Hard Light Productions Forums
Hosted Projects - Standalone => Fate of the Galaxy => Archived Star Wars Conversion Threads => Topic started by: aipz on September 25, 2005, 11:55:28 am
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How's going the progress on this mod guys?!
Are you close to releasing something we might call a demo? :confused:
The number of ships you've currently done is sufficent for such a purpose... :nod:
At least to my mind;)
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The problem is that most of our models are only half-ready. We can't truly work with ships without textures and any POF data.
If we don't get enough diligent modellers who are able to texture, we're doomed. And we lack community interest, at least from those who would be able to contribute.
We're dead if you ask me.
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Which models are half-done?
And which are ready to be put ingame?
If you could ask me for starwars you don't need too much ships for the beginning... actually 7 types of fighters, 7-8 classes of ships, a shuttle and a space station...;)
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This I cannot say for sure. We already have some models which are in theory working in-game flawlessly, but they still lack minor things all models should have (LODs, Debris).
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Thats bad... I admid that I am not a Star Wars maniac (my first post here) . But I would still like to play around with them ships in FS engine...
Here's my advice. Make a demand in the general or modding boards. Dont go whining like "we are looking for modders..."
Go and say how things really are. "We need a willing modder now, or this conversion is buried!" There is reasonable chance that there is someone lurking in the boards who can mod but is not showing his face. Or it might smoke some new modder from under his rock...
I don't know... You won't either, if you don't try...
That's if you really are in such a bad trouble as you are implying...
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To be more precise for the basic ships:
T/F, T/B, T/I
Lambda shuttle
ISD or other capship fot the Imperials
X-W, A-W and Y-W
CRV
Some transports
a cruiser or a frigate
and a starbase (any one)
AND tada you have an quite enjoyable demo :)
EDIT: Prophet's right...
There are thousands of people on HLP - someone has to see
this...:nod:
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Easy for you to say... :)
We have already had enough recruitment threads. The people who joined did not do much... some of them were even removed from the staff, another part of them made something and disappeared for good.
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What I want to say is that even sth as small like this is needed to get your mod "alive"...
otherwise you may be right after all :(
I would gladly help but my modding skills are somewheat limited currently to FRED...;)
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I've been waiting for this for a long time. Don't let it die. :shaking: I'd love to help, but sadly, I lack the skills required.
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Yes, and that is the current state of our fanbase. Tons of people who would to love to see this work, but a handful of people who know how to keep the ship from sinking.
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Trashman is spitting out moddels like mad you might want to talk to him. If you ask him personally he might do it.
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I've allready posted in that other thread, I would gladly help, but I would like to finish some other things first, but should be done, and ready to fully work in a few weeks.;)
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Hmm. Seems interesting so far.
If you really are having such serious trouble finding modellers or otherwise skilled people and if this is going to be a real problem, I'd suggest you to visit
http://ia.emperorshammer.net/home/ and perhaps ask if you could cooperate a bit, if you already haven't done so.
It seems to me that there are right now two groups (you and them) trying to make exactly the same thing. Imperial Alliance is a Star Wars based free space combat simulator based on FS2 flight engine. It is also going to be a standalone game, not a FS2 mod, just like yours.
I think these guys ar a little longer to the process right now than you are. They are currently on closed beta phase, and after that there will probably be an open demo version of the game.
If I were you, I'd contact these guys and ask if you could use their models (if you like them good enough), OR ultimately you could consider joining your forces if you'd like. I personally think that there's really no sense in bringing on two similar mods based on the same game; If both are good with slight differences, I think it'd be a reasonable thing to do some cooperation, take the good things from both games and release a single product together. For a gamer that would be a better solution than having two separate games with their own pros and cons. Then you could focus on making cool missions and campaigns.
By the way, I think that your models look cooler in overall comparision, just thought that cooperation could give a boost to both groups and then I and other gamers wouldn't have to wait so long! If you already know about this group (which is very presumable), well, it's your call whether you want to cooperate or not.
I also think that you should go and advertise this game a bit by contacting some groups that would quite surely be interested of your work:
-http://www.darkjedi.org/club/TFA/, the best club flying XVT and XWA: Tie Fighter Alliance, that's my club :nod:
-http://www.darkjedi.org/club/TRA/, Traumatic Rebels' Alliance, having very many active pilots on their list traumatized by TFA's overall superiority.
There are other communities playing XWA and even XVT still, and we would most certainly be delighted to have a new game to play... but they won't play unless the know about it... which would be a tremendous loss.
But make sure that the multiplayer works, and works good... Also I'd like to ask whether or not it's possible to regenerate a pilot during mission? Because flying melees with just one life is not very... erm... fun. And mostly we do fly melee missions on XvT and XWA, mainly 2vs2's but that is partially due to lagginess on more complex missions.
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Those guys took shipsright out of one of the old SW games. They're kinda dodgy.
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Maybe it would help to release a small demo, like a single mission of a group of x-wings attacking a star destroyer, set up with a cool little storyline. Then in the DEMO itself, ask for more help, and post it in a plea stating that only more of this will come foth if there is some more help. It seems to me people are happier if there are releases to keep the interest up. so generate some interest with a quick little demo, and you may find you get some more help.
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Originally posted by Black Wolf
Those guys took shipsright out of one of the old SW games. They're kinda dodgy.
Ah, I see. I mentioned that their models didn't seem as cool as yours...
I'm too sorry that I don't have skills that could help you, more less time to learn such skills. I understand your point, if they are "dodgy", as you describe them to be :nervous:.
Voices would be about the only thing that I might be able to do to help you, but then again, I don't consider myself a brilliant actor, quite the opposite, actually... But if you need a Finnish accent, here's one...:shaking:
Well, I hope that you get along with this project. If you wish, I could also tell the TFA and TRA about this one and see what they think, which one is better: this one or the "Imperial Alliance" peoples' work. Tell me if you'd like me to do this, because I'd be delighted to. I could ask if there were anyone able and interested in helping you, that would really be nothing.
I don't think they are dodgy. I don't really know muc about those Emperor's Hammer folks, except that people who wear the EH_ tag before their nick usualy beat crap out of almost everyone else when flying multiplayer...
Well, I'll keep on chekkin' the situation here. It would *suck* to have you putting this into stasis for not having enough people interested in helping... :wtf:
See you later.
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Hey it could be a sign that working with them might be perfect. If the didn't take the time to make new models then maybe they excell at other areas of the modding avenue... places where your team maybe be thin in ranks. They seem to be thin in ranks of modelers... it could work out for both.
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Yea i definitely agree with you Fade. Collboartion may suit both avenues to make an awesome project. As they say, "many hands make light work"
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Bump ! Any news good or bad ? It seems dead... :shaking:
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Yes, it does. There haven't been any updates for a while, with this speed, we'll not finish before FS2 ultimately dies.
