Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Star Dragon on December 26, 2003, 06:05:15 am

Title: Official Robotech Mod Thread
Post by: Star Dragon on December 26, 2003, 06:05:15 am
Ok he he now that we got some people intersted (mainly Ancient Angel and Unknown target) we can actually strat doing stuff as a collective effort and so to keep from spamming the whole site lets keep all related posts in one thread (moderators please close the otehr RT threads)...

All new Screenshots, comments, updates, or related posting for Robotech or Macross should be directed here...
Title: Current Status of the Beta fighter
Post by: AncientAngel on December 26, 2003, 06:37:38 am
(http://www.nightsoftware.com/ancientangel/gallery/beta2tx.jpg)

She is close to being ready just a bunch of painting needed and poof she will be done.
Title: Official Robotech Mod Thread
Post by: TrashMan on December 26, 2003, 07:48:35 am
Ugh... I really should do something about the SDF-1.... why the hell did I make it from several parts?!?!.....
Hmm...maby If I convert it to 3DMax I can wield the parts there....
Title: Official Robotech Mod Thread
Post by: AncientAngel on December 26, 2003, 05:27:13 pm
I was thinking about this earlier, that Beta fighter is roughly 3000 polys and it sounds like converting over to .cob is a real pain in the after-burner. Not to mention that ship uses 5, 512 by 512 .bmps for textures.

Now there is no way I can reduce the polys in that ship I have cut them down about as far as I really want to go and the textures and number of them will bring about a nice model render, in game.

How hard are 3000 poly fighters going to choke this game engine up? I know a small hand full shouldn't kill it but it makes me wonder or question the game engines limitations.
Title: Official Robotech Mod Thread
Post by: Sheepy on December 26, 2003, 06:05:27 pm
On htl it shouldnt be much of a problem if you reduce the amount of maps on it
Title: Official Robotech Mod Thread
Post by: AncientAngel on December 26, 2003, 06:29:58 pm
Quote
Originally posted by Sheepy
On htl it shouldnt be much of a problem if you reduce the amount of maps on it


Well that is some good news but man that is going to require remapping all of those UV cords. Not to mention I don't think I can get everything even ontop an 1024 by 1024 texture map. Lol oh well ...
Title: Official Robotech Mod Thread
Post by: Sheepy on December 26, 2003, 06:54:59 pm
a couple of 1024's would be better than nultiple smaller ones
Title: Official Robotech Mod Thread
Post by: Bobboau on December 26, 2003, 07:53:34 pm
you can easily fit four of the 512s into a 1024, it's trivial, if it was in the corect format I could do it in a minute, the fith one may be a bit of a pain as it means you'd need to rework the UVs a bit, but it shouldn't need that much change, remember to keep a realy simmple version of the textures for cell shadeing (wich currently does not work in HT&L but if we have people who will use it that will give us a good reason to fix that)
Title: Official Robotech Mod Thread
Post by: Nico on December 27, 2003, 05:58:56 am
Quote
Originally posted by Bobboau
you can easily fit four of the 512s into a 1024, it's trivial, if it was in the corect format I could do it in a minute, the fith one may be a bit of a pain as it means you'd need to rework the UVs a bit, but it shouldn't need that much change, remember to keep a realy simmple version of the textures for cell shadeing (wich currently does not work in HT&L but if we have people who will use it that will give us a good reason to fix that)


Note that if you put the 4 512*512 maps on a single 1024 one, you'll have to redo all the UV, Bob.
Title: Official Robotech Mod Thread
Post by: Bobboau on December 27, 2003, 06:08:30 am
nothing major thoug, just grab everything reduce it to 1/4th size put them into four quadrants and plaster the textures together, I've done it  at least a dozen times on models I've done were I canged textureing stratigies halfway through. it's always been a minor irritation that does little to discurage me from doing it. maybe my textureing techniques are more apt to this though (I keep all seperate UVs apart by multiples of 1.0)
Title: Official Robotech Mod Thread
Post by: KARMA on December 27, 2003, 06:10:08 am
in lithunwrap, it's a 2 min job:
open the model (you will have 4 materials for each 512 map)
add a material (the 1024 map)
for each of the 4 materials select all the polys and scale arbitrary to 50%.
Assign successively for each material all the scaled polys to the new one, and move them to their correct position ( IIRC you can move arbitrary too)
It's boring but not too long nor difficult.
Elseway you can find someone with a 3d prog capable of baking textures
Title: Official Robotech Mod Thread
Post by: AncientAngel on December 27, 2003, 06:21:44 am
Well the games I have mod'd for in the past are not that picky Mesh and texture wise.  Star Fleet Command could handle about anything you could throw at it as long as you stayed in the 10,000 poly mark for your Big ships. Star Shatter only has a .PCX texture issue but other than that it should be able to handle 3,000 poly fighters in-game.

The big issue for me and 1024 by 1024 textures is the fact my modeling program can not handle textures that size. And since I am attempting to get some constant level of detail I can not see shrinking the UV's cord's to get them on even two 512's. The game engine should be able to handle it or it is just simply going to have to ;)
Title: If it doesn't ...
Post by: Star Dragon on December 27, 2003, 09:48:22 am
Then I'd be satisfied for going with what works even if it was with an inferior model (not that the RT1 team is inferior but your alpha's textures me likes more than the original) of which we have red, blue, and now green!

l8tr!
Title: Official Robotech Mod Thread
Post by: KARMA on December 27, 2003, 10:53:37 am
angel, you still can use the internal render of lithunwrap or 3dexplorer to check the level of detail
Title: Official Robotech Mod Thread
Post by: AncientAngel on December 27, 2003, 12:22:00 pm
Hay Star Dragon, is there a name you have this for this Mod? I might start redoing the web-site some time soon.
Title: Official Robotech Mod Thread
Post by: Nico on December 27, 2003, 12:27:41 pm
Quote
Originally posted by Bobboau
nothing major thoug, just grab everything reduce it to 1/4th size put them into four quadrants and plaster the textures together, I've done it  at least a dozen times on models I've done were I canged textureing stratigies halfway through. it's always been a minor irritation that does little to discurage me from doing it. maybe my textureing techniques are more apt to this though (I keep all seperate UVs apart by multiples of 1.0)


Mmh, well, I just throw a bit of texture where I want, then UVmap it. Anyway, I can UVmap low poly meshes much faster than before, now.
I also use only map now, so there's no need to feedle around anyway :p
Title: Actually...
Post by: Star Dragon on December 27, 2003, 01:13:10 pm
If you wouldn't mind my goal is two-fold.

   First, to expand the Original mod (more ships, weapons, fred more missions ect..) for a more complete first series experience (even if it isn't pure Macross or Robotech(1) a mix of the two)

  Second, to re-enact the Invid war so I would call it "The Robotech II Project (REF)" meaning Robotech Expiditionary Force.

  The features for REF should be:
 
   Free the Fantoma system of invid forces (clam ships, red and blue invids)

   journey to the worlds of the Sentinels and build a coalition (like 3 or 4 other races to help with their fleets..

  Track down and destroy rouge robotech masters and their bioroid armies from comming back and doing evil again which the citizens of Tirol paid for with their lives!

  Be in the battle where Breeti fights the Invid regent 1on1!!!

  Lastly build up your armada for the taking of Jupiter staging area, mars staging area, and finally EARTH, the attack on reflex point!

   Our homeworld is an invid retirement community, this is unacceptable. You MUST take back the planet othrwise Major General Hunter  has authorised the use of neutron S missiles to destroy the planet. "Anything is preferable to the domination of the Invid". That is all , Dismissed!

sound good? :nervous:  Or am I reaching too high?
Title: Official Robotech Mod Thread
Post by: Bobboau on December 27, 2003, 01:17:04 pm
you 'can' use a bunch of 512s but it won't render quite as fast, so you've got the problem of it not looking quite as good while your makeing it, or it running slightly slower than it should for the rest of eternity, to me it would be a no brainer that you'd want it to be better in game than in you'r modleing environment, but it's your call
Title: Re: Actually...
Post by: AncientAngel on December 27, 2003, 07:02:40 pm
Quote
Originally posted by Star Dragon
If you wouldn't mind my goal is two-fold.

   First, to expand the Original mod (more ships, weapons, fred more missions ect..) for a more complete first series experience (even if it isn't pure Macross or Robotech(1) a mix of the two)

  Second, to re-enact the Invid war so I would call it "The Robotech II Project (REF)" meaning Robotech Expiditionary Force.

  The features for REF should be:
 
   Free the Fantoma system of invid forces (clam ships, red and blue invids)

   journey to the worlds of the Sentinels and build a coalition (like 3 or 4 other races to help with their fleets..

  Track down and destroy rouge robotech masters and their bioroid armies from comming back and doing evil again which the citizens of Tirol paid for with their lives!

  Be in the battle where Breeti fights the Invid regent 1on1!!!

  Lastly build up your armada for the taking of Jupiter staging area, mars staging area, and finally EARTH, the attack on reflex point!

   Our homeworld is an invid retirement community, this is unacceptable. You MUST take back the planet othrwise Major General Hunter  has authorised the use of neutron S missiles to destroy the planet. "Anything is preferable to the domination of the Invid". That is all , Dismissed!

sound good? :nervous:  Or am I reaching too high?


Well that is do-able. I was thinking about using this site as a bas line sight for several Mods actually the bulk of them bing Robotech type mods, like for Free Space and Star Shatter.

Maybe branching out into Star Trek, Battle Star, Star Gate and other mods as we journey along? What do you think?

If this is something you would be intrested in all we need to do is come up with a mod'ing group name and develope an Icon for it and I'll start changing the site. Maybe we might get a few others to join along in our madness :eek2:
Title: Another pic
Post by: AncientAngel on December 27, 2003, 10:30:33 pm
(http://www.nightsoftware.com/ancientangel/gallery/lionfish.jpg)
Here is a close up shot of the Lionfish.
(http://www.nightsoftware.com/ancientangel/gallery/Ikazuchi.jpg)
Here is a shot of the Ikazuchi Command Carrier in scale to the Garfish. Please note this is version 1 of the Ikazuchi, I have since gone back and fixed some mesh issues.
Title: Sounds Great..!
Post by: Star Dragon on December 27, 2003, 10:49:25 pm
It almost seems like you would like my idea of an alternate multo-verse where the sdf-3 on it's final mission to Earth ends up ...Somewhere else and all hell breaks loose trying to get home (a starship version of slides eh he) so yeah we can visit all teh tv shows and anime shows we want... But that is a different project I've been working on for over a year noiw mostly by myself.

  Since the SDF'ers (as the alt-Earth military calls them) and Alt-Earth (henceforth called Earth1, with Earth0 being SDF's home) make a treaty that joins them scientificly and militarily under the name of The Inter-Dimensional Alliance, I've createdmy work folder to be IDA Shipyards (to represent works from any dimension)  :cool:  How's that for a suggestion?

BUt I digress

3 people have started Star Trek projects here and I joined forces with one of them, but he seems to be pulling out, so I got Omniscaper to join me for Retail FS Trek! Hooray! I sent him EVERYTHING I sent Krackers and he is going to start working on the pofs fairly quickly (poor guy hasn't gotten much sleep lately I hear). Thanks to him I got pointed in the right direction and now Bridge Commander files are my new stomping ground. I've done a handful of cool conversions and a few preliminary ones that Omni or someone else will have to get ready for PCS to convert, but I made cobs and texture conversions already.. hehe I've been non stop cause IT'S WHAT I DO!

Killmenow or Killfrenzy is in charge of BSG mod, in fact I just converted the cool ass Scarlet Viper (Richard Hatch's- APOLLO  version 20 years later) IT ROCKS! just need permission to put it in the mod!

StarGate no one is doing and it seems that it would be a small mod. 3 Goauld Cap ships, one mega capship, deathgliders, x301 and x303, (if x303 is the Earth battleship it is UGLY!, oh and 3 Asguard ships: the normal  Battle Cruiser, The O'niel, and The Carter). That about right?

   FOr an additional side project I'd ratehr do the works of leiji matsumoto (yamato/starblazer) andthrow in Harlock too (vengence of the space pirate!) heheheh "Wave Motion gun FIRE!" "Wildstar you IDIOT!" ;7

hope this gets you up to speed AA
Title: Official Robotech Mod Thread
Post by: Bobboau on December 27, 2003, 11:02:56 pm
I know of the Asguard O'niel battle ship but what is this 'Carter' of wich you speak
Title: I don't remember
Post by: Star Dragon on December 27, 2003, 11:10:32 pm
Hmm I think cause Sam helped them defeat teh replicators in taht battle where they sacrificed teh O'niel in gratitude for her low tech solution The Asguadians decided to name a ship after her (sorry Jack!) :lol:  Don't quote me but I KNOW I head them mention an asguard ship going to be called The Carter, and Jack was like, "Good for you!" :cool:

edit

You know, if naming ships after heroes is like a tradition, shuldn't there be a ship named The Alpha ONE out there somewhere? Just a thought...

   Oh there is a BASE... Moon Base ALPHA! :lol:
Title: Official Robotech Mod Thread
Post by: AncientAngel on December 27, 2003, 11:26:51 pm
Not trying to get off topic and all but Star Gate is a potential gold mine. Very few ships have been seen and hardly any of them have been developed even for a game mod. Which gives you a ton of leaway in creating that universe out. By doing new ship concepts and filling out the Race's Fleets. Its just a thought.

Yah I am all for a huge Robotech mod but I think you know that already.
Title: Official Robotech Mod Thread
Post by: karajorma on December 28, 2003, 03:00:21 am
StarGate Mod Thread (http://www.hard-light.net/vwbb/showthread.php?threadid=8813)

They could use a hand I'm sure.
Title: model formats
Post by: AncientAngel on December 28, 2003, 08:53:14 am
What is the best way for you guys to convert those models over into .cob format? I have gone back and reconverted  about 5 of my models sofar into .vrml which hold the textures correctly. From there I can work with it in 3D Exploration to convert it futher if needed.

Converted models sofar:
Icarus Command Carrier
Ikazuchi Command Carrier
Lionfish
Garfish
Triggerfish
Horizont w/Cargo Pods
Horizont Empty
Horizont Missile Var.
Hawkeye Horizont AWAC
Hawkeye Missile Var.
Title: Official Robotech Mod Thread
Post by: AncientAngel on January 24, 2004, 11:47:33 am
Is this mod project still alive...
Title: Of course it is..
Post by: Star Dragon on January 24, 2004, 12:52:27 pm
At least until something happens to me!

   I was waiting for you to let you know they need to be broken downinto subobjects as I trie to get more modlers interested but so far no go. too many projects and not enough people...  

   As for the BEST way. I have no idea. the only time I really had trouble was with .peo files. No matter what format I converted them to teh main center of teh mesh would dissapear and only leave turrets and extremities in the new format which rendered the mesh useless.

   I had already converted your models to .cobs  but because of the single object polly limit (850 per subobject) they were too big. We could get a 5000 polly SDF-1 and 3 in IF they were subobjected right...

  I have transferred a couple of robotech missions I made to video tape, but my ati card is messed up. I don't know if it is the drivers or teh hardware as I hit record to captuer teh vcr playback into teh tv caption function and try to save it as an avi on my computer to edit it and post it on the net but it crashes into a hard lock up!

  I tried 5 or 6 other ati drivers of related cards and also some other 3rd party software, teh tv captures still work but same problem occurs when I go to record teh video feed into an avi on teh drice it hard locks up... dammit.
Title: Re: Another pic
Post by: Beowulf on January 24, 2004, 04:57:56 pm
Quote
Originally posted by AncientAngel
(http://www.nightsoftware.com/ancientangel/gallery/lionfish.jpg)
(http://www.nightsoftware.com/ancientangel/gallery/Ikazuchi.jpg)


Quote
Originally posted by AncientAngel
(http://www.nightsoftware.com/ancientangel/gallery/beta2tx.jpg)


:eek2: Umm... :eek:

Umm-Yah-Wow.

Amazing. Awesome! :yes: :yes:
Title: Official Robotech Mod Thread
Post by: TrashMan on January 24, 2004, 05:37:59 pm
Great work...
*starts to wish he had LOTS more free time and acess to his PC*
Title: Official Robotech Mod Thread
Post by: AncientAngel on January 25, 2004, 02:54:05 am
Okay, I hard to check in to make sure our group was still floating around here somewhere ;) Which reminds me I need to finish that Beta Fighter.
Title: Official Robotech Mod Thread
Post by: Gloriano on January 25, 2004, 01:41:03 pm
Keep up with mod:)
Title: Official Robotech Mod Thread
Post by: Setekh on January 27, 2004, 10:50:42 pm
AncientAngel, that's some awesome work. Made any progress in the last couple of days? :)

Btw, I don't think I've welcomed you yet. It's great to have you here. :nod:

:welcome:
Title: Official Robotech Mod Thread
Post by: AncientAngel on January 28, 2004, 06:06:40 pm
Actually I haven't got back into the swing of painting that ship yet. Its one of those deals where I would have to be able to paint about 5 .Bmps at the same time in order maintain a consistent look. And in order to keep the look close to the Alpha fighter each .bmp is going to require 5 layers of shading and coloration. (yeah for me!) ;)

Thankfully when the Beta is finished I should be able to merge the two fighters together to make a Legios version from the show as well.
Title: Official Robotech Mod Thread
Post by: ryuune75 on January 29, 2004, 02:24:50 am
If someone's interested I'm working on my Macross TC, wich is almost done, except for some details and the missions.

Here are some screens:

http://www.geocities.com/ryuune75/screens.htm
Title: Yeah Keep us updated Ryuune!
Post by: Star Dragon on January 29, 2004, 04:50:36 am
I for one would be happy to see the real sdf-1 instead of the skinned orion from first mod.

  The pics are really dark, but look good from whta I can tell.I HATE cartoony textures and you zent ships look great!

  One thing though. Can normal systems run it or is this only for HT&L FS2open???
Title: Official Robotech Mod Thread
Post by: AncientAngel on January 29, 2004, 06:37:58 am
Well a bunch of those models comes from a game called Macross VO. But dam they still look good in the FreeSpace Engine.
Title: Re: Yeah Keep us updated Ryuune!
Post by: ryuune75 on January 29, 2004, 09:17:45 am
Quote
Originally posted by Star Dragon
I for one would be happy to see the real sdf-1 instead of the skinned orion from first mod.

  The pics are really dark, but look good from whta I can tell.I HATE cartoony textures and you zent ships look great!

  One thing though. Can normal systems run it or is this only for HT&L FS2open???


None of these models are done by me, in fact i can't model at all.

Most of these models come from Macross VO a pc game, the others are from various poople, mostly Lestat, from the Homeworld DYRL TC; i just ported them in game.

Yes the pics are pretty dark, cause i'm using HTL build with shinemaps, but seeing them in movement it's pretty different.

All my TC supports only FS2_Open only; i started by making it for FS2 retail, but the models are quite high-poly and there were frame drops (i didn't made lods, and i don't plan to do, with HTL i never drop below 60fps), and for now features like:
Ending a mission witout hyperspacing
Putting a 6000 poly Macross Storm Attacker
Having Gunpods with ammunition
In the future maybe having trasformable walkyries thanks to change_model sexp
Title: Official Robotech Mod Thread
Post by: TrashMan on January 29, 2004, 03:46:59 pm
Cool Pics!:yes:
Title: Official Robotech Mod Thread
Post by: AncientAngel on February 08, 2004, 01:32:53 am
Hay guys just a slight up-date on what I am up to.

I have been looking into more game engines that could pull off some sort of Robotech-Macross Mod. A part of me has been looking for some sort of game engine that is really open ended that will allow for a good years worth of playing and yet not get bored with it. Sofar the only game engine that I can come up with is the FreeLancer program.

Now this does not mean I am going to stop supporting this project at all. Actually it might mean I may get off my collective rear end and start working on my models again ;)
Title: well
Post by: Star Dragon on February 08, 2004, 03:08:18 am
If you could finish the conversions of the existing models (except for the Alpha fighter (as we have 4 versions done) taht would be great.

   I am faily confident that I can turret them on my own but teh sub object problem remians as the models poly count is slightly too big for FS2 to run as a single object. Could you please divided them so no model is over 850 polys per object? (meaning each model needs to be divided once or twice and then glued together again). I still need to learn how to use TS to do this and have been searching the net for tutorials.

   If you have the time/interest for this, thank you in advance...
Title: Official Robotech Mod Thread
Post by: AncientAngel on February 08, 2004, 04:03:55 am
I don't know if I can cut the polys down that low for most of those models. There is just to many angles on the bulk of those ships and if I went back and cut out some of those polys it will end up stretching the texture on it. The scary thing is that out of all of the Robotech models I have done none of them have been under 1200 polys. I think the lowest one yet was the Ikazuchi at some where around 1,800 but yet the Alpha fighter is close to pushing 3K.

I can keep converting these ships over but at best I could only shave maybe 5% off the poly count on each model. In some cases it may not be worth the effort to drop the count down vs the ammount of time needed to do so.
Title: NO you misunderstand...
Post by: Star Dragon on February 08, 2004, 09:17:32 pm
the poly counts overall are fine (in fact you can have a model up to 5000 polys in FS2)
that is NOT the problem...

   The problem is the game cannot handle it as ONE object.

take any fed starship for example, usually made of 4 or 5 objects.

say you use 800 for saucer/neck, 800 for hull, and 800 each for the pylons, warp nacels.

that give you a total of 3,200 polys but no object over850 and runs just fine in game...

see?

We need a tutrorial for this so I can learn how to edit game ready models...
 
   "Give a man a light and he smokes for a day, set him on fire and he smokes for the rest of his life (however short that is)" :lol:
Title: Official Robotech Mod Thread
Post by: Bobboau on February 08, 2004, 09:30:36 pm
umm, no, HT&L can handle as many pollies as you wish to through at it
Title: you forget
Post by: Star Dragon on February 08, 2004, 09:34:05 pm
All my mod projects are planned for RETAIL FS2

   Here angel, the Ent-F made of 5 subobjects for a TOTAl of 2200 polys...

http://photo.starblvd.net/Star_Dragon/2-3-3-1072834861?m=0&pg=1&ro=2&co=2
Title: Official Robotech Mod Thread
Post by: Baron MacDoblin on February 11, 2004, 12:50:40 pm
Nice models. BTW, I remember at one point you were asking about the Macross mod, here's a link: http://macross.solsector.net Same guy does work for a HW2 mod, IIRC.
Title: thanks
Post by: Star Dragon on February 13, 2004, 04:24:46 am
But I went there a while ago when you PM'ed me and was gently shooed away as he is a PURE MACROSS modder and I had nothing to add...

  BTW bad news but, I may be offline for the next 2 to 3 months.. Illness and lack of work hours is forcing my other priorities to exhaust my funding so Cable may have to go bye bye and get replaced by dial -up when I can afford the access again..
Title: Official Robotech Mod Thread
Post by: AncientAngel on February 16, 2004, 02:04:20 pm
Yeah his name is Lestat... who is very easy to work with and talk to but as it has been mentioned he is strickly Macross and nothing else.
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 20, 2004, 05:29:04 am
So, is this mod dead Or the development is going on?
Title: no
Post by: Star Dragon on February 20, 2004, 07:42:00 am
If you have done a search from the beginning you would see that this has been in development for a while.. though only half as long as my Star Trek project. all are still ongoing and well stay that way unless I officially post otherwise..
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 20, 2004, 07:51:28 am
Good :)


oh, and if you need help let me know
Title: actually I need some help
Post by: Star Dragon on February 20, 2004, 09:39:13 pm
I've been looking but no luck finding the following information:

  1 (primarily) HOW to make a large polygon object into subobjects, ie FS cannot handle a model over 850 polygons unless it is made up of subobjects (each of which under 850 polygons).

  2. (Secondary) How to apply a texture map to a surface.

  The first part is most crucial as this is what is keeping me from postin gsome battle scenes with the models AA gave me... Especially now I know how to turret them!

  BTW, should I wait to turret them until after they have been made to fit or can I turret them NOW and subobject them later?
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 21, 2004, 03:26:25 am
I can surely help you on those things, i've done them a lot of times. email me at [email protected]
Title: one more thing
Post by: Star Dragon on February 21, 2004, 04:36:01 pm
For the mega cross multiverse project, Getter (me) and Basara (fire bomber from Macross 7) will have a duet. One voice in Japanese the other in English but using the SAME SONG). this should be interesting as a weapons test.
 
   These new aliens cannot be swayed by emotion so Basara and Sound force, at first, are powerless against them. Only later changing to a more military type application of anima spiritia do they have a chance of victory as these aliens cannot be reasoned with. They do not mearly suck spiritia out of victims leaving them alive to regenrate and feed them later. They are here to kill all life forever.

   They are the "anti-life"... The circle has been broken...

   "And so it begins"
Title: Official Robotech Mod Thread
Post by: TrashMan on February 21, 2004, 05:55:59 pm
WEll...I started to work..

My original SDF-1 was broken up into segments, and just gluing/unioning them together isn't going to cut it..

SO I saterted from scratch..
PIC DELETED


The part in the middle is one object and now I came to a little dilema..
Do you by chance have any Pic of the SDF-1 from above of from below...

Something here stinks... the combined width of the two parts of the Main gun is lot's smaller than the width of the section with the two "chest engines"...

I'm having trouble picturing just how that falls in together (I't been a while since I saw the show)
Title: Official Robotech Mod Thread
Post by: Liberator on February 21, 2004, 09:21:55 pm
http://web.mit.edu/revprez/www/amdg/roboguide/naval-sdf1-2.gif
Title: Hmm
Post by: Star Dragon on February 22, 2004, 12:42:04 am
Why don't you use AA's model (remember the 6000 poly one?) and just rotate it to see the bottom or any angle you need? Do you need me to send it, I thought you had it already for evaluation..
Title: Official Robotech Mod Thread
Post by: TrashMan on February 22, 2004, 11:06:54 am
Lost the model.

Thanks Liberator, that pic will do!
Title: Re: Hmm
Post by: ryuune75 on February 22, 2004, 12:40:15 pm
Quote
Originally posted by Star Dragon
Why don't you use AA's model (remember the 6000 poly one


You mean this one or there is another?


(http://server6.uploadit.org/files/ryuune-screen02.jpg)


edit: this one is from Macross DYRL movie, so it wont really fit a Robotech mod well...the pics posted above are from the TV serie version.
Title: yup that's it..
Post by: Star Dragon on February 22, 2004, 01:03:19 pm
Macross is the first part of robotech so the SDF-1 is VITAL to the mod.

  Actually I know the animation is better in DYRL so that version would be preferred. It's not like it's representing a totally different ship. Like using the SDF as an ARMD or an REF cruiser. Such a gross mistrepresentation would be totally unacceptable. But since it IS the same type vessel the best version should be used

  BTW it's great to see the battloid! Good Stuff!
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 22, 2004, 01:11:23 pm
I am thinking... everyone  is working alone on those models, it can't be possible to join forces to create a Macross/Robotech TC? Is anyone interested in such a project?
Title: Actually
Post by: Star Dragon on February 22, 2004, 01:48:49 pm
There is only you and Trashman.. and he is busy with several projects (including REF and Star Trek that I initiated) so beyond that no other modlers I am aware of are interested in macross or robotech. I mean besides the original mod team but they disbanded over a year ago with no thoughts of regrouping AFAIK...
Title: Official Robotech Mod Thread
Post by: TrashMan on February 22, 2004, 03:08:07 pm
Progress report:
So far:
(http://www.swooh.com/peon/Trashman/Pics/SDF-1.JPG)
That's 2700 polys (triangulated!...but I will delete any ecess edges anyway, so it should fall down to 2100 polys).
that's without the two carriers (approx 160 polys each..)
Title: Official Robotech Mod Thread
Post by: Bobboau on February 22, 2004, 03:13:42 pm
don't do that, the lighting model likes lots of verts
Title: Official Robotech Mod Thread
Post by: TrashMan on February 22, 2004, 03:58:22 pm
Just noticed that I screwed the "legs" a bit..have to fix that...
Title: Official Robotech Mod Thread
Post by: aldo_14 on February 22, 2004, 04:09:00 pm
2700 poly's seems a bit....much IMHO.  Hard to tell without wireframe, natch.
Title: Official Robotech Mod Thread
Post by: TrashMan on February 22, 2004, 04:19:26 pm
2700 polys ain't much... I figure that the whole hull, once I'm done won't be more than 3000 polys.
Title: Re: Actually
Post by: Unknown Target on February 22, 2004, 06:23:51 pm
Quote
Originally posted by Star Dragon
There is only you and Trashman.. and he is busy with several projects (including REF and Star Trek that I initiated) so beyond that no other modlers I am aware of are interested in macross or robotech. I mean besides the original mod team but they disbanded over a year ago with no thoughts of regrouping AFAIK...


Max's dissapeared again, Nico/Venom doesn't want to work on another mod, I'm too busy, and Gortef rarely shows up :(

BUT, might I suggest doing a DYRL? mod instead of a Robotech one? The storyline and animation are much better all around, and you have a wider (usually more mature :D) community base.
Title: Re: Re: Actually
Post by: ryuune75 on February 23, 2004, 02:01:24 am
Quote
Originally posted by Unknown Target
BUT, might I suggest doing a DYRL? mod instead of a Robotech one? The storyline and animation are much better all around, and you have a wider (usually more mature :D) community base.


I actually am working on a Dyrl mod, not a robotech one, it's almost done, models, music and all,  i only need to put some good missions togheter, but i'm not yet good with fred....

I also need to find some solution for the trasformations...
Title: sorry but
Post by: Star Dragon on February 23, 2004, 02:41:34 am
The WHOLE story needs to be told. That why I intend on going back and doing Southern Cross (Super Dimensional Calvary in Japan), when the ground mod stuff is established.. Hovertanks and all! Bring on the cyclones and ground troops!

   Besides my project is two fold, first to expand the original mod and recreate as many of the missions as possible. (I kill Roy and everything, you even hear the moment he is mortally wounded!), then later do REF (Robotech II The Sentinels). Don't know if you've seen the movie but it was an aborted premier for teh new series. After they dumped the project Robert McKinney (I think) wrote the books, which I enjoyed, but the last one (End of the circle) really turned me off..

  BUT it DID inspire me to do my own take on those events and do the Multi-Cross Universe thing.  Including my spectacular death scene MUhahaha (wait why am I laughing at killing my namesake?) :drevil:
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 23, 2004, 04:19:07 am
Sorry Star Dragon, but i think you are aiming a little too high, do you really think you can do a mod this huge, especially by yourself? I'm aiming in doing a much smaller mod, and still there is a huge amount of work to be done.

And beside, i don't think it will be ever possible to have ground troops and the like in FS2 engine....unless you are planning to do it in another engine of course.

And finally, but this is just my opinion, Southern cross sucks really bad, both in story and mecha design; Mosperada is a little better (cyclones are cool), but still pretty bad compared to Macross...
Title: Re: sorry but
Post by: Nico on February 23, 2004, 04:27:44 am
Quote
Originally posted by Star Dragon
Southern Cross (Super Dimensional Calvary in Japan),

Or anywhere else, SDC is the name of the original series, not the japanese name of that part of robotech.
But whatever.
Title: Official Robotech Mod Thread
Post by: aldo_14 on February 23, 2004, 04:46:03 am
Quote
Originally posted by TrashMan
2700 polys ain't much... I figure that the whole hull, once I'm done won't be more than 3000 polys.


I meant for the level of detail.....although symmetric models do tend to look less detailed.  

Like I said, it's hard to judge properly without seeing the wireframe (and even that's tough from a static render).....
Title: some developements
Post by: Star Dragon on February 23, 2004, 05:48:22 am
You probably haven't heard about the GROUND MOD project... This would involve MECHA and planetary combat. This was started last year and I saw the initial screenshot... I have it somewhere but this was prelimmenary only. I also did some experiments like the interior of the SDF-1 (you have to destroy the enemy squadrons that got inside). I used pieces of the Death Star innards from X-wing Alliance... So much of what we need CAN be done. The biggest problem is GRAVITY, then again I remember some discussions about it but nothing specific. Don't know if progress has been made since last year (the main people have been involved in other projects) plus it's a job mainly for the coders and fredders, but the point was it was definately feasible...  

  As for a big project let me ask you this. If you are the only one with a vision, would you sit by and wait for someome to do it for you even if you had to wait years or would you get off your butt and DO something no matter how small...

