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General FreeSpace => FreeSpace Discussion => Topic started by: General Yoda on January 04, 2003, 03:04:59 pm

Title: FREESPACE Doom III Project
Post by: General Yoda on January 04, 2003, 03:04:59 pm
Hey everyone,  I am starting a Freespace project for Doom 3, it will turn doom 3 into basicly a revamped freespace with a new plot which will be after freespace 2.  I am a 3d modeler myself but if anyone else wants to help me right now i especially need someone to help me to make a story line that can live up to freespace 1 and 2.  I have a website (on geocites as i dont have a better host yet),  also here is some of my work:

(http://www.webspawner.com/users/generalyoda/enfield.jpg)

And here is waht i'm working on now, its the Shivan Basilisk fighterm, note that this model is far from complete :)

(http://www.webspawner.com/users/generalyoda/shivan%20basilisk.jpg)
Title: FREESPACE Doom III Project
Post by: kasperl on January 04, 2003, 03:09:21 pm
(http://members.cox.net/~wmcoolmon/images/welcome.gif)

flamethrowers are under the seats, exits on your left right and rear, and if a big, hungry shivan comes looking for yu, it's just carl, give him your lunch and he'll go away.
oh, and if you see anyone with heavier weapons than the flamethrower, don't mind, everyone  has his own secret weapons stash.
Title: FREESPACE Doom III Project
Post by: Knight Templar on January 04, 2003, 03:18:26 pm
Basillisk? Are you gonna make it flyable or something?

Sounds kool though i won't be able to run DIII on this machine for a long time :(

AS for story, I'd suggest 1 of 3 things.

1) the T-V war. Make up a story corresponding to the TVWP with ground battles

2) The NTF War. There was alot of battling, fighting for planets like sirius and so on.

3) Have like a certain specialist squad or platoon that goes around captring enemy ships, stations, storngholds, etc.
Title: FREESPACE Doom III Project
Post by: General Yoda on January 04, 2003, 03:20:30 pm
yes flyable :) basicly going to turn doom 3 into freespace, ground battles too :)
Title: FREESPACE Doom III Project
Post by: kasperl on January 04, 2003, 03:28:57 pm
actually, i would concentrate on the ground batlle stuff, since most in space stuff is done in ordinary fs2 mods,wich perhoas are not as good looking as doom3, but already there. and i think the story ideas from KT are good, but i numbers 2and 3 are the best,since you've already flown in those kind of situations, and it would be cool to see the action from a different POV. but on the other hand, once the TVWP is finished the same goes for idea 1.
Title: FREESPACE Doom III Project
Post by: General Yoda on January 04, 2003, 03:35:07 pm
Yes i agree,  but many more pssibilities with doom 3 space combat,  it would look better than the cutscenes in freespace or freespace 2.  Ground battles will be included but i think mayby have a pilot campaign and a marine campaign, or mix em togeather for more variety.
Title: FREESPACE Doom III Project
Post by: kasperl on January 04, 2003, 03:38:53 pm
i doubt you'd want to mix them, it6 just doesn't fit with fs2 storyline, you've got marines, and you've got pilots, no-one's both. and BTW, what are the minimum specs for doom3?
Title: FREESPACE Doom III Project
Post by: General Yoda on January 04, 2003, 03:40:20 pm
don't know but i know that the poly limit for models is a whopping 170,000 compared to say half-life's 2,000.
Title: FREESPACE Doom III Project
Post by: Knight Templar on January 04, 2003, 03:55:09 pm
*didn't know doom3 could be a flight sim*

sure, whatever's in your bag, Although i'd rather play a FPS myself.
Title: FREESPACE Doom III Project
Post by: General Yoda on January 04, 2003, 03:56:19 pm
its all in the code, i know coders and i asked them about it and they said it is very possible, don't worry FPS will be their too :)
Title: FREESPACE Doom III Project
Post by: Ulundel on January 04, 2003, 04:33:51 pm
Something like BF 1942 or Renegade then... :)
Title: FREESPACE Doom III Project
Post by: General Yoda on January 04, 2003, 04:36:04 pm
well heres what i was thinking,  have a standard type freespace campaign where you play as a pilot, there could be missions on planets too.  Have a marine campign also which is self explanatory.  I have not thought about multiplayer options yet though.
Title: FREESPACE Doom III Project
Post by: SKYNET-011 on January 04, 2003, 04:37:18 pm
Quote
Originally posted by kasperl
[IMG]everyone has his own secret weapons stash.