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How about the models you have actually ? are there a lot already done ?
How about weapons ? (laser and missiles) Hyperdrive jump ? Are they implemented or not yet ? :shaking:
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A project is doomed to die without a vision, a goal, a method, and (now it seems) a leader.
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A leader is not that important if we can discuss who does what among ourselves. For that to happen, the staff need to give any life sign. I haven't seen a lot of staffers recently, maybe Black Wolf and you.
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There is a way where you could import SW models from other mods like Warlords ? Because, I've already imported 40 models.
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We need authorization.
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Projet Die ... :'(
Some french boy wait a new Star wars Simulation, and your mod was a hope :(
Bad news ... Have problems of competences (lack of developers or graphic designers) or motivation ?
snif :'(
Faro
PS : Metaldestroyer, you are in every forum ... you know some french developers for freespace ? ;)
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We need authorization.
I have the authorization recently. So, there is no problem. A friend began to work onto turrets for cruisers.
There is still a lot to do. (we are two at this moment, and perhaps 3).
Here some stuff :
Hyperspace Jump (not fix yet) (http://sam.sothi77.free.fr/videos/Hyperspace.avi)
For pics and others videos :
http://www.hard-light.net/forums/index.php/topic,25406.400.html
If this could help you.
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That hyperspace jump looks cool, though it might be better to slow it down just a tad faster. Did the Subspace graphic changes make any difference?
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I will look at it after testing XWA ^^ About the warp effect you send me, I saw no difference.
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That's weird... Hmm...
It's pretty straightforward. FS2 considers 0, 255, 0 to be transparent. I sent you a 1x1, 0, 255, 0 ani with the4 same name as the warp ani. Assuming you placed it in the correct directory, it should overwrite the warp ani.
Make sure all the files are in the effects folder of data (or whatever mod directory you're using if you use -mod) and if it's still not working, try putting them into the root FS2 directory.
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The files are in the right folder (StarWars\data\effects). It will try to put them into the root.vp. I hope it will work. :s
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Hey, that jump looks pretty cool :yes:
Could probably simulate some sort of star-blur effect when entering hyperspace yourself....though, a model would not work well.
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from whom....George Lucas.... :nervous:
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from whom....George Lucas.... :nervous:
EvilleJedi for his SW Models
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Interesting... ecided to step back after some time and it looks things are slowly beginning to move...
I have a question though: Are all the ships used by Metal Destroyer appear in your mod?
Many of them were converted from other projects if I'm correct?
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Hmm. Seems interesting so far.
If you really are having such serious trouble finding modellers or otherwise skilled people and if this is going to be a real problem, I'd suggest you to visit
http://ia.emperorshammer.net/home/ and perhaps ask if you could cooperate a bit, if you already haven't done so.
It seems to me that there are right now two groups (you and them) trying to make exactly the same thing. Imperial Alliance is a Star Wars based free space combat simulator based on FS2 flight engine. It is also going to be a standalone game, not a FS2 mod, just like yours.
I think these guys ar a little longer to the process right now than you are. They are currently on closed beta phase, and after that there will probably be an open demo version of the game.
If I were you, I'd contact these guys and ask if you could use their models (if you like them good enough), OR ultimately you could consider joining your forces if you'd like. I personally think that there's really no sense in bringing on two similar mods based on the same game; If both are good with slight differences, I think it'd be a reasonable thing to do some cooperation, take the good things from both games and release a single product together. For a gamer that would be a better solution than having two separate games with their own pros and cons. Then you could focus on making cool missions and campaigns.
By the way, I think that your models look cooler in overall comparision, just thought that cooperation could give a boost to both groups and then I and other gamers wouldn't have to wait so long! If you already know about this group (which is very presumable), well, it's your call whether you want to cooperate or not.
I also think that you should go and advertise this game a bit by contacting some groups that would quite surely be interested of your work:
-http://www.darkjedi.org/club/TFA/, the best club flying XVT and XWA: Tie Fighter Alliance, that's my club :nod:
-http://www.darkjedi.org/club/TRA/, Traumatic Rebels' Alliance, having very many active pilots on their list traumatized by TFA's overall superiority.
There are other communities playing XWA and even XVT still, and we would most certainly be delighted to have a new game to play... but they won't play unless the know about it... which would be a tremendous loss.
But make sure that the multiplayer works, and works good... Also I'd like to ask whether or not it's possible to regenerate a pilot during mission? Because flying melees with just one life is not very... erm... fun. And mostly we do fly melee missions on XvT and XWA, mainly 2vs2's but that is partially due to lagginess on more complex missions.
Good to see there are still people playing Multiplayer XvT :) Actually, the project founder, Karma, was part of such a group, as I was, for that matter. The basic idea was to get a modern version of the game we all loved, to cope with time. I introduced him to FS2 and to it's modding capabilitys, then left. I content myself with playing the old Tie Fighter (since FSO doesn't run properly, no matter what hardware i throw at him) and redoing the XvT BOP campaign, from time to time. I'm ideallistically waiting for Lucasarts to release new Space Simulator: it's like the FS3 quest... hopeless.
Regarding the pilot question. if you're speaking of FS, IIRC there was an option for "infinite lifes", or something like that.
My 2 cents.
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I would gladly not use XWA models and textures for IA. But since its basically me and another guy doing the project we aren't left with much choice. Though he is slowly going through and making his own textures. You guys seem to have the same problem we do in that there aren't an abundance of modellers around.
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So does this mean the project is on "hiatus?" :(
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I would gladly not use XWA models and textures for IA. But since its basically me and another guy doing the project we aren't left with much choice. Though he is slowly going through and making his own textures. You guys seem to have the same problem we do in that there aren't an abundance of modellers around.
We rather need texturers, we have enough models already, but only a few of them have any textures.
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Well I dont have any experience texturing, but I can edit .tbls, so if you were to send me a simple model (maybe a cargo container or freighter) I could try honing my limited skills over spring break. I cant make any promises though.
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There might be some good news for everybody. The guy doing the Warlords mod has given his O.K. to use the models how we see fit. Metal Destroyer knows how to import his models into FS2 so there still might be some hope yet.
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Thats great news Darkhill as EvilleJedi's models and textures are pretty awesome.
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look guys, to have this conversion making some progresses you'd need many skilled people in many key positions.
At first you really need an experienced fso modder as teamleader.
His main work will be to keep all the files organized, keep track of what's in progress and what not, give priority to what has to be done, ask authorization to use the external models, recruit etc etc
But most important he has to have a clear vision of the sense of the project. Which isn't just a brunch of models converted to fs2.
When I started I wanted to make something like XvT but with better graphics a better engine and possibly less lagg than XvT.