  For example I am ready to mix the english and japanese song I collected for Basara and Getter's duet to test the new Anima Spiritia weapon system. The songs are offset by like a .2 second delay so twice in the song I have to manually resynchrinize them. This going out of phase will be a cool thing cause I can make NPC voices warn that they have to get back into synch.. This will mainly be a cutscene kind of thing but still will be cool cause when you play the same song from 2 sources it make a wierd harmony. The main difference is that one voice is in Japanese and the other in English , but the beat and back up singers are the same!!! The first time I did this just to see what would happen and I knew I just had to include this...  Oh NOT for RT2, but for the cross-universe thing... :cool:
Title: Re: some developements
Post by: ryuune75 on February 23, 2004, 07:06:21 am
Quote
Originally posted by Star Dragon
You probably haven't heard about the GROUND MOD project... This would involve MECHA and planetary combat.


In fact i havent' heard of it, but let me say i don't think a project like this will ever be finished, even if we have the source code of FS2, changing the engine to a space sim to a mechwarrior type game is simply near to impossible.
Of course you can have a landscape under you and a skybox, i've done that too, and also i have the same idea as you of creating missions inside the macross (just like in the movie), or inside Zentraedj ships, it's pretty easily feasible, but from that to having tanks and infantry combat, well, dunno...... :blah:

Quote
Originally posted by Star Dragon
As for a big project let me ask you this. If you are the only one with a vision, would you sit by and wait for someome to do it for you even if you had to wait years or would you get off your butt and DO something no matter how small...


I'm not saying about wating for others to do it, in fact i'm working hard too on my project, and i'm having big difficulties but also big results, i have a near finihed Macross game here, i'm talking about a TOO big project, and the fact that might need a team, not only a single person working on it. I mean, modelling, texturing, coding, making the interface, the sounds, the music, testing, making good mission and campaigns...... how many years will it take??

Anyway, as you too are working also on the Macross part of robotech, what do you thing about working togheter on that part? It will surely not hurt to excange models/textures/sounds or simple knowledge, right?
Title: Re: Re: Re: Actually
Post by: Unknown Target on February 23, 2004, 07:39:30 am
Quote
Originally posted by ryuune75


I also need to find some solution for the trasformations...


Here, it's one of the last things we did (credit goes to r0nin).
It's coded so that it'll switch your ship to the ship right below it in the tables.
It's still a beta, but good luck. You can get it off r0nin's sitehere (http://mywebpages.comcast.net/r0nin).
Title: Re: Re: Re: Re: Actually
Post by: ryuune75 on February 23, 2004, 08:09:30 am
Quote
Originally posted by Unknown Target


Here, it's one of the last things we did (credit goes to r0nin).
It's coded so that it'll switch your ship to the ship right below it in the tables.
It's still a beta, but good luck. You can get it off r0nin's sitehere (http://mywebpages.comcast.net/r0nin).


Damn! This is just what i need! Now if only i can get the SCP guys to put this in the official releases..... :nervous:
Title: Official Robotech Mod Thread
Post by: TrashMan on February 23, 2004, 01:42:30 pm
My ****** browser doesn't want to poen half of the Robotech pages!!!
Anyone have a side view of the SDF-1?

And ...take my advice...scale it to AT LEAST 6km....
The official numbers clash with the scenes from the series...Now I did some calculations and in several scenes SDF-1 appears about 900m long, but on most it appears longer than 4km...
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 23, 2004, 03:13:05 pm
Quote
Originally posted by TrashMan
And ...take my advice...scale it to AT LEAST 6km....
The official numbers clash with the scenes from the series...Now I did some calculations and in several scenes SDF-1 appears about 900m long, but on most it appears longer than 4km...


No way, i don't care if sometimes the animation sometimes showed some errors on proportions (Macross was a very low-budget anime after all), the Macross is 1200m long, and in most of the serie it was evident; it was much smaller than the average zentraedi battleships, you can clearly see that when it "punches" them with prometeus, and those were 2000m long.
Title: Official Robotech Mod Thread
Post by: Liberator on February 23, 2004, 03:33:29 pm
Umm, didn't it use the Daedalus for that manuver.  I thought the Prometheus was the more conventional looking carrier
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 23, 2004, 03:49:14 pm
Quote
Originally posted by Liberator
Umm, didn't it use the Daedalus for that manuver.  I thought the Prometheus was the more conventional looking carrier


You're right, my fault...  :o
Title: Official Robotech Mod Thread
Post by: TrashMan on February 23, 2004, 04:03:59 pm
I remember that a whole city was inside that thing....I'm not talking people-vise...there were buildings, roads, even a damned stadion.. (Hell, a normal carrier from today can house 5000 crewmen, but those are stacked up like sardines).

Now all that couldn't fit inside it even if it were 1,5 km WIDE (which would make it about 6km long).. A stadion alone is 200m at least.

Not to mention that the scale in FS2 is completely screwed up, and that a 2km long destroyer doen't look that large at all...
And the SDF-1 is supposed to be freakin HUGE!
Title: good stuff...
Post by: Star Dragon on February 23, 2004, 04:38:14 pm
I thought there was a way to go fully back and forth. Right now "g" turns fighter to Gerwalk. Then place the battloid under the gerwalk model in table. That's a major improvement but still a one-way trip, got to keep that in mind.

[edit]  Oh and BTW sometimes you have to ignore "offcial" numbers. I experienced this with Star Trek ships. In order to make the player feel like they were in a fighter or shuttle I had to often blow up a ST ship 3-4 times larger than the official number in Model View. Otherwise seeing the player ships next to the starships would look silly and totally out of scale.

  My rule of thumb was to keep opening fred and placing the resized model next to a fighter or shuttle and see how it looked in game (using landmarks like docking ports, windows, shuttle bays, ect) depending on which starship it was...  This often produced clashes with different ship classes but I decided to err on the side of playability and player scale NOT any set of numbers... That's why the romulan Warbird is like over 2000 meters, and also why the defiant is MUCH larger than in ST cause of the shuttle port under the hull has to fit a player shuttle for docking (the circle on the bottom launched a shuttle in one episode...)


    So don't fell restricted by ANY numbers!!! Only Game limits and movie/ty depictions should rule. There were around 30,000 macross citizens who rebuilt their city in the SDF-1. When Rick and Minmei got lost below decks rick charted out passages of possible escape for over 2 weeks (by the third week a construction accident opened a deep hole over the section they were in) So the SDF-1 is Ridiculously enormous! This may be a challenge in game cause of any radical manuevers the fortress may make while the player is in the area (I've been slapped around in ST a lot cause I was too close to a fed ship changing course to engage) ;)

  Only onecomment though, I May be wrong but the shoulder cannons (meaning white cow part that splits and bend over shoulder to fire in humanoid form) looks a wee bit long? Looks awesome otherwise!!!!
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 24, 2004, 02:34:57 am
Quote
Originally posted by TrashMan
I remember that a whole city was inside that thing....I'm not talking people-vise...there were buildings, roads, even a damned stadion.. (Hell, a normal carrier from today can house 5000 crewmen, but those are stacked up like sardines).


A carrier is long at average 300 meters, while the Macross is 1200 meters, so it means the space inside is 64 times (4^3)larger than a modern day ship, so the crew of such a ship can be 5000 * 64 = 320.000 people; now if i'm not wrong there were 30.000 civilians on board, so they will fit. Yes, a city of that size won't probably fit inside the macross (they should have little apartments), but well, those are the number and i follow them.
Another point is that the Prometheus and Daedalus are normal modern day carriers, if i make the Macross 6km long thoshe things will became 1.5 km long and such seafaring ships can't possible exisit.
Point 2, if the Macross is 6km long the Thuverl Salan cruisers will be 10 km long to keep the scale, and the Nupetiet Vergnitz flagship will be a freaking 20km long ship.... how can i put them in a map (and i usually need a lot of them) without screwing up the gameplay i don't know (and don't talk about texture distorsion)... and what about beams that vanish at 30km? How are such huge ships going to hit each others? The actual size is just fine.

Quote
Not to mention that the scale in FS2 is completely screwed up, and that a 2km long destroyer doen't look that large at all...
And the SDF-1 is supposed to be freakin HUGE! [/B]


Well, that's what you think, but when i fly over an Orion it looks  enormous to me.....
Title: Re: good stuff...
Post by: ryuune75 on February 24, 2004, 02:42:40 am
Quote
Originally posted by Star Dragon
I thought there was a way to go fully back and forth. Right now "g" turns fighter to Gerwalk. Then place the battloid under the gerwalk model in table. That's a major improvement but still a one-way trip, got to keep that in mind.


What do you think? Are you referiing to that "roboBuild" posted above? If that so you can go back and forth any time you want....

Quote
Originally posted by Star Dragon
My rule of thumb was to keep opening fred and placing the resized model next to a fighter or shuttle


Lol, a Valkyrie next to my 1200 meters Macross is already invisible...


Quote
Originally posted by Star Dragon
Only onecomment though, I May be wrong but the shoulder cannons (meaning white cow part that splits and bend over shoulder to fire in humanoid form) looks a wee bit long? Looks awesome otherwise!!!!


What model are you talking about? If it's Trashman one's, yes they are way too long...
Title: Official Robotech Mod Thread
Post by: Nico on February 24, 2004, 02:42:58 am
Quote
Originally posted by ryuune75

Well, that's what you think, but when i fly over an Orion it looks  enormous to me.....


For the rest, I agree with you, but not there. It looks as big as how a fernis should look like. Don't believe me? run into one of the big turrets, yeah, ram them. They look, well, reasonably big, from the cockpit. Switch to external view. I'll let you conclude ;).
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 24, 2004, 03:04:24 am
Quote
Originally posted by Nico


For the rest, I agree with you, but not there. It looks as big as how a fernis should look like. Don't believe me? run into one of the big turrets, yeah, ram them. They look, well, reasonably big, from the cockpit. Switch to external view. I'll let you conclude ;).


It's simply a thing called perspective, change it and ships will look bigger, but in no way i'll change the real sizes for some perpective errors.
As of now i can have dozens of battle pods swarm over the Macross and they are so tiny you cannot see them at all from the external view of the Macross at max zoom. This is "huge" in my point of view
Title: Official Robotech Mod Thread
Post by: Nico on February 24, 2004, 03:21:45 am
Quote
Originally posted by ryuune75


It's simply a thing called perspective, change it and ships will look bigger, but in no way i'll change the real sizes for some perpective errors.
As of now i can have dozens of battle pods swarm over the Macross and they are so tiny you cannot see them at all from the external view of the Macross at max zoom. This is "huge" in my point of view


I know what it is ( man, that FOV thing in the SCP is something I've asked for for ages ). And I didn't say anything about changing scales. I was just pointing out the fact, nothing else.
As for the pods, problem isn't the SDF1 is huge, rather the pods are tiny.
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 24, 2004, 04:04:08 am
Quote
Originally posted by Nico
I know what it is ( man, that FOV thing in the SCP is something I've asked for for ages ).


I know. Btw, what fov you like to use to make the ships looks bigger?

Quote
Originally posted by Nico
As for the pods, problem isn't the SDF1 is huge, rather the pods are tiny.


No, not really, they are over 20meters tall, pretty much like FS2 fighters, Valkyries on the other hand are much more smaller (12 meters tall in battroid form)
Title: Official Robotech Mod Thread
Post by: Nico on February 24, 2004, 05:03:10 am
no, I mean on screen. I know they're tall, a zentraedi has to fit in, after all.
What fov? dunno, haven't played much with it :p
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 24, 2004, 05:08:41 am
Quote
Originally posted by Nico
no, I mean on screen.


What's the difference?
Title: Re: good stuff...
Post by: Unknown Target on February 24, 2004, 05:45:22 am
Quote
Originally posted by Star Dragon
I thought there was a way to go fully back and forth. Right now "g" turns fighter to Gerwalk. Then place the battloid under the gerwalk model in table. That's a major improvement but still a one-way trip, got to keep that in mind.
 



Incorrect, you can go back and forth. I think when you hit fighter, it looks one ship up, and gerwalk one ship down. I am 100% sure that this worked.

Oh, wait! I think I might know. Are you still using the old method? Create a new mission, and DON'T put in the SEXP for the old "Turret01" self destruct thing.
Title: Official Robotech Mod Thread
Post by: Nico on February 24, 2004, 06:57:26 am
Quote
Originally posted by ryuune75


What's the difference?


ghhhhh!!!...
Nevermind
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 24, 2004, 07:03:06 am
Quote
Originally posted by Nico


ghhhhh!!!...
Nevermind


Just joking, i know what you mean :)


edit: this is off-topic, but i just clicked your links... you have made that model of the Arcadia? And you put it in FS2??? Please tell me i can have it!!!! :eek2:
Title: Thanks Unknown...
Post by: Star Dragon on February 24, 2004, 07:08:05 am
I just DL'ed the robo-build and placed in in my RT folder so when I get i the mood for RT stuff again I will try it out. Right now I am fighting TS and PCs with turreting and NOT losing the lights I used trueview to glues to the model's turrets...

    I am seriously starting to think maybe memory leaks or something in the background is causing TS to lock up and corrupt my wip models.. like a virus or something, (hackers?) lol.. I did the cube thing and it worked, then made 4 turrets and they worked, now wanted to add 5 more then it all went straight to hell..
Title: Official Robotech Mod Thread
Post by: TrashMan on February 25, 2004, 06:59:28 am
Who said that the Prometheus and Dedalus are normal carruers? Maby they are super carriers? Larger that normal ones (it seemed so in the begining scenes of the show..)

Scale it t 1.2 km and it will look crap..
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 25, 2004, 07:13:11 am
Quote
Originally posted by TrashMan
Who said that the Prometheus and Dedalus are normal carruers? Maby they are super carriers? Larger that normal ones (it seemed so in the begining scenes of the show..)

Scale it t 1.2 km and it will look crap..


They ARE normal 300-400 meters carriers, just look at their bridges, they are scaled like a normal modern day carrier. Or just look at the Valkyries when they take off from the runway, compare the size, and if they were 1.5km behemots the runway will be able to lauch more than 2 fighters at a time.
Or if you want better and clearer comparison, take a look at the daedalus attack: when the daedalus is inside the enemy ship the front door opens and you can see aligned inside the ship something like 2 monster and in front of them 4 or 5 tomahawk destroids, and they occupy the entire width of the ship....

Live with it, the Macross IS 1200meters, like it or not...
Title: Official Robotech Mod Thread
Post by: Nico on February 25, 2004, 07:28:54 am
Quote
Originally posted by ryuune75


Just joking, i know what you mean :)


edit: this is off-topic, but i just clicked your links... you have made that model of the Arcadia? And you put it in FS2??? Please tell me i can have it!!!! :eek2:


you can, but it has a couple pbs: the "missile" turret has flipped normals, and for some reason, I never managed to get it to shoot at anything. turrets aim, and... they keep aiming... and... nothing.
And the LODS for that mesh are possibly the worst things I've ever modeled, I kind of rushed them :p ( and I didn't make debris, Woomeister, while converting, added those crappy ones. I didn't want debris, the Arcadia is not supposed to die!!!!!! :p ).
It also has something like 20 maps, btw :p

Oh, and the SDF1 is indeed 1.2km long.

btw:
http://www.merzo.net/robotech/mechasizes.htm

I thought the Invid were larger :blah:
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 25, 2004, 07:39:15 am
Quote
Originally posted by Nico
you can, but it has a couple pbs: the "missile" turret has flipped normals, and for some reason, I never managed to get it to shoot at anything. turrets aim, and... they keep aiming... and... nothing.
And the LODS for that mesh are possibly the worst things I've ever modeled, I kind of rushed them :p ( and I didn't make debris, Woomeister, while converting, added those crappy ones. I didn't want debris, the Arcadia is not supposed to die!!!!!! :p ).
It also has something like 20 maps, btw :p


Thanks! It's a wonderful mesh, oh, i maybe can solve thos problems myself, especially the turret ones...i want to make them huge badass beam cannons! THe lods i never bothered with, and for the debris, as you say, the Arcadia can't be destroyed! :)
But... there is some place where i can dowload it?? Or you can send me by mail?



Quote
Originally posted by Nico
I thought the Invid were larger :blah:


They can't be large, if the can be destroyed by a little Cyclone... even the Alpha fighter is much smaller than a Valkyrie!!
Title: Official Robotech Mod Thread
Post by: Nico on February 25, 2004, 07:42:50 am
I'm gonna upload it, will be simpler.

Btw, for size chart:
http://www.robotech.com/community/login.php?redirect=Location%3A%20%2Finfopedia%2Fsizecomparison%2F%3F&message=You%20must%20first%20login%20to%20Robotech.com%20before%20you%20can%20browse%20the%20expanded%20mecha%20comparison%20charts.

you need to register, tho, but heh, if you're doing a robotech mod, at least, be registered to the official robotech website :p
Title: Official Robotech Mod Thread
Post by: Nico on February 25, 2004, 07:49:47 am
http://www.swooh.com/premium/venom/FS2files/harlock.rar

There you go. I suggest you reconvert it, it's not scaled right ( I think I made it ten times its real size, should be around 300 meters iirc ), and it was when PCS wouldn't smooth the meshes, and this one needs it. Badly.
Honestly, it looks cool on the pics, but that mesh is old and really messed up.
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 25, 2004, 07:57:42 am
Quote
Originally posted by Nico
I'm gonna upload it, will be simpler.

Btw, for size chart:
http://www.robotech.com/community/login.php?redirect=Location%3A%20%2Finfopedia%2Fsizecomparison%2F%3F&message=You%20must%20first%20login%20to%20Robotech.com%20before%20you%20can%20browse%20the%20expanded%20mecha%20comparison%20charts.

you need to register, tho, but heh, if you're doing a robotech mod, at least, be registered to the official robotech website :p


Thanks! No prob about the FS2 stupp, i just need the mesh! :)

Btw, i know the site but i'm doing a Macross mod, not Robotech, and i have a lot of other sources... and anyway all the technical aspects of Macross mecha are all in my head, along  with the ones of Gundam :)
I'm mecha addicted!
Title: Official Robotech Mod Thread
Post by: Nico on February 25, 2004, 08:04:23 am
Ah, cool, I prefer Macross to Robotech ( even tho I still like robotech ).
Btw, I also have the YF19 and YF21 somewhere, but they... well, they're my two first low-poly meshes ever :p

http://www.swooh.com/premium/venom/variouspics/yf21.jpg

The 19 is better, but I don't have an uploaded pic of it.

edit: well, I have, now:

http://www.swooh.com/premium/venom/variouspics/yf19.jpg
Kind of forgot to UV-map the back turret, it seems :p
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 25, 2004, 08:51:33 am
Nice ones, not at par with your later models (i have downloaded some) but still nice! Well, i can't model a cube, so... :)

I too I've seen Robotech first, many years ago, but now i'll stick with the original product. And Macross plus is great!

Anyway, my TC is almost completed, models, tables, music and sounds are all done, maybe i'll relase a beta version if someone is interested... i just need make some decent missions...
Title: Did you say BETA?
Post by: Star Dragon on February 26, 2004, 07:57:04 am
Where's the link!!! :nod:

  Anyway Plus was ok, decent grudge fight, But MACROSS ZERO is the shiznit! Traditional animation for the characters and backgrounds, however the mecha are in full CGI. I watch the battle scenes over and over... SWEET! I have up to episode 3 I hope they make this a LONG series...
Title: Official Robotech Mod Thread
Post by: Nico on February 26, 2004, 08:03:38 am
No, it's an OVA series, I think there's 6 episodes planed. With 3 episodes a year, anyway, can hardly be another way.
I'm trying to get Macross 7 on kazaa, but huh, I didn't think that one was this long: about 50 episodes :p
Since Macross ( the very original series ) is finally going to be released in France on DVD ( next month, can't wait, it's a darn beautiful collector edition as well ), maybe Macross7 will follow...
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 26, 2004, 10:33:44 am
Quote
Originally posted by Star Dragon
Where's the link!!! :nod:


I've not told it's ready yet!

Quote
Originally posted by Nico
No, it's an OVA series, I think there's 6 episodes planed. With 3 episodes a year, anyway, can hardly be another way.
I'm trying to get Macross 7 on kazaa, but huh, I didn't think that one was this long: about 50 episodes :p
Since Macross ( the very original series ) is finally going to be released in France on DVD ( next month, can't wait, it's a darn beautiful collector edition as well ), maybe Macross7 will follow...


Macross is being released here in Italy too rigth now in a new DVD collection :)

Macross 7... what the hell is Macross 7?

Ahhhh, yes, you mean that anime with a big ship with a shotgun, speakers-shooting robot  with guitars instead of control sticks....and aliens who eat the soul of humans...
:ick: :ick: :ick:

I'd have Macross 2 (even if it's pretty bad too) over Macross 7 anyday.
Title: Official Robotech Mod Thread
Post by: RangerKarl on February 26, 2004, 10:47:12 am
You forgot the boobed Valk. That one was just odd, weird Chiba. At least Mac 7 gave us Full Armor VF-11 :D
Title: Official Robotech Mod Thread
Post by: Nico on February 26, 2004, 10:54:00 am
the boobed valk?
Title: Official Robotech Mod Thread
Post by: RangerKarl on February 26, 2004, 10:58:14 am
Mylene Jenius' VF-11 Kai MAXL. It had boobie speakers.
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 26, 2004, 01:01:42 pm
Quote
Originally posted by RangerKarl
You forgot the boobed Valk


I tryed to forgot that on purpose!!! :ick:
Title: Official Robotech Mod Thread
Post by: Unknown Target on February 26, 2004, 02:04:50 pm
Uhhh....do you mean the armored veritech? (I forget what it's called in Macross).

It was shown in an episode, flown by Rick/Hikaru. Nicknamed the "Sumo" in Robotech. Is that the one?
Title: Official Robotech Mod Thread
Post by: Nico on February 26, 2004, 02:21:50 pm
Quote
Originally posted by ryuune75
Macross 7... what the hell is Macross 7?

Ahhhh, yes, you mean that anime with a big ship with a shotgun, speakers-shooting robot  with guitars instead of control sticks....and aliens who eat the soul of humans...
:ick: :ick: :ick:


It's like that? Didn't know.
Title: Official Robotech Mod Thread
Post by: Nico on February 26, 2004, 02:24:06 pm
google is your friend:
(http://www.steelfalcon.com/Macross/Images/VF11kai.gif)
(http://www.steelfalcon.com/Macross/Images/VF11Kcolor.gif)
and indeed... hemm...
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 26, 2004, 02:55:36 pm
Quote
Originally posted by Unknown Target
Uhhh....do you mean the armored veritech? (I forget what it's called in Macross).

It was shown in an episode, flown by Rick/Hikaru. Nicknamed the "Sumo" in Robotech. Is that the one?


It's indeed called "armored valkyrie", it's a valkyrie with a GPB (Global Protect System, i think...) armor module added, but what he was referring to it's not that, because that is a VF-1 Armored valkyrie, and in macross 7 you got to see the VF-11 armored valkyre

The VF-11 is the standard mass produced valkyrie in Macross 7
Title: Official Robotech Mod Thread
Post by: Nico on February 26, 2004, 02:57:58 pm
In Macross Zero, they call that armor a "reactive armor".
The VF-11 should be old in Macross 7 already, since it's supposed to be replaced by the winner of the Nova project in Macross Plus.
Title: then
Post by: Star Dragon on February 26, 2004, 03:01:25 pm
you wouldn't like the whole Mazinger saga.. or Getter as Venus and Aphrodite mecha have Breast Missiles, "Breast Missiles FIRE!"
   
   Now THAT's girl power!
 ;7

   Of course these were from Go nagai (my god, lol) also creator of Keiki Kanen (the world's first NAKED superhero! U know they actually made 3 live action movies off that anime? In the second movie she got a naked sidekick, he he)... ;7

   Macross 7 RULES! FIRE!!!!!!!!!!!!!!!!
Title: Do you mean
Post by: Star Dragon on February 26, 2004, 03:03:37 pm
The Super Veritech? The Armred veritech Rick flew to save Lisa's shuttle that was attacked en route to Earth?
Title: Re: Do you mean
Post by: ryuune75 on February 26, 2004, 03:05:10 pm
Quote
Originally posted by Star Dragon
The Super Veritech? The Armred veritech Rick flew to save Lisa's shuttle that was attacked en route to Earth?


No that's another one, the armored is the one Rick used to attack the recon craft of the 3 zentraedi that later will infliltrate the macross...
Title: wow
Post by: Star Dragon on February 26, 2004, 03:08:54 pm
I remember in Battle tech we used to call that a CRUSADER, baiscly any wasp , stinger, or phoenix hawk mecha with the armor/weapon module package...
Title: Re: then
Post by: ryuune75 on February 26, 2004, 03:11:14 pm
Quote
Originally posted by Star Dragon
you wouldn't like the whole Mazinger saga.. or Getter as Venus and Aphrodite mecha have Breast Missiles, "Breast Missiles FIRE!"


Hey, that's different! Mazinger it's a super-robot, it's not suppesed to be realistic or serius, it only need to be super cool, super powerful, and funny! (rebember Boss robot?)

Macross instead is a space opera, it has coherent  mecha design, and the valkyries were cheap mass produced war machines, not some kind of super heros.... so a boobed valkyrie don't really fit in there...

Oh, and what "girl power"? The two Mazinger girls were beaten to pieces every single episode... :ick:
Title: Re: wow
Post by: ryuune75 on February 26, 2004, 03:11:55 pm
Quote
Originally posted by Star Dragon
I remember in Battle tech we used to call that a CRUSADER, baiscly any wasp , stinger, or phoenix hawk mecha with the armor/weapon module package...


Yep that is the one!
Title: Re: then
Post by: Nico on February 26, 2004, 03:14:51 pm
Quote
Originally posted by Star Dragon
you wouldn't like the whole Mazinger saga.. or Getter as Venus and Aphrodite mecha have Breast Missiles, "Breast Missiles FIRE!"
   
   Now THAT's girl power!
 ;7

   Of course these were from Go nagai (my god, lol) also creator of Keiki Kanen (the world's first NAKED superhero! U know they actually made 3 live action movies off that anime? In the second movie she got a naked sidekick, he he)... ;7


keiki Kanen?
From Nagai, i know Cutey Honey ( same name in japanese ), which fits with your description. I searched your title on google, coz you never know, but it doesn't even seem to exist :p
Title: Re: Re: then
Post by: ryuune75 on February 26, 2004, 03:17:22 pm
Quote
Originally posted by Nico


keiki Kanen?
From Nagai, i know Cutey Honey ( same name in japanese ), which fits with your description. I searched your title on google, coz you never know, but it doesn't even seem to exist :p


Naaa he spelled bad, it's Kekko Kamen, and.... we'll you have to see to understand... :drevil:
Title: Official Robotech Mod Thread
Post by: Nico on February 26, 2004, 03:19:45 pm
Nah, ok, went "tilt" into my head. I remember now :p
He made so many weird things, can't remember everything :p
Title: how old are you Ryuune?
Post by: Star Dragon on February 26, 2004, 03:20:25 pm
I was born in 70 and by '76 I was watching Star Blazers and the whole Force Five series. It wasn't till like 81-82 I finally saw the horribly translated adn re-arrainged Mazinger Z Broadcast as Tranzor Z in the US..

  I love anime. As a child I would watch Tom and Jerry and looney tunes and say to myself (this is mindless and pathetic). I was a very unusual child ;) . When I finally found things worth watching I was hooked like crack! I even had two of the Shogun Warriors mechas (remember the 24" tall ones?" I had Great mazinger and my namesake Star Dragon!

  Yeah I remeber Boss robo.. the only thing I disliked about Go's animation was in every series there was "comic relief" characters that were poorly drawn in relation to the other characters. this was to visually set them apart cause of their role. NOT to be taken seriously Like Boss, Panhandle, Dr Sane,ect basicly all the silly goofball characters. Tochiero from harlock might qualify?

   BTW Ryuune, if you like original Harlock, try to see Harlock Saga (done just a few years ago) and the newset one. Cosmic Warrior Zero. It's decent but I really love the space battleship Khariyu! It kicks major ass! Plus it adds a little more to the Harlock legacy...

 I also have one of the OVA's of The Irresponsible Captain Tylon.. He's got a Jason Vorohies look alike in the crew, mask and all! !:lol:
Title: Official Robotech Mod Thread
Post by: Nico on February 26, 2004, 03:23:45 pm
Cosmo warrior zero, not comic warrior :p
Well, if you really like Harlock, dunno if you'll like:
Saga is very bad, honestly, and Zero, well, the idea behind it is very nice, the original chara design is nice ( there's some "original" characters, can you believe it??? ), but it's obvious they had no money. The technic is poor, and the series too short to make an interesting story.
Bw, the most famous Go Nagai robot in France is Grendizer ( and it's the best, of course :p )

edit: Tylor, I've seen the series ( my bro has the DVDs ), I love, but I've been told the OVA are less comical, and Tylor doesn't have as big of a role as in the series?
Title: HAHAHAHHAHHAAH
Post by: Star Dragon on February 26, 2004, 03:27:17 pm
No offense

   But do you know WHY it was most famous?

  Cause it was like number 1 in it's time slot cause Fance had like 2 main tv channels I believe and the other channel was showing NEWS at that time...

  Also known as UFO robot Atlas in Italy and Goldorak in France! I actually have a few of the theme songs in other languages

  "Tobe Grendizer"

   "goldorak Go!"

I am the total OTAKU! Fear my mindless devotion!

I never saw any tylor beyond the one ova I own but it seems to be like Nadesico. I LOVE nadesico cause the crew loves ANIME! and have a anime convention on the ship. I think it's a riot! anime characters who love anime and one of them does voice overs for a kids anime show! LOL!

GEKIGAN FLARE!  And yes the second I saw it I knew it was a rip of of me, er, I mean Go's character Star Dragon( getter robo) but I freaking LOVED IT! I scream out attacks also when I game

GETTER BEAM!
Title: Re: how old are you Ryuune?
Post by: ryuune75 on February 26, 2004, 03:30:09 pm
Quote
Originally posted by Star Dragon
I was born in 70 and by '76 I was watching Star Blazers and the whole Force Five series. It wasn't till like 81-82 I finally saw the horribly translated adn re-arrainged Mazinger Z Broadcast as Tranzor Z in the US..


I was pretty luky i think, cause here in Italy we have seen more anime than any other country, except of course for Japan itself, we really have seen EVERY '70, '80 and most of '90 series.... and Grendizer, as Nico say, it's the most popular ever in Italy too!

Star Dragon? I bet you mean Getter Dragon right? :)

Oh and i've seen Harlock Saga, indeed i have the DVD at home :) but as Nico says, it's pretty bad, didn't liked it at all, it was much better Queen Emeraldas...
Title: Re: HAHAHAHHAHHAAH
Post by: Nico on February 26, 2004, 03:36:23 pm
Quote
Originally posted by Star Dragon
No offense

   But do you know WHY it was most famous?

  Cause it was like number 1 in it's time slot cause Fance had like 2 main tv channels I believe and the other channel was showing NEWS at that time...

  Also known as UFO robot Atlas in Italy and Goldorak in France! I actually have a few of the theme songs in other languages

  "Tobe Grendizer"

   "goldorak Go!"

I am the total OTAKU! Fear my mindless devotion!


What are you talking about? Back then, there was 6 channels ( TF1, Antenne2, Fr3, Canal+, La 5, M6 ). Anyway I don't see the link with grendizer bieng more famous. It's the best coz it could beat Great mazinger and Mazinger Z together, by itself ( he so could that he really did actually ).
yeah, it's called goldorak in France.

As for Harlock, Endless Odyssey seems to be a winner, btw.
Title: sorry
Post by: Star Dragon on February 26, 2004, 03:45:37 pm
I remebered the article wrong.. It was comparing the two main channels for that timeslot for a year (78?)... More people watched Goldorak instead of the news :p

  BTW I only saw 1 movie in which Grendizer fought Great Mazinger and won. and that's ONLY because Koji told him about the weak spot in the middle of the back below the wing where he could be temporarily stunned and cause a system reboot. Until Orion (US name) took advantage of that I believe Grendizer was getting trashed..
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 26, 2004, 03:46:57 pm
Oh no dont' start a "Who's the strongest robot" debate please!!! :rolleyes:



'Cause we all know Mazinkaiser can beat them all :D
Title: Official Robotech Mod Thread
Post by: TrashMan on February 26, 2004, 03:53:08 pm
..I tought this was supposed to be a Robotech topic...

*SDF-2 isn't really a robot and neither is Escaflowne...so...*
*shouts: Daitan 3!!!*
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 26, 2004, 03:55:31 pm
Quote
Originally posted by TrashMan
..I tought this was supposed to be a Robotech topic...

*SDF-2 isn't really a robot and neither is Escaflowne...so...*
*shouts: Daitan 3!!!*


the Macross IS a robot :D  it can even punch enemy ships to death hehe....
Title: yeah but
Post by: Star Dragon on February 26, 2004, 05:12:42 pm
That's only when lisa is daydreaming about Rick in his flightsuit, Remember how she messed up a Deadalus attack and punched THROUGH the enemy cruiser instead of just penetrating it so the destroids could unleash their interior missile barrage?

