Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: l_MiG_l on May 04, 2003, 01:11:19 pm

Title: Robotech Mod
Post by: l_MiG_l on May 04, 2003, 01:11:19 pm
Someone knows something new about the robotech TC for Freespace 2? :confused:
Title: Robotech Mod
Post by: pyro-manic on May 04, 2003, 01:15:12 pm
Umm, don't quote me on it, but I think it died a death some time ago.
Title: Robotech Mod
Post by: FreeTerran on May 04, 2003, 01:22:36 pm
Thats the worst mod ever. (http://community.the-underdogs.org/smiley/misc/nono.gif)
Title: Robotech Mod
Post by: KARMA on May 04, 2003, 01:35:39 pm
Quote
Originally posted by Free Terran
Thats the worst mod ever. (http://community.the-underdogs.org/smiley/misc/nono.gif)
:wtf:
Title: Robotech Mod
Post by: Nico on May 04, 2003, 01:40:40 pm
Quote
Originally posted by Free Terran
Thats the worst mod ever. (http://community.the-underdogs.org/smiley/misc/nono.gif)


die.

but yeah, the RT mod has been cancelled.
Title: Robotech Mod
Post by: kode on May 04, 2003, 01:51:01 pm
that's too bad. I liked the little I tried of it.
Title: Robotech Mod
Post by: karajorma on May 04, 2003, 03:09:35 pm
Quote
Originally posted by Free Terran
Thats the worst mod ever. (http://community.the-underdogs.org/smiley/misc/nono.gif)


People in glass houses.....
Title: Robotech Mod
Post by: Martinus on May 04, 2003, 04:04:47 pm
Quote
Originally posted by Free Terran
Thats the worst mod ever. (http://community.the-underdogs.org/smiley/misc/nono.gif)

[color=66ff00]Don't worry guys, he's talking about that pokemon robotech mod, y'know the **** one with little monsters in it and no robotech in any shape, form or guise or even the merest mention of robotech.

That robotech mod.

Otherwise he's a few monkeys short of a tea party.
[/color]
Title: Robotech Mod
Post by: Whitelight on May 04, 2003, 05:26:31 pm
There head honcho stated something about releaseing everything that has ben done so far, but that hasen`t happened yet.. The sit is still up though..

http://robotechlan.com/freespace2
Title: Update....
Post by: Star Dragon on May 04, 2003, 06:21:33 pm
the alliance of robotech mods has borne some possible results... I now have in my possession 2 models of the SDF-1, only problem is that both are too fricken high detail (one is broken down into 67 subobjects I believe...).. Both well in excess of 100,000 pollygons... Step 1 polly reduction... I JUST got back from my Air Force Reserve Weekend (talk about computer withdrawal!!!) so please forgive if I don't post a screen until I make some probably for NEXT weekend...

 REF Mod continues.... The SDF-1 will just be a retro upgrade for the original mod. If we can get a better SDF-1 why not do it? Right? L8tr!!!!
Title: Robotech Mod
Post by: l_MiG_l on May 04, 2003, 08:34:32 pm
Thanks for the update Star Dragon, a new SDF-1  is a good new for this mod, i don't have it in this moments because i will have the HotU version of Freespace 2 and i download the game in parts because i have an old 56k connection, but i stay tuned with the news, and if someone knows more information send me a PM or post in this Topic. :nod: ;)
Title: Robotech Mod
Post by: FreeTerran on May 05, 2003, 12:24:20 am
Quote
Originally posted by Maeglamor

[color=66ff00]Don't worry guys, he's talking about that pokemon robotech mod, y'know the **** one with little monsters in it and no robotech in any shape, form or guise or even the merest mention of robotech.

That robotech mod.

Otherwise he's a few monkeys short of a tea party.
[/color]


:nod: :lol:
Title: Robotech Mod
Post by: Nico on May 05, 2003, 02:06:46 am
Quote
Originally posted by Whitelight
There head honcho stated something about releaseing everything that has ben done so far, but that hasen`t happened yet.. The sit is still up though..

http://robotechlan.com/freespace2


that probably won't happen. Max doesn't show up anymore.
Title: Robotech Mod
Post by: kode on May 05, 2003, 02:13:51 am
Quote
Originally posted by Venom


that probably won't happen. Max doesn't show up anymore.


and that is too bad. he's one of the few supergreat members of the fs community.
Title: Robotech Mod
Post by: Nico on May 05, 2003, 02:44:41 am
he was :doubt:
Title: sneek preview of various mods...
Post by: Star Dragon on May 05, 2003, 06:45:07 am
If you look VERY carefully you can see the 2 SDF-1 models I mentioned as well as various robot models and super robot models, as well as the navals units mentioned in the other thread, the f-14,15,16,18,f117,b2 and some ships from other sci-fi shows... MOst can get into the game but need work (like the Gunstar needs to be made into 1 subobject ect... SO as you can see when I can find the people to help out things will get done, just not right away... Hope you enjoyed the pic...

(http://photo.starblvd.net/Star_Dragon/4-5-4-1054412938?m=0&pg=3&ro=4&co=3)
Title: Robotech Mod
Post by: TrashMan on May 05, 2003, 12:07:20 pm
What ever happend to the SDF-1 model I made?
Unknown Target wanted it, so I made it and sent it to him....

I still have it... It's low-poly bht stll good. Has everything except the torso....You want it?:D
Title: U bet your a$$!!!!
Post by: Star Dragon on May 05, 2003, 04:11:23 pm
That would be great... Was it completely finished (like turrets ect..)? Post a pic of that sucker(or link) to the dl...

  Yeah if you don't mind releasing it and it fits I would definately go with a ship that is better than the Orion used now, rather than wait for months just on one model being broken down and in the end not knowing how it is gonna come out...