I think that only those who played the XvT Battlestats Week of War (WOW) on Zone has an idea of what I'm saying and why I wanted to do so.
Anyway, to be honest I've never been a good teamleader as I've never been too good at keeping all the stuff organized, then I started having very little spare time and maybe I lost along the way the "sense" too (as the XvT clan I belonged to doesn't exist anymore and nobody plays XvT anymore)
We got some (BIG) help by Starman in the last months who organized all our files. He'd be a perfect teamleader imho (better than what I've ever been) but he never wanted to as he is already involved in a big project and has a life too.
That's only half of the apple however.
To make a conversions you need ships.
We already have:
A-wing*
X-wing*
Y-Wing
B-Wing
Corvette*
Dx9-transport*
Tie-Fighter*
Tie-Interceptor*
Tie-Defender*
Tie-Bomber
containers*
escort carrier
dreadnought
assault frigate
I may be missing something so the teammembers could correct me plz
those with * have been done by the team (most by me) the others are Gank's or XWAU's work converted to fs2
We still have to decide what to do with those models.
We may just make em public or maybe try to talk with the Emperor Hammer guys to see if they need em. The problem with the EH (dark alliance) was that they didn't want to use the XWAU ships as we did and that they were using XWA original models as we didn't want. Dunno if things changed in the last months as it's a while that I don't see Timmay, an EH guy who used to have access to our private forum.
If someone wants to bring the torch and go on with the project, I'll give him for sure our files just keep those rules in mind:
1-give credits
2-ask permission if you use xwau (or else) ships. Darksaber gave us permission to use his ships, for the others you have to ask permission on a per ship basis to the xwau team (as we did).
3- don't modify the aspect of the ships unless the author tell you that you can
I just don't want to have people angry with me just because someone else poached his work
Anyway, don't think that you have finished your job when you find models and textures to use.
You'll need to convert em to cob, bake the textures, create lods, turretts, debris, maybe shields, convert to pof, edit the pof, edit the tables.
You'll need skilled modders to do so and this is another key position we always missed (except for the period in which starman joined our team): a converter. And it's better if that converter can bake the textures on his own.
You'll also need pofeditors, tableeditors and missioneditors.
If you want to make ships on your own, texturers and unwrappers may be necessary as it is easy to find modellers but not to find texturers.
We always had problems in finding valid staffmembers but maybe someone else may have more luck than us.
If someone wants to go on with the SW conversion I'll give him an hand time by time, I have on my hd a TA which need some work, an in progress aw and an in progress bulk frighter (I'd like to complete those ships anyway, as soon as I'll have time, after I'll finish the HTL Colossus)
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still no movement on the SW front?
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...after I'll finish the HTL Colossus
That part has me most thrilled :nod:
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...
Like I said here before we only used the XWA models because we had nothing else at the time. Not going the XWAU route mostly because Darksaber is a little prick. He'll hate you forever if you use one of his textures on something but had no problem using the imperial concourse that was made by one of our members for his imperial conversion pack. As you can tell there has been no blood lost between Darksaber and the EH for many years now (kind of sad when you come to think of it). Anyway, I was contacted by the creator of the Warlords mod for Homeworld 2 saying we could have free reign to use his models in the game. They aren't a complete drop in but they don't look to bad either. Here is a quick workup of the ATR as seen in game.
(http://ia.emperorshammer.net/teaser/atr.jpg)
Its something you guys might want to look into. We would have no problem sharing models but want to stay away from XWAU stuff for the obvious reasons.
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[ Anyway, I was contacted by the creator of the Warlords mod for Homeworld 2 saying we could have free reign to use his models in the game. They aren't a complete drop in but they don't look to bad either. Here is a quick workup of the ATR as seen in game.
Its something you guys might want to look into. We would have no problem sharing models but want to stay away from XWAU stuff for the obvious reasons.
KARMA i took a look at the models for Warlords.. they are 100 % go... good solid stuff.. already mapped... just use Lithium ... High poly enough (7000p stardestroyer)....
(http://img483.imageshack.us/img483/8936/clipboard015ga.th.jpg) (http://img483.imageshack.us/my.php?image=clipboard015ga.jpg)
this has around 3400 p mostly triangles... is not bad at all.
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we already have a corvette, complete and working, not too high poly but good enough imho. The other ships could be more interesting.
But this changes almost nothing guys.
There simply isn't a team to convert those models.
Darkhill if you want I can give you the non xwau models. They weren't bad, they are complete and working and it'd be a shame to just trash em
While I may agree that Darksaber may be harsh sometimes, we never had probs with him (actually he offered us his models without any prior request from us....). Also, the xwau team is not just Darksaber.
For example Gank was an SWNR modeller who just gave to the xwau some models and they added them. He was also a teammember of this project so I see no problems if you want to use, for example, his DX9.
Or the XWAU escort carrier... she was Col. fishgut's work, who is an hlp member more than an xwau member and replyed above in this thread...
The other XWAU members have been always very kind with us...for example I remember them sending me higher res versions of the textures of their ISD that those used already in xwau...anyway, while I don't want to convince you to use the xwau stuff there still are some models that I think could be used w/o probelms imho.
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we already have a corvette, complete and working, not too high poly but good enough imho. The other ships could be more interesting.
But this changes almost nothing guys.
There simply isn't a team to convert those models.
yes u had one ...but your texture sucked ;)
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lol, guess it's a matter of tastes, as I think it's my best texturing job, and yours is the first comment of this kind. just to be sure we are talking of the same thing:
[attachment deleted by admin]
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lol, guess it's a matter of tastes, as I think it's my best texturing job, and yours is the first comment of this kind. just to be sure we are talking of the same thing:
Well we ARE talking about the same thing :)
Emboss is evil, man ...
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matter of tastes:)
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we already have a corvette, complete and working, not too high poly but good enough imho. The other ships could be more interesting.
But this changes almost nothing guys.
There simply isn't a team to convert those models.
Darkhill if you want I can give you the non xwau models. They weren't bad, they are complete and working and it'd be a shame to just trash em
While I may agree that Darksaber may be harsh sometimes, we never had probs with him (actually he offered us his models without any prior request from us....). Also, the xwau team is not just Darksaber.
For example Gank was an SWNR modeller who just gave to the xwau some models and they added them. He was also a teammember of this project so I see no problems if you want to use, for example, his DX9.
Or the XWAU escort carrier... she was Col. fishgut's work, who is an hlp member more than an xwau member and replyed above in this thread...
The other XWAU members have been always very kind with us...for example I remember them sending me higher res versions of the textures of their ISD that those used already in xwau...anyway, while I don't want to convince you to use the xwau stuff there still are some models that I think could be used w/o probelms imho.