   And you're right there is NO debate who the strongest robot is...
   http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=5545.jpg


   Hey did you hear about that purse snatcher in Japan? They didn't catch him yet. The witnesses all say "just a Gundam suit. No I couldn't be more specific, you know how they all look alike!"

   HAVE you seen this mecha? http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=468d.jpg

Yamato tribute
http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=88f0.jpg

Super Robot size chart for scale in SRW video games
http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=eaa4.jpg

The cast of Robotech at X-mas party!
http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=79fc.jpg

Robotech III (only for Dreamcast)
http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=c199.jpg


and lastly a NEW macross game in developement, but probably not for western distribution... :(
http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=e5dc.jpg


    I truly want to get gundams and other super robots into FS2, WHY not we have battloids right?
 
BTW this is old shoot of fight INSDE SDF-1 engine core
http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=5313.jpg

yes it is a piece of the innards fo the Death Star from XWA I folled around with fighting INSIDE large mdels to simulate space station and colony interiors like in Gundam..
Title: Official Robotech Mod Thread
Post by: TrashMan on February 26, 2004, 05:23:48 pm
It would be good thing if I could actually acess one of those pictures...
Title: What's the problem
Post by: Star Dragon on February 26, 2004, 05:30:53 pm
This should link directly to my new yahoo albumn. I click it from the thread and it opens fine for me..? anyone else having problems?

  I switched to this cause Starblvd is getting mega slow now..5 mins to load a webpage is too much!

   Ops! I respect lower life forms and all but there is a spider with a body the size of a dime on my bedroom wall I need to kill. I have no illusions of letting it bite me to see if it is radioactive... :p
Title: Official Robotech Mod Thread
Post by: Nico on February 27, 2004, 02:30:55 am
your site is in your cache, that's why. yahoo doesn't allw external linking.
Btw, in the mangas, Grendizer does kick both Great and Z together.
Oh, and the most powerful robot ever is w/o a doubt the Gunbuster. No contest :p
Title: Official Robotech Mod Thread
Post by: Setekh on February 27, 2004, 04:34:22 am
Email the pics to me ([email protected]), Star Dragon, and I'll upload them for you. :)
Title: Official Robotech Mod Thread
Post by: Unknown Target on February 27, 2004, 05:46:09 am
The VF-11 is the standard in Macross 7. Which sucks. Major balls.

I downloaded an episode, one of the first ones, and 70% of the battles were repeated animation, or really, really, really bad.
Title: Steak speaks!
Post by: Star Dragon on February 27, 2004, 08:30:39 am
Wow, I'm honored you'd show up here ;) . As for the pics thanks but they are not good enough for such attention. I'll just find a average upload site shortly.. Thing is I don't understand what I did wrong. People have links to thier photo's in yahoo and I did click that option, but people can't access it?

   Oh and Venom, yeah I'm willing to concede that Gunbuster is the most powerful of all. It was a hard thing to admit, as no mecha could withstand the Star Energizer, BUT for raw destructive fury no one can dish it out like the Big G! Wait that could be his new theme song?

  Big G...  Big G, Big G , Big G,  la,  la la, la la (sorry Big O).

   He he,  funny when I First heard of "The Big O" I thought it may be a hentai reference and that's why I watched it...

:lol:
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 27, 2004, 12:44:25 pm
Quote
Originally posted by Nico
Oh, and the most powerful robot ever is w/o a doubt the Gunbuster. No contest :p


Yes Gunbuster is strong... but both Mazinkaiser and Shin Getter robot should be able to overpower it, at least according to Super Robot War games....
And if you consider the OVA series "The last day", well, Shin Getter Dragon is far more powerful....even too much for my taste! :ick:

p.s. aren't we a bit off topic here?? :lol:
Title: Official Robotech Mod Thread
Post by: Nico on February 27, 2004, 01:25:32 pm
I don't now shin getter dragon, to be honest, but as far as I know, only the Gunbuster can kill a bazillion aliens per shot, and it's the only robot in history to destroy the entire core of a galaxy ;) ( granted, it was hugely helped by the most gigantic bomb ever, but heh :p )
Title: Official Robotech Mod Thread
Post by: Akalabeth Angel on February 27, 2004, 06:09:14 pm
Haven't been following this thread too closely, but I do have a question. Does anyone have a good webpage with information about Robotech ships, fighters, their weapons and so forth? There used to be some tech database but I'm not sure where it is.

   I have the Palladium RPG books (well, the first one + the Zentraedi one) but a lot of people have said those books are inaccurate or something.
Title: Official Robotech Mod Thread
Post by: Nico on February 27, 2004, 07:47:07 pm
www.robotech.com :p
Title: hey Angel
Post by: Star Dragon on February 27, 2004, 07:55:53 pm
I would suggest a site called MechaHQ but not sure if it's called that fo teh address (need to do a search) it is a database fro mecha stats...

   you may want to look through some of these links: http://www.macrossworld.com/macross/links/_links_menu.htm

   Don't let macross only bother you. the liscence was thrown all over the damn place. Between Macross, Battletech, robotech, and other formats it gets confusing a little. Most of the time the same stats for a mecha can be used. I too have Rifts, a very cool concept but just never took off in my area...

you posted before me venom lol... yeah that works BUT have really basic info.. the other database (if he can find it) is more like a Rifts description including histories and indepth observations... I wish I had bookmarked it when I found it 2 years ago, my bad..Sorry.
Title: Official Robotech Mod Thread
Post by: Akalabeth Angel on February 27, 2004, 10:52:40 pm
Well the main thing I don't like about Palladium is the disparity between the RDF and the Zentraedi. The SDF-1 for instance, carries about 300 Veritechs with around 30,000s hitpoints whereas a Zentraedi Destroyer (most numerous ship) has 90,000 hitpoints and 14,000 Battlepods. It's silly really. If SDF-1 is some awesome battleship of Zor, why does it suck so bad?

Also have stuff like Veritechs with 2 or 3x the hitpoints of a battlepod, altogether suggesting that the less numerous veritechs have to destroy 10 times their number to remain even but that's not what we see in the cartoon.

Then there are the really obvious mistakes, like calling the Lancer I a fighter when the cartoon shows it to be a destroyer-type of ship somewhat smaller than one of the Armor platforms.
Title: Official Robotech Mod Thread
Post by: Unknown Target on February 27, 2004, 11:15:29 pm
It makes up in quality, in exchange for numbers :)
One hit with a gunpod will blast an enemy pod to smithereens.
Title: Re: Steak speaks!
Post by: Setekh on February 28, 2004, 02:18:32 am
Quote
Originally posted by Star Dragon
Wow, I'm honored you'd show up here ;) . As for the pics thanks but they are not good enough for such attention. I'll just find a average upload site shortly.. Thing is I don't understand what I did wrong. People have links to thier photo's in yahoo and I did click that option, but people can't access it?


You may notice I've already posted in this thread... :) But anyway, how can you expect me to not be interested? I love you guys. :nod:

Bah, c'mon, it won't take me long to put them up into /hlp/staff/setekh. Send 'em over. :)
Title: Official Robotech Mod Thread
Post by: Nico on February 28, 2004, 03:56:01 am
Quote
Originally posted by Akalabeth Angel
Well the main thing I don't like about Palladium is the disparity between the RDF and the Zentraedi. The SDF-1 for instance, carries about 300 Veritechs with around 30,000s hitpoints whereas a Zentraedi Destroyer (most numerous ship) has 90,000 hitpoints and 14,000 Battlepods. It's silly really. If SDF-1 is some awesome battleship of Zor, why does it suck so bad?


That's true to the show.
The SDF1 is nothing great, really, it's just one along many alien ships, and can't compete at all with a ship like Britai's one. It has that main gun, but many zentraedi ships have one too, so...
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 28, 2004, 04:16:43 am
Quote
Originally posted by Nico


That's true to the show.
The SDF1 is nothing great, really, it's just one along many alien ships, and can't compete at all with a ship like Britai's one. It has that main gun, but many zentraedi ships have one too, so...


True. THe SDF-1 only survived zentradi attacks only because they didn't want to destroy that! If breetai wanted to blow up the macross he could have done that in a single barrage of his ship.

The main gun is the only thing powerful the ship has, but zentradi got many gunships with the same power too (the ones used to bombard earth in ep 26)

btw, the site Star mentioned is www.mahq.net it's mostrly about Gundam tought
Title: Official Robotech Mod Thread
Post by: Unknown Target on February 28, 2004, 09:07:27 am
There's also a Macross mecha compendium, but I forget the address.
Title: Official Robotech Mod Thread
Post by: Akalabeth Angel on February 28, 2004, 09:52:48 am
Well of course the SDF survived because Breetai was trying to capture it, not destroy it. But to say that the SDF is weaker than every Zentraedi ship save the Scout is inaccurate I think. Breetai could have destroyed it on a whim because he had hundreds of ships, not neccesarily because the SDF was a piece of crap.

    The Reflux Cannon for instance is only found on Breetai's ship, and maybe the Command Ship used by the other guy. The Zentraedi just bombard the earth with thier laser turrets. Though in Macross: Do you Remember Love, almost all of the Zentran ships open up and fire one main beam weapon at Earth.

   Anyway that's my interpretation. I think that Zor's personally-built warship or whatever would be at least better than a common Zentraedi Destroyer.
Title: Official Robotech Mod Thread
Post by: Nico on February 28, 2004, 11:10:58 am
If you consider that a many times, the SDF1 is threatened by only regults and alike, no, the SDF1 is really not special. And it wouldn't be for the pinpoint barrier that allows the daedalus attack, it's very clear that a single Zent cap on it's own is better than it.
And don't forget that the thing has been rebuilt from the ground, it's probably not as powerful as it was originally.
Title: Official Robotech Mod Thread
Post by: Akalabeth Angel on February 28, 2004, 12:36:02 pm
If you consider that a many times, the SDF1 is threatened by only regults and alike, no, the SDF1 is really not special.

    Regults are the Zentraedi's primary weapon. If the Zentraedi footsoldiers can't threaten warships than what good are they?

And it wouldn't be for the pinpoint barrier that allows the daedalus attack, it's very clear that a single Zent cap on it's own is better than it.

    I don't take that as true, case in point:

    When the SDF-1 destroys Dozal's SuperFortress, the SDF-1 fires enough missiles that the resulting explosions against the inside of Dolza's ship is enough, through the vacuum of space, to overload the barrier system.

    Meanwhile, in an earlier episode Khyron's Command Ship and a few destroyers pour fire into the barrier system for a few minutes before it overloads.

    If the collatoral damage of the SDF's weapons is enough to overload the barrier in an instant, whereas the combined firepower of a Zentraedi task force takes a few minutes to overload the barrier, I'd say that the SDF-1 has more firepower.

   As the weapony used was reflux missiles, maybe the amount of damage the SDF-1 can dish out is limited but it is still superior some of the Zentraedi ships. Also during the show, we rarely see the SDF-1 fire anything save for its main cannon. Its only during the assault on Earth that we really see ship firing all of its guns.

   Furthermore, if the technology of the SDF-1 is so inferior, it seems unlikely that the Reflux Cannon at the north pole, which destroys thousands of Zentraedi ships in a single blast, could have ever been built by humanity.
Title: Official Robotech Mod Thread
Post by: Nico on February 28, 2004, 03:50:33 pm
Ok, now, first of all, you gotta tell me, are you talking about macross or robotech? Coz right now, you're mixing the whole thing: the macross series, movies, and robotech.

point 1:
regults, as you said, are zents foot soldier weapons, they're not anticapship weapons :doubt: can Valkyries really threaten a sent capship? No, that's pretty obvious all along the series. Really, erread your sentence: "If the Zentraedi footsoldiers can't threaten warships than what good are they?" Well, if they can, the zents wouldn't really need anything else :p

point 2:
ok, remove the pinpoint barrier ( which is found thanks to an anomality from the fold engine, it's not a default system of the SDF1)
Then you get a hull that can be pierced by about anything, including crashing regults, or just a zentraedi female armor pulling on it ( when mirya drops the 3 spies in the ship ). Not super tough, heh...
As for the weaponary, most of the SDF1 weaponary is shot from ground mechas, like spartans and others. remove all that, and the SDF1 is naked.

As for Dolza's ship, of course, it's shooting from the inside, d'huh :p
as for the barriers, as I said, it's not a default feature of the thing, but fine: ( you're not lucky, my bro brought me the test DVDs for the collector to be releasedso I've actually seen half the series yesterad**day and this morning :p ) the pinpoint barrier can stop individiual shots fairly easily. but it's brought down when khyron or whatever it's spelled decides to "fool" britai: he's supposed to just frighten them, but he orders and old ship of his fleet ( "old fleets are pron to being inaccurate" ) to "accidentally" shoot at the SDF1. That's that lone, old crappy ship, with one single beam "seriously" focused on the SDF1 (' that's the first time a capship really shoots at it ), that takes down the barrier. I repeat, ONE SINGLE BEAM FROM ONE SINGLE OLD, CRAPPY SHIP. Your exemple was well chosen ;)

thiod point: well, nothing more to add.
I'd also say that during the show, in some scenes, the characters cross the screen or jump above something in 3 frames, do you really expect that every single turret is depicted right? :p
The SDF1 obviously fires with everything it has, when it's attacked. You just don't see it.

finally, I've never said the ( original ) SDF1 was inferior, I said it was not superior. As for the main gun, well, seems that's the only part in the ship that never caused any problem ( the antigrav engines messed up, the fold engine "disappeared", the pinpoint barrier cut the power to the main gun ).
Anyway, I don't need to convince you, watching tyhe series should be enough for you to understand all that, hell, just listen to Gloval, he keeps saying that the zents are playing with them and stuff like that.
Title: Official Robotech Mod Thread
Post by: TrashMan on February 28, 2004, 04:28:24 pm
Makes you wonder how humanity survived?
The Zentradi had like 1000 ships...while half of them was chasing the SDF-1, the other half could have conquesr/leveled the Earth 20 times over...
That's the stupidest thing in the whole show! The humnity is just too much overpowered...

P.S. - What's with the 4 guns the SDF-1 has on it's "shoulders"?
Title: Official Robotech Mod Thread
Post by: Nico on February 28, 2004, 04:39:34 pm
Quote
Originally posted by TrashMan
Makes you wonder how humanity survived?
The Zentradi had like 1000 ships...while half of them was chasing the SDF-1, the other half could have conquesr/leveled the Earth 20 times over...
That's the stupidest thing in the whole show! The humnity is just too much overpowered...

P.S. - What's with the 4 guns the SDF-1 has on it's "shoulders"?


how? the zents were afarid of the protoculture, delayed, betrayed each others :p
1000 ships? Nope, following Misa Hayase's report when they come back from their "abduction", they estimate Dolza's fleet to around 5 000 000 ships ( that's 5 million, yeah ) :p

The shoulder guns ( supposedly, I've read that somewhere, but to be honest I can't remember where, and have no proof to back it up ) are railguns. I don't think we ever see them shoot at anything, tho. Personally before I read about the railgun thing, I thought they were antennas of some sort ( excepted that in the episode "ChinaTown", you see them from top and very close, and it's obvious they ARE guns... ).
Title: Official Robotech Mod Thread
Post by: Akalabeth Angel on February 28, 2004, 06:09:06 pm
Ok, now, first of all, you gotta tell me, are you talking about macross or robotech? Coz right now, you're mixing the whole thing: the macross series, movies, and robotech.

   I'm talking strickly Robotech the Series. 1st Generation if you follow the books.

point 1: regults, as you said, are zents foot soldier weapons, they're not anticapship weapons  can Valkyries really  threaten a sent capship? No, that's pretty obvious all along the series. Really, erread your sentence: "If the Zentraedi footsoldiers can't threaten warships than what good are they?" Well, if they can, the zents wouldn't really need anything else

   Um, Robotech is a mecha genre anime. Which means, fundamentally that the Mecha are powerful. A big swarm of Regults is all you need to down an enemy ship, it may take longer than on silly Gundam, but they will still do it. I'd say that Regults are comparable to Freespace fighters, they're powerful and the ships give extra punch.

point 2:
ok, remove the pinpoint barrier ( which is found thanks to an anomality from the fold engine, it's not a default system of the SDF1)Then you get a hull that can be pierced by about anything, including crashing regults, or just a zentraedi female armor pulling on it ( when mirya drops the 3 spies in the ship ). Not super tough, heh...


    If you recall one of the major plot points of the series was the abduction of Lisa, Rick, Ben and stowaway Max onboard Breetai's Flagship (as it was the beginning of the Rick/Lisa love interest). During that episode, a Cat's Eye was captured by the Zentraedi, and then Rick and friends shot a hole in the hull of the flagship and gained entry. That's right, a few Veritechs shot a hole in the hull of the most heavily armored Zentraedi warship in the fleet. So how is that any different from the SDF-1?

As for Dolza's ship, of course, it's shooting from the inside, d'huh as for the barriers, as I said, it's not a default feature of the thing, but fine: ( you're not lucky, my bro brought me the test DVDs for the collector to be releasedso I've actually seen half the series yesterad**day and this morning  ) . . .  I repeat, ONE SINGLE BEAM FROM ONE SINGLE OLD, CRAPPY SHIP. Your exemple was well chosen

  Good counter, except you didn't catch my original point. Perhaps I should have been more clear. I'm not talking about the Pinpoint Barrier system, I'm talking about the enveloping, impenetrable barrier system used later on after they arrive at back at earth.

  This barrier system is essentially a bubble which absorbs all enemy fire at the SDF-1. While over Ontario, or some other place Khyron and his buddies attack the SDF-1 and pour fire into the improved barrier for a few minutes. Finally, the Barrier overloads, and expands in a super-destructive force destroying the Zentraedi ships, the city beneath, and Ben (the goofy Valkyrie pilot).

   Now, you may or may not have realized that this same barrier system is used later against the Zentraedi Fleet and Dolza's ship. Dolza's command ship is 900 miles tall, it won't simply be destroyed by a few missiles. What happens is that the SDF-1 busts into the inside, fires all of her warheads and then activates the improved shield. This improve shield is then consequently overloaded by the explosions, and expands destroying Dolza's Fortress and a large number of the Zentraedi ships.

   Thus, to reiterate. The weaponry of the SDF-1 triggers an overload in the barrier in seconds, while the continued fire of several Zentraedi ships takes several minutes to achieve the same result.

hell, just listen to Gloval, he keeps saying that the zents are playing with them and stuff like that.

   Considering that the Zentraedi have a fleet of at least 500 ships at the start, then of course they're just playing with the SDF-1.
Title: Official Robotech Mod Thread
Post by: Akalabeth Angel on February 28, 2004, 06:17:51 pm
The shoulder guns ( supposedly, I've read that somewhere, but to be honest I can't remember where, and have no proof to back it up ) are railguns. I don't think we ever see them shoot at anything, tho. Personally before I read about the railgun thing, I thought they were antennas of some sort ( excepted that in the episode "China Town", you see them from top and very close, and it's obvious they ARE guns... ).

   They're described as Railguns in the Palladium RPG books. I'm pretty sure we see those guns firing during the assault on earth when the SDF-1 heads off to meet Dolza. Pretty much everything that possibly looks like a gun on SDF-1 is firing in that episode.
Title: Official Robotech Mod Thread
Post by: Nico on February 29, 2004, 03:39:55 am
"gives up"
believe what you want, after all, I couldn't care any less.
Title: Official Robotech Mod Thread
Post by: Akalabeth Angel on February 29, 2004, 12:04:14 pm
I've never argued that the SDF-1 was some super ship, just that its better than what Palladium gives in the RPG, of a ship substandard to even the most common Zentraedi Destroyer. A statement which none of your points has disproven.

  Considering that you're 'giving up' after I countered all of your argument, I'll chalk that up as a victory.
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 29, 2004, 12:52:05 pm
Quote
Originally posted by Akalabeth Angel
Well of course the SDF survived because Breetai was trying to capture it, not destroy it. But to say that the SDF is weaker than every Zentraedi ship save the Scout is inaccurate I think. Breetai could have destroyed it on a whim because he had hundreds of ships, not neccesarily because the SDF was a piece of crap.  


I don't say the Macross is weaker than the zentraedi ships, indeed it's main gun is more powerful than any zentradi ships, and more powerful than the main cannons on zentraedi gunships too, but still it's not a super ship, in a serious fight it can hold 3-4 enemy warship maybe, but after that it will be destroyed... and Dolza had 4 million ships if i remember right

Quote
Originally posted by Akalabeth Angel
The Reflux Cannon for instance is only found on Breetai's ship, and maybe the Command Ship used by the other guy. The Zentraedi just bombard the earth with thier laser turrets. Though in Macross: Do you Remember Love, almost all of the Zentran ships open up and fire one main beam weapon at Earth.


Mmm a bit of coufusion here....
First, in the TV version (and Robotech) Breetai flaghsip didn't had any main guns, only in Dyrl you see that.
Second, the bombardment on earth was done by zentraedi Monitor ships (you see them opening the booms to fire), using main guns equal to those of the macross (and the laser turrets of standard warships can't level a city in one shot, i'm sure), if you re-watch the episode you'll see i'm right.
Third, in Dyrl you don't see the destruction of Earth, they only bombard the protoculture city trying to strike the Macross.

Quote
Originally posted by Akalabeth Angel
  Anyway that's my interpretation. I think that Zor's personally-built warship or whatever would be at least better than a common Zentraedi Destroyer.


Well, this is Robotech, so i don't count any info in that sense... the truth is that the Macross is a common Supervision Army crashed on earth on purpose and "booby trapped", not some kind of special ship.
Title: Official Robotech Mod Thread
Post by: Nico on February 29, 2004, 01:02:00 pm
Quote
Originally posted by Akalabeth Angel
 Considering that you're 'giving up' after I countered all of your
argument, I'll chalk that up as a victory.

I could go on, but I'm fed up, so: if you want, if that makes you happy.
Title: Official Robotech Mod Thread
Post by: ryuune75 on February 29, 2004, 01:33:58 pm
Quote
Originally posted by TrashMan
Makes you wonder how humanity survived?
The Zentradi had like 1000 ships...while half of them was chasing the SDF-1, the other half could have conquesr/leveled the Earth 20 times over...
That's the stupidest thing in the whole show! The humnity is just too much overpowered...

P.S. - What's with the 4 guns the SDF-1 has on it's "shoulders"?


Overpowered? How? I've never seen humanity overpewer the zentradi, not a single time...
Sure the Grand cannon destroyed a few thousand enemy ships... so what? It was destroyed shortly after, and few thousand ships is nothing compared to Dolza fleet.
Humanity "won" (if you call victory the destruction of your homeword) only because a considerable zentradi fleet defected against Dolza, and because of a lucky surprise attack on enemy fortress, with the aid of Minmay songs (yes, jpop music IS that terrible!!!)

As for the "barrier overload" theory, well, i see no proof that the Dolza fortress was destroyed by that istead of the missiles; those were reaction missiles, a sort of super powerful nuclear missiles, and a couple of them can easily destroy a 2km zentradi fortress (Rick did just that in the same episode). I guess that the thousands of them, fired at point black directly in the control room, and in the face of Dolza, were more than sufficent to blow even the 1400km fortress, or at least kill Dolza. Sure maybe the barrrier overload did some more damage to, but still Dolza was killed by missiles before that.

The 4 guns on the shoulders where indeed rail guns, but i've never seen that been fired in the whole serie, i guess the are non-operative, like the most of the Macross systems (it is a crashed ship after all), alon with the varius huge barreled turrets. All the firepower did indeed come from destroids on the decks.
Title: Official Robotech Mod Thread
Post by: TrashMan on February 29, 2004, 04:58:05 pm
I said the humans were OVERPOWERED, not OVERPOWERING.
*meaining: the Zentradi could have blasted them at will*

I read somewhere that those 4 railguns are operational and that they are extreemly destructive(but only have 5000 rounds each).. it's a railgun!! The kinetic energy of that cannon must be enormeous.
Title: Official Robotech Mod Thread
Post by: Akalabeth Angel on March 01, 2004, 12:47:43 pm
Quote
I don't say the Macross is weaker than the zentraedi ships, indeed it's main gun is more powerful than any zentradi ships, and more powerful than the main cannons on zentraedi gunships too, but still it's not a super ship,
in a serious fight it can hold 3-4 enemy warship maybe, but after that it will be destroyed... and Dolza had 4 million ships if i remember right


   Fighting off 3-4 enemy warships sounds about right, which I was more/less arguing all the time. Though maybe a few more if its got reflex warheads. My main argument was that the Palladium stats were inaccurate because they portray the SDF-1 as too weak, along with the Zentraedi battlepods (likely to boost the Player Character's ability to play the RPG).
   Though the SDF-1 does have some quirks, like the barrier system, the main gun, converting ability and so forth. I rewatched Force of Arms, where the SDF-1 attacks Dolza's fortress and Nico was right, the fortress is just destroyed by missiles. I thought I remembered Dolza's fortress being destroyed in a spherical explosion, akin to the Marduk destroying 'contaminated' warships in Macross II. On the other hand, what this says is that the Barrier system, developed by humans, is incredibly powerful as it can take the sustained fire from several warships as well as the complete destruction of a 900km long ship. In that episode we also see Rick Hunter destroy a Zentraedi cruiser or destroyer with 6 reflex missiles, which also points toward some technological advancement on the part of humanity.

    In Force of Arms it also shows the SDF-1 firing all her guns, including the rail guns. She has quite a few guns which are never shown firing in the show from what are clearly turrets, as opposed to Destroids.

    Nico was also correct in the previous comment that Khyron's well placed main last blast crippled the SDF-1's radar system. But at the same time, when Breetai invades the SDF-1 by using the Daedalus attack against them, the SDF-1 gets hit by dozens of laser blasts. Though clearly they weren't trying to destroy the SDF-1, it shows that it can take some damage. The SDF-1 also takes a lot of hits in Force of Arms, having parts of Macross City destroyed in the process, but it can take a bit of damage.

Quote
First, in the TV version (and Robotech) Breetai flaghsip didn't had any main guns, only in Dyrl you see that. Second, the bombardment on earth was done by zentraedi Monitor ships (you see them opening the booms to fire), using main guns equal to those of the macross (and the laser turrets of standard warships can't level a city
in one shot, i'm sure), if you re-watch the episode you'll see i'm right. Third, in Dyrl you don't see the destruction of Earth, they only bombard the protoculture city trying to strike the
Macross.


    Yup, you're right. I didn't realise that those were seperate ships as the RPG book for the Zentraedi doesn't have the monitor in it. It only goes to prove that Palladium is even more inaccurate as both Breetai's flagship and Khyron's Command ship are said to have Heavy Particle Beams similar to the SDF-1's Reflux Cannon.

Quote
the truth is that the Macross is a common
Supervision Army crashed on earth on purpose and "booby trapped", not some kind of special ship.


    Supervision Army? I don't think the SDF-1 has any comparison to anything fielded within the Zentraedi fleet. I certainly don't think its a supership, but its probably a fairly unique design. The fact that it is able to change forms alone is telling as none of the Zentraedi ships or mecha can even do that. And considering that there are a lot of unexplored/undeveloped parts of the SDF-1, it seems unlikely that those wouldn't be explored if the Earth technicians had gone so far to make the ship able to change forms.
Title: Official Robotech Mod Thread
Post by: Nico on March 01, 2004, 12:59:00 pm
The Supervision Army is something from Macross, it's not mentioned in Robotech.  Ryuune is right about that anyway, it's explained quickly by breetai in the first episode of Macross ( I stress Macross - not robotech ).
For the rest, can't say, I could see only up to the episode "ananas salad" ( the one where fokker dies ), I'll either have to wait for my bro to bring me the next test DVDs ( not likely to be anytime soon, is going abroad in a couple weeks ), or wait for the series to be available on sale. Next month, then.
And Robotech I just can't remember to clearly, haven't seen it for years.
Title: Official Robotech Mod Thread
Post by: Unknown Target on March 01, 2004, 02:06:04 pm
For all storyline purposes, you should REALLY not look at Robotech, due to the hack-job that was done on it.
Title: Official Robotech Mod Thread
Post by: Akalabeth Angel on March 01, 2004, 04:23:38 pm
Quote
The Supervision Army is something from Macross, it's not mentioned in Robotech. Ryuune is right about that anyway, it's explained quickly by breetai in the first episode of Macross


  When you say the first episode of Macross do you mean the first movie? Or is there some additional TV series that I am unaware of. I only watched the first movie once as my copy is second hand and pretty poor quality.
Title: Official Robotech Mod Thread
Post by: Nico on March 01, 2004, 04:26:29 pm
No, the first episode of the Macross series ( booby trap ).
Title: Official Robotech Mod Thread
Post by: Akalabeth Angel on March 01, 2004, 04:45:31 pm
So, isn't that Robotech? (Booby Trap) OR are you talking about the Macross Series text before that american guy changed some of it to make all three of the series fit together?
Title: did a little digging...
Post by: Star Dragon on March 01, 2004, 06:31:56 pm
Yup macross is only 1200meters. The main problem is it is grossly misrepresented in the city shots... I tried to make a screen shot off the dvd but sicne I used my comp to play ti it turned black. Too lazy to use my normal DVD for mow (maybe later as I have TV in capture capability again)...

   If you carefully watch the opening for boobytrap when it shows the wreck beign restored and teh city springing up around it take a GOOD look at the skyscapers (use pause at 2009 Date especially). Of course Animation cannot be exact to that degree back then BUT I feel teh animation better represented how big teh SDF-1 truly is. Oh I was wrong, it's NOT 30,000 civillians it's 70,000!

   Thinking about Rick and Minmeis weeks of wandering in the underdecks means there is a hell of a lot of WASTED SPACE that was NEVER used... BTW remember the Zent sized store rooms they found as well as teh FUNCTIONAL mecha sized airlock? Gee an airlock that big and not even an alarm to let the bridge know the hull is being compromised and atmosphere is being cycled? (after all it IS a major airlock and uses many more amount of air than a human sized one, you'd thiunk someone would notice it).

   Lastly of course we all know the fold system went by bye, but in recuilding the wreck they totally missed the enormous Protoculture chambers hidden in the three SDF-1 engine guts. I will need to rewatch that southern cross episode. LOL yeah a different series entirely but related as far as robotech is concerned.

  The reason I do accept the number listed but will ignore is is simply. The way it loos in game. IE> due to the window textures on the Romulan warbird (denoting decks) I had to make it 2000meters. If I can get some really good landmark shots of SDF-1 compared to fighters THAT is how I will match it up in game no matter WHAT the number says. The point is to be as close as possible to the FEEL of being in that universe, not blind accuracy to numbers.

  That's my true feelings on the matter.

   As for the macross cannon, you see it wipe out an entire pod battle group once as well as multiple Zent warships I believe (not that the Zents don't have equivilent weaponry, just you really don't see it). I think the MC is vastly underrated...

   And yes Human tactics and weapons advancement do occur in macross saga, albiet slowly, as you can see by the developement of newer types of platforms and munitions. (like the armored veritech rick saves Lisa's shuttle with) and the reflex warheads ALL the veritechs were armed with as well as the SDF-1 in the final FOA battle.

   As for the barrier thing and Dolza's fortress it's more plausible that it was a 50/50 thing. I believe the missle attack did indeed for all intents KILL Dolza's fortress but would have left a rotting derelict inspace. The amount of backfire and secondary explosions overloaded the barrier system wich allowed the sdf-1 to survive the unbelievable amount of energies released in that area. the resulting overload then vaporized the remain parts of the fortress and the systems of the SDF-1 finally shorted out and you saw many extremities also break away under this new level os stress.
Title: Official Robotech Mod Thread
Post by: Setekh on March 01, 2004, 09:14:49 pm
Oh, hey Star Dragon, I can see those photos at Yahoo now. Very cool. :)
Title: Official Robotech Mod Thread
Post by: Akalabeth Angel on March 02, 2004, 01:36:39 am
Btw, I've found another website which may have some slightly more accurate information about the various mecha and ships. Though for the most part, it doesn't provide a strong numbers about hull strength. I do find the ship weapons loadouts and the like more compelling.

http://www.artemisgames.com/robotech/robotech.html
Title: Official Robotech Mod Thread
Post by: ChronoReverse on March 02, 2004, 01:51:25 am
In the original Macross story, Dolza's mothership was destroyed by reaction weaponry (which are simply nukes, not super nukes, just normal thermonuclear ones.  It just so happens that the zentraidi lost that technology). fired from within it where the armour isn't nearly as strong.


The Grand Cannon was awesomely powerful.  Too bad the zentraidi fleet was awesomely huge.

The Macross was a supervision army gunship.  Nothing really too special, but its main cannon was indeed more powerful than the main cannons of the zentraidi warships.  After all, it's destructive radius is about 1 mile wide.