And everyone has their own secret arms dealer.

Off-Topic>Ion Cannons! In Freespace!

On-Topic>Doom III? Is it out yet? :wtf: Did I miss something?
Title: FREESPACE Doom III Project
Post by: General Yoda on January 04, 2003, 04:42:57 pm
no its not out yet, but its supposed to come with a lot of modding tools.  That doesn't mean that i can't get a head start and have a lot of work already done so when it is out there will be stuff to release :)
Title: FREESPACE Doom III Project
Post by: LtNarol on January 04, 2003, 05:31:11 pm
Quote
Originally posted by kasperl
you've got marines, and you've got pilots, no-one's both
Theres always special operatives, and besides, you have marine aviators too ya know ;)

As for modeling fs2 ships, you do realize you can just convert them right?
Title: FREESPACE Doom III Project
Post by: General Yoda on January 04, 2003, 05:34:03 pm
well yeah i know that but i want better graphics so i guess they would be good to go by but as i said before doom 3 can handle 170,000 polys per model.  It would make no sense to use the doom 3 engine and not update the graphics.  Thanks for the advice anyway :)
Title: FREESPACE Doom III Project
Post by: mikhael on January 04, 2003, 05:57:06 pm
170k polys? That should handle a Mjolnir. ;)

It'll handle a Herc Mk1 too--for now. ;)

OT: those damn size gaps on the Herc1 SUCK ASS.
Title: FREESPACE Doom III Project
Post by: Nico on January 04, 2003, 06:14:26 pm
Quote
Originally posted by mikhael
170k polys? That should handle a Mjolnir. ;)

It'll handle a Herc Mk1 too--for now. ;)

OT: those damn size gaps on the Herc1 SUCK ASS.


well, thos damn curves on the Harc2 SUCK MONKEY BALLS ( sorry :p )
btw, did I miss something, is Doom3 out already? :confused:
Title: FREESPACE Doom III Project
Post by: General Yoda on January 04, 2003, 06:22:51 pm
no its not out yet but im starting the project now.
Title: FREESPACE Doom III Project
Post by: deep_eyes on January 04, 2003, 07:17:50 pm
im curious, although the alpha leak of d3 is out, how do u know what ur making is gonna translate easily into a "Doom 3" engine? unless ID got its new habit of making all its games from quake1 and up moddable...
Title: FREESPACE Doom III Project
Post by: General Yoda on January 04, 2003, 07:21:30 pm
i heard that it is supposed to come with modding tools from a good source.
Title: FREESPACE Doom III Project
Post by: deep_eyes on January 04, 2003, 07:25:34 pm
much did q3 cause i know alot of peeps that had mods for q2 ready to transfer over to q3... ur models are good... u should keep in touch with me, if u got aim/aol im me sometime: Deep Eyes NY ... im about to get my site back up shortly... could use some stuff to host...
Title: FREESPACE Doom III Project
Post by: General Yoda on January 04, 2003, 07:26:26 pm
i'm open to any ideas too
Title: FREESPACE Doom III Project
Post by: mikhael on January 04, 2003, 07:57:22 pm
Quote
Originally posted by venom2506


well, thos damn curves on the Herc2 SUCK MONKEY BALLS ( sorry :p )


This is why I'm not ever planning on working on a Herc2. :D Your fuselage was looking great, though, Venom.
Title: FREESPACE Doom III Project
Post by: General Yoda on January 04, 2003, 08:02:11 pm
ill be doing a herc2 :)
Title: FREESPACE Doom III Project
Post by: Deepblue on January 04, 2003, 08:19:40 pm
You could just use Venom's, it RULES. So does Mikhaels Herc 1.
Title: FREESPACE Doom III Project
Post by: General Yoda on January 04, 2003, 08:21:40 pm
only with their permission  and giving them the proper credit for making them :)
Title: FREESPACE Doom III Project
Post by: ZylonBane on January 04, 2003, 09:40:12 pm
I'd like to go on record as saying that this is a silly idea, and nothing will come of it.