Wow, that is not the Darksaber I know. I know there are other people on the XWAU team but he has done such a large amount of work sometimes you forget. But we would be very interested in what you have got. You or any of the other guys are welcome to join up if you still want to do modelling yet or doing other things.
Your CRV is good, but its got to many guns. Its only supposed to have the dual turrets on the top and bottom. Those bulges along the sides are escape pods.
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Yes, they are only escape pods, at the ingame model I skipped those 4 small antennas. Looky here :
http://www.scifi-3d.de/wcsaga/Starman/pics/corvette5.jpg
http://www.scifi-3d.de/wcsaga/Starman/pics/corvette6.jpg
http://www.scifi-3d.de/wcsaga/Starman/pics/corvette7.jpg
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Looks pretty good in game. Do the turrets actually work? One thing I ended up doing was removing barrels on turrets and just placing the fire point on the dome itself. Kind of odd to have turrents facing up/down tracking craft but not turrets on the sides.
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My turrets always work :D
The trick is simple, I made the arms and the cylinder they are mounted on as the turret-arm, and the rest is just the rotating podest
See here, red is the arm, blue is the turret-base :
http://www.scifi-3d.de/wcsaga/Starman/pics/corvette2.jpg
Kind of odd to have turrents facing up/down tracking craft but not turrets on the sides.
This is certainly a big problem. I really hope we will have multipart side turrets someday :(
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I figured out how those turrets work when I was messing around adding s-foils to the X-wing and B-wing. I just kept up with removing them so you wouldn't have a barrel thats pointed 90 degrees away from shooting right at you. Its rather bad that lots of Star Wars ships have turrets on the sides of them.
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I figured out how those turrets work when I was messing around adding s-foils to the X-wing and B-wing. I just kept up with removing them so you wouldn't have a barrel thats pointed 90 degrees away from shooting right at you. Its rather bad that lots of Star Wars ships have turrets on the sides of them.
Well ... you could make them fixed and pointing lateral...
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Wow, that is not the Darksaber I know. I know there are other people on the XWAU team but he has done such a large amount of work sometimes you forget. But we would be very interested in what you have got. You or any of the other guys are welcome to join up if you still want to do modelling yet or doing other things.
Your CRV is good, but its got to many guns. Its only supposed to have the dual turrets on the top and bottom. Those bulges along the sides are escape pods.
actually my CRV althought low poly (iirc around 3k) is probably the most precise around there as she isn't based on the essential guide blueprints but on other blueprints based over photos of the movie models. There are 2 different CRV in the films. The first one is the one of ANH and she has the side turretts (so 2 turbolasers + 4 side turretts) and we may call this one "consular crv". The other one appeared at Endor and was little different, as they lost the ANH model at lucasfilm and they needed to rebuild the model. The BoE CRV has windows and had the barrels of the side turretts removed.
You could then use 2 different CRV versions if you want, one for the standard CRV and one for the M-CRV. But the side turretts are canon:) Only the small bulges (those on the lower side) are escape pods.
There were an entire site dedicated on the CRV (and mill falcon) story, unfourtunately that site isn't online anymore but I still have their blueprints on my HDD:)
As for joining your team... ok.. as I said I still have a couple of ships in progress, namely a new better more detailed AW and a bulk freighter. Both the models complete, they are in texturing stage. Only problem is that I can't tell you when I'll be able to work on em:).
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Wow, that is not the Darksaber I know. I know there are other people on the XWAU team but he has done such a large amount of work sometimes you forget. But we would be very interested in what you have got. You or any of the other guys are welcome to join up if you still want to do modelling yet or doing other things.
Your CRV is good, but its got to many guns. Its only supposed to have the dual turrets on the top and bottom. Those bulges along the sides are escape pods.
actually my CRV althought low poly (iirc around 3k) is probably the most precise around there as she isn't based on the essential guide blueprints but on other blueprints based over photos of the movie models. There are 2 different CRV in the films. The first one is the one of ANH and she has the side turretts (so 2 turbolasers + 4 side turretts) and we may call this one "consular crv". The other one appeared at Endor and was little different, as they lost the ANH model at lucasfilm and they needed to rebuild the model. The BoE CRV has windows and had the barrels of the side turretts removed.
You could then use 2 different CRV versions if you want, one for the standard CRV and one for the M-CRV. But the side turretts are canon:) Only the small bulges (those on the lower side) are escape pods.
There were an entire site dedicated on the CRV (and mill falcon) story, unfourtunately that site isn't online anymore but I still have their blueprints on my HDD:)
As for joining your team... ok.. as I said I still have a couple of ships in progress, namely a new better more detailed AW and a bulk freighter. Both the models complete, they are in texturing stage. Only problem is that I can't tell you when I'll be able to work on em:).
Ender is a good texture artist in his own right so we might be able to help you with the A-wing and freighter.
And check your PMs.
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I could send some models from Warlords which are already converted.
But, just wait a little, I've a lot to do :sweat:
Here some screens :
(http://img349.imageshack.us/img349/6966/swmc80192619070gi.jpg)
(http://img312.imageshack.us/img312/290/swhoth222222378ct.jpg)
(http://img507.imageshack.us/img507/5655/swisd003346670sm.jpg)
Darkhill -> I have the ATR with right texture. The zip pack from the Warlords website isn't complete at all.
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That ISD looks mighty tasty, you could pass that along.
How did you get around the fact that none of these models turret objects on them?
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That ISD looks mighty tasty, you could pass that along.
How did you get around the fact that none of these models turret objects on them?
If i remember, turrets models for Warlord use specific script proper to Homeworld 2. I didn't find any 3D model after I extract all the models. I think, it's better to ask EvilleJedi.
However, a friend have put Turret for the Corellian Corvette, the result is pretty good. I have also, make a simple Imperial Turbolaser for a Victory Class just for test. But, the behavior is too bad :( There is a problem with angle issue.
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The whole deal with the multipart turrets not working very well at angles or not at all on the sides is why I stripped the barrels from turrets and place firpoints on the turret itself. Yes its a bit more realistic to have a barrel but TIE Fighter got away with this idea so why can't I?
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Can't you make the turret one piece consisting of a (somewhat detailed) ball and the barrel and sink the ball about 2/3 into the main hull? At least that's not multipart...
:nervous:
Anyway, I'm glad to see something going on here. I hope these latest twists of fate will make this conversion released sooner or later. :nod:
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Hey guys,
I know there seems to be a lot of people watching the progress of the Star Wars Conversion for FS2, but I only learned about it yesterday (5/31/06). I've been keeping a pulse on almost all of the Star Wars mods-- so I was pleasantly surprised to stumble across yours.
I would highly recommend the leaders of this project (still unclear after reading 3 pages of forums here) organize their information on the following MOD database website under mods for Freespace2:
http://mods.moddb.com/?search=true&mod=&mf=0&game=75&type=0
Once you've put in your info concerning your MOD and a link to your Website (which needs attention...) you can also create a recruitment tab.