But if you prefer to mail mine is: [email protected]

Thanks Trashman!!!!!!!
Title: Robotech Mod
Post by: TrashMan on May 06, 2003, 05:16:06 am
As far as I know I have the following:

A scene with these objects:
2X Main cannon (need just a bit more work)
2x shoulders with railguns
2xlegs (they're done)
Dedalus

main torso( not completely done...couldn't fid a good pic of it)

It allso has several big three-barreld cannons
no oher turrets as of yet...
Won't be able to post a pic until saturday....
Title: sdf for completion..
Post by: Star Dragon on May 06, 2003, 07:59:10 am
U can use the other two models as guides for the main torso. It may be impossible to see but there are two deadelus's (deadeli? he he) In the picture upper right. Anyway I also have a Prometheus carrier but I think it can use a better texture but overall shape is good. The Prometheus is NOT the normal carier in the bottom of the pic, it is not visible cause the upper SDF is turned to the deadelus side and the lower SDF has ARMD's as arms). If you are on ICQ get me at 5256653 cause the file sizes may be bigger than my hotmail can handle... L8tr!
Title: Robotech Mod
Post by: Steel on May 06, 2003, 12:23:48 pm
SD,
does this mean you are taking up the mantle of the Robotech mod???
Title: to set it straight...
Post by: Star Dragon on May 07, 2003, 04:21:11 pm
No one except the original team can carry on the mantle, but I think it would be ok to call it more like the legacy...

   REF should present a story of SDF-3 leaving for Fantoma and then the whole sentinels campaign (have to re-read the Robert Mckinnney books)...  Basicly you fight to liberate the former Robotech Empire from teh Invid (the Masters started a war with the Invid over their flower of life, and used it to create protoculture)... One of the coolest battles unfortunately will not be voiced (unless we can find a sound-a-like to stand in) of Commander Breeti fighting the Invid regent 1-on-1... that was an awesome chapter...

  Regardless, I will try to carry on, but definately more in the role of coordinater and leader as I have no modling skillz to make what is needed and only have basic fred skillz to test out units/scenarios. It will truly take some dedicated fans and the community itself to rise up and make this flicker of hope turn into a flame...
Title: Robotech Mod
Post by: Nico on May 07, 2003, 04:23:19 pm
well, if you want to take the RT mod over, I can "try" and contact Max to see if it's ok with him ( I was part of the staff if you wonder ). but to be honest, the fanbase for that mod didn't come from HLP, as far as I know, people here didn't pay much interest to it. it was more for robotech fans, not FS2 players. that's how I saw it anyway.
Title: Robotech Mod
Post by: Steel on May 07, 2003, 11:36:25 pm
I agree Venom...  I knew about the RT mod, and even installed and played what they released...(I always though the FS2 engine did quite a nice job to recreate the feeling of RT).  I never knew of this place until I googled recently looking for a space combat sim again...  So it seems to be seperate communities, but I know if something is completed it will be played...and it would be awesome if what they have done so far could be used.  I can't see why they would not allow it...  Max was actually on my staff at RLGaming for a while as well...  If I can help I will gladly do so, but would be learning from scratch...  I am a great manager/organizer/coordinator though,pretty good at PR, and like to keep things real...
Title: Robotech Mod
Post by: TrashMan on May 08, 2003, 03:45:42 am
Won't be able to get on ICQ before saturday....:)
Title: Robotech Mod
Post by: karajorma on May 08, 2003, 04:27:16 am
Well Steel is a good example of why the mod should be started up again. The more people who play FS2, the more people who get interested in the community. :D

SD. I can't actually help full time with this mod but as before if you're having problems with models I'm always happy to help.
Title: Robotech Mod
Post by: Nico on May 08, 2003, 05:21:08 am
Quote
Originally posted by Steel
II can't see why they would not allow it...  


the pb is not that he wouldn't allow it, pb is that he just won't care anymore. mmh, I'm gonna point Gortef to this thread, he might know more than me about all that.
Title: Robotech Mod
Post by: Gortef on May 08, 2003, 08:37:16 am
Yo! I was part of the RT MOD too. And well, the main problem we got in to was that most of the team member got too old. Not too old for Robotech but too old in finding time to work with the MOD. Studies, work and RL issues got in the way.

And most of the MOD fans (as Venom said) were Robotech fans and not FS2 fans mainly. Because of that we got more and more requests what we should do and how we should do it, and since most of them didn't know much how FS2 worked it got really hard to maintain the quality fans demanded and that wore us out.

If Robotech&FS2 fans from younger generation with more time in their hands would be willing to continue our work I could also try to contact the project leader with Venom and ask his approval.

RT MOD is a promising one which has quite demanding fans who know their Robotech :D
Title: Robotech Mod
Post by: l_MiG_l on May 08, 2003, 05:12:14 pm
If you need help, i can do something, i really don't know many things about programmation or this things, but if you want help i will contribute with all i can do. :nod: ;)
Title: Robotech Mod
Post by: Nico on May 08, 2003, 06:58:41 pm
oh, btw, I'd like to point out that I agree to try and ask max about giving you the stuff already done, but I won't take any part in another project.
Title: Robotech Mod
Post by: TrashMan on May 09, 2003, 06:16:14 pm
O.k. - my progress so far

Here are two pics (my model and the comparison with the 6200 poly version.....)

(http://www.inet.hr/~tstanici/Comparison1.jpg)
(http://www.inet.hr/~tstanici/Comparison2.jpg)

So far...the whole hull has aprox. 1100 polys
A leg/engine has 296
The main cannon 53+89
Shoulder 32
Title: Robotech Mod
Post by: Nico on May 09, 2003, 06:17:29 pm
I made a SDF1 too, but your version is much better :yes:
but: you know 6000 polys is very manageable for a capship in FS2, why not using this one?
Title: Robotech Mod
Post by: TrashMan on May 09, 2003, 06:37:58 pm
Becoause mine will be better and will have less polys!:D
Title: Robotech Mod
Post by: Steel on May 10, 2003, 12:43:23 am
purty sweet looking TM...  I am scouring my stuff for pics of the SDF-1, but alas...

SD,
I have the Sentinels books.  I would be glad to research stuff if you like, and maybe even send them to you for a while.  I also have a Palladium Books Role playing book on the Sentinels.  It has a fairly decent line drawing of the SDF-3.  It also has line drawings of mecha and other vessels, including Invid.  That might be even more useful to you.