Nevertheless, the zentradi could've destroyed the Macross without breaking a sweat had not they wanted to capture it so as to take a look at "protoculture" (not the same as the robotech version, it's culture, not a battery!).


The Total Barrier System was never intended to be used as a weapon and they didn't use it again afterwards since when it overloaded, it killed the hundreds of operators as well (not exactly a good thing).

The Macross cannon can easily kill anything in it path (besides protodeviln), but it can't fire that quickly and is only 1 mile wide.  In the vastness of space, 1 mile is spitting distance and any fleet worth it's salt wouldn't all be clustered so close anyways (especially after you've seen such a weapon used once).
Title: Re: did a little digging...
Post by: Nico on March 02, 2004, 02:26:33 am
Quote
Originally posted by Star Dragon
Thinking about Rick and Minmeis weeks of wandering in the underdecks means there is a hell of a lot of WASTED SPACE that was NEVER used... BTW remember the Zent sized store rooms they found as well as teh FUNCTIONAL mecha sized airlock? Gee an airlock that big and not even an alarm to let the bridge know the hull is being compromised and atmosphere is being cycled? (after all it IS a major airlock and uses many more amount of air than a human sized one, you'd thiunk someone would notice it).


The show is from 1982, and not done by NASA engineers. You're looking too much into it, pal :p ( and should I remind you that the airlock has a sas, it's not opening directly on the room, so your point isn't exactly valid. Finally, the airlock isn't mecha-sized, it's zentraedi sized :D )

oh, I love the "simplyu nukes", ChronoReverse :p
We should stop playing FS2, being used to AM wepons not doing snitch to capships kind of makes us lose our grasp on reality :rolleyes:
Title: Official Robotech Mod Thread
Post by: ryuune75 on March 02, 2004, 02:32:19 am
Quote
Originally posted by Akalabeth Angel
So, isn't that Robotech? (Booby Trap) OR are you talking about the Macross Series text before that american guy changed some of it to make all three of the series fit together?


There is only one TV serie of Macross, and that is the first Robotech part, and there is a movie Macross Dyrl, when we say "Macross TV" or "Macross serie" we are talking about what you saw in Robotech, of course without the america dubbing and plot changes.
Title: Re: did a little digging...
Post by: ryuune75 on March 02, 2004, 02:43:34 am
Quote
Originally posted by Star Dragon
Yup macross is only 1200meters. The main problem is it is grossly misrepresented in the city shots... I tried to make a screen shot off the dvd but sicne I used my comp to play ti it turned black. Too lazy to use my normal DVD for mow (maybe later as I have TV in capture capability again)...


 Yes i agree that the city look way to big in the serie than it could fit into a 1200m ship, the show wasn't very accurate about this...

Quote
Originally posted by Star Dragon
Lastly of course we all know the fold system went by bye, but in recuilding the wreck they totally missed the enormous Protoculture chambers hidden in the three SDF-1 engine guts. I will need to rewatch that southern cross episode. LOL yeah a different series entirely but related as far as robotech is concerned.


There is no such things a protoculture chambers on the Macross, and Southern Cross as n-o-t-h-i-n-g to do with Macross, and you know that. An protoculture is not a technology, for god's sake!!

Quote
Originally posted by Star Dragon
 The reason I do accept the number listed but will ignore is is simply. The way it loos in game. IE> due to the window textures on the Romulan warbird (denoting decks) I had to make it 2000meters. If I can get some really good landmark shots of SDF-1 compared to fighters THAT is how I will match it up in game no matter WHAT the number says. The point is to be as close as possible to the FEEL of being in that universe, not blind accuracy to numbers.


I can post many shot that will prove the Macross is 1200m long, especially when you watch the Valkyrie on the Prometeus and compare the fighters to the carrier size.

  That's my true feelings on the matter.

Quote
Originally posted by Star Dragon
   As for the macross cannon, you see it wipe out an entire pod battle group once as well as multiple Zent warships I believe (not that the Zents don't have equivilent weaponry, just you really don't see it). I think the MC is vastly underrated...


I don't think the Main cannon is able to destroy more than one enemy warship at once, not cause the power, who is sufficient to destroy ANY warship, but the fact the width of the beam isn't sufficient enought. It can easily destroy squadrons of battle pods in its path tought.
Title: Official Robotech Mod Thread
Post by: Nico on March 02, 2004, 03:01:21 am
well, it does destroy a few capships in one shot from times to times ( first time the SDF1 tranforms, for exemple ). But that's one occurence of the "sometuime I'm big, sometime I'm small" scale variation syndrom that you find in, well, about any show ( what scifi show doesn't have a size argument, I ask you? between Babylon 5 where the ships can be twice bigger than in the begining of the episode, or the famous SSD size argument? Sounds like kids comparing their "stuff" behind the school :p ).
Title: Re: yeah but
Post by: ryuune75 on March 02, 2004, 03:53:01 am
Quote
Originally posted by Nico
well, it does destroy a few capships in one shot from times to times ( first time the SDF1 tranforms, for exemple ). But that's one occurence of the "sometuime I'm big, sometime I'm small" scale variation syndrom that you find in, well, about any show ( what scifi show doesn't have a size argument, I ask you? between Babylon 5 where the ships can be twice bigger than in the begining of the episode, or the famous SSD size argument? Sounds like kids comparing their "stuff" behind the school :p ).


Something like Mazinger Z looking taller than a 50 floor skyscraper, while the nominal height of the robot is 18m? :)
Title: Official Robotech Mod Thread
Post by: ryuune75 on March 02, 2004, 03:58:38 am
StarDragon, where did you found THIS model?????

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=3cb5.jpg
Title: That old thing LOL!
Post by: Star Dragon on March 02, 2004, 08:08:23 am
The Yamato/Argo... Someone posted that a long time ago. In fact they were working on a Comet Empire mod and also had the Andromeda (one of my fav ships of all time!) in game as well. I tried to get a hold of that person over 8 months ago but no luck. I guess he doesn't check in here anymore or something may have happened. I think I still have a Star Trek version of the Yamato but it is a very inferior version and looks more like a metal miniature copied into a 3d program. I have been looking for the FS2  Version for 2 years now with no luck.

  BTW if you didn't know Venom released the Arcadia (search) like last month (nice ship! I love Harlock movies)...

   I would love to fly a black tiger against the whole darn Gamilon fleet while the argo or Andromeda laid some smack down fro cover.. WOHOO! "Our Star Blazers!" (sorry got carried away).

  Hey Steak! Glad you liked the pics! As you can see some are screenshots, others are just things I like.
Title: Official Robotech Mod Thread
Post by: ryuune75 on March 02, 2004, 09:03:17 am
Damn, i tought you had that model, i really wanted to do a Yamato vs Arcadia in FS2.... :(
Title: well
Post by: Star Dragon on March 05, 2004, 09:03:34 am
If you are willing to work on the model I think I still have, you can get better textures and add more detail to it. The one I am talking about is a SFC .mod model It is not very good looking BUT it's better than nothing! It looks like a 3d representation of a miniature so doesn't look very appealng. If I can find it I will post a pic of it.
Title: Re: well
Post by: ryuune75 on March 05, 2004, 09:29:00 am
Quote
Originally posted by Star Dragon
If you are willing to work on the model I think I still have, you can get better textures and add more detail to it. The one I am talking about is a SFC .mod model It is not very good looking BUT it's better than nothing! It looks like a 3d representation of a miniature so doesn't look very appealng. If I can find it I will post a pic of it.


You talking about a Yamato model?
Title: a little pissed
Post by: Star Dragon on June 14, 2004, 02:13:32 pm
I haven't responded to you Ryuune for so long casue shortly after that post I had a HD crash and lost that file. I have been trying to find it ever since! I had no idea where I got it from cause it was in a chat room conversation with a SFC modler... He direct sended it to me... :(

  Anyway a robotech II update. I found a few other REF models and here is what they look like in game. The Invid needs to be broken down once a little over the poly limit as a single object so it crashes in Fred. ENJOY!  Also the garfish (the ones with the belly guns) crash the game when they explode though they are only 650 polygons.. WHY d some ships work no prob without lods and others don't? Even if they have more pollys then the one causing the problem?

 http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=a97c.jpg

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=673e.jpg

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=48c5.jpg

l8tr!
Title: Official Robotech Mod Thread
Post by: Akalabeth Angel on June 14, 2004, 03:00:28 pm
Hey, those ships pretty cool. How are you planning to simulate the Clamshell opening up to launch its fighters? Or is that being ignored?

   I think a lot of the Invid fighters are also supposed to be pretty slow in space, they win by their superior numbers. Their main space fighter is probably the Boosted Armoured Scout.
Title: well
Post by: Star Dragon on June 14, 2004, 04:35:27 pm
For now the opening is being ignored. I an pondering if I should make 4 fighterbays out of the vents on the center ring (they do look like viable standard launchbays possibly...

   That unit is the standard trooper. The others I need to find are the red scouts, the BIG blue Shock troopers with the shoulder cannons and of course the advance invid type 5 mecha (Sera, Corg, ect...) piloted by the human looking invids, but those will vary a little by the pilot (some individuality). If I was doing a ground mod I would also be looking for inorganics and the red Enforcer types (just a little taller than a cyclone but smaller than the red scouts.  Who knows if they get this gravity thing worked out?

  anyway progress has halted again after this minor advance... L8tr!

[EDIT]  BTW if you rewatch the 1st episode of Next Generation you see that YES the Invid win by superior numbers (swarming each unit) BUT also that they are VERY quick and manuever much easier than the REF Mecha..  The REF is dropping their forces and the Invid are slaughtering them cause the battle plan sucks! The ref needed to pull back and abort.

  Their whole plan hinged on gaining a surprise landing and it was foiled by the sensor nebula. I would have pulled back all fighters to protect the cap ships, destroyed all the clam transports at range FIRST then let all forces mop up the remaining space Invid and let Reflex point be damned! Nothing is more important than gaining and HOLDING a beach head when you do NOT have the element of surprise anymore.
Title: Official Robotech Mod Thread
Post by: Nico on June 14, 2004, 04:43:30 pm
invids :yes:
Btw, I don't actually now what that is, but that's not the standard invid mecha. body is much bigger than that, iirc.
That one looks like the shock trooper w/o the shoulder guns.
Title: Official Robotech Mod Thread
Post by: Akalabeth Angel on June 14, 2004, 05:01:15 pm
Really? Okay, I'm just going off of some internet sources as to Invid mobility. I haven't seen the majority of the New Generation, just the few episodes centering around the Yellow Dancer Concert / Protoculture hiest.

   As for the picture, it's of an Invid Trooper. Invid "Shock Trooper" is the same model except it has guns and a slightly different body I think. The Iigaa Scout Mecha comes in a gunless version also, then "Armoured Scout" has guns and each can be equipped with a booster to make them faster. Beyond that, there's the Gamo Pincer and Gosu Royal units for fully matured and humanoid invid respectively.
Title: Official Robotech Mod Thread
Post by: ShadowDrakken on June 14, 2004, 05:33:47 pm
Man, I miss Robotech, last time I got to watch it was back when my TRS-80 was still new o_O

My 3rd ever 3D model (done in Rhino3D Beta 1) was Robotech based. If I could find a group with a GM, I'd love to do the Robotech RPG (put out by Paladium) again, that was fun times.

Cyclone LT for your viewing enjoyment (http://hotsys.dnsalias.com/Gallery/VR-38-LT_Cyclone.gif)
Title: Ha ha
Post by: Star Dragon on June 14, 2004, 09:31:31 pm
I was the only guy in my city to play that game :D

   I remember the Trs-80 model II and the III's had just come out (remember the casette tape drives?) That right kids we didn't just have 5.25" floppy disks, we had normal audio cassette tape we stored programs on...

  well if I ever get a modeler willing to help out I need a mecha altered to look like Getter Robo G (star dragon) like this!
http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=10e0.jpg

  That is the mecha in my fanfic...
Title: Official Robotech Mod Thread
Post by: Bobboau on June 14, 2004, 11:08:08 pm
"WHY d some ships work no prob without lods and others don't? Even if they have more pollys then the one causing the problem? "

if you'r useing non-htl, you hay be useing too many verts, there actualy is no poly limit but there is a limit of I think about 850 verts (retail numbers).
BUT MORE LIKELY you have a higherarcy problem of some sort, live debris can be espealy tricky, and cause a problem of the nature described.

are you useing any version of FSO for this, we (I) do have every intention of reimplementing cell shadeing for HT&L when we get vertex shaders working, and non-HTL cell shadeing has been available for quite some time.
Title: Official Robotech Mod Thread
Post by: ShadowDrakken on June 14, 2004, 11:17:34 pm
Star Dragon: oh man, you had the floppy drive for yours? lucky tard! I only have the cartridges and casstte drive :P

Hrm, I'd be willing to model it on 2 conditions :)
first, I need a higher res view, like a scan instead of a photo ;)
second, I want to use it in a game my team is working on :)
Title: Official Robotech Mod Thread
Post by: Starfighter on June 16, 2004, 08:55:44 am
Star Dragon I want to help out with this mod, I'm good with TBL files, weapons are the ones I know the best, I dare not toch ship TBLS. I made some weapons way back when that are off of the Robotech website, and I think this mod should go that way about naming, and makeing em. I could finish the ones I got and test em but I would need some ships to do it with.
Title: Official Robotech Mod Thread
Post by: TrashMan on June 16, 2004, 08:21:19 pm
Quote
Originally posted by Nico
well, it does destroy a few capships in one shot from times to times ( first time the SDF1 tranforms, for exemple ). But that's one occurence of the "sometuime I'm big, sometime I'm small" scale variation syndrom that you find in, well, about any show ( what scifi show doesn't have a size argument, I ask you? between Babylon 5 where the ships can be twice bigger than in the begining of the episode, or the famous SSD size argument? Sounds like kids comparing their "stuff" behind the school :p ).


It happens everywhere.....

Why don't people use their head and set the sizes and stats onece and for all before the show begins and while they make it pay GOOD attention to detail and size?:hopping:
COAUSE THEY'RE STUPID!!!!!

It would be s much easier for everyone, but Noooooo...why act smart we we can act dumb...

And yes, SDF-1 should be FAR more bigger than 1,2 klicks.
 (since SDF-1 transforms, and the crew, equipment, supplies and generaly other studd need tons of space)
You can't just rip everything out and leave the hull and place the city inside (Well..you can, but nothing would work then).

Of the total internal volume of the SDF-1, the city took no more than 40%..It couldn't have taken more

But the problem is not the volume of the city, nor the people (you can easily palce 20000 people in SDF-1), but the fact that they REBUILT it inside...with roads and everything...
And that takes up more volume (and especially surface!) than the SDF-1 has if it's only 1.2km long.

In one shot of the internal city, one can see a stadium sorrounded by several rows of buildings. Since a avarage stadium is a t least 200m wide(and this was a big one), then it turns out that the city inside the ship is more than 2 km WIDE...which is more than the lenghth of SDF-1..

I say make it bigger... F*** cannon numbers, since they messed them up anyway...
Title: Official Robotech Mod Thread
Post by: Akalabeth Angel on June 16, 2004, 08:23:47 pm
For the SDF-1, it would be cool if someone could somehow utilise the damaged, electric sparks which fly all over the hulls, and apply that as the warmup for the Reflex Cannon. Have the energy rippling along the main booms of the gun, and that VABOOM! Not sure that it's possible though.
Title: Official Robotech Mod Thread
Post by: ShadowDrakken on June 16, 2004, 11:58:14 pm
Actually, the SDF-1's crew is 800, 1200 military, and 70,000 civilian from Macros Island ;)

The canon actually has specific stats in Palladium's RPG. Unfortunately the full stats of the SDF-1 is about 4 pages.  I also have the full stats on the SDF-3, coming in at about 10 pages (includes deck schematics, which in fact show NO room for any city, and the SDF-3 is not transformable and is 1.6km instead of 1.2km)

So yeah, they had a bit of scale issues in the series.  But they also heavily americanized the series, mixing 3 totally unrelated manga (Macross, Southern Cross, and Mospeada were written by the same person, hense the reuse of many mecha, but were unrelated beyond that) and calling it Robotech.

It's still a fun series and a better RPG though, so why ***** about rtivialities? Just have fun and make a kickass mod! :)

Akalabeth: set the ship's hull integrity temperarily to 1%, make it invulnerable, fire the canon, then return the ship's hull integrity to it's previous place and make it once again vulnerable :)
Just remember that the SDF-1 can only fire that canon in battle mode, not in ship mode. ;)
Title: Official Robotech Mod Thread
Post by: Akalabeth Angel on June 17, 2004, 12:52:36 am
So yeah, they had a bit of scale issues in the series. But they also heavily americanized the series, mixing 3 totally unrelated manga (Macross, Southern Cross, and Mospeada were written by the same person, hense the reuse of many mecha, but were unrelated beyond that) and calling it Robotech.

     I think Macross and Southern Cross are actually related in some way, or at least they were made in sequence by the same animation company. Genesis Climber Mospeada or what have you, is I believe totally unrelated.

Just remember that the SDF-1 can only fire that canon in battle mode, not in ship mode.

    Unless of course it hasn't made an erroraneous hyperspace fold yet. When it was grounded, it fired from the island and toasted a pair of Cruisers. However after the fold, the power link had something to do with the now-missing Fold Engine so inorder to establish a new link, they had to perform the transformation.
Title: Official Robotech Mod Thread
Post by: ryuune75 on June 17, 2004, 03:40:45 am
Quote
Originally posted by TrashMan


It happens everywhere.....

Why don't people use their head and set the sizes and stats onece and for all before the show begins and while they make it pay GOOD attention to detail and size?:hopping:
COAUSE THEY'RE STUPID!!!!!

It would be s much easier for everyone, but Noooooo...why act smart we we can act dumb...

And yes, SDF-1 should be FAR more bigger than 1,2 klicks.
 (since SDF-1 transforms, and the crew, equipment, supplies and generaly other studd need tons of space)
You can't just rip everything out and leave the hull and place the city inside (Well..you can, but nothing would work then).


Oh my, not again... I'm really sick of this Macross size issue... you want a 10km long Macross, do your damn mod yourself! :hopping:
Title: Official Robotech Mod Thread
Post by: ryuune75 on June 17, 2004, 03:49:09 am
Quote
Originally posted by ShadowDrakken
The canon actually has specific stats in Palladium's RPG. Unfortunately the full stats of the SDF-1 is about 4 pages.  I also have the full stats on the SDF-3, coming in at about 10 pages (includes deck schematics, which in fact show NO room for any city, and the SDF-3 is not transformable and is 1.6km instead of 1.2km)


Screw the Robotech stats, they are all made up by americans adapters, and have nothing to do with the actual show, heck in the Rpg they made the Oberth a fighter while it's a 400meters destroyer!

Oh, and there is no such thing as Macross island btw... Macross is the name of the ship.

Quote
Originally posted by Akalabeth Angel
I think Macross and Southern Cross are actually related in some way, or at least they were made in sequence by the same animation company. Genesis Climber Mospeada or what have you, is I believe totally unrelated.


No, no and NO, Macross and Southern cross has NOTHING to do with each other, not even the company who made them, and heck, Southern cross was a total crap anyway...

Quote
Originally posted by Akalabeth Angel
Unless of course it hasn't made an erroraneous hyperspace fold yet. When it was grounded, it fired from the island and toasted a pair of Cruisers. However after the fold, the power link had something to do with the now-missing Fold Engine so inorder to establish a new link, they had to perform the transformation.


Yes the Macross was supposed to fire its cannon in cruise mode, it was the incident of the missing fold engine that forced the trasformatin (oh, well, cheat plot excuse to have a trasforming ship :D )
Title: Re: a little pissed
Post by: ryuune75 on June 17, 2004, 04:02:06 am
Quote
Originally posted by Star Dragon
Anyway a robotech II update. I found a few other REF models and here is what they look like in game. The Invid needs to be broken down once a little over the poly limit as a single object so it crashes in Fred. ENJOY!  


I remember those models, they were done for a Homeworld robotech mod, i still have them in my HD too, quite nice ones, even if not too detailed.

For those asking for shell opening, well, it's simply not possible with the actual FS2 engine, but you can have 2 models of the ship, one with shell closed and the other with shell open, and use a change-ship-model sexp to change it in-mission. Of course it will not have any animation, it will be an istantaneous transition, but i think it's the best you can do.
If you use vanilla FS2 you won't have that sexp, so the other solution is to have the entire ship a turret subsystem, with the ship with the shell open is the "destroyed turret" so if you want to open the shell you just have to use a sexp to destroye that turret (that is the solution i used to deploy the main cannon of the SDF1 in my mod)
Title: Official Robotech Mod Thread
Post by: Flaser on June 17, 2004, 07:53:47 am
You can have rotating subsystem, and the force-rotate subsystem sexps allow you to manually move them.

That I wonder if there is any non-rotating part the player would be able to see during the transformation.
Title: Official Robotech Mod Thread
Post by: ryuune75 on June 17, 2004, 08:00:59 am
Quote
Originally posted by Flaser
You can have rotating subsystem, and the force-rotate subsystem sexps allow you to manually move them.

That I wonder if there is any non-rotating part the player would be able to see during the transformation.


You wont be able to simulate that with simple rotations...
Title: yep
Post by: Star Dragon on June 17, 2004, 08:25:10 am
That's what I was thinking of trying cause of how the Veritechs go from fighter mode to gerwalk mode by hitting G (and destroying turret 01). I have a bit of code I haven't looked at yet that I THINK is supposed to be for vanilla FS2 Robotech that Unknown targetmade available almost a year ago. it is supposed to enable full transformation or at least to go back to fighter mode if I remember correctly.I haven't had time to have someone look at it (someone who is a FRED guru or a coder).

   AFAIK I am the only one screwing around with this for like a year now (with Trashman doing SDF-1) in our spare time as I make much more progress with FSTrek. (though I have seen you, Ryuune,  in the HW2 macross forums)

   Lets not quibble about stats ,size, series what ever... This is the REF thread so that means this is the American vision (even though it is without any question flawed we still enjoy it). If you don't enjoy the storyline then please do not bash it (go to macross world forums, there you can't even say the word Robotech) as far as the mod is concerned the three series were fused together so the events in Macross occur first (in the original mod), then Southern Cross (which will be skipped for now until ground combat is achievable), and pick up with Mospedia/Next Generation (our friends the Invid). You would never see me go to the Starfox thread and say something like "I hate Starfox, this is so lame, ect.." Cause if I really felt that way (I don't!) there would be no reason for me to go there in the first place right?

  Blame Carl Macek, He's the putz that edited the three shows together and subjected us to it as kids so now that's how we've been used to it for the last what? 15-20 years? That doesn't mean I don't enjoy and appreciate the REAL series in all their seperate and unrelated glory, it's just that is not what I am doing here.

   I am still hoping to get enough source material to have a Sentinel Campaign so you have the REF go to Fantoma system, rescue the stragglers on Tirol, adn start liberating the local worlds, then culminate with the invasion/liberation of Earth.  That is the Long term goal.  

  Yo trashman, any word on your SDF-1?

  I haven't heard from Ancient Angel in ages and I've seen him jump from SFC3 to FS2 to HW2 modding so he may not be commingback to twek those models he let us use...

   Thos screens I posted came from The Robotech Modling Alliance (a single webpage with 7 models on it) The artists name is Aisirul and is from "an imcomplete mod package". I do not think these were for the HW mod cause unless they planned on adding them later on they are not included in the current version. (I've viewed every model in the DL).

   Here's the site you can DL the models from  http://www.rt-ma.org/Models/mesh.htm

   ShadwoDrakken it states you can use them just credit Aisirul, but if you get any of them working please send them my way ;)

   Hey Starfighter! It's way too early to think about tables fro ships (except for testing pirposes I just rename current ones) but if you are still willing when that time comes for totally custom mod tables I WILL PM you! ;)

  I would be interested in a few new weapons, but will build upon the origional mod. I need to check a few sites that have munitions listed for the REF and see what kinds of misile/torpedos they are packing now (not too many more for the mod just a few) and what kinds of improvements to their beam weapons they have achieved.
Title: Re: yep
Post by: ryuune75 on June 17, 2004, 08:50:48 am
Quote
Originally posted by Star Dragon
That's what I was thinking of trying cause of how the Veritechs go from fighter mode to gerwalk mode by hitting G (and destroying turret 01). I have a bit of code I haven't looked at yet that I THINK is supposed to be for vanilla FS2 Robotech that Unknown targetmade available almost a year ago. it is supposed to enable full transformation or at least to go back to fighter mode if I remember correctly.I haven't had time to have someone look at it (someone who is a FRED guru or a coder).


I have this version of the code, it enabled to go back and forth from fighter to gerwalk, but that was the only modification to the code, without any other improvement done later by the FSO guys.
I tryed asking the implementation of that feature in FSO already but with no success...


Quote
Originally posted by Star Dragon
 Lets not quibble about stats ,size, series what ever... This is the REF thread so that means this is the American vision (even though it is without any question flawed we still enjoy it). If you don't enjoy the storyline then please do not bash it (go to macross world forums, there you can't even say the word Robotech) as far as the mod is concerned the three series were fused together so the events in Macross occur first (in the original mod), then Southern Cross (which will be skipped for now until ground combat is achievable), and pick up with Mospedia/Next Generation (our friends the Invid). You would never see me go to the Starfox thread and say something like "I hate Starfox, this is so lame, ect.." Cause if I really felt that way (I don't!) there would be no reason for me to go there in the first place right?


I'm not ranting about the Robotech/Macross issues (in fact i do like Mosperada serie too), i was answering to Trashman who was himself ranting about the size issue, and if he is actally doing his own SDF1 then he can do it the size he want, without trying to convice others that that size is the real one, which is not.
It does not mean he dont' have some point, in many occasion the ship looks a lot bigger that the actual size listed, but consider that Macross was a very, very cheap anime show, the animation errors where soo many you can't keep track of them all, fact is the ship has an official lenght and that is. If you watch the higher-budget movie, the size issue is mostly resolved, and the ship looks exactly as big as it should be.

Quote
Originally posted by Star Dragon
  Thos screens I posted came from The Robotech Modling Alliance (a single webpage with 7 models on it) The artists name is Aisirul and is from "an imcomplete mod package". I do not think these were for the HW mod cause unless they planned on adding them later on they are not included in the current version. (I've viewed every model in the DL).



I appen to got some other Mosperada ships and mecha models on my HD somewhere, if you like i can try to find them and email them to you, just tell me.
Not sure about that site, i know those models and i am pretty sure they were originally done for a HW mod (i am talking about things from 5-6 years ago)
Title: more ships?
Post by: Star Dragon on June 17, 2004, 09:30:33 am
IF I don't have them already and you let me use them then that would be very cool. (have to find out who gets credit though)

  I would list my email but hotmail is screwing up I haven't been able to get on last 3 days!  This may be a denial of service attack? Or that new virus thingy? Anyone else have trouble with hotmail.com?

 I don't use it much but I have a back up email [email protected]  It doesn't hold much maybe 3mb? try that one...

  FYI I was just screwing around tih my Ep07 Bling Game mission. The sdf-1's radar tower was hit so Lisa hayes takes a cat's eye recon plane out to scan the area. They get near a wierd bunching of asteroids when zent pods ambush them. Lisa orders all the fighters to leave her and engage. (I made about 10-15 wave files for this mission including their banter from that episode!) By the time you guys kill the pods teh cat's eye has entered the asteroid field adn gets jumped by two battle pods that drag it down a waypoint to the otehr side of the field, while you escort group is tied down by yet MORE pods... During this time you hear rick and max call fro lisa and go after her. you get to the otehr side of teh field and see a Zent cruiser hiding (kinda obvious but it took 5 hours to place ever asteroid by hand so you couldn't see the damn ship right away! But the shape the field is looks FUNKY! LOL) you hear them inside the ship trying to resuce Lisa. You mess around trying to attack the cruiser when it powers up and folds away.  I screwed up the timing but I think it works out cool as like 1 sec after it folds away you hear one last communication from max... "He got the commander!" (referring to Breeti capturing Lisa). then silence you are ordered back to base and Rick, Max and Lisa are MIA!!! I made this mission last year.

Thoughts?

Blind game shots 1&2
http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=c72e.jpg

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=435e.jpg


Oh and these are the REF ships Ancient Angel let us use but they need to be worked on...

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=82e7.jpg
Title: Re: more ships?
Post by: ryuune75 on June 17, 2004, 09:53:46 am
Quote
Originally posted by Star Dragon
IF I don't have them already and you let me use them then that would be very cool. (have to find out who gets credit though)

  I would list my email but hotmail is screwing up I haven't been able to get on last 3 days!  This may be a denial of service attack? Or that new virus thingy? Anyone else have trouble with hotmail.com?


I'll try to dig for them in my HD, not sure if i can find the person that own the credits for them...
Some are in the pic you posted, like the Ikazushi heavy cruiser, need to check.

Oh, and screw hotmail, it's one of the most crap mail you can have, especially now that yahoo gives you free 100mb of space....
Title: Re: yep
Post by: TrashMan on June 17, 2004, 10:11:36 am
Quote
Originally posted by Star Dragon
AFAIK I am the only one screwing around with this for like a year now (with Trashman doing SDF-1) in our spare time as I make much more progress with FSTrek. (though I have seen you, Ryuune,  in the HW2 macross forums)

  Yo trashman, any word on your SDF-1?


Forgot about it...again...for the tenth time...

It's still on my HDD... I know I have one TS scene of it in parts, and another of it as one object in cruiser mode..
The second one is still not finished (misses a few detailes and the bridge section)

Good that you reminded me... I'll get to it...:lol:
Title: Official Robotech Mod Thread
Post by: Akalabeth Angel on June 17, 2004, 11:26:05 am
I haven't seen Macross, other than the three movies, the first of which I really don't care for. I'm not sure how dedicated Macross fans like DYRL, but the dubbed version I have is awful. Very poor voice acting on the part of the english speakers, Rick (Hikaru?) sounds like a half-wit.

   But anyway, I think most people agree that the Palladium RPG is not that reliable for stats. It may be a fun game to play, who knows, but to say that a Cyclone helmet is as strong as a mecha's torso is a little inaccurate. Anyway, if you want some good information on Robotech, though not always concrete, check out this place:

http://www.artemisgames.com/robotech/robotech.html
Title: Official Robotech Mod Thread
Post by: ShadowDrakken on June 17, 2004, 03:24:54 pm
the heck are you talking about? the heaviest Cyclone head is only 50 MDC and the lightest mech torso is 250 MDC... that's a friggin huge difference...
Title: Official Robotech Mod Thread
Post by: Akalabeth Angel on June 17, 2004, 04:34:17 pm
Actually:

Regult Main Body: 50

   On the same subject, should a cyclone's main body of 200 be stronger than Quadrono Power Armour? (150) Or 2/3rds the strength even of a Gosu Royal Command Battloid? (300) So it makes sense that a 7ft tall Cyclone has 66% the integrity of a 29ft Battloid? Or even funnier, it has 50% the integrity of a 31 ft, 285 ton fully- loaded MAC II Monster (400 MB)? I don't fricken think so.

     The Palladium RPG is probably a fun game, but the stats are geared in the PC's favour. It's not a game for instance to play as an Invid and take on a several Cyclones at once, but rather the other way around. It's niether a level nor believable playing field from a realistic point of view (not that Robotech/Macross=realistic, but let's stretch the imagination here).
Title: Official Robotech Mod Thread
Post by: TrashMan on June 19, 2004, 06:10:40 am
I made a teest verios of the SDF-1 but the f***** PCS chrashes every time I want to convert it...argh...
And it had no LOD's, only 1 fixed turret...:mad:

The other thing that bugs me is the fact that it's hard to find good pics of the SDF-1.. And when I do find them, the parts are outta proportion compared to another pic..

I'm having a hard time with this one.....
Title: Official Robotech Mod Thread
Post by: TrashMan on June 19, 2004, 10:10:44 am
This is the preliminary test version... it didn't want to convert...God knows why...
Anyway:
(http://www.swooh.com/peon/Trashman/Pics/SDF1T.JPG)
Title: That's Great!
Post by: Star Dragon on June 19, 2004, 03:51:24 pm
How many polys is that? Looks liek all it needs is minor details to enhance the look and of course turrets! One thing I want to do is have two hangars independant fromt eh carriers. when rich and minmei are in orbit they try to get back into SDF-1 and all the hangar doors/vents are closed (like venetion blinds like 5 levels of hangars) Do you remember them?) To be symmetrical I would liek one on each side, the BLUE area in front of each white shoulder joint looks about the right spot. Other than that awesome job!!!!!!!!!

  Has this version gotten in game yet?
Title: Official Robotech Mod Thread
Post by: TrashMan on June 20, 2004, 02:34:00 pm
No...PCS keeps chrashing.... It's not the tweaked final version yet...And it has 2733 polys triangulated..the final version will have a bit more....