Making a space sim out of a ground-pounder engine means that you have to write EVERYTHING except the basic renderer. Do you have any comprehension of how much work that is? Try perusing the FS2 source for an idea.
Title: FREESPACE Doom III Project
Post by: General Yoda on January 04, 2003, 09:46:32 pm
ah well this isnt my first mod,  i have talked to programmers about it and they say its very possible,  if there is vehicle code in it too which i have no idea if ther including or not it will be easier also.  I am not concerned about time,  doom 3 is supposed to be very moddable. ok look at it from this standpoint, turn freespace 2 into a first person shooter, upgrade its graphics, and new models.  Doom 3 only have to do space sim code.  isnt it easier to go through doom 3.  i have nothing against freespace 2 projects infact i play a lot of them, but for me doom 3 is the way to go cause ground battles will be easier.  Freespace 2 is a great game and i play it a lot hence thats why i want to take it to doom 3.

What i plan to do with doom3 freespace:

-single player campaign marine and pilot
-3d and 2D HUD for fighter craft
-multiplayer (not sure yet on modes)
-land battles, landings, zero-g combat, and on board ship combat like freespace 1 cutscene.
-3d interactive menu (basicly a level) walk to the tech room, walk to the flight deck and interact with crew.  
-space combat with fighters and capitol ships.  
-possibly control cap ship turrets
-story line 12 years after freespace 2 cant say anything else yet
-3d cutscenes and animations done in the doom 3 engine
-many more things which i want to keep quite for now :)

Well thats what i want to do in my doom 3 project,  i would mod for freespace 2 but for what i want to accomplish this seems to be the logical route for me,  hopefully everyone will understand this.  :)
Title: FREESPACE Doom III Project
Post by: mikhael on January 04, 2003, 11:38:34 pm
Quote
Originally posted by ZylonBane
I'd like to go on record as saying that this is a silly idea, and nothing will come of it.

Making a space sim out of a ground-pounder engine means that you have to write EVERYTHING except the basic renderer. Do you have any comprehension of how much work that is? Try perusing the FS2 source for an idea.


Dunno. They made Q2 and Q3 and UT into flight sim engines too.

I don't consider it a silly idea, but I'm inclined to agree about nothing coming out of it. I will, however, make my hi-poly models available contingent upon seeing some working tech demo.
Title: FREESPACE Doom III Project
Post by: General Yoda on January 04, 2003, 11:45:29 pm
i can understand why people think that nothing will come of this project, many people make mods and they disapear especially on the freespace series, what ever happened to the freespace fps for red faction.  I'm fine with this i am use to taking heat from people about my mods but i can understand this because so many false promises have been made in the modding community and especially when talking about freespace.  When i have stuff to show ill show it, thats all i can say for now.

Other mods i work for:
www.warwickmedia.com
http://mods.moddb.com/595/
http://mods.moddb.com/724/

just to give you guys an idea of what i have been doing before i came here.  I don't give up easily on something that i really want to create.
Title: FREESPACE Doom III Project
Post by: ZylonBane on January 05, 2003, 01:04:03 am
Quote
Originally posted by General Yoda
what ever happened to the freespace fps for red faction.
Red Faction happened to it. :no:  If they'd picked Half-Life as their platform, it'd probably still be kicking.

Have you done any FS2 mission design or modding? Still seems like you don't realize how much work you're setting yourself up for. You'd be better off forgetting about the flight sim part (since anything you could come up with would be a pale imitation of what Volition created), and concentrate on the ground-based action.