I am considering getting the Robotech DVD set, so that may be of some use as well (if I get it...).
Title: Robotech Mod
Post by: Liberator on May 10, 2003, 01:01:27 am
Actually, those are both good.

But...

The first one is a little stumpy.  

Try to sleek it out a little, by slopeing some of the harsher angles.

Steal the front of the booms from the second one and put on the first one, but leave the detail on the top.

Slim up the Daedalus and lower it down so the top of the aft flight deck lines up with the connection to Fortress.

Off topic, I've got all 18 of the original books, and I think their better than the anime.
Title: Robotech Mod
Post by: TrashMan on May 10, 2003, 04:20:50 am
The first one (the stumpy one) isn't mine...

The second one I only started to work on... It will have more detail... I estimate max 2000 polys (with no turrets)
Title: Robotech Mod
Post by: Nico on May 10, 2003, 06:26:47 am
they made books out of robotech? they made books out of an anime which is made out of three another animes? whoa, US people REALLY love cash :p
Title: Robotech Mod
Post by: Gloriano on May 10, 2003, 12:22:50 pm
if some one could start RT MOD again it would be cool:)
Title: Robotech Mod
Post by: kode on May 10, 2003, 01:17:49 pm
Quote
Originally posted by Venom
they made books out of robotech? they made books out of an anime which is made out of three another animes? whoa, US people REALLY love cash :p


while I'm not an expert in japanese culture, but IIRC, most animes are based on manga (ie, comic books, kind of).
Title: Robotech Mod
Post by: Nico on May 10, 2003, 01:46:03 pm
Quote
Originally posted by kode


while I'm not an expert in japanese culture, but IIRC, most animes are based on manga (ie, comic books, kind of).


nah... to sum up:
robotech is made from three different animes ( macross, southern cross, mospaeda - they don't come from manga, but they've made macross mangas out of the series ). basically they took the images of the shows, compiled them, and made a new story out of it ).
so robotech already quite special: there's not even a japanese version of robotech I think. so no robotech manga.
Title: Robotech Mod
Post by: kode on May 10, 2003, 02:43:57 pm
I said "most animes". I also know nothing about robotech.
Title: Robotech Mod
Post by: KARMA on May 10, 2003, 02:47:50 pm
macross come from a manga, i think, and surely there is 1 or 2 macross series as manga that are later than the tv show (so i think they refer to the first tv serie of robotech that was macross)
Title: Robotech Mod
Post by: Nico on May 10, 2003, 03:17:04 pm
Quote
Originally posted by kode
I said "most animes". I also know nothing about robotech.


well, then you can thank me, you know more :p

Quote
Originally posted by KARMA
macross come from a manga, i think

nope


Quote
and surely there is 1 or 2 macross series as manga that are later than the tv show

yup, macross7, for exemple.
Title: Robotech Mod
Post by: Liberator on May 10, 2003, 09:13:25 pm
Quote
Originally posted by Venom
they made books out of robotech? they made books out of an anime which is made out of three another animes? whoa, US people REALLY love cash :p


Wel, you know, marketing and all that.

They are really good and flesh out seemingly insignificant aspects and characters.  Check on Ebay or Amazon and see if you can get 'em you won't be sorry unless you hate Robotech.  They(the authors) even wrote an 18th book,The End of the Circle that wraps everything up and yet leaves it open.
Title: Robotech Mod
Post by: Steel on May 16, 2003, 11:24:09 am
well, this sure petered out, eh?
Title: Robotech Mod
Post by: Raptor on May 16, 2003, 01:44:06 pm
Quote
Originally posted by TrashMan
O.k. - my progress so far

Here are two pics (my model and the comparison with the 6200 poly version.....)

(http://www.inet.hr/~tstanici/Comparison1.jpg)
(http://www.inet.hr/~tstanici/Comparison2.jpg)

So far...the whole hull has aprox. 1100 polys
A leg/engine has 296
The main cannon 53+89
Shoulder 32


:eek2::eek::eek2::eek::eek2:

Now, I know almost nothing about Macross, Animes or anything like that, but........

Trashman, I would really, really, REALLY like the first ship (the 6000 poly one), with the bottom of the front booms from the new version, if that is possible.

After seeing that, I am filled with a craving to turn it into a great FS2 warship,  as it is.

It would fit the role as the flagship of the new faction I'm designing perfectly.......

Would you release it as a cob? Please, pretty please? :nod:

'Makes adoring puppy face'


EDIT: uh oh, I just realised, your using TS 5.1, I've only got 3.2..:(
Title: Robotech Mod
Post by: TrashMan on May 17, 2003, 03:39:50 am
The first one is a single object, triangulated....
The second one is in parts ( I figured it should be in order to transform...)

I can send you the .scn with both of them...(gimme yer mail)
TS 5.1 is 14.5 megs... get someone to send it to you via ICQ.. I got it that way...
Title: Robotech Mod
Post by: Raptor on May 17, 2003, 04:39:28 am
Mail it here: [email protected]

As for ICQ, well I DID try the thing, but it got really annoying, constantly poping up for no reson, so I removed it.....
Title: Robotech Mod
Post by: TrashMan on May 17, 2003, 09:14:20 am
I sent it to you....have fun:D
Title: Robotech Mod
Post by: Raptor on May 18, 2003, 09:30:29 am
THHHAAANNNKKKKKK YYYYYYOOUUUUUUUUU!!!!!!!!!!!!!!!!!!


Just had a look at the models. :eek2: thats a LOT of submodels....

Before I really get started, I just have few things to check:

1) max of 99 submodel/objects per ship

2) max number of polys per submodel/object = ~500?
Title: Robotech Mod
Post by: TrashMan on May 18, 2003, 01:00:51 pm
I think the poly limit is 800... or was it bumped even higher...?

The max subobjects limit was allso bumped...don't know how high it is now...
Title: Robotech Mod
Post by: Nico on May 18, 2003, 01:37:45 pm
I set 820 polys per submodel as a limit. 820 will work, and as I'm not sure about the exact limit, I don't go above that.
Title: Robotech Mod
Post by: Raptor on May 18, 2003, 05:55:18 pm
Thanks, since after having a good look over the bits, I've started creating my own version, using the orginal as a guide.