I think your best bet is to reuse as much as possible all of the XWAUpgrade ships-- which it sounds like you already have permission to use. Granted I'm a newbie (brand-spankin' that is...) to Freespace 2, I would be more than glad to help you convert XWAU ships from *.OPT to *.POF format. It's hard to see any organization team structure in a forum setting because (except for the moderators) you just have passers by (?) making posts. But you need to generate a team roster of people who will be committed to contribute so much time per week (or month) to the conversion effort in specific areas where they're given specific tasks to complete, and like KARMA said, there needs to be an overseer to keep things organized, creating new assignments, tracking what's done and what remains to be done, etc.-- you need to have a single overall project leader with a few deputy leaders heading up major sub-elements.
You need to set standards for models...(I've read where turrets won't have guns... some will...depending on whose doing the modeling- not good. You need to standardize and keep the ships as close to canon as possible.
Who is the primary project leader for the Star Wars Conversion for FS2?
Check out the MOD Database website I gave you above and set up your profile there-- for wider recognition. I bet you'll be surprised by the offers you get for assistance.
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Hey Guys,
I'd like to help convert XWAU's (of course with their permission) mods to Freespace2. Looks like you have made some major progress, but you need some rejuvenation. How can I help and when can I get started?
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Begin plasma core insertion, gunnery control, open fire:
(http://img514.imageshack.us/img514/3808/welcome2hlpbb4xp.gif) (http://imageshack.us)
Welcome to HLP. Please keep all appendages within the installation at all times. Flamethrowers are located underneath all seats, however, due to the rising cost of oil, the ID / evolution debate (don't debate me on Whether or not there is a debate),V, and the meaning of life, the napalm has been replaced with Holy Water. Plasma rifles are located in the weapons locker, but only Admins,V, or a hyper-intelligent shade of blue have access to these areas. If you meet a Shivan in the ductwork it is most likely Carl, give him your lunch and back away slowly, odds are good you'll be fine. Recommend reading includes Karajorma's Freespace FAQ for general questions, and The Freespace Wiki for specific issues and questions.
15th kill. :)
Welcome Rannon.
I'm seriously thinking that necromancy is getting out of hand here. :P You know this is the first time since I've been here that I saw something active in the Star Wars mod.
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kinda sad, this is the best space sim out there, and there's no working star wars port :(
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This is sad. Especially when there are so many pre-made models sitting there on the net waiting to be used.
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I just noticed it's quite dead here...
I searched the net a bit, and I found tons of models we could use for the mod.
What models are needed, so I can try converting them to ingame ships, and what else is needed, is there anyone left who would like to continue this conversion? or....?
Bartus
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*plays a trumpet/horn in a funeral type way*
Oooh, look a tumbleweed :eek2:
:tumbleweed:
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This, like Unsung Heroes, is a project in search of a leader.
You guys should team up with (or ask to be acquired by) Imperial Alliance.
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They say that they're 'dodgy' because they took ships straight out of some other game or something?
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That was a misunderstanding due to a miscommunication. From my conversations with IA, they'd be happy to join forces with SWC.
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Sharing models and effects with some other team seems like a very sensible thing to do.
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The issue that came up was that all of the models and the concept for them is owned and copyrighted by lucasfilm, so that rules out every model from a game already. We got models and permissions from XWAUp, but it took weeks to get a single model to a pof, and they were crappy to begin with. we modeled a bunch of our own, but the core group of people ended up doing way more than they bargained for, and crossed with problems with the forums (for instnce not getting any pm's in response from any admins for several months regarding to our ftp access which kept mysteriously dissappearing, and everyone doing everything) we have more or less given up. We also had an epidemic for about a year where it was HLP tradition to join the project, and do absolutely nothing. We also had a lot of member issues with people not being around as often as they wanted, so there was a lot of come and go.
Last news we have was KARMA was packing up all the data for models and stuff and sending it to IA circa april of 06.
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Sooo.... are you saying its dead?
What about the latest videos posted in "a celebration of freespace" thread.
The mod seemed to be looking fine to me.
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Sooo.... are you saying its dead?
What about the latest videos posted in "a celebration of freespace" thread.
The mod seemed to be looking fine to me.
Well, it isn't the mod where HLP is involved since years. It was just a personnal project at first. This time I couldn't wait the release of the Star Wars mod conversion from HLP. So within to Cobra, he gave me some motivation on modelling when he put his first topic in modeling an Xwing with Blender. Then I began to model an Xwing just to try. And then, I have the idea to put effort into making my own Star Wars mod. I used at first some material from Darksaber but it seems there are lot of texture which aren't supported by SCP. So, I used Warlords Material and convert them into Freespace 2 SCP.
But, for now, I put the project on stand by since February 2006 for some reason (studying, internships, etc...).
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So XWAUp was the only other Star Wars mod out there using originally built ships? Crikey.
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Hippo summed all it up pretty well, but let me add that we better need texturers than anything else as of this moment. We have dozens of untextured meshes that are in theory ready to be put in game (without POF, of course) but without any kind of texturing, it wouldn't be possible.
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So XWAUp was the only other Star Wars mod out there using originally built ships? Crikey.
There were a few others, I came here from the swnr mod for homeworld. None really that were usable though. Problem with fps type sims is you need a more detailed model than an rts for example. I thought this died a long time ago. Iirc theres another mod been made no?
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I have two questions.
1.) If the Mod is dead, as Hippo sayed in a other Thread, why for the Hell this subforum and the starwars conversation site is not deleted? And why i got a pm, in that i've been asked how i can help?
2.) Why anybody cry necrophilla if I post in old threads? Or talks something about reading dates? I can read dates! But so i have to ask: Is it part of the FAQs that we have to start a new Thread if we wont to ask/say anythik? In all forums i visited, the Adminstration don't want Thread-Spamming. So i am always looking if there is a thread that deals with the topic i want to talk.
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For your questions come answers.
1. The mod is dead, but the forums and website stick around for the sole purpose that to just trash them would be a waste. I would presume you got a PM from TopAce, who, while understanding that we are dead, continues to try and recruit for some unknown reason.
2. the reason thread necrophilia is frowned upon is because making someone read a 3+ year old again to understand what the hell the new post is on about is annoying. When threads reach their point of ueslessness, they naturally settle to the bottom and are replaced by new ones. this means that there is usually a source of everything new that people decide to talk about. Look in general Freespace. there are topics being brought up that we have literally discussed hundreds of times, and beaten them to death as often. This becomes an annoyance because someone wont take the time to look and see that they are rarely bringing new ideas to the table and are instead wasting other peoples time.
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Am I trying to recruit people? I didn't know. Last time I did that was like one years ago.