(shudders at the thought of creating Freespace missions in D3Radiant)
Title: FREESPACE Doom III Project
Post by: General Yoda on January 05, 2003, 11:00:31 am
by the way i think the doom 3 alpha leak came with an editor as i have been hanging around the doom 3 forums too.  Well i guess i will just have to prove it with work.
Title: FREESPACE Doom III Project
Post by: Nico on January 05, 2003, 11:17:24 am
Quote
Originally posted by General Yoda
only with their permission  and giving them the proper credit for making them :)


oh, yeah, sure, but:
1) not completed ( tho if you need it, I can complete it easily )
2) the 170 000 polys limit per model is great, but doom3 meshes don't  even use 15000 polys, for a reason: no pc could handle that, if the engine can.
3) well, my herc2 is not meant for being used in real time, read you have intersecting and two-sided polys, procedural mappings, textures overlay, etc etc. would need major touch up.
Title: FREESPACE Doom III Project
Post by: General Yoda on January 05, 2003, 11:23:20 am
also you have to remember that standard doom 3 level use a lot of brushes for walls and things which actually are a larger source for lag.  Now in space what i could do is just have models (asteroids etc),  this would leave more resources open for models, and to keep people in a resonable area make the level as big as needed but have a script to turn the ships around when they leave the combat area, also i could use a smaller scale for models which would open up levels and make them larger.
Title: FREESPACE Doom III Project
Post by: Nico on January 05, 2003, 11:32:25 am
Quote
Originally posted by General Yoda
also you have to remember that standard doom 3 level use a lot of brushes for walls and things which actually are a larger source for lag.  Now in space what i could do is just have models (asteroids etc),  this would leave more resources open for models, and to keep people in a resonable area make the level as big as needed but have a script to turn the ships around when they leave the combat area, also i could use a smaller scale for models which would open up levels and make them larger.


no need for that, do it the good old way: when you go past the 60 km limit: boom! "player died from a colision with player" :lol:

oh, and I prefer larger ships to smaller ones, I hate small ships, looks like toys.
Title: FREESPACE Doom III Project
Post by: General Yoda on January 05, 2003, 11:34:25 am
well it depends whats best for the engine,  like for the half-life ralley mod they scaled everything down but it looks normal :)
Title: FREESPACE Doom III Project
Post by: Rictor on January 05, 2003, 12:28:33 pm
after skimming throught the thread lemme just say:

COOL

my only doubt is that doom3 is not meant (afaik) to handle huge outdoor environments. i mean i'm sure it could, but can it run smoothly?

anyways looks good so far. try contacting the freeespace:FPS crew as i remember they have some reference pics etc etc. they had kinda the same idea, so though i doubt it will be finished, you could incorporate their ideas into your mod.

anyways, whats the current polycount on the SHIPS you're making? i doubt doom3 can handle 170,000. it juist looks like that, though its actually much lower, right?

keep us posted man, and since you still got maybe a year or something, consider making some ships for use in current fs mods eh?eh?
Title: FREESPACE Doom III Project
Post by: General Yoda on January 05, 2003, 12:59:17 pm
Yes i read on one doom 3 site that the max polys that it can handle per model is 170,000 polys.  Also i have considered giving low poly version of ships i make to fs2 mods since it wouldn't hurt.  I'm almost certain doom 3 will be able to handle it cause for the space missions thre will be really no brushes for the maps just models.  Ill keep everyone posted on what happens around here so don't worry.
Title: FREESPACE Doom III Project
Post by: General Yoda on January 05, 2003, 07:51:26 pm
here are some updated picks of my shivan basilisk, theres more detail but its hidden ill have better renders tomarow:
(http://www.webspawner.com/users/generalyoda/basilisk1.jpg)
(http://www.webspawner.com/users/generalyoda/basilisk3.jpg)
Title: FREESPACE Doom III Project
Post by: Anaz on January 05, 2003, 08:01:37 pm
cool!!

now we have 3 high poly modders, soon we won't need the realization project :D
Title: FREESPACE Doom III Project
Post by: Kazashi on January 06, 2003, 06:14:49 am
A few things on my mind. Firstly, the issue about 170,000 polys per model - let me start by mentioning that Quake 2, with its MD2 format, could handle objects with up to 4096 triangles. But really, would you make a game with 4,000 poly models if the target PC's were from 90Mhz-500Mhz? MD5 may very well be able to handle 170k objects, but even an XP 3400+ and GF FX will chug. The models in Doom 3 currently only consist of several thousand triangles, they look much higher detail because their textures are created from models in the hundreds of thousands, and even the millions, of polys. So simply whacking in one of those high detail models could be asking for trouble if you don't take performance into consideration.