So far have almost finshed the basic form of what I call the bow (group "regroup01" if your intrested), and its sitting at 318 polys. However it is going to need some more to prevent the old-mising-faces problems.

Thanks go to karajorma for his FS2 Oracle which had a link to a guide detailing how to make FS2 models in TS, without missing faces;):yes:. I'm practicing with this model before working on my own designs.

One Thing: Triagulate the whole model, or just were it's needed? By logic, 2D faces should be fine, no matter the number of sides...:doubt:
Title: Robotech Mod
Post by: TrashMan on May 18, 2003, 06:14:20 pm
I mostly don't triangulate them...

Where I think there could be trouble, I add a vertex manually (love that in TS, hate 3D Max for not having something so simple)

Good luck!
Title: Robotech Mod
Post by: karajorma on May 19, 2003, 02:06:16 am
Triangulation is like using a sledgehammer to crack a nut. It works with very simple models but it hugely increases the number of polys your model has.

The proper way to do it takes longer but results in a better model. Just convert the model into freespace and look for holes instead. Then close them with the polygon draw tool.
Title: Robotech Mod
Post by: Nico on May 19, 2003, 02:07:47 am
well, as max always gives the triangulated polycount, I don't have much choice :p
Title: Robotech Mod
Post by: Unknown Target on May 20, 2003, 02:58:17 pm
...
So, what, someone's making a new RT mod for Freespace?
Title: Robotech Mod
Post by: TrashMan on May 21, 2003, 01:42:25 am
More like continuing the work of the first RT team..
Title: Robotech Mod
Post by: Unknown Target on May 21, 2003, 06:27:35 am
I tried to finish up that SDF-1 you sent me, but the arm was too complex for me :D

Plus, we need some way to make animations for ships. We have (had?) transformations down, just without any animations.
Title: Robotech Mod
Post by: TrashMan on May 21, 2003, 07:59:56 am
As far as I know, FS2_Open supports cutscenes.
You just pause the action, run the transformig cutscenw, and continue the game with the transformed model...
Should work...

EDIT: Arms too complex!?:confused:
Title: Robotech Mod
Post by: Raptor on May 21, 2003, 08:52:23 am
An Update:

Pretty much finshed making the mesh for a new bow, but TS is being a real pig about applying the textures :hopping:  I just don't get what its doing....

I think I'll just use a altered original for a bit, till I can get a whole new ship made.......
Title: Robotech Mod
Post by: Unknown Target on May 21, 2003, 11:07:50 am
That would be wierd...to watch a cutscene every time you transformed. Too long and difficult.
Title: Robotech Mod
Post by: Steel on May 21, 2003, 10:28:31 pm
well, the SDF-1 certainly did not transform THAT often, especially once they figured out the damage it did to the city inside...

there is the issue of the Veritechs transforming, and how to handle that - not necessarilly your own but the others wround you - and how to get the AI to decide the best time to transform for tactical advantage...

i think the old RT team was having some difficulty with that...at least the actual transformation.  now if a cutscene was done for every one of those transformations, i agree that would not be good...
Title: Robotech Mod
Post by: Unknown Target on May 22, 2003, 02:06:12 pm
would be nice if the RT mod could get re-started.
I'd get back to working on it... :D:thepimp:
Title: Robotech Mod
Post by: Whitelight on May 22, 2003, 10:44:20 pm
Uh oh, looks like the forums have been removed from the robotech site, I can smell the stench of a death (Robotech)

To bad to, I thought the mod was cool...
Title: Robotech Mod
Post by: Whitelight on May 23, 2003, 10:10:55 pm
I`m a bonehead :o
Oops, the robotech forums are back up, sorry for my mistake in my eariler post.. An oversight on my part :confused:
Title: Robotech: What of it?
Post by: GT-Keravnos on June 22, 2003, 06:44:28 am
Inquiring minds want to know...
Title: Robotech Mod
Post by: Nico on June 22, 2003, 08:17:55 am
it is dead, just let it reast in peace...
Title: Hey Trashman!
Post by: Star Dragon on June 23, 2003, 12:03:58 pm
I haven't been on awhile so if this shouldn't be directed to you I apologise...

   Did I send you that SDF-1 (cause I have that one and a more realistic one - incredibly sick polly count) so if you need the textures let me know. That is if you can translate the textures from the original 6k model to the new FS2 one...

 If so go ahead and wrap that sucker up and see how it's really comming along. MOdels look so different once the textures are on it so I wouldn't be surprised if it could pass for game quality as is...


   I haven't heard from the SFC people, they are supposed to get back to me about sharing some of their REF based ships (like the Izaki and Garfish capships)... Plus Invid (rumored)...

   I've decided to go back under the radar (like SAAB) mainly cause not enough modlers are available/interested, but I'll certainly post if anything more developes for FS2 REF mod...

   The models I converted need more work (like broken down into subobjects/lods) ect..   Mostly they are eye candy, but half of them crash the game when about to explode or first time shot at... Can anyone tell me why that happens?

    Let me know if there is anymore SAAB news (unfortunately my contributions in that area can't continue - my limits were reached, though I look forward to the finished effort!)

  As for another show Bab5 release 2 is kickass! I appreciated teh fact that they relased more ships then they planned (I can try to finish some of them off). Plus I can drop my whitestar in cause they already have the loadtout screens and animations for interface/hud/ect... (Thanks B5 team!!!)

   Since the realese is done if there are any B5 modlers available who might be interested I have some narn/centauri/shadow models that need some work (I have finished the shadow fighter however)...

   as an end note the worst front so far is Gundam, I have been majorly unsuccessful even in the Gundam community trying to find/get gundams/robots of FS caliber... The one modler I found was a high school student who seemed to be uninterested in reading Karajorma's ship creation guide to understand why the 2 suits he sent wouldn't work in FS, so he gave up.