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I for one find that reviving this one wasn't so bad, because it has a lot more info than a lot of stickys I've seen, and probably should be one. I think it would get tiring to keep re-explaining all the info that's in this thread every time someone wanted to ask what's going on.
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Now that I am caught up on events, I hope that when the finale comes, KARMA (or whoever has the majority of files) will let it become a public release so some sort of enjoyment can come from the effort they put into it before it simply goes to the trash bin. And who knows? It might someday be the base for a resurrection.
One can dream... :nervous:
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And what has metaldestroyer got to do with SWC?
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And what has metaldestroyer got to do with SWC?
Table editing I think.
I have e-mailed KARMA about two months ago. I wanted some answers,afterall he disapperead one month before I joined the community...
He could be dead,seriously. Many people are dying here,at least 3 for each News.
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Like i've said, KARMA went away for an unstated amount of time, came back, went to school, the army, and a ton of other stuff...
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At least he should have responded to an e-mail sent by me.
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Which Army? US-Army? Iraq?
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Italian Army (or at least I suppose so, since I read somewhere that KARMA is Italian).
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Italian Army (or at least I suppose so, since I read somewhere that KARMA is Italian).
:nod:
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Check his e-mail address. "Ferrarese",which means that he comes from Ferrara. You may contact him. DySkO. That place is too far from my "mafia-town".
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This is truly a terrible shame :( Ever since the X-Wing and Tie Fighter Series quickly became absolute in the wake of games like Wing Commander III, X-Wing vs. Tie Fighter appearing crap in face of Freespace and Freespace 2, there has been a great need for a well developed Star Wars flight simulator that could take use of engines such as that of Freespace 2.
I am actually surprised that Babylon 5 and Wing Commander were the first projects to come off the FRED developer assembly line, considering how epic Star Wars is in comparison to these series (NOTE: I love each and every series though, but Lucas has taken his epic to the bank in terms of merchandising ::) )
I guess I did not take into account that unlike trying to get the copyright approval for less mainstream "marketed" epics like Babylon 5 (from Warner Brothers I guess?) and Wing Commander (from Origin), that good ol' multi-billon dollar Lucas Arts would fight tooth and nail for their money mother load of a franchise. I wonder why it's more difficult here for Freespace 2 as apposed to other games such as Homeworld who have made SEVERAL mods...but perhaps that's because they aren't total conversions.
If a successfully Star Wars standalone were made, I'd have the best of EVERY single science-fiction flight sim genre to play on my comp:
Freespace
Babylon 5
Wing Commander
Star Wars
(NOTE: Battlestar Galactica = good show, but I don't care so much for a flight sim considering the limited number of fighter craft)
It's my hope that someday the good people here at Hard-Light Productions will find a way through the red tape and can bring this project to fruition. I've been dieing to make my own custom Star Wars space missions in a flight sim, and it'd look simply beautiful taking the Freespace 2 engine as a foundation.
Here's to those working on the project:
I can understand you putting it on the back-burner for a while till you clear things up, but for the sake of all us dedicated Star Wars fans...Freespace fans....and the like, don't give up completely on the project if you can please. This would mean a lot to a great lot of people, and our appreciation would go without questioning. 'Jump to Lightspeed' in Star Wars: Galaxies and the flight portion of Star Wars: Battlefront II aren't enough to feed our craving :P
Take a breather, and please, start again getting the magic happening. We're counting on you :yes:
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Red tape is not holding this project up. Nobody on this mod has heard from any official Star Wars source either positively or negatively. The only reason this project isn't going anywhere is because nobody is working on it.
I'm not on the project, but I'm interested in seeing it continue too. As other people have noticed, this board should be in the Archived Forums section due to inactivity. The only reason I haven't moved it there is because I'm hoping someone will step in and fill the shoes of the previous project leaders.
The weird thing is that nobody seems to want to work on it. Several people have contacted me expressing interest in reviving the mod, and I've also contacted several other people. Unfortunately, whenever I ask them to follow through on their initial application, I get no response.
The problem isn't mods. Between the Star Wars Conversion and Imperial Alliance there is more than enough content to make excellent progress. The problem is manpower.
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Guess what needed is just what your doing Goober. There's a need for mass recruitment for some new, eager, but dedicated MODers who can pick up the pieces and get the process going again.
Have you asked around others already very active in Hard-Light Productions? Possibly see if you can recruit some others currently working in The Babylon Project or Wing Commander Saga who aren't major FREDers but can do the hard part of getting those models into a working fashion?
I'd be happy if they could just make a total conversion with absolutely no pre-made missions are campaigns. I just want the tools that I can use in FRED to make my own missions. I don't know the complicated mechanics, programs, and utilities used to actually BUILD the ships...so sadly I can't help there :( Just a dedicated FREDer here.
Good luck in getting some folks to get this back on track. We'll be hoping 'n' waiting anxiously :)
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I would gladly work on the SWC unfortunatly can't fred and my modeling is limited returreting ships.
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Hope you're not including me in those people who haven't followed through, I fully intend to try to get some interest back into this mod, and I'm planning on having a IRC meeting very soon if I can get people to come. I'll be officially announcing it very soon (maybe in about 5 minutes) in another topic, and maybe another area or two as well just to get it noticed.
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Have you asked around others already very active in Hard-Light Productions? Possibly see if you can recruit some others currently working in The Babylon Project or Wing Commander Saga who aren't major FREDers but can do the hard part of getting those models into a working fashion?
That's the wrong strategy IMHO. The problem is that most of the people who are active here have far too much to do already. I certainly do. We need new blood. :)
I'd be happy if they could just make a total conversion with absolutely no pre-made missions [or] campaigns. I just want the tools that I can use in FRED to make my own missions. I don't know the complicated mechanics, programs, and utilities used to actually BUILD the ships...so sadly I can't help there :( Just a dedicated FREDer here.
Dedicated FREDders are one actually in very short supply on HLP, so your presence would probably be welcome on any mod you choose to work on. :) The position the SWC needs most of all is a project leader: somebody who can organize all the content into one modpack. But the position the SWC needs second-most is a FREDder.
I would gladly work on the SWC unfortunatly I can't fred and my modeling is limited returreting ships.
This is unfortunately another problem. We hear people all the time who say, "I would love to help you guys but I have no l33t skillz." That has two possible interpretations. One is that the person is really saying, "I would love to help you... but not really. I'm just saying that so I can look good for wanting to help." The other is that the person actually feels that they're not good enough. We can't do anything about the first type of person, but to the second type of person, we say: You should consider joining the project anyway. Experience is the best teacher. It's far better to have an average person doing work than no person doing work. "The harvest is plentiful but the workers are few." :)
Hope you're not including me in those people who haven't followed through, I fully intend to try to get some interest back into this mod, and I'm planning on having a IRC meeting very soon if I can get people to come.