I think I need to format my C:\ drive and re-install windows...The computer has been acting up lately..

I have managed to covert the main cannon section for testing reasons (gun section is everything except the legs and white  torso part in the middle of the model on the pic)

But FRED chrased when I tried to save a mission with it inside, alltough it shows up nicely in FRED...

Go figure...

b.t.w. - as far as I recall, the SDF-1 has two very large hanagarbays (each with several entrances) on the front sides of the main cannon.
Title: Official Robotech Mod Thread
Post by: Flaser on June 20, 2004, 05:08:09 pm
Those are aircraft carriers that patrolled near the Macross and got transported along with the battleship and a good portion of sea (as well as the island) when the Macross folded.

In theory RMD-I and RMD-II should have been used, but the Macross had to make do with the carriers designed for sea.
Title: Official Robotech Mod Thread
Post by: TrashMan on June 20, 2004, 05:18:33 pm
No, you silly twit!:D

There are hangarbays at the very front of SDF-1...

Edited the pic...look now....
Title: Actually
Post by: Star Dragon on June 20, 2004, 10:37:11 pm
He's right

  As far as American Macross is concerned ARMD 01 and 02 conected at the FRONT of teh SDF-1 (which is really STUPID) as you see in the episode, however this would make the main cannon unuseable!!! (stupid anime trivia fact).

   The Zentreadi did us a HUGE favor by blowing them to hell, the carrier connection jury rig was much more successful and overall helped in that the humanoid shape can be discerned more easily (Plus it shocked the hell out of the Zents!) OMG it's a big microninan gonna kick our ass! Plus now we have the deadalus attack! I think that is one of the coolest tactics ever in sci-fi!

   I'm screwing around with some old model dumps (plus aldo's5th one) for now... when someone is available I would like the invid to be subobjected so it works in game, I fell like blowing some away.  ;7
Title: Official Robotech Mod Thread
Post by: TrashMan on June 21, 2004, 06:37:54 am
I know that ARMD's were suposed to be used...but as far as I recall they were supossed to be where the carriers are..
Every pic of SDF-2 I've seen places them there...

b.t.w. - I have the Dedalus and Prometheus as done objects, I just didn't put them on the pic...

Thus, if I do a ARMD, I can allso make the SDF-2 by simply re-scaling the main body (SDF-2 is 40% bigger) and putting ARMD's..

Oh..and I made a little test in Fred... If you want SDF-1 to lok like it is supposed to, it will have to be at least 8 klicks long...
Otherwise the front hangarbays are just too small for a fighter to get in..
Title: well
Post by: Star Dragon on June 21, 2004, 01:57:21 pm
screw the multilevels then (i think I said 5 right? only go for 2 levels per side) that way it still looks close to the episodes, BUT also cuts down on size.

  I would like to rescale the fighters actually as FS unit meters do not correlate in game well. A veritech fighter is only slightly bigger than a modern f-14. The hieght of a zenteadi comes from teh ability to transform and unflod it's legs. Zentreadi are 50ft tall so are battloids. In fighter mode it is like 30 feet. Right now they are scaled to 25meters long maybe they should be rescaled to 15 or ever 12 meters? (that is still 36 feet long as a fighter).

that will also help with cap scale...

as for SDF-1 I think between 2400 and 4k is big enough but I would have to see it in game.
Title: Official Robotech Mod Thread
Post by: TrashMan on June 21, 2004, 02:46:42 pm
There is only one problem - regardless how small you make the fighter, the FOV won't change...

So looking from a 1m micro-fighter and 200m uber-bomber looks the same. The FS2 scale is just too wrong.

The only way to make thing appear bigger is to make them bigger in comparison to a normal FS2 fighter...

So I'm affraid that you won't be able to go below 7k for the SDF-1 if you want it to look right.
Title: regardless
Post by: Star Dragon on June 21, 2004, 02:57:42 pm
if you can post a test .pof/cob I can screw with maybe I can find a balance?
Title: Official Robotech Mod Thread
Post by: Flaser on June 21, 2004, 03:30:04 pm
One word: FOV. - Develop the campaign with a smalle FOV.
Title: oh HELL no!
Post by: Star Dragon on June 21, 2004, 04:47:42 pm
Are you kidding?

  There's nothing like a sense of powelessness. I put an ARMD on top of our temp SDF-1 and called it SDF-2. I had Khyron blow it to hell, then SDF-1 tries to whack Khyron and the main cannon just grazes it's underbelly like in the episode, and then You hear him and Azonia gloat and then they ram their Zent cruiser halfway into the SDF-1 and they both go BOOM!

 And you got a front row seat as Rick loses his fricken mind! ;7

"LISA!!!!!!!!!!!!"

Muahahahaah (evil evil evil)...
Title: Official Robotech Mod Thread
Post by: Nico on June 22, 2004, 03:22:44 am
Quote
Originally posted by TrashMan
So looking from a 1m micro-fighter and 200m uber-bomber looks the same. The FS2 scale is just too wrong.


Not really, colliding with a 1m fightyer will result in a complete visual oclusion... of the area under your reticle, in FS2...
Title: Re: Actually
Post by: ryuune75 on June 22, 2004, 07:37:33 am
Quote
Originally posted by Star Dragon
He's right

  As far as American Macross is concerned ARMD 01 and 02 conected at the FRONT of teh SDF-1 (which is really STUPID) as you see in the episode, however this would make the main cannon unuseable!!! (stupid anime trivia fact).

   The Zentreadi did us a HUGE favor by blowing them to hell, the carrier connection jury rig was much more successful and overall helped in that the humanoid shape can be discerned more easily (Plus it shocked the hell out of the Zents!) OMG it's a big microninan gonna kick our ass! Plus now we have the deadalus attack! I think that is one of the coolest tactics ever in sci-fi!

   I'm screwing around with some old model dumps (plus aldo's5th one) for now... when someone is available I would like the invid to be subobjected so it works in game, I fell like blowing some away.  ;7



The ARMDs where supposed to connect where the Daedalus and Prometheus where connected, how did you figure they were to be connected in front? :wtf:

Look at the movie-version Macross, or the SDF-2.

Btw, you can use the ARMD to execute an attack like the one done with the daedalus, you can see that in many games based on macross movie :)
Title: Official Robotech Mod Thread
Post by: TrashMan on June 22, 2004, 11:19:28 am
I'll see what can I coock up, but don'texpect anyithing in a hurryy...

Exams and a complete Format will take their toll
Title: Official Robotech Mod Thread
Post by: TrashMan on June 22, 2004, 03:41:14 pm
Thanks to the new PCS I can now convert the test SDF-1 without problems....

BUT....  FRED isn't so coopertive. The ship shows up fine in FRED, but whnever I want to save a test mission it spits something about a "memory could not be read" and some numbers and closes down...
Title: Once again
Post by: Star Dragon on June 22, 2004, 04:18:36 pm
These are screen shots from ROBOTECH (macross saga)..

   ARMD 1 &8 are "in perfect docking alingment" according to Vanessa.

   3 secs later the Zents blow them all away.

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/81d1&.dnm=1c9a.jpg

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/81d1&.dnm=8aee.jpg

  Looks like they had a tug or clamp attached to the front to merge the SDF-1 with the ARMD units.


   As for a better look at scale the SDF-1 had MULTIPLE landings bays on each side of the ship. I think I figued out why Lisa tells Roy "cleared for bay 502"  5 means the landing bay to use , 02 means plane berth (parking spot in that bay)...

  Comming in for a landing...

   http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/81d1&.dnm=27ab.jpg

   Getting closer

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/81d1&.dnm=6b1d.jpg

  Ok we there...

  http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/81d1&.dnm=57a3.jpg

  But I like this bay better...

  http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/81d1&.dnm=4611.jpg


Two good reference pics

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/81d1&.dnm=75ac.jpg

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/81d1&.dnm=cf8c.jpg

ENJOY!

I will rewatch teh japanese DYRL this weekend. I have never seet teh original macross tv show (and hope to someday) so again ALL references in this mod will be from macross DVD's 1-6 (eps 1-36), (skip Southern Cross) and then pick up with the 6 or 7 Next generation DVD's (eps (61 -89) and The Sentinels DVD...
Title: Dammit!
Post by: Star Dragon on June 22, 2004, 04:18:47 pm
I noticed I had one misspelling and stopped teh upload corrected it and saved. this resulted in a double post (SORRY) I tried to delete the first one, then the second one, I could not delete EITHER!!!

  Is this purely an administration function???  If an admin can see this PLEASE delete my first post!!!! Thank you!!!


[ReEdit]

  BTW looking closely at the pics I think yo ucan extrapolate a realistic size (NOT actual)... The size of teh bays and aircraft plus distance from the bow tip would indicate a good length of at least 3 Orions end on end or 3600m. But I would really not go for larger than that but minimum of 2400m. This will give us a decent enough size for teh feel of an immense battle fortress, but not IMPOSSIBLE to deal with in game.

 Oh yeah and I hate pics like this cause of scale issues  BUT AT LEAST we can see the ceiling!!! In this shot you see a level of buildings not bigger than 5 stories (50ft), then a second level over it (again not over 5 stories(50ft) and on top of those levels a Park with replanted trees ON TOP! Next to that arrangement you can clearly see 2-3 REGULAR skyscrapers and also in the background a huge ass crane (like the one moving the Archer/gladiator in the foreground) that is probably moving whole buildings around. you have to add space between the tops of the buildings as well as the ceiling of the city core base support struts, plus the space between the tallest skyscrapers and the acutal overhead deck of the fortress.  We know the stadium, and military training base are on level one and NOT under the core as they need the open area above them for movement of machines, aircraft, and for a non-closturephobic feeling.

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/81d1&.dnm=6d71.jpg
Title: Official Robotech Mod Thread
Post by: TrashMan on June 22, 2004, 07:16:27 pm
Star Dragon, the first pic shows the ARMD's on a approach vector...they are approaching from the front, which doesn't mean that they are going to attach to the front.

Every pic of SDF-2 I found on the net, shows ARMDS where the carriers are....

And yes...that thing was BIG...
Have to get my hands on all the episodes....
Title: Re: Once again
Post by: ryuune75 on June 23, 2004, 07:06:20 am
Quote
Originally posted by Star Dragon
I will rewatch teh japanese DYRL this weekend. I have never seet teh original macross tv show (and hope to someday) so again ALL references in this mod will be from macross DVD's 1-6 (eps 1-36), (skip Southern Cross) and then pick up with the 6 or 7 Next generation DVD's (eps (61 -89) and The Sentinels DVD...


Not much difference between Robotech and Macross, except of course for awful dubbing, Minmay songs and the Protoculture thing.
Skipping Southern cross is a GOOD thing (man, that serie was trash, Mosperada was way better, some good mecha and ships too)

As for the ARMD thing, Trashman already has answered you, they were supposed to dock at the sides, again as i said Macorss wasnt accurate at all so both the scale thing and many other thing (like that of your AMRDs approaching route) was pretty much screwed up. Heck in some episodes you see Valkiries shoot lasers instead of bullets, missiels attached to the tail fins, destroid larger than battlepods, laser beams shoot from the nose instad of the head guns, and many other discrepancies....
Title: BTW
Post by: Star Dragon on June 23, 2004, 07:39:33 am
WHAt IS this SDF-2 you guys keep talking about?

   Of course it was a plot device in ROBOTECH, but you never actually SAW it. More like it was a tiny salvaged part of SDF-1 (it was mounted on it's back). But in the show you never got a look at it.  That's why when Lisa runs out of ideas they just run down a few hallways and boom they are back in SDF-1 control room with Admiral Gloval (who's been expecting then :D)

   Hey Trash, I want to keep a decent size but not go nuts with a dozen landing bays. How about two on each side? That way one (probably the top) can always be used for exit/launching, while the bottom two are usually expected for arrivals/landings... How does that sound?

  Also by limiting the number of bays more detail can be spent on them making room inside the bow arms. ;)

l8tr!
Title: Official Robotech Mod Thread
Post by: TrashMan on June 23, 2004, 08:36:15 am
4 on each side.....
Still not done...

Remind me to shorten the Main gun a bit....

*THIS POST IS NO LONGER NECESARRY*:ha:
Title: WOOT!
Post by: Star Dragon on June 23, 2004, 08:56:58 am
That is simply AWESOME!

  Do you have a version of it without the carriers? we need it alone for the first two missions (BoobyTrap and Space Fold)

   OMG I had a epiphany, now that we have SPACE, is it possible to actually do the mission (Farewell big brother) correctly? I mean in my test version I have you and Roy and Max outside (cause rick is in the hospital) and you see Max retreat to SDf-1 as per orders and teh quadrano ace follows him, in fact as they approach the open bay she flys PAST him and enters SDF-1 !!! Max follows (and I had them dissappear in the bay.) you head back and help the squadron fight the waves of pods, during teh battle you hear what is happening between Max and the alien (I ripped all the combat lines) Also during the battle you hear Roy get hit.. And the end brief you find out (well U know) ;7

  Anyway do you think we can actually build a space inside the SDF-1 from one of the bays in cruiser mode and have a crude macross city? So we can dogfight inside it?

  WOOT WOOT!

  I did it with a part of the Death Star, I flew inside a tunnel and enemy units were in the reactor core and we fought, problem was half the time they fired on the wall and ignored me (I didn't know how to change the IFF to the appropriate setting for a static object, neutral or unknown?) It was just an experiment but it was a fun one.

   I want to have Khyron get inside later and do massive damage to the city and we have to drive his forces out!

  Maybe we can have BASIC strutual supports and areas (platforms?) laid out ane later on use seperate models (ie SKYSCRAPER) and place them within it for that mission? (I have no idea if this can be done, like to keep everything from moving do we set the mass of the models to mega numbers? So if you crash into a building you get hurt and bounce off but the building stays PUT!?

  I am so excited :shaking:  I'm bouncing off the walls!!!!!!
Title: Official Robotech Mod Thread
Post by: TrashMan on June 23, 2004, 09:06:27 am
The carries are just attached in the pic above (not unioned).

To make a city inside SDF1 would be a hell of a lot difficult, alltough possible...
However,  you can make a simple BIG box-like object and create structures inside (like subobjects, so they can be destroyed). Simply put it in as a Cargo container with a unknown or neutral iff....
So outside of SDF1 and inside would have to be 2 separate missions...

Putting a city inside the normal SDF1 up's the polycount and subobject count considerably... which means far less turrets...
Title: Official Robotech Mod Thread
Post by: Nico on June 23, 2004, 09:18:52 am
the AI cannot deal with such missions.
Title: Brilliant!
Post by: Star Dragon on June 23, 2004, 09:19:54 am
BUt I think i mistated my intention.

  Not having the SDF-1 poly count impacted much except for the tunnel to the open space in the middle. (If we want it that way) then using other POFs for the actual city!!! (scraper1, scraper 2, RDF base, ect!)..  There is plenty of room in the tables!!! (I imagine the whole vasudan table can be used for MISC things that can be eyecandy to blow up! hehe (oh look a Tunafish truck... TUNAFISH! ;7 )

  But I get what you are saying... How about a small tunnel in the bay and when you enter it for an inside mission you get a RED ALERT Mission (entering civillain area) THEN you are transitioned to the BOX City model! (cargo container whatever)..  Same thing, either it has subobjects inside it built in OR again seperate city type POFs are placed there to blow up! :D

  I got the two versions of achieveing this correct right?
Title: aha!
Post by: Star Dragon on June 23, 2004, 09:28:09 am
Found some OLD screens from last year screwing around with the Death Star

  I named the pof SDF-1 reactor Core

 here are the pics:

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=539c.jpg

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=bfe0.jpg

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=a0f7.jpg

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=fd5e.jpg

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=c83a.jpg

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=6f41.jpg

I hope you liked those! Of course it was only a half success, it LOOKED cool at the time :D
Title: Re: Brilliant!
Post by: ryuune75 on June 23, 2004, 10:10:32 am
Quote
Originally posted by Star Dragon
 But I get what you are saying... How about a small tunnel in the bay and when you enter it for an inside mission you get a RED ALERT Mission (entering civillain area) THEN you are transitioned to the BOX City model!


I had the very same idea, but no modelling skill to realize it, i think it would be very cool if you can manage to do such thing! I think AI can indeed handle such missions, but of course the city inside must be a very big box, to give space enought for the AI to dogfight. Of course a box this size will never fit inside the SDF-1, not even the 8-km Trashman want to build, it need to be "unrealistically" big to be playable, but i think it can be done.

btw, the Attack-mode SDF-2 portraied in the pic Trashman posted is the Dyrl Macross of course, but the bottom picture, the one in cruise mode IS actually the SDF-2. And the explanation given in this page is made up for Robotech, the SDF-2 was never build, just designed, and that design served as a base for the later Megaroad-1 (that you can see in the Macross Flashback movie clip)
You are right about the TV serie, the SDF-2 was never showed (of couse, as it was never built)
Title: Official Robotech Mod Thread
Post by: Akalabeth Angel on June 23, 2004, 12:38:45 pm
RE: Pictures

   If anyone needs some pictures of some of SDF-1 and 2, check out this webpage: http://www.fortunecity.com/tatooine/gargoyle/40/

   It's got an awesome collection of art for the ships, some of it is schematical too
Title: Official Robotech Mod Thread
Post by: ryuune75 on June 23, 2004, 01:19:11 pm
Quote
Originally posted by Akalabeth Angel
RE: Pictures

   If anyone needs some pictures of some of SDF-1 and 2, check out this webpage: http://www.fortunecity.com/tatooine/gargoyle/40/

   It's got an awesome collection of art for the ships, some of it is schematical too


Ohhh, very huge image collection, found some good ones i didn't have.
Just a note, all of the supposed SDF-2 images, but one, do refer to the Movie version of the macross, and not the SDF-2 itself.
Title: Official Robotech Mod Thread
Post by: Nico on June 23, 2004, 02:06:34 pm
yeah, the central pic ( black and white one ) was made for the robotech RPG book I believe. The blueish pic comes from macross2, I believe ( and is some random ship ), the rest comes from macross plus and DYRL.
Title: Official Robotech Mod Thread
Post by: TrashMan on June 23, 2004, 03:12:26 pm
AHEM!....

You were looking for something like THIS?

(http://www.swooh.com/peon/Trashman/Pics/SDF1City.JPG)
Title: Official Robotech Mod Thread
Post by: Nico on June 23, 2004, 05:11:18 pm
custom maps rule ;)
Title: Official Robotech Mod Thread
Post by: TrashMan on June 23, 2004, 06:11:29 pm
These maps are not mine...they are from the WCSaga if I recall...but they were the best thing I could quickly find...

I'll probably find a better map for the buildings..

And each street block is a subobject that can be destroyed...
Alltough for now there is only one (I copied it 20 times)...
To get a bit of variance I'll have to make more...
Title: YES!!! IT IS COMPLETED!!!!
Post by: TrashMan on June 27, 2004, 04:34:56 am
The model is done (needs only turrets)

After I looked at the pics from the links in this thread, I fianally had enough material for reference.
I noticed I did a lot of thing wrong and started a pain-staking job or repairing it...nedless to say, it was a b***, since the whole ship was a single object, so deleting the legs & part of the middle section without screwing the geometry was hard work. Had to re-load the scene 7 or 8 times!!

But I did new legs and sucesfuly unioned them, made a new central section, made the bridge and senros section, shortened the main gun and made a few custom textures...
So, without any further ado:
(http://www.swooh.com/peon/Trashman/Pics/SDF1Progress.JPG)
PCS exports it without any problems, but FRED doesn't want to save the mission with the SDF in it....
Title: Official Robotech Mod Thread
Post by: neo_hermes on June 27, 2004, 05:33:50 am
ooooooooo.....perty :D i want it!!!
Title: Official Robotech Mod Thread
Post by: TrashMan on June 27, 2004, 09:48:38 am
Take a number and wait....:D
Title: Official Robotech Mod Thread
Post by: Nico on June 27, 2004, 01:48:16 pm
Looks great, but haven't you forgotten to complete the Daedelus mesh? :)
Title: Official Robotech Mod Thread
Post by: TrashMan on June 27, 2004, 02:38:58 pm
Why?
I do bleive I got the Fedlaus apperacne right.
I know I did'nt get quite the Prometheus, but it's onyl aproximate..

Oh...the carriers are separate objects, so I can allways repalce them...
Title: Official Robotech Mod Thread
Post by: Nico on June 27, 2004, 04:25:43 pm
(http://tatooine.fortunecity.com/gargoyle/225/daedalus.jpg)

Well, that or you decided to keep the polycount very low :) ( I mean the indents thinguy and the winglet stuff, mostly. What do you mean, I'm not being very clear? :p )
Title: Official Robotech Mod Thread
Post by: TrashMan on June 27, 2004, 05:12:38 pm
Hmm...Didn't have that pic... I'll get on it...

b.t.w. - have a good pic of the Prometheus as well?
Title: Official Robotech Mod Thread
Post by: Nico on June 28, 2004, 02:05:51 am
(http://tatooine.fortunecity.com/gargoyle/225/prometheus.gif)
That's one of the many websites I had in my bookmarks when I was working on Max Sterling's robotech mod
Title: Official Robotech Mod Thread
Post by: TrashMan on June 28, 2004, 06:49:55 am
Thanx
Title: Official Robotech Mod Thread
Post by: TrashMan on July 09, 2004, 06:21:08 am
I...HATE...FRED

Doesn't want to save any mission with the SDF-1 in it...

EDIT: Dedalus fixed, Proimetheus pending...
Title: Official Robotech Mod Thread
Post by: Black Wolf on July 09, 2004, 11:20:31 am
I'll admit I don;t know robotech... but are those textures accurate? Google image search tells me it should be blue and white.
Title: Official Robotech Mod Thread
Post by: TrashMan on July 09, 2004, 04:00:02 pm
Prometheus fixed...

Well, the textures are vaugley accurate. The colors are not as intense as in the series (they arn't that cartoonish)
Title: agreed
Post by: Star Dragon on July 09, 2004, 04:11:06 pm
It would be a bad idea to do cell chading or recreate the "Cartoony" look.

  Best case scenario is to go with regular FS2 textures to at least give a semi-realistic look. No that we need glows or shine maps, but rather stay away from the true "anime" feel and go more for a regular CGI feel.  I would get more enjoyment out of that.

  I thought battlecry had great potential but 3 reasons caused me to hate it.

  1.) The graphics were substandard to the capabilities of the PS2 (as they had full cgi mechas adn enviroments in Macross VFX I & II 5 years ago) but of course we are outside japan so we are discriminated against.

  2.)  You could not be Zentreadi.

  3.) craft selection was VERY limited. (and loadouts were non existent)

  to sum up your typical western released game...

BTW there was a Gundam game for Sega Saturn (again only fro Japan) that BLOWS away any gundam game for PS2 right now!

  I had it in my hand 12 years ago but that store is now out of business cause there was not enough marketing for JAPANESE only machines then...
Title: Official Robotech Mod Thread
Post by: Nico on July 09, 2004, 04:29:31 pm
Completly unrelated, but I eventually got and watched my Macross collector DVD set :)
In the end, I liked Robotech, but I definitively prefer Macross.
Title: Re: agreed
Post by: Kamikaze on July 09, 2004, 06:49:38 pm
Quote
Originally posted by Star Dragon

  1.) The graphics were substandard to the capabilities of the PS2 (as they had full cgi mechas adn enviroments in Macross VFX I & II 5 years ago) but of course we are outside japan so we are discriminated against.


Ummm, I have a copy of Macross VFX-II right here and I've played through it. The graphics absolutely blow. I don't see how battlecry isn't CGI and VFX-II somehow is.

Also you can't be zentraedi in VFX-II and you can't choose your loadouts too (e.g. the VF-19 Excalibur never has a laser cannon thing while the VF-22 Strumvogel does.)

OT: Am I the only one around who absolutely hated Macross: Do You Remember Love? I felt it was a nasty bastardization of the series.
Title: Official Robotech Mod Thread
Post by: Akalabeth Angel on July 09, 2004, 10:29:41 pm
OT: Am I the only one around who absolutely hated Macross: Do You Remember Love? I felt it was a nasty bastardization of the series.

   I've only seen "Macross: Clash of the Bionoids" which is the same thing, except with one half our removed (1.5 instead of 2 hours) and has absolutely HORRID dubbing. So, I can't really say whether it's bad or not.

  Macross II: Lovers Again is definately a big pile of stinky crap, in english at least.
Title: Official Robotech Mod Thread
Post by: Kamikaze on July 10, 2004, 01:35:11 am
According to theanimereview.com there's only one known dub which is the one used in Clash of the Bionoids. Sadly the dub they used was a horrible Australian dub made for teaching English. I have a subtitled DVD I got off of ebay.
Title: Re: Re: agreed
Post by: Nico on July 10, 2004, 03:58:35 am
Quote
Originally posted by Kamikaze
OT: Am I the only one around who absolutely hated Macross: Do You Remember Love? I felt it was a nasty bastardization of the series.


I liked DYRL. Unlike most movies from anime series, it's not made from footage of the series, it has it's own art, and it looks great, as well.
For the rest, it's the usual: you can't expect the movie to be as developped as the series ( especially when it's a 36 episodes series ).
I prefer that kind of movie to the usual useless series summary type.
Title: Official Robotech Mod Thread
Post by: TrashMan on July 10, 2004, 06:28:24 am
Hmm... I really don't get this FRED.

I'm tempted to make the SDF-1 all over again.

I'm allos tempted to make a Veritech fighter (I downloaded the VF-j and while it looks good, it has a lot of intersecting polys..and it could be better)
Title: Official Robotech Mod Thread
Post by: TrashMan on July 10, 2004, 05:34:59 pm
Well this is interesting...

In Modelview some textures are missing.
In FRED the same textures are missing and several vertex seem to have gone sky high. It does save now.

FS2 chrashes if I want to look at it in the techroom and when I finish loading a mission with it.
Title: Official Robotech Mod Thread
Post by: Akalabeth Angel on July 10, 2004, 08:38:59 pm
Somewhat related question:

   Has anyone seen that Macross 7 series? Is it any good (and/or complete?). I've seen some fan data on it, and it looks somewhat interesting except for the whole rock-band crap.
Title: Official Robotech Mod Thread
Post by: Nico on July 11, 2004, 04:40:12 am
Seen a couple episodes, didn't like one bit.
Title: Official Robotech Mod Thread
Post by: RangerKarl on July 11, 2004, 11:13:28 am
Loved it. Some really great mecha designs from that (VF-17, VF-11 Full Armor, the Varauta mecha), and I got addicted to the songs too. ORE WA NO UTA NO KITTE!!!

*jumps off*
Title: Official Robotech Mod Thread
Post by: TrashMan on July 11, 2004, 03:11:00 pm
I was bored.

So I made 3 detailed Veritech fighters (VF-A, VF-J & VF-S).
Each around 1100 polys:D

I'd post pics, but I'm still on hostile terms with my webspace.
Title: Official Robotech Mod Thread
Post by: Nico on July 11, 2004, 04:14:40 pm
Quote
Originally posted by RangerKarl
Loved it. Some really great mecha designs from that (VF-17, VF-11 Full Armor, the Varauta mecha), and I got addicted to the songs too. ORE WA NO UTA NO KITTE!!!

*jumps off*


They also cut the canards on the 19 and made a pink one with boobs :doubt:
That and that stupid music band thing. Where did the usual realistic military setting of Macross go? And those crappy villains...
Title: Official Robotech Mod Thread
Post by: Kamikaze on July 11, 2004, 06:35:47 pm
Quote
Originally posted by TrashMan
I was bored.

So I made 3 detailed Veritech fighters (VF-A, VF-J & VF-S).
Each around 1100 polys:D

I'd post pics, but I'm still on hostile terms with my webspace.


E-mail me? I have some extra webspace. E-mail address is my nick (lowercase) at nodewar.com.
Title: Webspace works again
Post by: TrashMan on July 12, 2004, 06:29:20 am
It works!:

(http://www.swooh.com/peon/Trashman/Pics/Veritechs.JPG)
Title: Official Robotech Mod Thread
Post by: TrashMan on July 13, 2004, 02:54:17 pm
I've got good news and bad news...

Bad news first:
Look like there's something terribly wrong with the SDF-1. Alltough I can't find anything wrong in TS or in Modelview, FS2 just chrashes when I load any mission with it in it.

It looks like I'll have to make it from scratch.

Good new:
Last exam in thi period is done. Now I have finally more free tiem.

Oh..and I allready started on the new SDF-1 and there are some thing I can salvage.
Title: Official Robotech Mod Thread
Post by: TrashMan on July 14, 2004, 03:24:10 pm
ERm... Maby there's nothing really wrong with the ship (but rather with my FS2 installation).

I've downloaded the new High-poly Deimos and it acts just like SDF-1: In FRED it shows up but with several vertex going off screen, and FS2 chrashes when I try to view it in the techroom (or start a mission).

Thus, I'll send you the current SDF-1 test model for you to try out.
ERm...forgot your e-mail...

P.S. - The new SDF is 30% complete

P.S.S. - could you send me a Zentradi battlepod and maby one of their capships?
Title: Official Robotech Mod Thread
Post by: TrashMan on July 15, 2004, 06:02:20 am
StarDragon? You alive?
Title: reincarnation
Post by: Getter Robo G on August 06, 2004, 10:55:00 am
yes alive and well (sort of)..

   As SOME of you might know Getter Robo G is the original Japansese name for Star Dragon so get used to seeing this as my name (as I cannot access my original account here)...


   anyway here is a minor announcement RT2 and FS Trek are going to FS open versions... Reason, I got SCP to run on my system and also cause if you want you can make it run like vanilla FS2 for you low end users.. Plus if you have a higer system you can add in the better tweaks as wanted later...
Title: Official Robotech Mod Thread
Post by: TrashMan on August 06, 2004, 04:27:17 pm
Goddy, goddy...B.t.w. - hope yu know that my SDF-1 works!
I jsut have to add more turrets to it...

Looky at the thread for it!
http://www.hard-light.net/forums/index.php/topic,25730.0.html
Title: TURRETING NEARLY DONE
Post by: TrashMan on August 07, 2004, 06:21:55 am
(http://img6.exs.cx/img6/8974/SDF1C.jpg)
Title: Which SDF-1?
Post by: Getter Robo G on August 07, 2004, 07:48:18 am
The only one I have is missing triangles all over the place like a cyber moth attacked it! Plus it locks up the game. I will upload a screnshot I was able to make in a few minutes...

  Did you update that swooh download? Or is it the original file I already have? Did it get corrupted???

edit this is what it looks like to me:

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=58bf.jpg
Title: Official Robotech Mod Thread
Post by: TrashMan on August 07, 2004, 03:27:33 pm
This is a completely new SDF-1.. Made from scratch...

Look in the SDF-1 Returnes thread. I posted a download link t o several test pofs. SDF1New is the one I'm working on, an it works fine...
Title: Let the pictures tell the tale.
Post by: Getter Robo G on August 08, 2004, 05:55:34 pm
I made the fisrt shot just before you posted the last time, that's why the OLD model is in it this once.

  Alpha1 spots a Sathanus and decided to return to base, as he is about to hit Alt-J  (lol) a wierd vessel appears out of nowhere and is attacked by the Sathanus (nt really this time I just had it play dead to see how long it would last)... 3 hits later it gets owned by the newcommer!

  http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=2fbb.jpg

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=7718.jpg

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=2c07.jpg

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=a246.jpg

Alpha1 recored this intense but short battle and brings teh info back to headquarters to pour over...



  Ok ship works liek a dream, only one problem... I could NOT get the main guns to fire unless I designated a turret to be main gun. Why did you make it a subsystem???

  How does one make a normal subsystem that is a weapon but NOT a turret fire?

  One of my MAJOR gripes about FS Open is that  normally you can't look at the model in model view anymore (too many bounding boxes error) and see WHERE each turret is located anymore (this one is turret #1 ect...) sigh, oh well gotta take the bad with the good.
Title: Official Robotech Mod Thread
Post by: TrashMan on August 08, 2004, 07:13:55 pm
ERm..I look at it in Modelview normally... Have you got the latest version and the limit patch?

And i don't understand..the MainGun should fire....
Better doublecheck the POF..

AHH..darn.. I forgot to add the:

$special=subsystem
$fov=10
$name=GunTurret

In the subobject section for the Main gun 1&" and tfixed 1&2....Just addd this in the PCS and it will work fine...
Title: well
Post by: Getter Robo G on August 08, 2004, 08:01:13 pm
I got lost in PCS (I really dislike it) so I fixed model view adn did it there. Opened up PCS againa nd boom all teh data I just entered is already there, tried it in game, no go still won't fire normally...