I have sttoped as desperately as going to the mall to pick up starcraft for $6.00 so I can DL the Gundam Century mod hoping to extract teh gundam models and convert them to a workable format though most of them look primitive and do not do the justice a fully realised FS2 model would do (but something is better than nothing)

  Main problem is  - How do I extract models from starcraft??? I know it is possible cause someone realeased a terran wship that looks like a mallet head with an engine block on the back (main terran battleship shown on box).  true it was an obj format but I can convert that to 3ds and then to cob...

Can anyone tell me what I need to do to accomplish this?
Title: Robotech Mod
Post by: Black Wolf on June 23, 2003, 12:12:13 pm
Can't be done, for the simple reason that SC uses sprites and animations, not models. I'd say whoever released that battleship did it from scratch.
Title: Robotech Mod
Post by: TrashMan on June 23, 2003, 02:04:03 pm
I really didn't do much work on the SDF-1...
I really ought to... These f**** exams and the DOTA mod take up much time. The exams will be over in a few days!:D

Anyway, I don't intend to texture it.
Once the model is done I'll post a pic and someone else will (hopefully) texture it...
Title: thanks for the info!
Post by: Star Dragon on June 25, 2003, 02:55:48 pm
Black Wolf - You saved my $6.00 ;)

Trashman - Good luck on those exams!

Here are some fun stuff to pimp (throwing together stuff made by little ludi and my own twisted visions)...

   (http://photo.starblvd.net/Star_Dragon/2-1-1-1057677887?m=0&pg=1&ro=0&co=0)  The Ent-F Soulwolf Class

(http://photo.starblvd.net/Star_Dragon/2-2-1-1057678559?m=0&pg=1&ro=1&co=0)   Inside a starbase (Ent- D and voyager inside, lots of rooms here folks!)

(http://photo.starblvd.net/Star_Dragon/2-1-5-1057678296?m=0&pg=1&ro=0&co=4)  What else lurks near ZaHaDum? Old enemies and new allies?

(http://photo.starblvd.net/Star_Dragon/4-5-3-1053018519?m=0&pg=3&ro=4&co=2)
  And since ID4 is around the corner again, a repost of my invasion.

(http://photo.starblvd.net/Star_Dragon/4-5-4-1054412938?m=0&pg=3&ro=4&co=3)   Lastly look in the upper right corner for 2 SDF-1's and the deadelus (pormethues not shown but I have it also)...
Title: Robotech Mod
Post by: Nico on June 25, 2003, 03:29:29 pm
I wouldn't mind getting my hands on your planes ( f18, etc ). do they have lods?
Title: Robotech Mod
Post by: deep_eyes on June 25, 2003, 07:08:48 pm
u know if people started getting things togeather, it wouldnt be a bad idea to have a "basic" converstion atleast, somewhat better then the original that came out from the old RT website.


and btw stardragon, i was browsing some of ur other works, good stuff.

ps, whats this? http://photo.starblvd.net/Star_Dragon/6-4-2-1043929392?m=0&pg=5&ro=3&co=1
Title: AAAARGH!!!!!
Post by: Star Dragon on June 26, 2003, 04:20:14 pm
That's the super secret Axis of Evil battleship! (so U got curious and did more than just look at the pictures linked eh? I'll ask my Vorlon friends to send an inquisitor your way to say thanks...) :drevil:

  Hehe yeah Gevetter Lars made that ship but it needs to be broken down into subobjects. I resued it raw from his model dump and as soon as I saw it I knew it had to be one of my bad guy cap ships! I used a spiderman texture from the mask part as well as an ALIEN (the movie type) texture to represent a fusion of Shadow/Shivan tech. The Septerra brings horrific realization of imminent death to those that happen to view it. IT's massive array of lethal beam weaponry make this ship  much more powerful than a standard battleship (as you can see each wing has a battery of turrents, what you don't see is an equal amount UNDER each wing giving a respect for the broad side manuever as well as incredible arcs of fire)...

Hey venom  some of them have lods, I RAR'ed thm up but when I treid to send them to your page mail outlook screwed up... end me a not to [email protected] and I'll reply witht he attachments... Plus I think you'll find the destroyer and carrier textures useful. I like the destroyers turrents. no barrels, just lines like phaser strips...(very high tech looking). ;) If you want 2 naval ships that is.. planes ready to go! I only ask you make whater you can make working outta the bunch available to HLP people..

[edit]

  Last few hours before work I managed to get these in game... (nned someone who knows how to do turrents and cap ship table to finish them off though.. ;)

A new Zentreadi Cruiser, and teh RDF Deadelus!

(http://photo.starblvd.net/Star_Dragon/2-2-2-1059132962?m=0&pg=1&ro=1&co=1)

(http://photo.starblvd.net/Star_Dragon/2-2-3-1059133014?m=0&pg=1&ro=1&co=2)

enjoy! Working on Prometheus and some other zent stuff..
Title: Thanks Stardragon!
Post by: GT-Keravnos on June 26, 2003, 09:17:40 pm
You remind me of my boyhood, making me oh so happy in the process. (I still hum the Robotech tune, even if I don't really know why and how) and also the terrible wait until the next robotech installment was on the TV.

I fully respect Venom and his decision of retiring from that project.
I don't know if anything can be made out of what exists yet. Abandoned projects are a dime a dozen over the net. However, even the fact that a glimmer of hope exists is better than no hope at all!
Title: Robotech Mod
Post by: Steel on June 26, 2003, 10:56:08 pm
Keravnos - agreed.  This would be so cool if it ever came to fruition.
Title: Re: AAAARGH!!!!!
Post by: Nico on June 27, 2003, 01:55:23 am
Quote
Originally posted by Star Dragon
I only ask you make whater you can make working outta the bunch available to HLP people..


of course :) That's what I did last time with the F22.
Title: F-22?
Post by: Star Dragon on June 27, 2003, 10:42:04 am
Guess I missed that one! I was gonna try to find that file to send but moot huh? He he....


GT-Keravnos...  Hmming the tune huh? You outta try my Force of Arms mission (the last one)... Main problem is I don't understand the music thing (or care to learn) so I minimise start winamp (MInmei's - We Will Win!) and jump back into action /unpause... Funny thing is the main voices also have that song in the background and though the timing is off it works!!! LOL Plus it's more of a rush to hear Breeti and Azonia cherring the battlegroup on as you face probable destruction.