:yes:
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I can make tables and some (read "almost none") graphic stuff (ehm... loading screens and static ANIs :nervous:). I'm willing to help, because I like very much Star Wars (Original Trilogy, obviously... ;)) and I would like to see this mod going on.
Unfortunately, I can't get the IRC working on my PC :mad:, so I won't be able to take part in the meeting :(
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:yes:
So does that mean you'll be there?
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I would gladly work on the SWC unfortunatly I can't fred and my modeling is limited returreting ships.
This is unfortunately another problem. We hear people all the time who say, "I would love to help you guys but I have no l33t skillz." That has two possible interpretations. One is that the person is really saying, "I would love to help you... but not really. I'm just saying that so I can look good for wanting to help." The other is that the person actually feels that they're not good enough. We can't do anything about the first type of person, but to the second type of person, we say: You should consider joining the project anyway. Experience is the best teacher. It's far better to have an average person doing work than no person doing work. "The harvest is plentiful but the workers are few." :)
Ok then were do i sign up?
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actually goob, to correct you what we most need is modelers. there are currently 5 or 6 models which work ingame, 2 of which arent turreted (including the turret models), the x-wing is about 50 sizes too small, and none have textures
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I'm moving my very first steps with 3DS Max, but I'm not nearly remotely sure if I will ever be of any help with modeling.
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actually goob, to correct you what we most need is modelers. there are currently 5 or 6 models which work ingame, 2 of which arent turreted (including the turret models), the x-wing is about 50 sizes too small, and none have textures
Nothing more? That's everything you've done? What are you going to model first?
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theres craploads of models done, but most of them are far from game quality and compatability
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Ok then were do i sign up?
As I stated, I'm organizing a meeting. If there's enough interest it will be sometime tomorrow evening, between 6 and 10pm CST. If not it will probably be the following week, on either the same time Wednesday, or some time on Thursday. Feel free to stop by the chat room anytime though, I've been camping it for a while now, #scp-swc on espernet.
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Ok then were do i sign up?
Send me an application. What goes in the application is up to you. :)
:yes:
So does that mean you'll be there?
No, it means I think it's a good idea. But I'll be there if I can. Unfortunately I'm travelling on business this week and have very limited internet connectivity.
actually goob, to correct you what we most need is modelers. there are currently 5 or 6 models which work ingame, 2 of which arent turreted (including the turret models), the x-wing is about 50 sizes too small, and none have textures
I remember you saying that, but Imperial Alliance had previously agreed to share models with us. (I understand you had some misunderstandings with them, but when I spoke to Darkhill, he had no problem with it.) So we have a few already-made models we can start out with. I envision the SWC releasing a few missions or perhaps a mini-campaign with the small model pack, which will then generate interest and attract more modellers. Incremental releases are A-1 SUPAR. :)
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I remember you saying that, but Imperial Alliance had previously agreed to share models with us. (I understand you had some misunderstandings with them, but when I spoke to Darkhill, he had no problem with it.) So we have a few already-made models we can start out with. I envision the SWC releasing a few missions or perhaps a mini-campaign with the small model pack, which will then generate interest and attract more modellers. Incremental releases are A-1 SUPAR. :)
Last we heard from KARMA, he took all our models and sent them to Darkhill for IA to use, but I havent followed up on what they did with them.
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actually goob, to correct you what we most need is modelers. there are currently 5 or 6 models which work ingame, 2 of which arent turreted (including the turret models), the x-wing is about 50 sizes too small, and none have textures
The screenshots threads make it look like there's quite a few more that are ready, or very near ready. Which ones do you know of that are 'done'?
And ok, so we've got a few really nice ones, whatever we can get from IA, and I believe we had permission for any of the Warlords models we want to convert? Were there any other sources to pull from?
Edit, also, re-reading some of this thread, it also appears we still have permission to use any XWA upgrade ships we'd like?
Edit Edit: also again, would that include anything from Darksaber's own collection as well, including stuff not on XWAU?
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the XWAUP stuff is weird. we have several models that we got from them, but it took KARMA about 2 weeks of heavy work to get each to a state that would be possible to POF
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i think you may be looking for fredders.
i'm not the best fredder in my country, but i have some fredding skills, and i would be proud of helping, if necessary. However, be advised that i am quite slow in fredding (not a lot of time to play FS)...
in Steadfast you could see some of my works, when it will be released (but in the team i mainly work writing messages/briefnigs... we have Mobius for fredding...and i think he has modified also my missions...)
if you need my help, tell me what to do!
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To be honest, Edivad creates excellent cutscenes.
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To be honest, Edivad creates excellent cutscenes.
Thanks Mobius. well, if the SW conversion nneds them, just ask. As usual, i take a lot time ("to make a good cutscene, EVERY ship must have a waypoint path..."), but with good results.
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Ehm, a wing can fly the path too...
"Edivad is recommended by me as cutscene designer"
Yes, you hato copy it in your siggy.
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Ehm, a wing can fly the path too...
i tried it: they follow irregular paths when turning and they crash into each other...
the single path is ok for distant wings which have almost straight paths.
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Can't you just set the lead fighter of the wing to fly a path and set the rest to fly in formation with it...? :nervous:
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yes, but like he said, when the waypoint dictates a change in course, the wingmates bounce around and reorganize and it looks ugly
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Hey, have I been banned from the staff? I no longer have access to the Internal if it still exists - and I cannot find anything that tells me why I can't see the internal. So, what's up? Despite my apparent absence from SWC - and the community in general - I still would like to help out if there is a need. I know it pretty well that there is little need for FREDders right now, but I would like to know what's going on "behind the scenes."
Hippo, would you mind me catching you on IRC and ask a few questions? I kind of feel confused about most recent developments.
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message me on icq, i can answer things there easier than irc at the moment
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Ok, I'm logged in and waiting
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Hippo, TopAce, and others...
It's been some time since I've been on here and some months since I sent you guys those emails... but myself and another modeler are serious about making the ship models on that 30-something list of ships I sent you... I've been AWOL learning to create maps for Jedi Academy (all of this is for our Shadows of the Empire mod... www.jedispy.com ) the ground action will be handled by Jedi Academy... but the Space Combat will use FS2... I talked with Darkhill about the same time months back and he was willing to share his "Star Wars" code changes (i.e, lightspeed jumps, etc.)... now I'll be honest and say that I'm still learning the requirements for modeling for FS2... but I've already verified that Styxx's POF exporter for Max works in my 3dsMax8 software. So we would be willing to collaborate with you guys... if you think the SWC can get kick-started again. I've been sucked in more on the Jedi Academy side of our project than I had originally wanted (creating models and maps for it-- and helping run the mod), but my desire is to start modeling the ships on our ship lists soon... the other modeler is also very talented (but will be learning the specific requirements for FS2)... he'll be able to focus on ship modeling, while I'm attempting to become a jack-of-all-trades.