If you're going to make maps based in space, I hope they're not too populated, and I certainly hope that you don't combine space and ground scenes in the one map. Can you imagine how much memory that would eat up? That's what limits the size of each individual map - if you could fit a whole games worth of maps into your system memory, then they'd build the whole game as one continuous level. I'm not saying that the idea won't work, but it needs a lot of planning, not just building things.

Doom 3 will apparently be shipped with the level editor, like Unreal, Serious Sam, FS2 etc. Which is supposed to have a nice on-the-fly sound editor. Model converters may or may not be included, but they will come out quickly. Lightwave appears to be one of the suites used, and supposedly some of the models from the leaked alpha were in .lwo form, so that should make it easier for people to plan ahead with relevant mods.

Note that all this may change in future, so don't take my word for it.
Title: FREESPACE Doom III Project
Post by: General Yoda on January 06, 2003, 01:42:53 pm
thanks for the info.  I don't think i'm going to use 170k poly models i just was stating that doom 3 could handle it.  Also thanks for the comments on the 3d model.  I don't really plan on having a ton of brushes in the space maps possibly not even any, i imagine that it would have to have a sky box for the background but the rest would be models.
Title: FREESPACE Doom III Project
Post by: General Yoda on January 06, 2003, 03:37:44 pm
Heres an updated Basilisk:

(http://www.webspawner.com/users/generalyoda/basilisk44.jpg)
Title: FREESPACE Doom III Project
Post by: deep_eyes on January 06, 2003, 05:03:41 pm
ooo nice! make it in the game!
Title: FREESPACE Doom III Project
Post by: Solatar on January 06, 2003, 05:15:38 pm
If you're going to make a MOD that corrresponds with the V-T War, I'd be glad to get you a storyline for the entire V-T War. Complete with major battles, dates, all the cease fires, and ship introduction (not totally sure about ship introductions, but we could go ahead and write it if you need it).

The only catch is that you won't be able to release anything that gives away our storyline before those parts of the TVWP are finished.
Title: FREESPACE Doom III Project
Post by: General Yoda on January 06, 2003, 05:41:36 pm
Ill think about it,  I wouldn't be releasing any game content for a while so don't worry about that and if i did i wouldn't release anything that would hurt your project or give anything away.

I also have a website up not sure if im going to keep this design or switch it:  http://www.geocities.com/generalyoda24/
Title: FREESPACE Doom III Project
Post by: General Yoda on January 07, 2003, 05:53:40 pm
(sorry for the double posts) if anyone wants to help please contact [email protected] or PM here on the HLP forum.
Title: FREESPACE Doom III Project
Post by: Thor on January 09, 2003, 03:44:05 pm
I like the design, just needs some stuff in it.  ;)

e-mail's on the way with details.
Title: FREESPACE Doom III Project
Post by: General Yoda on January 09, 2003, 03:52:54 pm
humm for some reason hotmail isn't working right now ill check it later though :)
Title: FREESPACE Doom III Project
Post by: Windrunner on January 09, 2003, 05:04:22 pm
I have read some of the posts here and i don't like seeing that people flame eachother. it stops here or the threa will be closed. And as for the project, i understand that its a lot of work and all but ZylonBane instead of telling him that he should forget the whole thing is of no help. Try at least say something positive.  

This guy (General yoda) seems to be very talented at modeling. i hope he hangs around these boards for a long time. Those models that you've looks awesome.