Before my hard drive crashed I had a backup of the mission briefs (voice only) so I lost all the avi's I made from teh DVD's :(
Eentually I will do them again but only after teh bulk of the new models are finished (need more motovation)...

If someone can host a large file (under 100mb) I am thinking of making a robotech trailer (I can never get the one from robotech.lan to DL!!! 8 mb)...  That way you can see/hear how teh existing mod has been interprted plus the addtion of show voices is cool! (plus this will give me practice for NEXUS - the all multi-verse free for all (that should be one hell of a trailer ;)) As for the star trek TC... I didn't want to show it right away but since I already posted the picture (I was weak) I was thinking of doing a recreation of the ST motion picture type intro where teh new enterprise is approached by shuttle and given the once around in the space dock (Enterprise-F) some other ships will be near and maybe another ship constuction facility and some planet ( I decided against a background of some re-named cardassian station from a tv show - LOL). However I smirked at the idea of a lineup of of EVERY class of Enterprise from NX to E as you get close to the dock...
Title: Robotech Mod
Post by: Nico on June 27, 2003, 11:01:33 am
yeah, I made a F22 to come along with that landscape mission demonstration thinguy I made a couple months ago. too lazy to search for the thread, tho.
Title: got bored and needed a change
Post by: Star Dragon on June 27, 2003, 08:10:05 pm
Four ships one is robotech 3 are bab5...


   First teh Zenteadi officer pod in a booster unit, second the Earth alliance heavy cargo transport (lots of cargo containers with 4 omega units in back), third Shadow Thunderbolts (these are grown and not built so they are spindly like the battlecrabs, and DAMN hard to see!), lastly a trio of drahk corvettes (I got like 8 or 9 more cool drahk looking ships lik these - a fleet) also Brakhiri and the centari battleship that pummeled Narn planet with railguns, problem is too high poly (also first ones beam cannon and saucer) need to make subobjects... hit me up.

Enjoy the pics...

(http://photo.starblvd.net/Star_Dragon/3-1-5-1058753228?m=0&pg=2&ro=0&co=4)

(http://photo.starblvd.net/Star_Dragon/3-1-3-1058753108?m=0&pg=2&ro=0&co=2)

(http://photo.starblvd.net/Star_Dragon/3-1-2-1058700978?m=0&pg=2&ro=0&co=1)

(http://photo.starblvd.net/Star_Dragon/3-1-4-1058753141?m=0&pg=2&ro=0&co=3)
Title: Robotech Mod
Post by: GT-Keravnos on June 28, 2003, 03:10:21 am
Pretty as ever.

I really liked that Drakh frigate.

How about going over at TBP and let them know of your warez.

As for the Robotech thingie, I hope you are packing up the lot of them for future use. I hope you have them somewhere all together.
Title: my limit
Post by: Star Dragon on June 28, 2003, 04:38:16 pm
I got at most another 6 or 7 RT models to convert but after that I need a modeler to break down the rest. Best I can do at that point is decide on map names (if the model is mapped already) and get the textures ready before hand (8 bit pcx copies)...

   Now I got a hold of 50 or so B5 modelsl so I am just killing time (though a wonder why a peo model from homeworld sometimes loses a part when saving it as a .cob?) 1/3 of peo files do that... Problem is I can't edit peo with TS until I use 3D Exploration to save it as a .cob (catch 22)..

   Oh well I have a few days before my drill weekend and right after my 2 week tour (away from my computer and modding! Oh no!) :mad:

Here's a Brahkiri (sp?) Cruiser type and a Shadow BattleCrab (at long last!!!)

(http://photo.starblvd.net/Star_Dragon/2-2-5-1059154817?m=0&pg=1&ro=1&co=4)

(http://photo.starblvd.net/Star_Dragon/2-3-1-1059154949?m=0&pg=1&ro=2&co=0)

If the pictures look dark I don't know why. They look better on my comp then after I upload them... Here they look bright and awesome! L8tr!

[Edit] just noticed, the battlecrab is about to explode so teh targeting screen (lower left) says SB Vindactyl (I was using some of them to attack the Brahkiri convoy cause the BC's have no weapons yet! *cough* need modeler to put turrent on evil capship ;) )
Title: whew!
Post by: Star Dragon on June 29, 2003, 06:44:49 pm
spent all night/day converting... This is what we got so far:

Zent Scout pod, Zent Missile Pod, REF ARMD2, New Zent Cruiser(male), New Zent cruiser Female), and a battleshot. Oh almost forgot earlier I converted teh Anti-Capship Ballistic Missile or (ACBM)... I didi the zent missiles but no pic yet. next time.. Hope you enjoy! :nervous:

http://photo.starblvd.net/Star_Dragon/6-1-1-1058192742?m=0&pg=5&ro=0&co=0

http://photo.starblvd.net/Star_Dragon/6-1-2-1058652704?m=0&pg=5&ro=0&co=1

http://photo.starblvd.net/Star_Dragon/6-1-3-1059017002?m=0&pg=5&ro=0&co=2

http://photo.starblvd.net/Star_Dragon/6-1-4-1059247716?m=0&pg=5&ro=0&co=3

http://photo.starblvd.net/Star_Dragon/6-1-5-1059396382?m=0&pg=5&ro=0&co=4

http://photo.starblvd.net/Star_Dragon/6-2-1-1059396471?m=0&pg=5&ro=1&co=0

http://photo.starblvd.net/Star_Dragon/6-2-2-1059396504?m=0&pg=5&ro=1&co=1

Oh yeah one last thing, say it with me people "WhiteStars RULE!!!"


http://photo.starblvd.net/Star_Dragon/6-2-3-1059398992?m=0&pg=5&ro=1&co=2

I got the  weapons to work but the trusters aren't showing up? oh well they STILL kick ass!
Title: Robotech Mod
Post by: Xelion on June 29, 2003, 10:17:37 pm
Nice Pics :yes:;) Star Dragon

btw e-mail me: [email protected] or pm your e-mail to me so I can forward the response you requested...

