be incredibly useful. Now to find another with the capital ships and other, mundane craft.

I will probably use multiples of those values when calculating weapon damage rates and hitpoints, to adjust to the effects of asteroids and ship collisions.

There wouldn't be a similar chart for weapons, would there?

EDIT: What black text? :nervous:
Title: FS2 StarWars
Post by: Sandwich on October 08, 2002, 05:41:39 pm
Quote
Originally posted by GalacticEmperor
...to adjust to the effects of asteroids and ship collisions. And Shivan weaponry.


:lol: The black text backfired on ya this time, dude - your post has a green BG. :D
Title: FS2 StarWars
Post by: Black Wolf on October 12, 2002, 12:21:02 pm
Bumpity Bump. Way back on the second page. /Until we get a forum, it is our duty to keep this bumped. KARMA, what did you think of my icons? Did they look acceptable/work?
Title: FS2 StarWars
Post by: KARMA on October 12, 2002, 01:31:18 pm
i've formatted two days ago and i still have to restore mail backups and to redownload dmtools, sorry
i'll check as soon as possible:)
Title: FS2 StarWars
Post by: Galemp on October 13, 2002, 09:34:59 pm
BW: I beveled the text. :D

Have we decided which avatar we want? I like the last one, with the lighter red and blue.

I'll be churning out capship meshes galore, but I need someone to play with them in Truespace. Textures, turrets and whatnot. If we could hire someone else to help me with those Karma can concentrate on his fantabulous fighters.
Title: FS2 StarWars
Post by: Knight Templar on October 13, 2002, 10:33:49 pm
Avatars, btw, do you want the One that i already have, of the Imperial and Rebel insignia together?
Title: FS2 StarWars
Post by: Black Wolf on October 18, 2002, 10:19:10 am
KARMA (Should we be capitalizing your name or what) still curious abot those Icons, and also, how many do we have on the staff? We'll need a full list when it comes time for avatar doleing out and Internal access giving.
Title: FS2 StarWars
Post by: Galemp on October 18, 2002, 01:23:51 pm
AFAIK it's me, you, and him, BW.
Title: FS2 StarWars
Post by: KARMA on October 30, 2002, 08:52:55 am
okkey now we can start working seriously;7

i'll set up some posts for recruitment
Title: FS2 StarWars
Post by: Galemp on November 07, 2002, 01:52:51 am
Quote
Originally posted by Killfrenzy
If anyone does an MC-90 Mon Calamari cruiser accurately, I will love them forever! :D:D:D


What, you mean this old heap of junk?

(http://www.3dap.com/hlp/hosted/swfs2/wips/mc90.jpg)

:D :D

That's actually someone else's model we're using for reference. I can't promise you the FS2 version will be that nice (that's about 5300 polies) but we'll try to come as close as we can.
Title: FS2 StarWars
Post by: Sandwich on November 07, 2002, 07:57:40 am
Quote
Originally posted by GalacticEmperor
(that's about 5300 polies)


Ouch - and the polies in that one are still visible. :-/