Hope you get the help that you need.
Title: FREESPACE Doom III Project
Post by: General Yoda on January 09, 2003, 06:02:34 pm
thanks for the positive comments :)
Title: FREESPACE Doom III Project
Post by: Alpha Leader on January 09, 2003, 07:07:55 pm
sound interesting...I saw the Doom III graphics few days ago...:eek2:
Title: FREESPACE Doom III Project
Post by: General Yoda on January 09, 2003, 07:27:47 pm
yes we hope to create some really cool effects with the doom 3 engine :)
Title: FREESPACE Doom III Project
Post by: Alpha Leader on January 09, 2003, 08:16:19 pm
well good luck:)
Title: FREESPACE Doom III Project
Post by: Nico on January 10, 2003, 02:34:01 am
Quote
Originally posted by Alpha Leader
sound interesting...I saw the Doom III graphics few days ago...:eek2:


hehe, did you get your jaw back? I think you left it somewhere :p
Title: just a couple of questions...
Post by: Star Dragon on January 11, 2003, 07:32:03 am
There are some things I'd like to see in the future for a TOTAL sci-fi combat sim.

  Can D3 handle the following:

   1.) underwater battles. For surface ships and submarines, or mechs that walk into the water... A veritech would have to change to mech mode or take damage crashing on the surface...

   2.) full ground battles with air support. meaning usual surface combat (tanks, infantry, ect...) Bases and installations (with underground bunker levels for vehicles and infantry (no cap ships! but probably fighters! ala Descent 1-3)...  Except maybe one big underground hangar where a capship was built and about to take off! Can hanar doors open to the surface and you have to destroy, or dock with the ship before it takes off? As for the air support as much altitude as possible simulating the lower atmosphere (ala Mechwarrior 3/4 had arespace fighters and helicopters)... if you go above the ceiling limit you are out of the game simulating entering the upper atmosphere/space.

  3.) Able to dipict a whole solar system as a battlefield. keeping the battle in space. if someone goes to a planet and gets too close they are out of the game (simulating entering the atmospere going to ground battle mode/level) warping from locations if the battle changes (like Star Fleet academy. enemies can run to other systems, but you can follow them there and fight some more - if you pick the right system!). Make the BIG asteroid from Empire Strikes back and have a battle interly inside the asteroid! maybe even capships (in a mod I am working on one of these asteroids in a base that (censored)...)

   4.) can have models form other programs ported to general formats whose file size ranges upwards to 2-5 mb?( average of 2 mb...) Unknown number of pollygons but unless specifically created for FS2 I've found converting models a very difficult process since I cannot model.

   That's basically all my questions. I'm crazy too cause I want the super robots from the 70's in my mod, and also a Gundam TC (original series to present day). Most of the time it;'s just me so hang in there General Yoda!!! I know how you feel.
Title: FREESPACE Doom III Project
Post by: General Yoda on January 11, 2003, 09:45:53 am
Hey thanks for the input.  Well going from space to a ground battle might be a little too hard to create, well i supose it could be done by flying near the planet and then it would load another level just like in standard FPS game or like in half-life where you could go from level to level and it would still save progress. m Although i would rather stick to just having a space battle and not going from planet to space or space to planet.  We were going to have marines boarding ships where you could play as the marine or zero-g combat with shivans.  I am still considering ground combat because well the shivans never landed on planets although...there is a way i know how to fit it in but i can't say why yet :)
Title: FREESPACE Doom III Project
Post by: Stunaep on January 11, 2003, 09:52:06 am
Quote
Originally posted by General Yoda
I am still considering ground combat because well the shivans never landed on planets although...there is a way i know how to fit it in but i can't say why yet :)

There's always the NTF.:D
Title: FREESPACE Doom III Project
Post by: General Yoda on January 11, 2003, 02:31:52 pm
Also if anyone here has nay talents for 2d/3d art or basicly any other talent that could help the mod contact me at [email protected]  thanks :D
Title: FREESPACE Doom III Project
Post by: General Yoda on January 11, 2003, 11:33:41 pm
How does everyone like my terran marine so far, i know the hands are a little deformed but ill fix that and ad more detail.

(http://www.moddb.com/images/mods/gallery/828img.jpg)
Title: FREESPACE Doom III Project
Post by: Nico on January 12, 2003, 06:58:35 am
Quote
Originally posted by General Yoda
How does everyone like my terran marine so far, i know the hands are a little deformed but ill fix that and ad more detail.