Thanx ;)
Title: Robotech Mod
Post by: Nico on June 30, 2003, 02:07:18 am
http://photo.starblvd.net/Star_Dragon/2-2-5-1059154817?m=0&pg=1&ro=1&co=4

as you can see, intersecting polys are bad, that's what lead to this big clipping problems ( which is why I'm battling for that to be fixed by the SCP people, coz intersecting polys saves a LOT on the polycount, and hence could help for better frame rates ).
where do you find you zentraedi bitmaps?
edit: I've received your mdels, Stardragon, but I have no idea what kind of format they are :p
Title: Sorry!
Post by: Star Dragon on June 30, 2003, 09:33:24 am
I always assume that HLP old timers (ie every users before me ;) ) has tools and stuff.  

Do you need me to convert them? I figured you would want to do it from scratch cause of mapping issues (mapping is unknown to me I thought converting .peo to another format might mess up mapping later). I use 3de so I can open them and make them into .3ds or .lwo or .cob HOWEVER %50 of .peo (homeworld's format) make the main model object dissapear and all you end up with in a .cob is turrents or extraneous parts (like arms legs, head for mechs)... Anyone know how to get around this?
Title: Robotech Mod
Post by: Nico on June 30, 2003, 09:41:36 am
well, for a starter, pof would be nice. if possible, apply a planar UVmapping from top with a differnt map for the polys on top and those under the plane? if not it's no biggy.
as for your main mesh disappearing, have you tried making a dummy main mesh taht would disappear instead of the eral one? sounds stupid, but...
Title: um...
Post by: Star Dragon on June 30, 2003, 09:56:16 am
See at this point I am in over my head cause I have no idea what that means. I have no mapping programs, also I only have TS with cannot open a .peo on it's own (catch-22) to open the model I have to use 3de and make it a cob with ruins it which mean mesh is not there to be altered... I am just a converted/text changer, not a modler... But I do what I can.

NOW to clarify, this problem ONLY happens with .cob format! The mesh looks fine in .low and .3ds however sometimes the mapping is lost (if there was any). However when reconverting from .3ds or .lwo it still happens with that model!  Now on closer examination this occurs with around 40-50% of the peo format models that I have.
Title: Robotech Mod
Post by: Unknown Target on June 30, 2003, 11:20:52 am
Star Dragon, Gortef said it was OK for you to use our files. So, no offense, but that scout pod = very bad textures :D
Title: really?
Post by: Star Dragon on June 30, 2003, 03:12:40 pm
Then you should have seen it BEFORE I changed like 2-3 of them...  It took some time finding a combination that worked well enough to feel comfortable to post. After all it's in game isn't it? It can always be re-mapped later. But it blows up nicely! ;7
Title: Robotech Mod
Post by: aldo_14 on June 30, 2003, 03:25:56 pm
Quote
Originally posted by Venom
http://photo.starblvd.net/Star_Dragon/2-2-5-1059154817?m=0&pg=1&ro=1&co=4

as you can see, intersecting polys are bad, that's what lead to this big clipping problems ( which is why I'm battling for that to be fixed by the SCP people, coz intersecting polys saves a LOT on the polycount, and hence could help for better frame rates ).
 


Complicates z-buffering, IIRC.  Because you have to subdivide the polygons to try and resolve occlusion.... in other words, you need to create more polygons (during the z0buffer process) to ensure one is clearly behind another.

I think (going from memory), the z-buffer process works roughly like this;

1 - All faces are sorted in order of their max -z-depth (i.e. furthest away is the top of a stack, and draw first)

2 - ambiguities are resolved (see below)

3 - Faces on the stack are drawn - wiuth the furthest away first, and the next furthest, etc.  aka 'painters algorithm', because the close polygons are drawn on top of the far away ones.

Z-buffer tests
(stack ordering)
- 5 tests, to resolve if P is behind Q and thus drawn first (NB:  I tend to get P & Q mixed up... but the principle is clear).  If a test fails, then P is defintely behind Q and drawn first.  If all test fail, it is ambigous whether P is behind, so P & Q are reversed and the tests re-ran (to see if Q is behind P) -  aflag is also set*.

Tests are;
1/ Check if the x-extents overlap
2/ Check if y-extents overlap
3/Check if one object is completely closest to the camera (z extents)
4/Check if one object is completely closest from the camera (z extents)
 5/ Check if the projections (conversion to 2d screen co-ords) overlap

*- If the test fails a second time (i.e. if the z-order is ambigious - i.e. intersecting polies), the z-buffer needs to divide P & Q in half (into 2 seperate polys), and rerun the z-buffer algorithm.
- In other words, it needs to keep subdiving the faces until it has a set of faces with ambiguities.  I think in the case of intersecting polygons, you might need quite a few subdivisions at the intersecting points, so I'd imagine it wouldn't have the performance improvement you might want.   someone with a bit of experience in this (I've never coded 3d, only done theory....) and probably correct me or give a better opinion......
Title: Robotech Mod
Post by: KARMA on July 01, 2003, 04:26:34 am
actually i never saw a game working without z-buffer errors when there are intercepting polys (unless you play in glide), so i would be happy enough if the scp guys will be able to solve the major zbuffer problems on models without interesecting polys, since this is probably the most weird thing in the fs2 3d engine, and limits a lot our possibilities to build more complex ships
Title: Robotech Mod
Post by: Nico on July 01, 2003, 04:55:53 am
let see... play descent. at least 10 years old, intersecting polys everywhere ( all the bots ), not a single graphical bug. Seems Parallax coders were magicians? ;)
Title: Robotech Mod
Post by: Nico on July 01, 2003, 04:57:35 am
Quote
Originally posted by Unknown Target
Star Dragon, Gortef said it was OK for you to use our files. So, no offense, but that scout pod = very bad textures :D


that said, ours came from quake3, so it had to have good textures ;)
Title: Robotech Mod
Post by: KARMA on July 01, 2003, 05:13:55 am
Quote
Originally posted by Venom
Seems Parallax coders were magicians? ;)