  Why re-invent the wheel? Turrent 1 & 2 is tradition
;)

[EDIT]

  I managed to get it to fire from main gun 1 but ONLY by using an event (when time elapsed - 30 secs- fire beam - subsystem - main gun1) interval 30 secs, number times to repeat 3... I could do 999 but that ruins spontanaety...
Title: Official Robotech Mod Thread
Post by: TrashMan on August 09, 2004, 05:55:00 am
You need a LOD or two or debris?

I can then update the zip (and fix any errors there were).


but anyway...

open up PCS...go to SubObjects
Select the MainGun1 fro the select subobject dropdown list

Paste the upeer lines in the properties box...

Do the same for MainGun2, and tFixed 1&2..
slcik save...
tadaaaaaa
Title: I got an idea...
Post by: Getter Robo G on August 09, 2004, 10:31:22 am
I already did thay and no go... I think it may be the old (you need to delete the old mission bug)
   
   That's what happened with the USS scorpion it wouldn't fire and I kept messing with the same mission. Finally scrapped it and started over and it fired...

let you know later...

{EDIT} Good News and bad news... Good News the SDF-1 OOWNS the Sathanas in full combat even without the MG. bad news, without sexp event MG will not fire from MGT1 & 2 but works fine from other turrets

 Sigh...
Title: Official Robotech Mod Thread
Post by: TrashMan on August 09, 2004, 11:35:41 am
I'll do some more work on the b version and upload it later...
Title: Official Robotech Mod Thread
Post by: TrashMan on August 09, 2004, 02:52:30 pm
O.K. - do the following..

Using Modelview32 and it's POF editor, re-name MainGun1 & 2 to TuretMain01 & 02.
Re-name tfixex1 & 2 to turretfixed1 & 2

Change the TBL entry accordingly.

Now it should work. I just looked at it, and it appears that turrets have to have  the word turret inside (regardless of any prefix/sufix)
Title: Official Robotech Mod Thread
Post by: Corhellion on August 09, 2004, 07:06:49 pm
must...finish...watching...Robotech...series...

Crap man...that owns (literally!)
Title: coolness!
Post by: Getter Robo G on August 11, 2004, 09:30:02 am
All systems go now. I didn't know that little fact about the turret requirement, well at least we all learned something from this! Hehe...

  Anyway in a bit I may have a surprise for everyone... Right now I am having TOO MUCH FUN with this one item. Totally inappropriate though as I shouldn't  be mixing time frames. After all This isn't Enterprise with temporal cold wars *cough* BS *cough*...  ;7
Title: Official Robotech Mod Thread
Post by: TrashMan on August 11, 2004, 03:05:53 pm
I made a new pof wiht 1 extra LOD.. I may add one more...then I'll send it over tot you...

Or put it for download...whatever...Just find someone to path the ship...
Title: Official Robotech Mod Thread
Post by: TrashMan on August 12, 2004, 06:01:06 am
Added a sensor array behid the brige (those bunch of antennas)
Added another LOD for greater distances
Fixed the turret mix up an weapon loadout.

Get it here:
SDF1n.zip (http://www.swooh.com/peon/Trashman/Misc/SDF1n.zip)

EDTI: Give us more screenies!
Title: hehe
Post by: Getter Robo G on August 12, 2004, 08:31:22 am
I WAS gonna ask you to do this BUT now that SCP works for me and I found the high level cob2pof program again I did some screwing around.


   Can you guess what THESE are?

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=a12f.jpg

I'm such a tease... Too bad this pic is temporally invalid.
Title: Official Robotech Mod Thread
Post by: Earthpilot on August 12, 2004, 11:06:00 am
INVID!!!!!

nice image.


BTW:
Do you guys already have ideas about missions, campains and such?

And could you please post a short summary on each mission?
Title: goals
Post by: Getter Robo G on August 12, 2004, 02:17:34 pm
HI Earthpilot,

   This project has two fronts. First is to expand the quality of the first RT mod and second to brifely give the community a taste of what The Sentinel's campaign was like (The Robotech Expiditionary Force)

   I have wanted to do ground misisions as well but do to engine contrainsts and lack of mech type animations only mechas in a static pose will be used.

  I watch the original DVD's and ripped about 1gig worth of waves for use in the missions. Basicly any episode that included combat in space or atmosphere will most likely be represented in the campaign.

  Using the original mod I worked on about 8 missions (in varous states of completion). I am shooting for a target of 15-20 when finished , hopefully.

  REF will be more liek the original mod in that player will use it as a toolset adn make their own missions, or just  enjoy the mini campaign. The goal there is about 10-15 missions as teh combat and story is more straightforward in the Sentinals without all the ground or behind the scenes interation on board the SDF-3. Plus there will be few voice waves as there is hardly any charcter dialgue to gather to make it interestign enough to include.

  This "attempt" has been on my back burner for 2 years now and would be nowhere without the blessings of the original mod team as well as Trashman (our only dedicated modler) plus certain others who graciously donated thier works to fill missing slots (though we desperately need more).  So it is VERY early to even be thinking about missions aside from the screens I have shown once every few months of experiemnts (like the mission "Blind Game")...  Lets just say it involves a complicated relationship, some fighters, some pods, an asteroid field, and a few surprises....
Title: Official Robotech Mod Thread
Post by: Earthpilot on August 12, 2004, 03:05:36 pm
so how could i be some help?


- i have all episodes, DYRL, MacrossII and the sentinels
- i do 3d modelling with blender (i will try to get trashmans sdf1 imported into blender if that converting script isn't bull****)
- i am able to use my brain  ;)

if you jnow how to use me, tell me.

22 missions?

gosh i thought about 4 major campaigns with some subcampaigns and lots of missions.  :cool:

I guess that will be a hell of work, though.
Title: Official Robotech Mod Thread
Post by: TrashMan on August 12, 2004, 04:03:38 pm
I maent make more screens of the SDF-1 (now that it's fixed)..

Oh.. and send me the mission with it if you could. My FRED is screwy and no mission I make will work.....

EDIT: I'm currently too lazy to finish my Veritechs.

I have LOD0 of VF-J, VF-S and VF-A (untextured..the only difference between htem is the number and position of the head lasers).

I can send you the objects and if you find someone to texture them and make lesser LOD's (using 3Dmax and the polygon reduction tool one can make them fast.. and I can even send you a .3ds of a generic veritech (no lasers on the head))
Title: YES!
Post by: Getter Robo G on August 13, 2004, 12:17:38 am
Please send to [email protected]

I got to screw with the Invid some more (they look great with glows, but  normals in wrong position for the feet LOL!), plus the new Alpha fighters look really cartoonish texture wise but the models are twice as detailed as before...

Don't worry Trashman, screens comming real soon! Sucks though I just got hurt my finger is killing me! :P
 

BTW are those fighters mapped? If not I can't do jack,but if they are I can play wit textures to fit on them... I got all weekend to come u with something.. send them anyway, least I could do is pimp thema nd try to drum up more interest..

  I pm'ed Earthpilot, depending onwhat he says we MAY have aother modler to give you a break Trash  :P

l8tr!
Title: YES!
Post by: Getter Robo G on August 13, 2004, 12:20:23 am
damn double post
Title: Official Robotech Mod Thread
Post by: TrashMan on August 13, 2004, 06:36:18 am
Sent..hope you find someone to texture it.

If not, I will do it...
Title: Official Robotech Mod Thread
Post by: Earthpilot on August 13, 2004, 03:07:24 pm
hey i just found Max Sterlings tutorial on making fs2 ships with blender. So if u wanna give me a chance.....

BTW what models are complete and what are still to make?
(and what are the polycount-limits?)

And have you checked www.3dmecha.com ?
maybe that guy can give us some help, too.
Title: Official Robotech Mod Thread
Post by: karajorma on August 13, 2004, 03:52:22 pm
Earthpilot : Have a look through my FAQ for some more help with modding. Most of the links have migrated over to the wiki too (link at the top of the page).

The poly-count limits are dependant on whether you're using FS2_open or not. The Ship Creation guide linked to in my FAQ explains all you'd need to know if you're working on retail.

If you're building with FS2_Open in mind the limits are much higher. Around 2000 triangles for fighters and bombers and 5000+ for capships (I think the hard limit is 25,000 but only Omniscapers Star Trek models have gone above 10,000 and you probably shouldn't even go that high)
Title: damn
Post by: Getter Robo G on August 13, 2004, 07:30:32 pm
I had 3 alphas (red,green blue) all set then they got corrupted!

  Anyway the Better invid pic here as well as TWO alpha battloids, red and blue.. I sent trashman the models so maybe he can repose them and add a Gun-11 gunpod. Otherwise they just look retarded flying around at attention... :P

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=c601.jpg

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=581c.jpg

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=37ea.jpg

enjoy!
Title: more
Post by: Getter Robo G on August 13, 2004, 08:52:07 pm
Red Blue and Green alphas now in game.. still need final tweaking (paths, ect, subsystems maybe glows ect..) but they are armed and explode fine...

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=58b5.jpg

[EDIT] Glows for engines fixed  Woot!
Title: new/old problem...
Post by: Getter Robo G on August 13, 2004, 11:19:21 pm
Forsoem reason called "too many polygons too close together have creates a BSP recursion error over 1000 recursions see Kazzan"

I hate that message adn lots of models I tryto convert has that message. Only solution I can do is make the model bigger till it converts..

  I got a pic of alphas and invid (I fixed their glows) fighting now but  teh Invid are like 4 time the size they should be or the model won't convert. If I use the high limits pof program to convert them at the right size it crashes FRED..

  Any other solutions?

  IS there a newer version of PCS in the near future?

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=81c7.jpg

I hate how the pics from FSopen now are so tiny.. maybe it's cause of the bigger resolution I am running?
Title: that rocks
Post by: Getter Robo G on August 14, 2004, 04:44:03 pm
when will teh battloids be ready?


 Also HOW does this exchange model thingy work?

  Do we need that robobuild code to do the hit button "X" to make model change to other model (so we can go to fighter to gerwalk to battloid and back again...)

  Does the current FSO sexp's support this or dose the code mentione dby unknown target (I still have that zip) need to be inserted?
 
 Do we need a coder to add it for us?

gonna sendyou the invid now, can you fix them please!! PCS wil not do it any smaller.. gets recursion errors but the invid need to be 25% of current size... not exact but good enough for gameplay.. (ignore the cannon numbers)
Title: Official Robotech Mod Thread
Post by: chinaman on August 15, 2004, 03:26:31 am
hello start dragon :) I've been working on a the same alpha models, and I've converted them already. subsystems, firepoints and engine glow :) I'm trying to convert the Garfish, Marathon, Lionfish,Tigerfish and ARMD but I have to admit I still have a lot to learn. I'm using PCS,  Lith Unwrap and Modview to tweak the models. anyway I'm glad to see development happening in this mod can't wait till its done. One more thing any of you guys know how to reduce polys on a model ? is there a tool I can use except for 3dsmax and other graphic programs to build low poly models ? that would realy help. keep on the good work thanks.
Title: Official Robotech Mod Thread
Post by: karajorma on August 15, 2004, 03:33:17 am
:welcome:

IF you want to build 3D models you really need a 3D modeller I'm afraid :)

There are several free options if price is what worries you.
Title: hey guys...
Post by: Getter Robo G on August 15, 2004, 06:37:18 am
Hi Chinaman,

   Happy to see another modler who loves Robotech!

   Actually I think we are using the same models. Ancient Angel made tehm avaiilable to the SFC3, and Shatterstar communities as well as others. They are very nice, but need to be tweak to work in FS2 open. They are stil a little unstable or flat out refuse to convert or work in game. The Garfish I converted crashes when it explodes for example...

  If you would like to join us and coordinate our efforts I  would appreciate it as I have been trying to get a real team together for about a year now...

   As for the alphas, Trashman is working on paths for docking I think but they are finshed otherwise..

  He is posing the battloids and finishing them up.

  If you wanted to conventrate on the REF cap ships since you already have them I would suggest using Karajormas guides on ship creation (even though it's FSopen now mod) it can't hurt to be safe for poly limits if possible...

  We can worry about texture upgrades LATER the important thing is to get all the models we want in game and proper tables made asap! Weapons likewise can be created and exchanged LATER.

   For now as my abilities besides vision , drive, and coordination are limited I am starting to translate some of the missions I made for the original mod to fsopen.

  Example... Can anyone indentify what time period this pic is from and why the action shown is taking place?

  If you are as big a Robotech geek as I am you know the answer by heat! (note the inflight chatter is the same as in the episode! BONUS!!!)...

Enjoy!   http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=435e.jpg
Title: Official Robotech Mod Thread
Post by: Earthpilot on August 15, 2004, 06:50:18 am
a few minutes before:


Gloval: Lisa, you go on recon duty
Hayes: But Sir, I...
Gloval: Lisaaaa.....

Lisa is scouting planetary fragments after a bombardment of Khyron's flagship destroyed the SDF1's long range radar.


This is Robotech first series (Macross in Japanese)
Episode Blind Game



(GRG, i am MSN online, if you like)
Title: Official Robotech Mod Thread
Post by: TrashMan on August 15, 2004, 07:36:36 am
In FRED2_Opne you should be able to specify textures for each ship.
You can allso specify logo's for each wing (which mean, loose the skull on the texture...it's not needed)

I will send you the re-posed AlphaMech .cob abd .pof
it is not pathed...

And the SCP is needed to use the GAU-8 gun, since it's a ballistic weapon (needs ammo). It has 1000 rounds which is decent enough...
There are allso 2 head lasers included..

EDIT: Files sent....
Title: Official Robotech Mod Thread
Post by: TrashMan on August 15, 2004, 09:06:19 am
Finally...I have to use several FREDS and several FS_Open to get the damn thing working.. My FS2 is REALLY screwy lately...

(http://img57.exs.cx/img57/4633/screen33.jpg)
Title: Official Robotech Mod Thread
Post by: magatsu1 on August 15, 2004, 09:19:50 am
wouldn't it's left arm be better holding the gun, or in some dynamic position ? Excellent work otherwise
Title: Official Robotech Mod Thread
Post by: Earthpilot on August 15, 2004, 11:26:59 am
great work, trashman.
I also managed to get her up and set her against a sathanas, a demon and a ravana.

SDF1 finished the destroyers of as if they were pasky little flies while engaging the sathanas.  :eek2:   :shaking:

however the main gun didn't fire. (dunno why) but sdf1 tore the sathanas apart.

there is something else: i once set the both up for frontal assault and the sathanas destroyed the main gun with the first salvo

ok can somebody please tell me what ships are alrady finished?

(fully flyable, no more tweaking needed)
Title: Official Robotech Mod Thread
Post by: TrashMan on August 15, 2004, 03:57:20 pm
@magatsu1 - tried it - his arms are just too thick and the chest too big. It looks too dumb in that pose.

Anyway, I'm now trying my luck with the Veritech-J fighter in Mech mode.
---------------
The hitpoint values for SDF1's maing guns are too small.. I should have increaed them... I'll do that now...

Allso, the main gun doesn't want to fire by me either - and I tried EVERYTHING.. Works by other people tough.


Here's the updated TBL:
;------------------------------------------
$Name: SDF-1 Macross
$Short name: SDF-1
$Species: Terran
+Tech Description:
XSTR("The mighty SDF-1 Macross Super Dimensional Fortress.", 3055)
$end_multi_text
$POF file: SDF1New.pof
$Detail distance: (0, 12000, 25000)
$Show damage: NO
$Density: 1
$Damp: 0.2
$Rotdamp: 1.5
$Max Velocity: 0.0, 0.0, 30.0
$Rotation time: 220.0, 220.0, 220.0
$Rear Velocity: 0.0
$Forward accel: 30.0
$Forward decel: 10.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 1500.0
$Expl outer rad: 8000.0
$Expl damage: 100000.0
$Expl blast: 15000.0
$Expl Propagates: YES ; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 750.0 ;; speed shockwave expands at, 0 means no shockwave
$Shockwave Count:   5
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 5000000
$Power Output: 150.0
$Max Oclk Speed: 35.0
$Max Weapon Eng: 250.0
$Hitpoints: 2050000
$Flags: ( "supercap" "big damage" "in tech database" )
$AI Class: General
$Afterburner: NO
$Countermeasures: 0
$Scan time: 8000
$EngineSnd: 138 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -3300.0
$Closeup_zoom: 0.6
$Score: 90000

;----Main Turrets

$Subsystem: TurretMain01, 30.0, 50.0
   $Default PBanks: ( "Main Beam" )
$Subsystem: TurretMain02, 30.0, 50.0
   $Default PBanks: ( "Main Beam" )
$Subsystem: Rturret01, 15, 50.0
   $Default PBanks: ( "SDF Rail Gun" )
$Subsystem: Rturret02, 15, 50.0
   $Default PBanks: ( "SDF Rail Gun" )
$Subsystem: Rturret03, 15, 50.0
   $Default PBanks: ( "SDF Rail Gun" )
$Subsystem: Rturret04, 15, 50.0
   $Default PBanks: ( "SDF Rail Gun" )

$Subsystem: turretfixed1, 10, 1.0
   $Default PBanks: ( "Medium Ion Cannonx2" "Medium Ion Cannonx2" )
$Subsystem: turretfixed2, 10, 1.0
   $Default PBanks: ( "Medium Ion Cannonx2" "Medium Ion Cannonx2" )
$Subsystem: turret01, 10, 50.0
   $Default PBanks: ( "Medium Ion Cannonx2" "Medium Ion Cannonx2" )
$Subsystem: turret02, 10, 50.0
   $Default PBanks: ( "Medium Ion Cannonx2" "Medium Ion Cannonx2" )
$Subsystem: turret03, 10, 50.0
   $Default PBanks: ( "Medium Ion Cannonx2" "Medium Ion Cannonx2" )
$Subsystem: turret04, 10, 50.0
   $Default PBanks: ( "Medium Ion Cannonx2" "Medium Ion Cannonx2" )
$Subsystem: turret05, 10, 50.0
   $Default PBanks: ( "Medium Ion Cannonx2" "Medium Ion Cannonx2" )
$Subsystem: turret06, 10, 50.0
   $Default PBanks: ( "Medium Ion Cannonx2" "Medium Ion Cannonx2" )
$Subsystem: turret07, 10, 50.0
   $Default PBanks: ( "Medium Ion Cannonx2" "Medium Ion Cannonx2" )
$Subsystem: turret08, 10, 50.0
   $Default PBanks: ( "Medium Ion Cannonx2" "Medium Ion Cannonx2" )
$Subsystem: turret09, 10, 50.0
   $Default PBanks: ( "Medium Ion Cannonx3" "Medium Ion Cannonx3" "Medium Ion Cannonx3" )

$Subsystem: Mturret01, 5, 50.0
   $Default SBanks: ( "LRTM" )
$Subsystem: Mturret02, 5, 50.0
   $Default SBanks: ( "LRTM" )
$Subsystem: Mturret03, 5, 50.0
   $Default SBanks: ( "LRTM" )
$Subsystem: Mturret04, 5, 50.0
   $Default SBanks: ( "LRTM" )



$Subsystem: Turret10, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret11, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret12, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret13, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret14, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret15, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret16, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret17, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret18, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret19, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret20, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret21, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret22, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret23, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret24, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret25, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret26, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret27, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret28, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret29, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret30, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret31, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret32, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret33, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret34, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret35, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret36, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret37, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret38, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret39, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret40, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret41, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret42, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret43, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret44, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret45, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret46, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret47, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret48, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret49, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret50, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret51, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret52, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret53, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret54, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret55, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret56, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret57, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret58, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret59, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret60, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret61, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret62, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret63, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret64, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret65, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )



$Subsystem: navigation,       3, 0.0
$Subsystem: communication,    3, 0.0
$Subsystem: weapons,    10, 0.0
$Subsystem: sensors,    5, 0.0
$Subsystem: engine01, 10, 0.0
   $Engine Wash:   Default2500
$Subsystem: engine02, 10, 0.0
   $Engine Wash:   Default2500
$Subsystem: fighterbay1, 0, 0.0
$Subsystem: fighterbay2, 0, 0.0
$Subsystem: CommArray, 2, 0.0


;---------------------------------------------------
IN ORDER TO HAVE THE COMM ARRAY TARGETABLE AND DESTROYABLE - Open the SDF1 in PCS and put this in the Propoerties box of the CommArray subobject

$special=subsystem
$fov=360
$name=Sensor Array
Title: Official Robotech Mod Thread
Post by: TrashMan on August 16, 2004, 06:03:27 am
WARNIG - alittle error here - the POF file neame is SDF1.pof, NOT SDF1New.pof....
I made a backup model just in case and forgot to change the name...ugh....


b.t.w. - GRG - the Invid is definately screwed...

PCS gives me this:

Stack overflow protection engaged.
Pese correct the errors in the model(too many polygons in the same avarage location)
Compile Aborted after generatedBSP reached depth of 1000 recursions.
Title: Official Robotech Mod Thread
Post by: chinaman on August 16, 2004, 07:36:33 am
Thanks 4 the welcome guys I'll do me best here :)

Hi Star Dragon I've started work on those REF cap ships I mentioned to you.  I'm resizing the models rite now though its kinda tedious task since I have to do resize them in lithu Unwrap save it as cob then convert it in PCS then view it in Modview to give me the proper dimensions of the model. i'll do me best to turret this ships, I found an excelent topic regarding turreting ships I'll probably do them once I finished resizing the ships.
Please tell me where I can send the models when I'm finished
with them. :)

Ehh Trashman,
Excelent work on the SDF1 model :) simply d best man. One question what's ur average frame rate when trying this model on a test mission ? Mine drops to 10 FPS when ur viewing SDF1 up close. My machine is an AMD 2600 Barton Core, MSI FX5200, 768 meg DDR ram dual chanel enabled and x2 80 gig hard drives, any sugestions ?

Peace Guys :)
Title: WOW
Post by: Getter Robo G on August 16, 2004, 10:19:07 am
That's great news Chinaman,  I sent Earthpiilot the Ikazuchi ship but he's having trouble with blender and reading the dfx I converted it into.. I told him to just get the free 3.2 truespace and work directly with .cob format (a lot less steps).

   Yeah it can be really tedious, I think I've gotten it down to less than 5 times I have to resize something.  First I save a copy as 10% and cob it and try to convert as is.. then I see what dimentions I am working with. then I get my value as close as possible then orient it in TS and resave and pof it. If all goes well it converts and then I can send that final cob off to the modlers for final turrenting or texture fixes ect... While keeping the successful pof for in game testing (like to see how it looks in game or if it crashes on explosion or whenit gets hit, ect... One time I finished a generic Gundam Whitebase and when the enemy shot it once it dissapeared! It was a strange Aurora bug after I added engine glows, it reduced the mass to 0. I was like it has 50,000 hit points! HOW THE HELL can a basilisk take out a cap ship with the smallest shivan fighter weapon??? :lol: !

  Keep it up! Any files you complete please send to [email protected]  for final testing and sorting.

I'm getting serious now with 2 active moddlers and a possible third (once blender issues are resolved) this actually constitues a TEAM!

   GO TEAM! :yes:

   I'm setting up a clean folder seperate from Star Trek now as for the longest time they have shared the same tables and were added to as progress was made incrimentally in each one...

  Once I get this re-organization done I will post current combined tables as we make major alterations to it as well as final released items as I have to real webspace hosting  and this thread is Robotech central (besides we are streamlined, like we need 7 threads for spam, screenshots, blah, ect)... We do just fine with just one thread ;7
Title: Official Robotech Mod Thread
Post by: Earthpilot on August 16, 2004, 12:14:57 pm
@chinaman I installed truespace and converted your ika to dxf and then opened it in blender.
it seem you have some intersections in the upper part.
I have no reply on my truespace converter for blender, so that will have to wait (or i use the dxf and learn how to texture in truespace).

here is something screwy:
i installed the main gun on a hecate and it killed a demon with a single shot.
so that thing works.

More astonishing: i replaced two of the rail guns with the main gun and it also fired.

So what the heck is wrong with the turrets?


@trashman: is it possible that you placed the "barrel" of the main gun on the wrong side? (backwards facing and not forward?)

it could be that there is some sort of flag that prevents the main gun from firing through the hull of the sdf1.

Another thing: Could we make a to-do-list of what models are still to do? like this:





The Invid Invasion:
name modellled textured converted tweaked ready
Invid
Scout,unarmed no no no
Scout, armed
Scout Booster
Shocktrooper, unarmed
Shocktrooper, armed
advanced Shocktrooper
Humanoid Shocktrooper
Troop Carrier

Earth
Alpha Fighter yes yes yes yes yes
Beta Fighter
Alpha-Beta Interlock
Battloid with plasma cannon
(cyclone??)
Valkyrie VF22
neutron-S-Missile
"dropship"
light fortress (is this the garfish?)
Ikazuchi yes no no no no
Command ship

Edit:  PCS only crashes at my system. i don't know why but it does.
Title: Official Robotech Mod Thread
Post by: TrashMan on August 16, 2004, 03:47:09 pm
erm..I've put the fire point infront of the hull...

GRG sez it works fine by him.. I really can't figure this one out, since I moved the MainTurret01 and 02 and put them right on the hull and re-converted it. It still didn't fire...

As far as the frame rate..I have no idea. By me I haven't seen no slowdowns and I has it fighting a Collosuss, 2 destroyers and a whole bunch of mecha and shivan fighters flying around. And your PC is twice as powerfull as mine...
I'm pretty proud of that model. Got the max detail out of those polys. And it's pretty low-poly actually. 6335 polys with all (around 80) turrets included..

b.t.w. - GRG, are the Veritech weapons working?
Title: headz up guys
Post by: Getter Robo G on August 16, 2004, 04:46:39 pm
I too had a small problem...

   The main gun stopped firing for me at same time.. The SDFn pof (the latest) had the 2 turrets named turretMain02 and turretmain01 so I edited them in modelview and switched them around to 01 adn 02 in order...

  Still didn't fire... Then I opened up the table casue in FRED you can't access the firing points. It was an old table (always check teh table) your new one is fine. But from the old one you named them turrentmain1 &2 no ZERO...

  If you others are getting no cannon fire try editing the table to say turrentMain01 and TurrentMain02..

  They all need to match up or the game doesn't recognise the turrets there...

  BTW:

  1.) Yes the Alpha bats fire fine.

  2.) The texture replacement FAILED to take effect though I used it. Unless I figure it out I will simply make additional entries (in the end NO BIG DEAL as there are NOT as many ships in this mod as FS2 retail)...

   3.) I had to move Inferno folder completely out of teh install becuase after I deleted renegade resurgence and lightningmarshall3 Inferno decided to make it's move and hijack my install somehow (damn you aldo!) it locked up my system twice tryingot load all teh scp settings... I couldn't figure out what was wrong as I simply edited the old table and moved them out for the new ones. After teh third run through I got teh gigas staring me int he face and I yelled "INFERNO!!!!!!!!!!!!!" (good imitation of Kirk yell)...
 
   Ok after getting the damn thing to work like normal again I can happily say the original mod meshes well with the new and here are the screens to prove it I also changed the new Main Gun to the old Reflex Cannon to compare...

   http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=bb7a.jpg

http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=e2a3.jpg

http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=91a3.jpg

http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=ec8c.jpg

http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=7a6e.jpg
Title: CONTINUED
Post by: Getter Robo G on August 16, 2004, 04:58:56 pm
4.)  I just realised you asked me about the head lasers, will test them SOON!

5.) All the original weapons carryied over adn SEEM to work...

6.) I will know by Fri if I can get my old missions carried over without going from scratch cause though I will need a fredder to look them over later on, they are a pain in the ass cause of all the voices I use adn the timing must be perfect!

7.) YOU CAN NEVER,  EVER USE TIME COMPRESSION !!!
  If you do you will screw up the events and voices in the mission as the game will speed up BUT the vocals will continue at normal speed and get backed up and not match the mission anymore!

8.) No real biggie but I copied over teh hud VP and it's fine but the briefing icon one had an error message with FSopen... got to fix that before final release!


 9.) There is no #9 NEXT!

10.)  Now that real progress can be made let me do a little more research, I have old models you guys can use as references  andI WILL have a final COMPLETED AND TO DO list by Friday latest just give me some time. I will be finding out if I can get through work tonight as I got hurt and lost one day last weekl!  (RL sucks don't it?)...

  Oh I will also give you a complete weapons completed and to do list as well. Not so much a priority is to near the end have newer icons possibly or ones for the new stuff to mesh together.  last thing will be interface art and music though the OLD music seems to have blended in ok...

11.) the Invid clam ships... Can we edit them like the old VT's? For a cheat transformation? When they take 1% dam or after time delay damage them and the model switches to the OPEN version (needs to be made from the old model)... Then we can put fighter bays inside it on the surface and have the invid launch en mass with SEXP's...

  Does that sound correct / Do-able?

my brain if fried for now... Anything I forgot remind me here... If I failed to answer ask me again. L8tr! (passes out) :D
Title: Official Robotech Mod Thread
Post by: TrashMan on August 17, 2004, 06:05:31 am
Looking Good!:D

b.t.w. - I just might make another version of the SDF1 (no, not completely new, just a few tweaks, mainly the turrets and stuff...)
Title: Hey Trashman...
Post by: Getter Robo G on August 17, 2004, 06:57:55 am
I am missingtwo textures, victory and vesuvious, that is why missing areas like this are in the bays...

http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=ef5a&.dnm=8102.jpg


   BTW here is an AWESOME pic Earthpilot sentme that I would love to have as the inside of expanded bays (cause we have to fly into them to begin the inside SDF-1 red alert missions (the red alert will get is to load the inside skybox model of sdf-1 and teh city we proposed about trashing, er, I mean saving!!!) Yeah that's the ticket!   ;7

http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=ef5a&.dnm=957f.jpg

   lastly just a question, no biggie. I tried something new adn converted two zent missiles (we will have to remodel them but use them as a reference they belong to another team, though one of their members gave me certain ones last year...) anyway I added glows to the missiles so when you fire them you see this! I think it's cool as hell...

   The quadrano just fired a bunch of her mini-missiles...
http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=ef5a&.dnm=a07c.jpg

    However viewing from the front all you see is the trail, and when it passes you the glows. the pof is not visible!! The pof is in pof folder and it's map in the map folder...

http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=ef5a&.dnm=973e.jpg

   Regardless weapon does NOT crash game and works as normal besides from not being seen...

One last ramble for now, the Zentreadi officers pod (Khyron's) needs to be 3x larger (300%). right now it's half the size of a vt (like 11m) He's a zentreadi for pete's sake! Plus he eats lots of  fast food on Earth LOL! anyway when I resized it it crashed the game...

still working on stuff .. l8tr
Title: good news
Post by: Earthpilot on August 17, 2004, 08:07:27 am
I finally got notice on my blender pronlem and it is now fixed!
i tried to import the cob of an ARMD and it worked!


About the Ikazuchi (or Xerxes-Class):

is it due to the convertion or because of something other but the model got messed up.

For training i will build a Ikazuchi on my own (i  fact, i already got everything except turrets, bridge and rear hull).


BTW: Sdf's Textures beeing transparent seems to be a SCP-Problem cause i installed the robotech mod from robotechlan and the ARMD's testures are also transparent.
Title: Official Robotech Mod Thread
Post by: TrashMan on August 17, 2004, 08:33:04 am
I updated the TEX.zip with ALL the needed textures. Download it again...

If you want I can make a little updated version of the SDF-1 with deeper hangars and any other modifications you might want.

Just post your wishes here...

*b.t.w. - the reason I did the main cannon like I did (invisible long block INISDe the fron section) is becoause the main cannon IS the whole front section. Selecting it an getting a micro-turret would look funny, and having subobjcts on subobjects is impossible..so...
Title: Main Gun working - somehow
Post by: Earthpilot on August 17, 2004, 12:22:07 pm
now it's starting to get really weird.

I managed to let the main gun of the sdf1 open fire.

I first set the turret-lock-all-sexp and then freed the two turrets of the main gun. i then freed the two beams and used the fire-beam command.

the sdf1 then fired.

strange though....:confused:

is it possible that the main gun somehow interferes with another turret?
Title: Official Robotech Mod Thread
Post by: TrashMan on August 17, 2004, 01:08:01 pm
IMPROVEMENTS

- Increased hangar bay depth. They are now 4-5 times deeper.
- Shortened the Rail Guns and made their base a little thicker
- Fixed a few errors in the POF (such as turrets 5,6,7, & 8, whose barrels were not set)

I will upload this new version and replace the only SDF1n shortly...
Anything more?