(http://www.moddb.com/images/mods/gallery/828img.jpg)


it is very good, but I'd suggest you bend the arms down: a quake3 human model doesn't really need to raise his arms that far, and when you apply the skinning to a mesh like that, when the characters takes a normal pause ( arms along the body ), which such a configuration that will most likely result in horrible deformations for the shoulders, and with those shoulder plates, that would be even worse. you'll probably want to set that look by yourself and not let the package you're using ( btw, which one is it, sorry if you said it already ) handle that. It's just practical, but that will save you a lot of skinning adjustements. So my advice is to bend them 45° down.
Title: FREESPACE Doom III Project
Post by: General Yoda on January 12, 2003, 07:59:42 am
yeah that sounds likea good idea :)  , i used 3ds max and i modeled the head in a program called nendo.
Title: FREESPACE Doom III Project
Post by: Rictor on January 12, 2003, 02:52:49 pm
very nice

i think that first of all, the legs are a bit small and weak-looking
secondly, the front and back armour plates (on his torso) look too much like flat boards, you're working with alot of polies with the doom3 engine, use em man

otherwise...:yes: :yes:

edit: about the ground combat, it'de be cool if you could fly around in ships close to the ground, and like, take out bases and such, NTF ofcourse (or vasudan if its the Terran-Vasudan war). check out the FreesaceForever demo made by Inquisitor, it uses the torque engine but it gets the idea through very well
Title: FREESPACE Doom III Project
Post by: General Yoda on January 12, 2003, 03:21:02 pm
don't worry i am making adjustments, the pic i have posted is not a complete model.  I am also sure it will look a lot better with a texture too :).  About ground combat i supose there could be some i'm not sure how big the maps can be but theres always a scale adjustment :)
Title: FREESPACE Doom III Project
Post by: Whitelight on January 12, 2003, 09:20:00 pm
Sounds great
but what would be the minimum system specs....

Some of us are still running around 400 to 700 mhz...
My specs are
Intell pentium III
600mhz
bus speed 100mhz
384mb ram

Am currently running a radeon 7500 64mb vidram
hope you make strides in this project :yes:
Title: FREESPACE Doom III Project
Post by: Solatar on January 13, 2003, 03:14:51 pm
How much does Doom III cost? You know I've got to play everything that has to do with Freespace.
Title: FREESPACE Doom III Project
Post by: Nico on January 13, 2003, 03:27:14 pm
Quote
Originally posted by Hades
How much does Doom III cost? You know I've got to play everything that has to do with Freespace.


it's not out yet, and not anytime soon I think. Later this year you will know, young padawan.
Title: FREESPACE Doom III Project
Post by: Solatar on January 13, 2003, 03:31:03 pm
So we're making a MOD for a game that hasn't come out yet?

*Goes away in "happy place" anad starts thinking*
Title: FREESPACE Doom III Project
Post by: General Yoda on January 13, 2003, 03:34:06 pm
i don't understand i know plenty of people making doom 3 mods :) , and plenty of UT2003 mods started out before the game came out, i don't see the problem anyway someone asked before about the system requirements i'm not sure on the game's requirements but i know to get the maximum graphics effects you need something equivilent to a GeForce 3.
Title: FREESPACE Doom III Project
Post by: Gloriano on January 15, 2003, 07:09:35 am
Doom3 deeds  radeon 9700 or geforceFX
 to play doom but this Doom3 project has one problem freespace is space sim and Doom3 is FPS
game so you must heavy edit doom3 engine to make this project work because in doom3 can make good ground battles but make
doom3 to space hmm

:wtf:
Title: FREESPACE Doom III Project
Post by: Nico on January 15, 2003, 07:26:08 am
Quote
Originally posted by SILVER DRACON
Doom3 deeds  radeon 9700 or geforceFX
 to play doom but this Doom3 project has one problem freespace is space sim and Doom3 is FPS
game so you must heavy edit doom3 engine to make this project work because in doom3 can make good ground battles but make
doom3 to space hmm

:wtf:


another guy who reads the full thread before posting obviously :rolleyes:

Don't reply to that Yoda, he'll rtft if he wants to find out...

Btw, I've seen a starwars spacesim mod for half life, so...
Title: FREESPACE Doom III Project
Post by: Gloriano on January 16, 2003, 01:33:21 am
ok i have wait until i see pics