well, maybe:)
but i've seen other recent games with this prob, i don't say ALL, but in all the( few )games i verified there were zbuffer problems.
Seems "modern" coders are all idiots?
i don't think so, but if this happen well probably there is a reason.
Title: Robotech Mod
Post by: Anaz on July 01, 2003, 11:51:37 am
well, just to offer a guess, perhaps paralax coded their own graphics API for decent, and thus it handled intersecting polies quite a bit better, but writing your own API takes forever, so when DX came out, even though it had its flaws, it was a lot easier just to use it, instead of writing your own API :p
Title: Robotech Mod
Post by: Nico on July 01, 2003, 12:21:32 pm
funny thing is, isn't the FS engine born from the descent engine? :p
Title: Robotech Mod
Post by: Anaz on July 01, 2003, 12:56:13 pm
well, we know that (base)FS2 uses DX 5, so mebby not :p
Title: momeries
Post by: Roy fokker on July 09, 2003, 03:05:08 pm
o this brings back memories :d iwa spart of the original staff for RT mod but as gortef said we got to old collages,studies etc stopped me which was a big shame but still if it's fredding youe look for, am willing to get back into things after seeing your models star -dragon you really have a telent.
Title: Robotech Mod
Post by: Woolie Wool on July 09, 2003, 03:07:17 pm
Can someone reskin the Veritech so it doesn't look like a cartoon  and put gunmounts on the wings so I can actually hit something with my primaries? Then it would be perfect for the Styx interceptor.
Title: ?
Post by: Star Dragon on July 10, 2003, 02:55:12 pm
You got to be kidding right?

   Look at PS2/XBOX Battlecry, notice the cell shading? Now THAT'S a cartoon!

   Of course you can always get a better re-skin, but I think the ones now are excellent!

Umm no offense, but I gotta ask... If you want gunmounts moved to the wings for your primaries and you currently cannot hit anything then how do you expect tot hit anything that way? I mean the current nose guns and gund pod are dead ahead and cent mass!!! I do just nicely in the kill department... Besides, AFAIK, there are no primaries on a VT's wings, just secondaries.
Title: Robotech Mod
Post by: Woolie Wool on July 10, 2003, 03:04:08 pm
I actually score more hits with my custom wide-mount gun VT model because I'm not a very good marksman.  I prefer to have some of the guns grouped around the nose and the other guns placed farther out to maximize my chances of scoring a hit with my primaries.
Title: Robotech Mod
Post by: StarGunner on July 26, 2003, 05:56:00 pm
Someone Please save this mod! get it back up and runing and I'll help out too! lets make this the largest coolest convertion ever! Whos with me!?

Eddit: POst your E-mail in your post and your moding skills.

[email protected]:cool:

Weapons Tables, and ship consepts, and Effects maker in weapon colors in TBLs.

I even got my custom capship guns still for the ARMD Platforms and all the RT mod files your team made.
Title: Were you on the team?
Post by: Star Dragon on July 26, 2003, 08:21:41 pm
I'm looking for the UNRELEASED files (like the fully transformable veritechs, the new maps, any new models, ect) Unknown Target was supposed to get back to me but nothing yet... I am patient however... Lots of other stuff to keep me busy till then. Plus gotta go bug somene who owes me some REF ships...
Title: Re: Were you on the team?
Post by: StarGunner on July 27, 2003, 11:41:35 am
Quote
Originally posted by Star Dragon
I'm looking for the UNRELEASED files (like the fully transformable veritechs, the new maps, any new models, ect) Unknown Target was supposed to get back to me but nothing yet... I am patient however... Lots of other stuff to keep me busy till then. Plus gotta go bug somene who owes me some REF ships...


come on people show your support and help me finnish this project! I will not let another mod/camp die! don't you let it happen too!:thepimp:
Title: Robotech Mod
Post by: Gloriano on July 27, 2003, 12:27:02 pm
it`s hard get any help if you can`t show what you can do.
Title: Robotech Mod
Post by: Unknown Target on July 27, 2003, 02:19:14 pm
Gloriano, the reason that the guns are underneath the nose down the centerline is because that's the way they were in the show.



for the record, I was also part of the staff.
Title: Robotech Mod
Post by: Gloriano on July 28, 2003, 08:25:46 am
yeah i know you were in in staff UT so?
Title: Robotech Mod
Post by: StarGunner on July 28, 2003, 10:18:17 am
Quote
Originally posted by Holy Imperial Gloriano
it`s hard get any help if you can`t show what you can do.

I would pout up a sample Table file of some weapons I've made over the years but I don't know how to post screenshots or get a host for people to Download it.:(
Title: Robotech Mod
Post by: Nico on July 28, 2003, 10:33:33 am
Quote
Originally posted by Unknown Target
Gloriano, the reason that the guns are underneath the nose down the centerline is because that's the way they were in the show.
 


mmh? on this page I can't see HIG complaining about guns :confused:
Title: Robotech Mod
Post by: StarGunner on July 28, 2003, 10:50:58 am
Ok I got em all in a Zip file could someone post it up for me?
Title: Robotech Mod
Post by: Unknown Target on July 28, 2003, 11:05:54 am
Quote
Originally posted by Woolie Wool
Can someone reskin the Veritech so it doesn't look like a cartoon  and put gunmounts on the wings so I can actually hit something with my primaries? Then it would be perfect for the Styx interceptor.


venom, I was talking about Woolie Wool, sorry Gloriano :D had your name in my head, lol ;)


Quote
Originally posted by Holy Imperial Gloriano
yeah i know you were in in staff UT so?



I wasn't saying it to you. I just felt proud about it :D
Title: Robotech Mod
Post by: StarGunner on July 31, 2003, 11:20:19 am
Quote
Originally posted by Unknown Target


venom, I was talking about Woolie Wool, sorry Gloriano :D had your name in my head, lol ;)





I wasn't saying it to you. I just felt proud about it :D


How do I post up my work? Or should I PM the stuff too someone?:confused: It's only 4kb I could just send it in an E-mail?
Title: Robotech Mod
Post by: Unknown Target on July 31, 2003, 11:33:19 am
What is it?

And, try sending it to Gortef, I guess. I guess I could maybe take a look at it, but I would have to load the up the RT mod in my  FS2 installation. :(