EDIT: Uploaded..
http://www.swooh.com/peon/Trashman/Misc/

SDF1n.zip and TEX.zip are the files you want!
Title: Official Robotech Mod Thread
Post by: TrashMan on August 17, 2004, 03:43:21 pm
Allmost forgot - GRG, could you send me a Zentradi battlepod and one warship?
Title: No problem..
Post by: Getter Robo G on August 17, 2004, 04:16:23 pm
I'm sure we can improve teh warships, buteh battle pods look just as awesome as before! one little thing I noticed which IS funny.. All teh thruster glows are almost twice as big as before, like we all are on afterburners or something HE HEHE. no biggie but in case people wonder why it looks strange it's not normal, just ignore it for now. We can go back and fic thoselater right noe models and stuff is priority, tables that are correct second, missions third, and nitpicking adn minor glitch cleanups at the end after Beta testing..  Oh yeah now I can play around with the idea of additional vopices besides the shows to fill in briefins or pilot chatter.. The show's voices are just for added flavor.

Will send pod and warshps ASAP!  How much are you missing from original mod??? I only changed texture names for a more customized ystem of easy adding and removing and pinpointing textures. Very few textures in the map folder will be universal but there are some...

  Test release for beta will have those texture names organized from edited pof's you guys send me and then will make those zips available.

  Weapon pofs and textures will have a simialr name organization (ie) qm1 is Quadrano missile1 (a mini missile)
qm2 would be Quadrano mini missile type 2
ect

Basicly If I can't screw it up then it's IDIOT PROOF!  ;)
Title: Official Robotech Mod Thread
Post by: TrashMan on August 17, 2004, 04:26:04 pm
Actually, I only have the Alphas, my SDF-1 and the normal veritech.

If you want any more changes on the SDF-1 then say it now... I won't make a kazzilion version..
Title: Hey everyone...
Post by: Getter Robo G on August 17, 2004, 05:14:23 pm
To make things EASIER please make a yahoo acoount and let me know your yahoo Id's..

  I just tried to send Trashman all the current files, just under  5 or 4 MB. It appears his mail is FULL! :P   Current RT Models, Curent RT maps, and current RT table (with effects rared inside that one.)

  I found out I can make a 30mb briefcase for free but you can only download from it if you are a yahoo member and I physically add your Id in my allowed list. Other public cansee the names but can't access the downloads..

The files have been uploaded to yahoo already...

SO far ourmember list is:

  Trashman: Chief Modler

  Chinaman: Modler

  EarthPilot: Modler

  GRG: Team Coordinator

   I think you can put to bed SDF-1 unless we find more glitches in testing. I don't want to rush to judgement that it's final but if all of us can have no problems and spot no missing areas by the time a small beta is ready then we can safely say it's finished... I can see no major alterations in the future. I really don't want to tinker with a work of art but the thought of Destroid bays and those rotating double rowed missile launchers stick in my head...

  If you know what I am talking about great (like on prometheus and Deadelus and maybe a few on sdf-1) but if not don't worry about it.

 I DO have a cap ship Reflex torpedo that they fire you guys might like... But we will get to that later.

 Let me test this one old mission in the new format to see if my voice commands Freding carried over and then I will start on TO DO Lists

Current Models in the files are the folowing:

a.) White version of the old VF-1 (Called VTW.pof) for Veritech WHITE
Just for temp use as we plan on replaceing it and I didn't bother to include models or textures for the red and blue ones..

 b.) VF1S (old super Veritech) If I forgot the texture let me know it's one map (VFS1MAIN)

c.) ARMD (called ARMD3), With LancerII (RDF combat Drone), and RDF RDRONE Ghost QE-3000 non-combat recon drone, also Cat's Eye Recon AWACS Place (catrecon)...

d) Zent Battlepod, Zent officier Pod, Zent female Armor (ignore the table entry fro male power armor (Not ready yet), zent fighter, zent nupetiet flag and smaller curiser varient, zent scout cruiser.

I think that's it.. I got all the old tables in the new mod as well as weapons, no conflicts SO FAR.. for gigiles use the OLD effects... We can always change them later.

As always let me know if I forgot something... I only ask for the yahoo thing cause we can have emails up to 100mb and send messages up to 10mb at a time for FREE.

  That's all teh web hosting I got for pics or file but it is better than NOTHING!
Title: Official Robotech Mod Thread
Post by: TrashMan on August 17, 2004, 06:22:10 pm
Well, it the SDF-1 can be considered done for now, than I can move on to other things...

Like maby texturnig those new veritechs and finishing the battleoid mode model...
Title: HOLY CRAP!
Post by: Getter Robo G on August 17, 2004, 07:41:11 pm
I can't believe I fotgot to mention this earlier!!!

  Before you get out of SDF-1 Mode we need a verision of it in soldier configuration (arms our 90degrees and the shoulder bow split wraped forward...

  In mission 2 you get in pluto's orbit adn sdf-1 is in cruiser mode adn cannot fire at all...

  In mission 3 or 4 they get to fire again AFTER doing a MODULAR TRANSFORMATION... After that point when they need to fire that model gets switched in...

   BIG bonus!!! My old mission WORKS just fine and the voice messages  go off like before. Now All I need to do is fix all the ship class conflicts as I changed the tables and pof names so now Fred doesn't recognise all the  changes yet. But this means I can upload it after work tomorrow morning for you guys to try out after you install the mod files!

   The voice messages are coded for episode
1breifing ( e1b1 mens episode1briefing1)
1command brief ( e1cb1) ect for more...
and 9 specials for mission flavor NOT personas (personas are your wingmen) called ( e1m1 for episode1 message1 up to e1m9 for nine of them)...

   The mission was never done right it says RTB at the beginning and has no clear end BUT all that matters is the meat of it is there and a Fred expert can fix it :) Or I can learn hopefully...

IF some fo the briefs are too long and boring I can always shorten them.. It is expected a first time player will listen through them (us vets will skip them)...

   Total download of mission plus messages will be less than 7mb

   The cool thing about how I did this is how everything is categorised by mission. you can pick and choose your downloads NO VP needed.  Play them in order or as they get done or if people want smaller ones first cause of modem speed ect.... The worst part will be the mod Core itself...

  Now please keep in mind I barely can Fred so this aint no Picasso!

  Now I need to fix the mission where 340+ asteroids that took me  5 HOURS to get placed just right worked ONCE and now failed and you get 340+ enemy VERITECHS!!!! (I posted a screen of that last year).. The first Robotech Civial War..LOL...

  Wait to you guys see Episode 10 (Farewell Big Brother!) Evil Laugh! :drevil:
Title: Official Robotech Mod Thread
Post by: chinaman on August 18, 2004, 01:02:46 am
Hi Guys :) a lot of progress going on thats excelent I'm getting excited here. I'm doing some adjustment to the REF ships and I'll be ready to send some of me models 2 u guys very soon. I havent gotten around to turrent them (me day time job is killing me :( ) so I will just send whatever I've done. still need to turrent them ships grrrrrr !!!!  I'm trying to do something bout the Invid   ( Gurab / Crab ) model manage to scale it down to WxHxL 25x31x21. it displays fine in modelview but it gives me stack overflow errors in PCS hmmmmm.

Live long and prosper, Peace.

GrG me yahoo account is [email protected]

Peace brothers
Title: Official Robotech Mod Thread
Post by: TrashMan on August 18, 2004, 05:58:08 am
GRG, I registered at Yahoo: [email protected]

SDF1 Soldier?

You mean the battloid mode or just cruiser mode with the carriers more out and facing forward?
Title: Official Robotech Mod Thread
Post by: MetalDestroyer on August 18, 2004, 06:01:51 am
Where can i download the Robotech Mod for Freespace 2 ??
I try the demo robotech mod here :
http://www.robotechlan.com/freespace2/
Title: Official Robotech Mod Thread
Post by: Earthpilot on August 18, 2004, 08:07:11 am
@Metal Destroyer yes that is the old mod, the new is under construction

@chinaman: can you post a list of what you have modeled.

BTW: something in your Ikazuchi is screwed up. I am making one on my own to get used to this and will try to texture it.
(only for testing with blender and truespace).

and also there are object intersections. as far as i understood karajorma's  faq (thx mate), objects in a mesh shall not intersect or otherwise the ship will be messed up ingame.

What program do you use, btw?


@Getter Robo G
 i will create an account shortly.
 Didn't I send you a bunch of fs2-missions i created?
 If i did, have a look at it and tell me, whether you want me for mission-creation as well or not.


@Trashman

  Getter Robo G means this:

(http://cdecas.free.fr/robots/images/sdf1.jpg)

it is the version with Prometheus and Daedalus.

There is also a version with ARMDs, but i talked with somebody yesterday (who was it? *damn*)  and we came to the conclusion to call this the SDF-2.

(http://gundamworld.it/sognidigundam/galleria/sci_fi/006/sdf1_04.jpg)
Title: blah...
Post by: Getter Robo G on August 18, 2004, 08:08:15 am
Hello metal, that was the original mod for FS2 not a demo... It was a toolset with 1 or 2 missions but they gave you all teh basics to make you ownmissions (like I  did, about 8 of them in various stagesof completion).

   Now what I am trying to do is expand the original mod (Max Sterling said the team was ok with it) and recreate as many of the episodes from the macross sage (eps1-36) as possible from a gameplay perspective (ground episodes are out for now)... Also though skipping souther cross (for now), we are also doing The Sentinels (or what happened to SDF-3 and what tehy found when they got to the homeworld of the Robotech masters...).

  We have just started to make progress with the NEW mod as I have been trying to get a team together last 2 years.  For now we are discussiong everything in the open for all to see (though I may keep a few things a surprise for now hehe). As of yet there is NO Download for teh new mod publicly, only for team members... I may have a small beta test outside of the team  but nothing is gonna get released (I hope) besides screenshots until it is finished...


  To the team..  I edited my briefcase settings you two SHOULD now be able to down load from it , hereis the link http://briefcase.yahoo.com/getter_robo_g_2004

PLEASE let me know if 1.) link is broken, or 2.) it doesn't let you DL from it. IF that happens I will have to get with you online and send it direct (bummer).... But I will do what I have to...

   Mission one slight problem, not ready yet, to be uploaded soon.
Title: Official Robotech Mod Thread
Post by: Earthpilot on August 18, 2004, 08:19:50 am
Quote
This folder is currently empty.



but the link opens
Title: blah
Post by: Getter Robo G on August 18, 2004, 08:22:19 am
Hey EarthPilot...

  I did NOT make the REF ships (I am not a modler at all)  Ancient Angel did... However he made them for another game specs and didn't have the time to fix them for us BUT he donated them none the less so we appreciate it!

  These are the other REF ships he made available:
Garfish,Lionfish, Triggerfish, Horzant (emoty), Horzant (iwith contaners), Horzant  (misile varient), Hawkeye (Horzant awacs varient)...

I got the Invid, the Alpha, it's battloid, and a different Garfish from the Robotech Modling Alliance Page (fair use for all mods as long as credits included)...

  I will take a look at those missions, but didn't you mention they were in German or something before? LOL...

OK I just got home from work I need to eat soak my finger (still hurts like a B word) and start working on a to do list, and finish a way overdue voice acting thing for Spicious!... L8trs!

Oh yeah and Trashman, that pic is close but it is in attack mode the arms are bent at a 90 degree angle pointed forward  so the fighters can launch facing the enemy (this also sets up a possible deadelus attack - I want to try it somehow later on!). Also the two white bow turrents are bent over the shoulders pointed at the enemy in firing position at a 90 degree angle also.
Title: EARTHPILOT
Post by: Getter Robo G on August 18, 2004, 08:24:37 am
I only authorised Chinaman and Trashman like 10 mins ago you need to be listed as a friend by your yahoo account.. Only then you SHOULD be able to see the files...  If you can't see it after you get added then there is a problem...
Title: Official Robotech Mod Thread
Post by: Earthpilot on August 18, 2004, 09:06:49 am
ups i haven't created the account  :rolleyes:

now i have:

[email protected]


btw when in robot mode, can we make the main gun completely one turret?  so that it could rotate up and down?

(in eps 5 it fired right above  and in eps 6 it rotated to face forward)
Title: yes
Post by: Getter Robo G on August 18, 2004, 10:07:44 am
it doesn't matter what position the turrets are up or down, aslong as they are in battloid mode the main gun is allowed to fire after the engines disappear in episode1-2...

  It's up to Trashman as up or down is totally cosmetic..

EARTHPILOT... You were added if it still doesn't work let me know asap...

EDIT - BTW we really don't need SDF-2 as you never see it in the show anyway and it gets blown up by Khyron... IF we need to we can clone SDF-1 adn have them back to back... Right now I have an ARMD mounted on SDF-1's back. Khyron blows it away then SDF-1 fires and wings him but he survives and rams SDF-1 they both explode  :P Enjoy the ring side seat Rick!
Title: Official Robotech Mod Thread
Post by: MetalDestroyer on August 18, 2004, 01:30:09 pm
Thanks very well for u two.
Title: Official Robotech Mod Thread
Post by: Earthpilot on August 18, 2004, 02:03:20 pm
@GRG now working fine.

about sdf1 robot: i meant not to place the main guns either down or up, i meant movable like a turret but only movable in these 90° from upward till forward facing
Title: Official Robotech Mod Thread
Post by: TrashMan on August 18, 2004, 02:59:18 pm
Ohh...
You mean THIS:
(http://www.kent.net/robotech/ships/rdf/sdf-1_attack.gif)

Right..I'll get on it...

BUT you do know that if they are movable then I can't put no small or big turrets on them...

In cruiser mode it does have around 16 turrets on the "main gun" (read - the fron section)....
Title: This is gonna sound wacked...
Post by: Getter Robo G on August 18, 2004, 05:48:39 pm
Forget about making it a movable turret...

   Make two versions, one with upright shoulder struts, and one inforward firing position... That way it's an extra model to copy and alter BUT it avoids the conflicting turet thingy and game play wise it's no biggie...

  How does that sound Trashman? (it's your call)... Whatever is good for you.
Title: Official Robotech Mod Thread
Post by: TrashMan on August 18, 2004, 06:47:27 pm
I'll se what I can do.

I have barely started to work on the soldier mode....
Title: No rush
Post by: Getter Robo G on August 18, 2004, 07:02:45 pm
Take your time...


   BTW the first of many lists...

   Not necesarity in order but HERE is the MAIN site I found with decent data or at least a listing of the ships to be in the mod(s)

http://www.artemisgames.com/robotech/ReferenceGuide.html

   Trashman can't get to the site apparently how about the rest of you?

   I figure we can have RDF be considered chapter 1 and REF chapter 2 (no need for seperate tables as combined it should be below FS2 shiplimits... ) If that does change we will seperate them later...
 
   Any no reason why both can't be worked on simultaneously... here is the listing for INVID:

   Malar Power Armor (Hive Guard)
   Iigaa Light Mecha (Scout)
   Iigaa Impoved (armored scout, with cannons)
   Gurab (Improved with Shoulder cannons - Shock Trooper)
   Gamo (Pincer)
   Gosu (Royal Command Battloid)
   Rework of the Mollush model ? (for open shell door)
   Invid Hive Ship (lands on a planet for instant base)

   Not listed there but two ships:

   Invid Command ship (regent hides there)
   I think they have some sort of Cruiser..
  That's it no other cap ships..

  Possible Bonus for later IF the ground mod is ever perfected:

  Invid Cougar
  Invid Speeder (with malar power armored Invid flying it)

That is the complete Invid list...

Right now Trashman has the normal Gurab and I have the Mollusk Transport (closed shell)...
Title: Zentreadi Forces
Post by: Getter Robo G on August 18, 2004, 07:47:57 pm
This list is mostly complete... A possible 5 or 6 ships could be included later (female varients) not shown in the site. Keep in mind the emphasis is on Robotech so not including them as Meltrandi won't affect things, it's just for added enjoyment.

   Zentreadi Forces:

  Gnerl (possible rework Zentreadi Fighter model zfpod)
  Zent Com-1 (unseen Zentreadi Gunboat)
   Recovery Pod (this could be fun as it gives the Zent players a support ship of their own)
   Zent Artillery battlepod (both Light & Heavy Versions)
   Glaug Eldare (Zent officer pod with booster attackment (no legs just torso mounted ont eh booster) Enhanced mobility and additonal weapons. (modify the zopod model)
   Zent Male power armor type 1
   Zent female power armor type 1 (rework of the model zqpa1 possibly)
   Zent male power armor type 2 (not shown ACE armor I have model for reference)
   Zent Female armor type 2 (Ace armor I have model for reference)
   Tiluvo Dropship (unarmed)
   Queadol (Strike Cruiser)
   Quiltra ( Armed Transport, I have model fro referance)
   Thuveal Salag (Khyron's command ship, Heavy Cruiser)
   Rineuudia Monitor (Beam ship?)
   Fulbtzs Home Base (Dolza's Comand asteroid/base)

   NEEDED but can be considered bonus:
   
   ROBOTECH Factory Satelite !!!

Zentreadi list basicly completed...

Tomorrow after work I will post the final two lists to shoot for the RDF and REF forces...

  NOTE as before I left out models we currently have available unless it is a possible rework to a higher poly model OR an alteration of one (like officer pod model referance with the booster) So I will not list alpha fighters or their battloids ect.. Unless it's one we are missing... L8tr!
Title: more lists...
Post by: Getter Robo G on August 19, 2004, 05:30:39 pm
RDF LIST:

   Star Goose space shuttle (for VIP transportation, and misc)...
   RC-4 Rabbit (Bonus, New support ship)

 All other fighters are under develpement

  Bonus (destroids for eye candy and to do teh hull of teh SDF-1 with or future ground missions)

    Tomahawk
    Phalanx
    Spartan
    Defender
    Monster

RDF list complete...



REF LIST:

   SVT-1Vixen (for recon, pilot retrieval,  vip courier, special ops)
   BETA FIGHTER (must be able to dock with alphas!)  
   VF-4 Lightning (Bonus)

   Pioneer Class Super Dimensional Fortress (SDF-3)
   Izumo Class (SDF-4)
   Banshee class Destroyer (PT boat)
   Gremlem Class Missile Destroyer (PT Boat)
   Argonaught - Super heavy battle cruiser
   Montgolofier - Shp Tender (reapair/construction ect)
   
   Bonus Villavarre class - Super dimensional Fortress SDF-8

REF LIST COMPLETE...
Title: FINAL LIST!!!
Post by: Getter Robo G on August 19, 2004, 05:56:57 pm
OK Last one (I promise!)

  In additon to existing weapons new weapons to be added:
mainly for veriety, but also cause they are physically different for models

RDF/REF

Tomahawk - S to S missile
Stilletto (s range multi purpose)
Firebird L range missile
RMS-1 Angle fo death (Nuclear)
AGM-65R Maverick (bomb)
GA-80 Starstrike
HHHM-02 Starbust (Super veritech missiles)
HR-22T-Hothead (mech to mech missile)
Trident-F4
CMB-200 (cluster Missile)

Zentreadi Weapons:

MPA6-Maggot
MPA2-Megrim
MPA5-Moloch
MPA1-Mitten
SAA1-Granite
SSA-1 Sniper
SSA-2 Scrapper


New weapons complete with exception of new beams? Not really needed but canbe considered BONUS... Plus the reference site does not list beam type weapons only mecha/ships and missiles...

Hopefully this is everything, I have a handful of those above for working with.. Asthings get done I will re-edit these list and make them as COMPLETED by entry... L8tr...
Title: Official Robotech Mod Thread
Post by: Earthpilot on August 20, 2004, 08:39:52 am
I think we should consider particle beam weapons and reflex cannons as beam weapons.

And while we're at it: i think the sdf-1's secondary weapons are too strong. even without the main gun it blasted a nupetiet within 10 seconds.
Furthermore the shockwaves of some of those weapons should be reduced. (i ran a strike at a nupetiet and that shockwave killed me).


BTW main model of the ikazuchi is done, on with turret modelling...

@GRG what Audio sources do you have?

when it comes to sounds, you should look at anime series which have sunrise as one of their producers (i noticed that in gundam wing many weapons sounded like robotech weaponry).
Title: Official Robotech Mod Thread
Post by: RangerKarl on August 20, 2004, 11:11:32 am
*me backtracks*

Whoa, the YF-21? How are you going to shove THAT into this campaign?
Title: heh
Post by: Getter Robo G on August 20, 2004, 12:00:21 pm
RangerKarl,  I have said nothing about the YF-21 YET (stop reading my mind! I can't say everything now. Besides these lists alone may scare the modlers off nevermind adding macross 7 ships and protedevlins!)

   Umm - That was my inner voice... You guys didn't see that

  *Starts to hum PLANET DANCE!*


Earthpilot,  my audio sources are the robotech DVD's for macross and southern cross. I have no eps of next generation anymore as I had the entire series on tape and a "friend" moved away with them!!!

  I have enough mission voices for the 8 I am tweaking now as well as enough stock stuff for another 10 (probably) as they total space used is about 1gig of waves from robotech episodes...


  Trashman: is that model of SDF-1 without arms still on the website? We need it and deadelus/prometues seperate for the first 2 missions...

  You land rendevous with the SDF-1 in orbit at end of mission 1, mission 2 you fold to pluto and you see the island frozen as well as prom and dead floating dead in space...

  Your objectives are to guard the transports as the tow the two warships to the SDF-1, but MORE importantly to guard other transports as they tow macross shelters frotm eh island to SDF-1 full of civillians!!! meanwhile battle pods, officer pods, and some quadranos are STILL on the island and got pulled with you. You have to fight them off. Also the SDF-1 cannot fire it's main gun (if it lacks turrets for that model no biggie) it should lose most power anyway as loss of the fold engines cripples the ship for a time...

  In the FAR future we have the interior to look forward to... ;7
Title: booby trap test
Post by: Getter Robo G on August 20, 2004, 01:09:22 pm
Ok this is the mission I made long ago using original mod. I tested it out before moving to new mod BUT now it's borken SDF-1 will not fire. I even took a mjolnir and altered it to be invisible and fire a reflex cannon but no go! (add plotdevice1 pof to models and the table in ships...)

  I can't make the beam appear to strike the cruisers on cue to match the voice action... Anyway the mission needs to be fixed cause of RTB and we have to add more for a rendevous in space with SDF-1 BUT anyway I just wanted to give you a taste of what I am shooting for... As you will see this is just a look and see byt he Zentreadi and not the main attack (that happens on the Island)...

sigh "I suck!" :confused:

EDIT- I forgot to mention I found a 3000 poly Warhammer and got permission from the creator for use. It is currently untextured, but if he doesn't do it I have textures if one of you can skin it later on, plus we have to be sure iit doesn't need to be tweaked first.. (possibly needs to be subobjected.  LONG LIVE DESTROIDS! I plan on having some nice quality ones dotted all over SDF-1's hull and other places perhaps for eye-candy...
Title: Official Robotech Mod Thread
Post by: TrashMan on August 20, 2004, 03:12:34 pm
ERm..the SDF-1 without the carriers is there, but I wil convert it again and put a new version for dwnalod.. I will allso add the prometheus and deldalus as objects..
Title: Official Robotech Mod Thread
Post by: Kamikaze on August 20, 2004, 04:45:28 pm
Quote
Originally posted by Earthpilot

There is also a version with ARMDs, but i talked with somebody yesterday (who was it? *damn*)  and we came to the conclusion to call this the SDF-2.
 


I thought the ARMD version was shown in Macross: Do You Remember Love as the SDF-1? The SDF-2 was the Megaroad-01 which looked different from that picture, I think it was shown in Macorss Flashback 2012.
Title: yes
Post by: Getter Robo G on August 20, 2004, 11:42:28 pm
Don't get sidetracked... The focus is on the American version (called Robotech. Part 1 is Macross SAGA), NOT Japanese Macross. Ryuune is doing a MACROSS TC so his has the ARMDS instead of dedelus and prometheus...

   If you have read this ENTIRE thread from the beginning you would have seen all the discussions we talked about and the mis-communications of people who thought this was supposed to be a Macross mod (It is NOT)... No offense against Macross but although Robotech IS "the bastard child of 3 different series", it still was the coolest thing ever released on American Television it the early 80's (and I watched it all through Junior high for 3 years)...

   There is a SERIOUS gap between quality games for western fans of anime. All the best games are never allowed out of Japan (you have to modify your consoles)..
 
  For example there is a SEGA SATURN game for Gundam that makes the normal PS2 look sick... A totally digitized Godzilla game with all the monsters that makes American dreamcast look stupid, and of course for their PS2 they have had Macross VFX1 & 2 for the last 5 years or so... And THAT is of the quality you've seen in the JUST RELEASED Macross Zero movies so as a WESTERN ANIME lover I am VERY dissapointed in SONY, BANDAI, Gainax, Sunrise, and all of those companies from ignoring their untapped potetional of long term non-Japanese customers.. Hell I had 3 of the 5 shogun warriors in 1977-78... $50.00 a pop for a 2 foot tall piece of plastic that shot missiles that little kids chocked to death on (but dammit WE LIKED IT THAT WAY!)  :drevil:

   Wow, that was a rant and a half... Excuse me I need to play some Fire Bomber music now...

  Trashman, sounds great! I am So sorry to make it sound like I need a gazillion versions, it wasn't my intention... Take whatever time you need no rush.. You do realise how appreciated you are (at least by me!!!). You've made one of my most cherished childhood dreams a reality (sorta ;) ) and that SDF-1 ROCKS!!!

  TWO things for all you guys. First, I would like to have a policy that all models CREATED for this mod be freely available to anyone for use for any project as long as YOU guys are credited. I am sick of people who create great works of art and then get all Grinch on them, especiall when this subject is one of the LEAST rich in resources, it's not like Star Trek that has a dozen models for every concievable confuguration  :p  (sarcasim, not imeant to be an insult).

  If that is a problem let me know...

   Second, while you guys are busy I would like to bother the community texturers to see if they would like to start enhancing our maps. Adding glows and shine , ect.. for the high end users who can make use of them.. That would be a cool option to have and yet not impact regualr game play as they do not need to activate those options and just run it as normal FS2 as I am doing now. Does that sound cool?

   Anyway that's all for now... I'm racking my brain for more ideas to actually make these missions better but I thought I would give you guys a glimpse of future stuff as I am reworking the old missions and God they suck! Plus the numberring is NOT final, 2 years ago I had no idea if the ground ones would EVER be possible but even without the "ground mod" we can fake it and use skyboxes and a large  ground surface pof... So maybe macross Island invasion CAN be done?  Anyway that's for the future to mess with here are the things I did that I am re-screwing around with.. (BTW what did you think of my first attempts at mision 1?)

Mission 2 Space fold (around pluto salvage warships and save civillians)
Mission 3 Unamed filler
Mission 4  Blitzkriege (The Saturn attack)
Mission 7 Blind Game (Recon Mission goes VERY Bad)
Mission 10 Farewell Big Brother (character development)
Mission14 Wedding Bells (more character Developmenmt)
Mission 15 Force of Arms (A big climax)
Mission 18 Khyron's revenge (The END?)

   Of course Granite city, and operation Star Saver would be in there somewhere I just need to figure out IF it is possible or make up more filler missions. I came up with that list from watching the episodes over and over doing the voice captures for the wingman chatter, and mission briefs. I decided that outline of episodes that could actually be represented in game otheriwse the player won't feel entertained or needed... Of course certain events will be tweaked for gamplay purposes, but above all it's supposed to be FUN...

L8tr!!!
Title: Official Robotech Mod Thread
Post by: chinaman on August 21, 2004, 01:12:51 am
@GRG,Trashman,EarthPilot

I've just finished updating the alphas :) it come in 2 flavors, with gunpods and without. The models are courtesy of AncientAngel and Aisirul, thanks to this guys we have the alpha's. also the invid crab is done and pof'ed. to wrap it up I've included the Garfish and Marathon they have subsystems,engine glow etc but no turrents yet (turret) I leave it 2 u guys to turret this babies. tonight I'll be working on the Horizon Drop Ships, Hawkeye's hopefully tomorow I can sent it to you. Eh Trash neat pose on the Alpha mech is it ok if u can send me the model to do some test ? and check ur yahoo mails guys I'm sending  u the models as I speak. Peace Guys
Title: Official Robotech Mod Thread
Post by: chinaman on August 21, 2004, 01:29:30 am
Glory Shots :) enjoy.

http://pg.photos.yahoo.com/ph/ch_shotgun/detail?.dir=/b24a&.dnm=b29f.jpg
Title: ops!
Post by: Getter Robo G on August 21, 2004, 05:05:48 am
Chinaman if you make an albumn on yahoo (which is great cause they hold like a gazillion pics!), you HAVE to go to MY photos and then EDIT albumn preferences.. Initially they are PRIVATE, you have to change it to PUBLIC setting otherwise we all get denied access...

  I just DL"ed them all and will test them! COOl Beans!

  I just got contacted by a possible extra Invid Modler? Anyway Keep lines of communication open as to WHAT you guys are working on BEFORE you start (stops triple effort lol)

  Trashman is working on SDF-1 varients and possible later skinning VT's

   Chinaman is doing Horizont and varients(2)?

   Earthpilot (I think) was working on the Ikazuchi...

   If the others test out I will slate them for finialization. any models actually completed will be taken off the list... Awesome...
Title: Official Robotech Mod Thread
Post by: chinaman on August 21, 2004, 05:33:45 am
Glory shot Mk 2 :) enjoy
http://pg.photos.yahoo.com/ph/ch_shotgun/detail?.dir=b24a&.dnm=b29f.jpg
T.Y.  for the tip GRG, pictures are now shared for public view.
do we have any updated model of the super veritech ? the one I have is from the old robotechFS2 mod which is not so good.  Question what are those 2 large containers hanging under the wings of the Horizont ? are they missile canisters or cargo pods. if they are missile pods I can convert it to a bomber designed to carry reflex warheads otherwise it will be transport ship or whatever. the Hawkeye will make a good Awacs.

Peace !
Title: Official Robotech Mod Thread
Post by: chinaman on August 21, 2004, 05:33:45 am
Glory shot Mk 2 :) enjoy
http://pg.photos.yahoo.com/ph/ch_shotgun/detail?.dir=b24a&.dnm=b29f.jpg
T.Y.  for the tip GRG, pictures are now shared for public view.
do we have any updated model of the super veritech ? the one I have is from the old robotechFS2 mod which is not so good.  Question what are those 2 large containers hanging under the wings of the Horizont ? are they missile canisters or cargo pods. if they are missile pods I can convert it to a bomber designed to carry reflex warheads otherwise it will be transport ship or whatever. the Hawkeye will make a good Awacs.

Peace !
Title: oops!
Post by: Getter Robo G on August 21, 2004, 06:50:49 am
Umm Trashman was resizing the Invid I sent him (the Gurab), I forgot to take that off the list... However if he isn't finished or started it want another go at it?

  You over armed it a LITTLE (grin) but that is no biggie, the big thing is the size... Can you remove 40-50% of the height? They TOWER over my battloids and in the series you can see almost 3 of them wrestling with a battloid! I will settle for making them same size 1/1.  You currently have them at 42m tall, the battloids are like 26m tall

  We are using the other alpha the no gun (AISIRUL's), but I was gonna have trash add a gun to them, if you want to take the gun and add it to the other alphas that would be great, I wasn't gonna bother for now as they are complete and textures renamed just minus teh other gun pod...

http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=ef5a&.dnm=58b5.jpg

  I forgot if I included them in the main model DL? I thought I did (If I forgot my bad!!!) I just like his alpha better, even if he forgot the gunpod. Trash already added a gun to the battloids.


  Now as for the Garfish and Marathon, nice work! they don't crash anymore when they die... I think however the turret on the Garfish needs to be it's own group (right trash?) otherwise it will rotate that hull section also???

  Both of them are ALMOSY sized perfectly... if you could make them maybe 5% bigger it would be great as those doors are supposed to open and launch 6 Alphas in fighter mode.

We can simulate this by making only the TOP 3 doors as subobjects and then use a sexp to destroy them (simulating explosive bolts) and FRED fighters launching from the bays... I think that could work (again corrrect me if I am wrong). I got a lot of ideas and gonna be a real pain in the BUTT! But I definately say this is on the right track so far...

  Chinaman, Do you have the Alphas I uploaded originally? if not I can resend you the cobs I have, as they are the right size I was shooting for (for adding AA's gunpod).dimensions are 14/6/23 even that is too big as the Alpha is very small but I made it around original VT size and any smaler PCS crashed on me..

   As for the Horizonts:  The one plain is just a light transport and is usually considered "between jobs"... The one with the two Cargo Containers are MULTI-USE, as BOTH could be fiilled with dozens of Cylone Riders or ground troops, or extra equipment... An alpha fighter can dock underneath the central fuselage...

  The one with two protrusions on the wing IS a missile varient that launches reflex torpedoes. I have the OLD model for SDF-1 missiles but new ones will go for the Horizont.