I'll send you guys another PM or email to chat and refresh your memories... we'll breathe life into these SWC bones before you know it. :)
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Hello again, archangel.
I don't mind anyone join the SWC, but it's not up to chief to decide as he's the new project leader. If I remember correctly, you never were a bad modeler, and now that we need any help we can get, I'm sure chief wouldn't have a problem with employing more people. However, he said IA had already made several models and they were in a rather advanced stage.
As for JA, what do you mean by "making maps?" Making files that have the *.map and later the *.bsp extension (which is what I consider a map), or do you mean textures?
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Yup, we could always use some modeling help. My current goal as far as our models are concerned is to catalog what exactly is and isn't done for all the ships that we currently have files for. TopAce gave me a good start, but I need to figure out which files go for what ship, and modify the inhouse pack that Starman made a while back somewhat. TopAce, I could probably use some help in that area, as I'm sure you have a much better idea how old certain copies of files are. I'm not sure I can trust the filesystem dates too much for these.
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And how about the SW I sent you ? Did you get it ? ::)
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Yup. Started looking through it after I sorted the rest of the files today. Did you know what's needed to make them work with 3.6.9?
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Yup. Started looking through it after I sorted the rest of the files today. Did you know what's needed to make them work with 3.6.9?
If I remember correctly, I used an old build like the Inferno one. But, with the 3.6.9, I don't know what's going on. It try to load New_Laxxxxxx.pof (xxxxx like a random string) or something like that.
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well im the one that archangel was referring to that could help you guys out with some modeling since ive been looking to join or start my own SW flight sim project. i have alot of models that ive made for other games that i could easily just export to the format you need to get them working in the FS2 engine, heres some examples...
(http://img320.imageshack.us/img320/991/victorywip2pt7.jpg)
(http://img320.imageshack.us/img320/6149/victorywipcb2.jpg)
(http://img255.imageshack.us/img255/7835/viragonc3.jpg)
(http://img255.imageshack.us/img255/4530/virago2gb9.jpg)
(http://img255.imageshack.us/img255/7862/vwingzt6.jpg)
(http://img253.imageshack.us/img253/2581/vwing2kr1.jpg)
(http://img226.imageshack.us/img226/4120/n1wirehc7.jpg)
(http://img105.imageshack.us/img105/9189/n1texturedjw0.jpg)
(http://img247.imageshack.us/img247/1453/arcnewrender2og2.jpg)
(http://img244.imageshack.us/img244/7114/arcnewrenderlm5.jpg)
(http://img422.imageshack.us/img422/9950/bwing8cu.jpg)
(http://img411.imageshack.us/img411/162/bwing23qr.jpg)
(http://img240.imageshack.us/img240/8366/lambda23tr.jpg)
(http://img240.imageshack.us/img240/4793/lambda43sl.jpg)
(http://img172.imageshack.us/img172/1572/outrider8en.jpg)
some of these arent textured because theyre fairly new models that i havnt found anyone to texture them for me since im not much of a texture artist but im trying to get a lil better at that. id be willing to take on the bulk of the modeling, just tell me what to make and i can pump out the main mesh with animations in a very short amount of time. i use softimage|XSI so i dont know if i can export to the right filetype that you guys need to get them in game but im sure we can do some file swapping to get around that.
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:eek2:
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:eek: :eek2: WOW
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i hate to be nitpicky, but the wing thingys on the naboo fighter are way too thin
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Also not modeled correctly. The winglets for the engine pods blended together with the rest of that fighter to form a sort of lifting body design. I suggest you find a copy of Rogue Squadron 3D for PC, make sure it has the update that puts the Naboo Starfighter in it, and then take a look at it both sitting in the hangar and as its leaving the hangar. Also if you can get some looks at it in flight while playing. Since I have the game, i'll see what i can do about getting some images myself.
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i modeled it after rogue leader for the game cube, i knew this guy who worked for lucas arts and he gave me a couple of the maya source files for the game, the model is accurate.
heres an image i found just by googling...
(http://upload.wikimedia.org/wikipedia/en/7/71/Naboo_fighter.jpg)
and heres my actual rotoscope of the renders of the high poly model...
(http://img431.imageshack.us/img431/716/n1rotoscopesz1.jpg)
the wings are curved but they do not follow the exact contours of the body as you can see in both shots and every other pic i found on google.
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Well, a couple of those ships we've already got some really nice models for, but a lot of those we could probably put to good use. I'll definitely be keeping in touch.
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well hopefully youll let me know something soon, let me know what you need so i can start pumping out the content. archangel is mailing me a copy of FS2 and has given me some stuff on the engine but i need to read up on alot of stuff as well.
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Of what you've got above, we've already got a really nice ISD mesh, and a really good B-Wing. The rest is either superior to anything I've found so far or nothing we've even done yet. You should probably check on the modding forum for what needs to be done in general for a ship to be fully functional in Freespace, but I believe it needs turrets, LODs, gun placements, dockpoints, and whatever cool stuff you can do to the textures that takes advantage of the engine.
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Holy crap!Where have you been hiding? Those are top quality models you've got there. If you do have stuff from other games to go with them, that could be seriously useful as a shot in the arm for gettingthe SWC into some kind of playable format.
Christ- it looks like I may have another mod to make missions for when I get back home after all... :D
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Hrm...Perhaps I was mistaken about the silhouette. I'll doublecheck just to make sure. It never hurts to have an extra set of eyes.
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Of what you've got above, we've already got a really nice ISD mesh, and a really good B-Wing.
the one above is a mark 2 victory star destroyer, its a smaller older version thats able to do atmospheric flight where a regular ISD wouldnt be able to hold itself up. the b-wing is probably my favorite model ive done, i never got it textured, most of those models though are in star wars battlefront 2.
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Ah. I'm not as familiar with the VSD-I. But on a quick google search, I did run across a number of variations of vessels that all claim to be Victory-I's. What reference were you using for yours?
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i based mine off of the XWA and Eaw versions since the other versions are too close to a normal ISD and i wanted something different.
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Minilogoguy18 i knew i recognized your name, you've posted some stuff over at SBF files right?
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yeah i really like making space map stuff for SWBF2 but im also looking for a little more other than just dogfighting, i kinda wanted to do something that was rogue leader/x-wing alliance, alot of stuff i want to do i cant really do in SWBF2 but ill probably always make models for that game here and there. i made a texture for the lambda but its too big to fit in the ISD hangar in SWBF2 so thats something i dont think ill release since its the right size and i dont wanna make it a micro version just to work.
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Well maybe we could have a proper sized ISD to hold your proper shuttle then.