Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Night Hammer on September 04, 2001, 08:23:00 pm
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I see all these MODs on this forum and yet I have not seen one out for our use. Can anyone tell me why?
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I laugh in the face of danger...
...then hide until it goes away
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most mods are made for campaigns and the makers don't usually like to release them before a campaign is out. my mod (my one single mod) may be put up for download assuming I can get someone to host the file. but I'm not very comfortable putting it up without having the textures redone, weather by someone else or myself (but I'd need to be taught how to use some of the programs first).
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Oh...
...good point (http://dynamic.gamespy.com/~freespace/ubb/noncgi/redface.gif), I'm gonna go sit in the corner now
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hey, delta, I can host 4 u
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-Analazon
Creator of the mod that will not be coming for a while
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First of all, a clarification: a MOD is short for a MODification to the game. It includes new .TBL entries for weapons, ship retexturings, etc. A "model", on the other hand, is a newly created and modeled ship. Now I know that we have slipped into using "MOD" as a catch-all, but it's inaccurate.
So with that as a basis, I'll say this: there are plenty of MOD's for download, and the HLP staff is working on a whole new MOD database including many new MOD's that have been submitted but not put into the old database. However, new ship models are for the most part like what delta_7890 said: made for campaigns and such.
Personally, as soon as the GVCa Amaunet ("http://dynamic.gamespy.com/~freespace/ubb/noncgi/Forum2/HTML/000669.html") is ready, I will release it to the public. Same goes for the GTExD ("http://dynamic.gamespy.com/~freespace/ubb/noncgi/Forum2/HTML/000670.html"). (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
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Originally posted by sandwich:
Personally, as soon as the GVCa Amaunet ("http://dynamic.gamespy.com/~freespace/ubb/noncgi/Forum2/HTML/000669.html") is ready, I will release it to the public. Same goes for the GTExD ("http://dynamic.gamespy.com/~freespace/ubb/noncgi/Forum2/HTML/000670.html"). (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Really?
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) Party, Party, Party! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Joe.
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www.joek.com ("http://www.joek.com/")
Revelations: A FS2 Campaign ("http://www.joek.com/other/freespace/")
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This is just a p1mp thread waiting to happen. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
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No more waiting!
Tha'ts what RS is for- a place where modders can pimp their wares, get new ideas, and find the tools and help they need, while campaignmakers and people who just wanna play with new ships can get all they'll ever need- all set to a theme, but a very inclusive one, you just can't directly contradict the fanfic framework.
Unfortunately, I refuse to MOD using TS1 (TS1 doesn't allow lots of cool tricks I like to do), so Ragnarok Station is currently composed of 1 modder and 1 renderer/fanfic producer/whatever else I'm interested in at the moment. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Eh, I was working on one, but it got too complicated for any real use... Something around 13k poly's.
(http://www.furnation.com/corwyn/tools/station.jpg)
Station by itself
I won't spam the other pics on, just the urls. www.furnation.com/corwyn/tools/stationbottom.jpg ("http://www.furnation.com/corwyn/tools/stationbottom.jpg") The bottom of the station, those f'd up skins are an Orion and Hecate (I didn't have the proper maps ripped when I made the models, or at least not all of them). www.furnation.com/corwyn/tools/stationdie.jpg ("http://www.furnation.com/corwyn/tools/stationdie.jpg")
A close up of a diemos and the station www.furnation.com/corwyn/tools/stationtower.jpg ("http://www.furnation.com/corwyn/tools/stationtower.jpg")
One of the control towers launching fighters from it's bays. www.furnation.com/corwyn/tools/towersci.jpg ("http://www.furnation.com/corwyn/tools/towersci.jpg")
And the last is a pic of another tower launching light bombers with a science vessel above it.
And there's no weapon turrets on it at all!
God only knows how many would look good with it, the station's roughly larger than a colossus.
I've pretty much given up on modding though. Too terrible at poly counts.
Blah.
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~Space Kitsuné
Creator of the Anthro FS2 Campaign.
Help!
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Originally posted by Stryke 9:
Tha'ts what RS is for- a place where modders can pimp their wares, get new ideas, and find the tools and help they need, while campaignmakers and people who just wanna play with new ships can get all they'll ever need- all set to a theme, but a very inclusive one, you just can't directly contradict the fanfic framework.
Well said. Such forums are very useful for both the dabbler and those who are (trying very very hard) to 'break' (or at least make a spash) in what is truely a very big industry. MODding (and for that matter, Total Conversions) gives people a taste of what developing a game entails, without all the *BS* of actually having to write and debug your own source code. What we MODders really need is a better network to distribute our 'products'. This website and its forums are a good start. I have no problem with people p!mping thier wares here, after all, someone could have the best creation ever and if no one ever finds out about it, it does nobody any good at all.
...Oh yeah, cool station Kit. Shame about the poly count... Maybe you could break it up into multiple subobjects? That could be used to give the station a really cool damage model (parts of the station could be destroyed independently of the whole, not just turrets).
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Oh yeah, and Hammer I've got a demo of my Freespace conversion here...
http://www.homestead.com/jskgames/home.html ("http://www.homestead.com/jskgames/home.html")
Just the FS1 version though. Hopefully I'll get the FS2 version finished within the week.
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Originally posted by Kitsune:
Eh, I was working on one, but it got too complicated for any real use... Something around 13k poly's....
...I've pretty much given up on modding though. Too terrible at poly counts.
Dude, from what I can see of that, it looks awesome. But if you want to drastically take down the polycount, replace all the objects that have a circlular cross-section with ones that have a hexagonal or octagonal cross-section. I'd venture a guess that that would take it down to somewhere in the 7k poly range.
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"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
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Actually I'm not even concerned about the poly count since the station there is my dib to help on an online roleplaying group.
The station being where it will all take place.
The hard part will be actually showing the rooms with any detail.
And it's already 7 subobjects, and that's not counting the three antenae on each control tower, on the top of the center spire/command center.
Plus the small docking ports/rings and stuff.
Sadly too much stuff for FS to handle.
I've had over 100,000 poly's in max and only get a little slowdown. (Station, %0-od fighters/bombers, 3 deimos corvettes, 2 sobeks, an orion, hecate, hasephet, colossus, and a sath further off.)
Tried rendering a camera panning around here and there, zooming in on things and whatnot.
Took 8 hours for 1500 frames. Which somehow got compressed from 1.50 minutes, to 1.5 seconds. Just blurs to the 1.5 mark, then holds that frame for the rest of it.
Bah.
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~Space Kitsuné
Creator of the Anthro FS2 Campaign.
Help!