  I hope I haven't talked your ear off :P BTW that site Ilisted tells you all about the ships I listed (mostly) though of course the sizes will be wrong in FS2, enigne thingy, perspective is screwed, no big deal...

   Any questions do NOT hesitate to ask :D L8tr!
Title: Oh Man
Post by: Getter Robo G on August 21, 2004, 07:27:05 am
This dissappearing seconday thing is bugging the shiznit outta me!

  I gto two missiles for the mod but they both do not show up in game though they wrok otherwise... In the old mod they worked fine. Inthis one the textures on thepof's dissappear... WTF..?

anyone have this problem before? all setting and textures are correct...
Title: Official Robotech Mod Thread
Post by: chinaman on August 21, 2004, 08:13:56 am
I'll try resizing those models as soon as possible. any decrease in size gives me an error when I begin editing them in PCS. I'll increase the size for both Garfish and Marathon by 5% and decrease the size for the gurab by 50%:). I dont think I had ur initial version of the alpha It would be nice if you can send them.
I'll update on the Horizont later.

Peace
Title: Official Robotech Mod Thread
Post by: TrashMan on August 21, 2004, 08:14:00 am
There is something wrong with the Invid mesh.... I don't think I can re-size it..

B.t.w. - StarDragon, you have that re-posed Alpha. Do put it in your yahoo folder since chinaman want's it.
Title: darn
Post by: Earthpilot on August 21, 2004, 10:53:46 am
ermm....

GRG i meant sounds not music (stuff like engine noise, weapons fire, transformation sound and all that)


considering modelling a hint:  i only knew blender before this so it will gonna take a while until i get fully around.
Is there any picture around with the backside of the ikazuchi?


Missions:
there should be more missions between Pluto and Saturn.

Also it would be great to split the "force of arms" mission up into smaller ones (like in fs2 the protection of the bastion and the escape from the supernova).


Ships: what ship is supposed to take the role of a supply ship?
Do we build one for space or do we set up a trigger on the prometheus ( e.g. a veritech flies to a specific point on prometheus at a specific altitude, sets speed to 0 and gets rearmed and refueled)?



erm, wasn't there something in the readme of the first mod that stated some problems when using the boobytrap mission in fred?
Title: ok
Post by: Getter Robo G on August 21, 2004, 11:38:02 am
Chinaman I will be uploadind the AlphaMech and textures (same model with diffrent sets of red blue and green textures, though no green for now) in a few minutes...

  The reason is that for the moement the texture replacing thingy is NOT working so multiple entries for color type are need FOR NOW... this is not in stone so don't worry and is no big deal...

  Trashman,  will the Invid need to be built from scratch? Can you (bites nails and cringes)? That model is one of the weakers ones and really can't be bigger than the alpha...

  Oh and was I right about the Garfish's turret? Anyway please take a look at the Gar and Mara (I think Chinaman sent them to you also) and let him know if they need more work. I don't think he's done turreted ships before but at least he got them subobjected enough that blowing them up doesn't cause a crash!!! Whoopie! DEATH SCREENIES!

  Earthpilot, sorry for that I mis-understood... I am still scouring net for additional audio sources as I did the voice rips LONG ago and didn't think to do effects back then as FS2's were good enough for my home brewed efforts (I never thought I'd get a team together for a proper mod!). If you got suggestions I am ALWAYS open to hear them...
Title: Official Robotech Mod Thread
Post by: Earthpilot on August 21, 2004, 12:23:13 pm
even better:

I have The movies "Do you remember love" and "lovers again",
all episodes , and - as i mentioned - almost all episodes of an anime series called gundam wing.

All these series are using the same sounds! I got a Gundam Wing DVD and the rest on VHS. And since i got a cable to connect from my video to theline-in of the PC....

The good thing about those non-Robotech animes ( i do call macross as non-Robotech this time) is that they are not stuffed with music so i think i can get some good footage.

Hey folks, what about these size comparison charts:

(http://gioco.net/robotech/Flotta/Navi%20-%20RDF%20Size%20Chart.jpg)

(http://gioco.net/robotech/Flotta/Navi%20-%20RDF%20Size%20Chart%20Zen.jpg)
Title: that's great..
Post by: Getter Robo G on August 21, 2004, 01:29:46 pm
I saw that also.. BUT

  For GAMEPLAY purposes no ship (with 2 exceptions) are going to be bigger than SDF-1...

  Otherwise this will begin to impact low end users and second it won't be very fun if everything is always being blotted out by Zent ships!

  So take the Zent chart and using the Nupetiet as equal  to SDF-1 (or ever slightly shorter would be good) compare the rest as they look against the Nupetiet's NEW size for their FS2 suggested sizes...

  As for the look of getting surrounded by 5 million ships I am already on that, but we need a lot more zent cap ships finished first. I found the old fleet background pics for Terrans, Vasudans, and Shivans. I can use that as a guide I think and use the new models to make a ring around the background. We also need this later..

  Now the two exceptions I mentioned before will be the Robotech Factory Satelite and Dolza (Bodolza's) Fortress... Those will be done via pofs, background maps, and skyboxes SOMEHOW but we will make it work with luck.. Since those will be the trickest save thinking about them for LAST...

  EarthPilot, great to hear you got some decent sources... I think I can scounge up japanese version of Macross DYRL... I had to delete my entire Gundam Wing and X collections to make more FS room! So if you want to start sound collections for effects, feel free to, Though I really need models as a priority for now.


  A couple of major changes...

  Alpha fighters (semi-Final they just need gun mounted) for Red Green and Blue uploaded WITH tables. Apla Batlloids also uploaded with tables. simply use the NEW ship table and delete the old one...

   Weapns, one minor change the GAU-8 is now the GU-13 (as stated in sources)...  Also I edited the alphamech models. I gave them a triple barrel now as stated, and also duplicated their missile from fighter mode 2 per intake (becomes shoulders). Though not listed, like a gundam some models have head mini missiles. I gave them a seconday missile bank (2) one on each side of the head for a small weak missile...
 
   This means the Alpha Battloids are FINISHED!!! Only the green texture is needed (using blue for defualt), as red adn blue are PERFECT!!! Someone with photoshop yell out if you can make one of those texture sets GREEN same current shade as the fighter texture... Then all you need to do is add that map to the folder and Green battloid is done!

  New model needed for shadow fighter (actually only head and gun are different) as well as texture... In fighter mode it will have a honking huge ass destablizer on top and in battloid mode I figure making it a shoulder cannon with the right arm curled up holding it. The Shadow fighter will have it's main shoulder missiles BUT instead of a seconday missile system it will use the weak head lasers Trashman made... The primary goal of the shadow fighter is NOT combat per say,it is breaking through defenses with little opposition and using stealth for surprise... But it will be able to defend itself, no worries!

  Lastly I posted the current credits format, listing team members and positions as well as model sources... If anything needs to be changed let me know (models made from scratch are attributed as they are finished). IF you guys want your emails listed let me know.

  Same thing with suggestions, ideas, or thoughts... I've had this vision for two years, but seeing a goal reached is more important than personal vanity or stubborness :D
Title: Official Robotech Mod Thread
Post by: chinaman on August 22, 2004, 12:33:41 am
GRG/Trash
 I've just sent u some update REF models. a resized gurab and the Hawkeye AWAC. I was working on the Horizont lastnight but I screwed up the model and have to restart again hopefully by tomorow I could send them 2 u guys. I've resized the gurab to 8x11x8 this is the smallest value I could get from Lithunwrap. tested it in game :) a bit small though, like shooting a fly in space :( (nasty little buggers) check ur emails I've already sent them 2 u a few minutes ago. Also check out the Hawkeye. as for the Horizons I will send them probably a bit later.

Peace
Title: Official Robotech Mod Thread
Post by: TrashMan on August 22, 2004, 06:36:05 am
In my oppinnion you should probably concetrate on the Macross series. Robotech was a mix that in the end made litlte sense. So much from Macross was actualyl cut out..
Title: Official Robotech Mod Thread
Post by: magatsu1 on August 22, 2004, 07:49:10 am
If I wanted to see more of the Macross history (or whatever) which series do you chaps reckon I should chase after. I think Macross2 is in HMV rifght now ? or maybe Robotech ?
Title: Official Robotech Mod Thread
Post by: chinaman on August 22, 2004, 09:21:37 am
Errmm I was browsing me drives when I found out that I downloaded a Macross DYRL TC for Homeworld along time ago. I was going through the contetnts when I found out that there is a whole lot of stuff for Macross/Robotech here. Question are we allowed to "Barrow" stuff from this TC and have it converted to FS2 ?
Title: officially...
Post by: Getter Robo G on August 22, 2004, 09:49:39 am
NO!  

    There may be SOME overlap in the original mod but that was a cause for a little controversy... I also have that mod and once you guys were ready to make more models I was gonna send you specific ones to reconstruct using the HW ones AS A GUIDE ONLY. You would have to make them from scratch...

  Now I DID have a model swap with one fo the team members over a year ago BUT I am not confortable with the though of any of them comming here and seeing their materials used since overall that particular team is particular about their works (as is HW in general I've found).

   For the last few days I have been debating going to Relic forums and asking them if I could convert some of their ships as it would fill HALF or at least a 1/4 of our projected slots...

 BTW Trashman RYUUNE is on the HW2 Macross team and as well as doing the MACROSS TC for FS2 (Did you notice he had a screenshot of his SDF-1 with shinemaps?) a long time ago in this thread...

  The only models we ARE authorized to work on and use entirely are Ancient Angel's REF ships, and Aisirul's. (for now)...

continued next post...
Title: more
Post by: Getter Robo G on August 22, 2004, 10:00:14 am
Magatsu1, I don't want to rehash RT/Macross history in detail but here is the skinny... Seperated by universe...

   1) Macross - macross Flashback - Macross Plus -  Macross3 (video game) - Macross 7  (Macross ZERO Might be a precursor BUT they are already messing with it's history, it may become the start of a 4th alternate timeline!)

  2.) DYRL? - Macross2

  3.) Robotech (consisting of Macross SAGA/Southern Cross/Mospedia)

   Three seperate and not connected universes except for similar mecha designs. In the case of Robotech all 3 series are acutally NOT related they were heavily edited fromt eh origial series and then voice actors simply read their lines to the animated characters when they talked.. Overall a really spectacular job of making a sotry up with existing footage that is unrealeted to anything - Kudos to Carl Macek, I dislike some of HG's policies but I got to respect what they did...

continued...
Title: back to business!
Post by: Getter Robo G on August 22, 2004, 10:12:20 am
Chinaman, I don't know WHAT you did but you gto them working! KUDOS!!!

  However fro gameplay now they are kinda small HEHE I hate to be a pain but can you make them a little bigger (say 150%) teh range they would look good is between 12-20m tall.

 BTW you DON'T have to arm them and do all the POF stuff right away on all these models! That is TOO MUCH work when they all have to be tested in game and possibly resized multiple times... Keep your final .cob files and there is no problem with making a .pof out of it in 2 mins and I can do most of the .pofing IF NEED BE... Getting the right size fo gameplay and fixing geometry probs/ converting probs is the priority for now...  If we can wait on dock points and the otehr stuff adn do tehm in model view  or PCS GREAT, onyl do what you have to in truespace or otehr 3d program to get it ready fro conversion. If teh ship has turrets taht will be the biggest Problem cause you CANNOT take a pof adn make a cob and keep teh turret data it gets corrupted... That is why sizing is so important before anything else (that and texture mappage he he)...

  As for the Hawkeye varient, AWESOME! The radar dish came out great (However it rotates) Take a look at the cat's eye recon plane in your model folder for hints about rotating subobjects. (in case you didn't know). Only MAJOR thing is size.. We can't always go by book. I compared teh alpha fighter with the Hawkeye and Scott Bernard's body takes up the room where 6 bridge officers are supposed to be!

  Try making a version that is oh, say 200% and one 300%... I will compare them in game and when the mix is right we can get it finalized...

   As for the docking point (which I don't know squat about fro modling) is teh support ship gonna be able to dock UNDERNEATH IT?) as that is the only place it can fit cause of the bridge fin and radar dish make a top approach imposible for the AI I think.. The only space a Ship can dock is the bottom of the hull... Though middle of the neck area would be best...

  Other than that LOOKING GOOD! Its hard to believe there is this much progress already! GO TEAM!

  Trashman:  Forget the Gurab, China seems to have a handle on it for now...
Title: Official Robotech Mod Thread
Post by: TrashMan on August 22, 2004, 03:36:34 pm
ERm...looks like the SDF1 in battleoid mode will have a few problems.
First, since it's "standing" upwards, allmost no multi-part turret will be able to rotate (since FS2 doesn't support turrets on the sides..bummer)

Second, looking at the blueprints I noticed some ...irregularites, but I will look into that more...
Title: really?
Post by: Getter Robo G on August 22, 2004, 04:25:38 pm
That didn't occur to me...

  As long as you feel comfortable with it let them be as they appear BUT make them SINGLE part turrets for gameplay... Just gonna have to be careful with FOV for the firing points... Is this DO ABLE?

  I also was screwing around with an idea of a Deadelus attack in my head using fredding and waypoints (this would be an ENTIRELY scripted even that can only happen as a backgound timed thing)...

  Trash was I correct about the Horizont's idea about door subobject that are destroyed to reveal it's inner bays that are ALREADY in the model that we can Fred launches from?

  If so using that as a precedent we could make a Deadelus bow door and explode it to reveal a **** tone of destroids who launch their missles!!! Viola!

  Of course this means a SECOND soilder model in the attack pose with  the carrier arm in a natural pose of angled away from the waist to the side 45 degrees up and the Deadelus arm punching forward almost totally extended on it's own side (like as if you were to throw a punch and you use your other arm for balance...)

  I know this sounds TOTALLY wacked but can it work? I mean as long as it is scripted right... X amount of seconds after the attack Fredded destroids appear and whoop ass! if it isn't enough a timed self destruct occurs (like I had to do with the opening mission as sometimes the SDF-1 beam didn't always kill them)...

   This would be for half visual eye-candy, and half just fricken cool as hell even if you can't see all the mechanics involved in your fighter...

  IF I am too ambitious brin gme back to reality :nervous:

  Anyway , EARTHPILOT!  I  screwed up and don't have that Ikazuchi with the textures in their right places anymore. I didn't realize it but when you started working on it I deleted all copies of it from my HD as I was cleaning it out of things I think didn't need.. My bad please forgive me!

  BTW I finally got up the nerve to approach Lestat and Fokker over at Relic forums... Hopefully as Anime fans they will embrace us and allow us the use of their materials that I requested. But if not then that means a WHOLE lotta work ahead of us! I don't know exactly what went on before with the previous team but hopefully they will understand we are a new group but have the same goal, making our respective projects the best they can be!
Title: Official Robotech Mod Thread
Post by: chinaman on August 23, 2004, 01:50:03 am
More model goodness coming :)

Guy's check out the horizont dropships :) I've sent them 2 u only a few minutes ago.

Yo! Earthpilot I was trying 2 send 2 u the same models Ive sent 2 GRG & Trash but I'm getting an error on ur yahoo address I'll try it again later k ?

GRG I'll try to resize the gurab to 12 meters atleast and make the radar on the Hawkeye rotate. :( to bad about the models from HW
DYRL I would love to see the VF Elint Seeker in game not to mention the Armored Valk and that cool Valk w/ Gatlings I just wish those guys would agree and all credits will go to them anyways rite ? what's more gratfying than to see ur work being apreciated by others who share the same interest.

Trash/GRG  the Alpha batloid was great man :) thanks one comment though, is it possible to use the gun pod on the second alpha I sent u guys and attach a longer banana clip on it :) I wish I could do it but I dont know squat bout T.S. :(

for now..... more glory shots Mk3 :)
http://pg.photos.yahoo.com/ph/ch_shotgun/detail?.dir=/b24a&.dnm=abee.jpg

Peace !
Title: hey
Post by: Getter Robo G on August 23, 2004, 03:37:39 am
Chinaman, they look great!

   However both are still too small (see pic). Use our Final non-gun alpha as a guide the cockpit of the Alpha holds 1 person. The cockpit of the Horizont (and all the varients) hold like 6 bridge officers. That's why I mention makiing a 200% and 300% bigger versions so I can test tehm out befor finalization steps.  :D We are not using those alphas in your albumn OFFICIALLY, though I would like to transfer your tiger texture over to the slimmer ones as a "special".  He he I realize it's a desert camo, but it's a little loud for Mars! Amoung teh initial wave was Mars group and I am sure SOME of them were home guard units with Martian style camo (making this up in my head, think redish and rocky), how's that for an idea for a "special" LOL!  

http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=ef5a&.dnm=296c.jpg

  Other than that no real probs. I'm screwing with engine wash cause for such a small cruiser it had a way to big table entry at 900, but at 500 it ahd NONE at all? anyway when I get the new sized ones I will screw around until I get a setting that feels right if you accidently get behind one too close..

  As for the HW stuff. let's not discuss it for now. I was told my request would be forwarded to the head honcho over there and he would make the decision. I'm hopeful cause it wasn't a flat out no (that I had expected)... But lets tread on the side of restraint and figure that the most we could hope for is using them as guides and not actual use just so we don't get disappointed.

  [EDIT] I am so stupid... I tried to convert your horizonts back to cobs but the textures refused to go back on the model??? Must be something about how you are making them (No problem BUT save your final cobs before pofing and send them to me ALSO. That way if they show up in 3dexploration WITH textures I can resize them myself possibly and save you a little trouble.

   As for model textures please change the names by adding three letters of teh class before the normal name. I ask this ONE to make it easier to move alter or delete them as needed, adn two SOME of teh texture names overlap! Garfish has a hangar texture DIFFERENT than horizont's hanger text (though all teh horizonts share theirs and the Garfish (and it's varients) use the other!!!!

  In my folder I renamed all the Garfish ones gar except for the one texture ALREADY called garfish. I made all the horizonts hzt! ie hztnose , hzthangar, ect...

   I'm sorry if this makes a complication fro any of you but it needs to be done while converting these!

   Earthpilot:  The Ikazuchi textures may or may not match the garfish, but please when you are ready rename them all ikz before making you final cob and converting it! That's all I can think of now. At least I caught this problem fairly early!!! :nervous:
Title: BTW
Post by: Getter Robo G on August 23, 2004, 03:59:26 pm
Has anyone heard from Ryuune? Last post he mentioned his mod almost done was on 2/04, 6 months ago!

   You still around guy or did you disappear?
Title: Official Robotech Mod Thread
Post by: TrashMan on August 23, 2004, 05:56:48 pm
For the SDF-1 - single big turrets are doable.

As far as the destroid hangar goes...hmm...have to see about that. Sounds doable..but wouldn't it be easier if the SDF-1 just rammed the Zentradi and then you blow it up?

I mean, you shouldn't be able to see the destroids, since the front part of the Dedalus should be inside(in this case right next to) the Zent ship....
Title: Of course!
Post by: Getter Robo G on August 23, 2004, 06:10:45 pm
But you know me, I am a glutton for punishment!!!

   Actually I want to re-create the episode where Lisa screws up!

  Remember she hesitates and misses the mark so the Daedelus attack is executed way too late and so it punches through the hulll to the other side of the Zent cruiser and is sticking out the other side. So when she FINALLY launches the destroids missiles they miss a lot and poor rick is hit!!!

   We can skip this mission but it set's up WHY Rick is in the hospital for mission 10 (farewell Big Brother!)...

  Just for fun and character stuff (you get to see Lisa isn't perfect and that Rick isn't the greatest pilot ever (that is max's title) hehehe...

 Then again if it IS too much we can skip it...
Title: Official Robotech Mod Thread
Post by: chinaman on August 24, 2004, 12:21:07 am
Just sent the cob's for the REF ships so check them out. I'm kinda stuck with Lionfish and Tigerfish models when ever I try compiling them to POF cob2pof gives me a "to many materials" error. hmmm interesting eh...

Peace
Title: something wrong on my end?
Post by: Getter Robo G on August 24, 2004, 08:00:36 am
They get fubar'ed when I pof them and make then a group like PCS is screaming about. also they get rotated on wrong axis??? damn. Go ahead and pof them and re-send please. Thanks...

Oh yeah about the material thing,,, final conversion can't have over 49 seperate materials or slots.. Try re-saving the cob first. That makes all similar textures become one slot of same type. ie if hangar texture  is used 30 times it becomes used ONCE for all those seperate areas from before... That MIGHT help?


[EDIT} I go them pofed but in FRED they cause hard crash???

  Try subobjecting as if vanilla fs2 meaning no objects over 850 polys per section... ?
Title: WOOOHOOO!
Post by: Earthpilot on August 25, 2004, 11:51:54 am
I'll be darn.

I textured the Ikazuchi and tried it in Freespace2.

- Fred Open showed it!
- Techroom showed it!
- Ingame showed it!


have a look:

(http://de.pg.photos.yahoo.com/ph/fs2earthpilot/detail?.dir=/6f77&.dnm=5c5e.jpg)


OK i will send copies of it to GRG, trash and chinaman.
BTW it is not turreted yet.

BTW Chinaman didn't you get the other E-Mail from me?
Title: what
Post by: Getter Robo G on August 25, 2004, 05:56:36 pm
Version of FRED are you using? It caused mine to crash... I returxtured the cargo07 pof...

  I'm using 3.5.5... do I have to turn on htl or ogl???


Other than that great job!
Title: Official Robotech Mod Thread
Post by: Earthpilot on August 26, 2004, 06:09:17 am
thanks.

Too bad Blender didn't export the materials as well so i had tu UV-map it again in truespace.
erm.. i think the size is wrong.


Fred Open 3.5.5 OpenGL

(came with the 3.6 Installer)

Opened and Inserted in HTL.-Mode as Container TTC1
Title: not bad...
Post by: Getter Robo G on August 26, 2004, 09:20:23 am
Here's a pic... Strange it worked in HTL mode (first time i used it
! I NEVER USE htl mode)... I wonder if all those models that crashed fred before would actully work now??? Hehe got a lot of re-testind to do! Only problem was teh ship did NOT appear in Fred.. BUt it worked. you could see the info and location but not model or even outline view... NO biggie, jut have to be careful making missions (orienting models blind with few landmarks will be , challenging) he he he...

  ANYWAY, as you can see I messed with the slots you gave it for a rough texture attemp for testing and it looks great! BUT of co0urse it needs final textures in right places, plus turrets ect..

http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=ef5a&.dnm=6274.jpg

   From the scale of the fighter and the doors it needs to be 200% larger. Those doors can lauch about 24 fighters each, right now we can only get 2-4 veritechs out the sides of them. (not having all of them be active hangars of course maybe one per side??? Or can we have more with Fs Open now??? what are our limits for useable stuff and copies???

   BUt this is definately cool and looking great so far!

I'm still working  on a few ideas, had some setbacks, but this caused more things to pop up so I'll keep plugging away at making this the best it can be mod wise...
Title: Official Robotech Mod Thread
Post by: Bobboau on August 26, 2004, 09:32:54 am
man this will work great when we get cell shadeing working in HT&L mode
Title: ArrRoo?
Post by: Getter Robo G on August 26, 2004, 10:23:27 am
Cell-Shading? *grabs heart* Ooo the pain! The point was to be BETTER than Battlecry (my waste of money on a PS2 just for that game)...

  I thinkusing standard FS2 textures (or better custom ones with shine and glows bump the WORKS) would be better than any mere cell-shading... My vision is going for as NON-Cartoonish as possible as we WESTERN gamers often get the short end of the gameing stick...

   This effort may seem insignificant but it's one man's stand against  companies that seem to be unfazed by the marketing potential that only some of us represent (anime lovers for over 20 years) who repeated buy watered down versions of what natives enjoy cause that's all that is offered translated (when it is offered at all!)

  Didn't want to get onto that rant again, but that cell-shading hits a nerve... I suggest you check out macross ZERO! Even better the new Appleseed (I believe) is doing a reverse type of graphics thing where the main characters are still anime but EVERYTHING else in the enviroment is CGI...  I just saw the trailer for it and it is obviously a re-make, but man this will look good!
Title: Official Robotech Mod Thread
Post by: Bobboau on August 26, 2004, 01:34:33 pm
well this was one of the reasons I implemented cell shadeing, it realy looks good IMHO, stylized and all that, if your models work in non-htl mode you can test it out now, you just need a light map (wich I think is in the media vp) and check the cell comand.
the textures you have would actualy be prety good for cell shadeing from what I can see.
Title: Official Robotech Mod Thread
Post by: Max Sterling on August 26, 2004, 11:37:36 pm
Which mod is this? ;)
Title: WOOT!!!
Post by: Getter Robo G on August 27, 2004, 06:38:10 am
MAX !!!!!

   Can you believe it took this long to get something started since we last communicated ;)  But now with FSOpen it will be worth the wait!

   What do you think of Trasham's SDF-1?

   BTW Where have you been?  I've seen Unknown Target all the time and I actually saw Gortef post like a month or two ago (I think), but I hadn't seen hide or hair of you like forever, he he...

(Duh I just realised my name change. Something happened (hack /bug /whatever) and I changed my name to the Japanese version of Star Dragon (Getter Robo G)...
Title: Official Robotech Mod Thread
Post by: Max Sterling on August 27, 2004, 02:35:39 pm
Hi! What is the status here, can anyone give me an update?

Would you like me to re-open the website for the MOD?

 Perhaps we should get hosted on HLP?

There's a lot of pages to this post so I'm not sure where or what to look at.

And uh, you said you changed your name, but who are you? :)
Title: Official Robotech Mod Thread
Post by: Gloriano on August 27, 2004, 02:44:14 pm
Quote
Originally posted by Max Sterling

And uh, you said you changed your name, but who are you? :)



 he was Star Dragon
Title: He he
Post by: Getter Robo G on August 27, 2004, 07:32:56 pm
Ouch, no problem...

  You came along at the right moment. I was gonna start asking HLP about hosting since we got 3 modlers now.

  I'd start at page 1 (it makes for some interesting reading)...

   As for me, I'm not suprised I'm not that memorable (we didn't get to run into each other a lot then as I was a noob when you guys mainly dispersed.)  I had managed to track you down through Unknown Target and asked if you and the others would be ok if I continued an effort to expand the original mod. As you can see it's grown SLIGHTLY in scope since then (adding a whole second era), covering the Zentreadi and the Invid invasion (skipping Southern Cross of course).

  I was gonna leave a message last month on robotechlan.com but as usual it wouldn't let me in (LOL) ezboard hates me! :lol:

   I'm not sure if this would be the right time for opening the website as we still need a little extra help like a texturer or especially a FRED expert (cause I suck ass!)... But especially one is needed who is comfortable with how FSopen works,, I just ran into a annoying bug about new secondary models not being textuered... ? Oops! So you can see we are by no means fully staffed yet and I wouldn't want to impose upon you, as like any mod, this could die at any time (though we all certainly hope not!).
Title: Official Robotech Mod Thread
Post by: Max Sterling on August 28, 2004, 01:36:51 am
I didn't mean I didn't remember you, I just couldn't tell what your old name was.

You know I have a TON of work that never made it into the MOD? Like I have actual footage from the show that I made into .ani files. Plus I have audio from the show I edited. And some other stuff on my hard drive. So, if you have a place to upload it or a way to send you some huge amount of data, let me know.
Title: Official Robotech Mod Thread
Post by: Setekh on August 28, 2004, 01:49:40 am
Guys, PM me and let's talk about the progress you've made. :)
Title: Official Robotech Mod Thread
Post by: Earthpilot on August 29, 2004, 11:13:27 am
welcome , max

in short (i hope i am up to date):
we have a few alpha fighters and SDF-1 in cruiser mode.

chinaman works on the ships of the invid era (like garfish and that transport)

i myself am stucked with the ikazuchi cruiser (also invid era)
i did some texturing and modelling, but haven't been able to turret it yet.

BTW, Max, since we two are Blenderers:
do you know about these scripts?

http://www.redrival.com/scorpius/blender-plugins.htm

and what sound footage do you have precisely?

i do also have a lot of stuff so we might split up work.

Edit: chinaman, trashman, GRG and i have created yahoo accounts with 100Megs of space each. Is that enough?
Title: Official Robotech Mod Thread
Post by: Getter Robo G on August 29, 2004, 01:26:55 pm
Yeah It's enough. I was thinking of making a few extra accounts as well since the mod will have so much voice files it is like the biggest part of the mod (we won't use all 1 gig of it).


  It's a real honor to have Max Dropping in on us cause he is the leader of the original mod. (I just forget if he models?) If so we could sure use more help!!! Do you think any others from the team would get back into RT modling?


   To make things easier I plan on kepping all current files seperated for shorter downloads, at least till the final mod is ready. Some people like an all-in-one shot as well.
Title: Official Robotech Mod Thread
Post by: GT-Keravnos on August 29, 2004, 06:17:32 pm
Please, excuse my blatant ignorance, but there are hoste projects that do not present 1/100 of your activity...

Why not get hosted on a private and different space withing HLP, much like TBP or WC:SAGA...?
Title: Official Robotech Mod Thread
Post by: Max Sterling on August 29, 2004, 10:31:36 pm
Well, I have the old website still up and its hosted.

I have a model for battle mode SDF-1, did you guys have that? And of course the original Veritechs that I modeled with varying paint jobs.

I dunno all what I have... just should upload it somewheres for you all.
Title: WOW
Post by: Getter Robo G on August 30, 2004, 12:14:26 pm
That would be awesome Max!

   Actually if it's under 100MB you can send files to [email protected] and I can transfer then to my briefcases (all them member s have access to my first one, though if needed I will make more)..

  As for battle mode SDF-1 I'd love to see it (is it the 7 orions?) Trashman is well on the way with converting his cruiser mode SDF-1 into the battle mode. It was mainly turrets becomming placed on the sides instead of the normal positions in the new form that was a problem (which we solved with changing the new form's turrets from multi parts to single parts)... Not a perfect fix but it will do for now.

   Regarding veritechs, if you can skin them we got higher poly ones that Trashman made. (he is still working on armored varients for the standard ones (fast packs)...

   Send me a yahoo ID and I will add you to the briefcase and you can access the files. I will have to make a smal upload with the unskinned VT's seperately though. (file name will be obvious).

  Lastly I don't know anyting about FTP, hosting, or websites :P I am only using my yahoo account cause so far it seems idiot proof and I can understand it. I would officially ask for hosting but I don't think we have enough momentum yet (we still need some vital areas covered but I really want to see these Anis Max mentioned as I had some made once but my HD crashed and I was unable to make more for over a year (compuer problems).
Title: Official Robotech Mod Thread
Post by: magatsu1 on August 30, 2004, 12:20:45 pm
You lookin' for staff BTW ?
Title: always
Post by: Getter Robo G on August 30, 2004, 04:23:13 pm
I've been for a long time :D

   What can you do to help us out? I'll give you assingments based on what you're willing to commit to.
Title: Official Robotech Mod Thread
Post by: TrashMan on August 30, 2004, 06:23:20 pm
I'm lazy...

Just did the legs and part of the mian gun for the SDF-1 battle mode, and on the fast packs veritech I haven't even started yet, since I have started to work on the battleoid mode...
Title: NOt a problem!!!
Post by: Getter Robo G on August 30, 2004, 07:27:23 pm
No Worries trashman..

  Incidently it occured to me that eventuallly we should have a guardian (gerwalk) mode for the Alpha's. Don't know if we should include Beta Fighters, later...
Title: Re: always
Post by: magatsu1 on August 31, 2004, 05:59:31 pm
Quote
Originally posted by Getter Robo G
I've been for a long time :D

   What can you do to help us out? I'll give you assingments based on what you're willing to commit to.


um, bits of everything, not alot of anythin'. I've done one complete cap ship and I'm workin' on a Fighter, including all interface stuff. Plus there's always FRED 'course.

Uh guess I wouldn't be much use right now. :rolleyes:
Title: well
Post by: Getter Robo G on September 01, 2004, 09:55:36 am
Don't count yourself short.

  If you are interested helping us then I am willing to let you have a go at it. In particular we need more models! I posted 5 lists on page 15 of this thread that need to be worked on. Others are already taken and in progress...  If you can skin models We have a few veritechs ready and waiting, plus I can supply texture maps to try out... Of course eventually all the models done will need ICONS and other stuff like that...

   It helps if you've seen the episodes or the movies, that way you are familiar with how they are supposed to look in action ect...

Let me know how you feel about it and if you want to try something.

  I know a good test run-model. I got the Invid clam ship (Mollusk Carrier), we need a version that has the shell OPENED, we will use the replace model sexp when it reaches a waypoint and then switch the opened on in and it will launch the fighters...
Title: Official Robotech Mod Thread
Post by: magatsu1 on September 01, 2004, 02:16:36 pm
lemme finish my pet project and then we'll see. Need to learn how to prpoerly use PSP/Photoshop anyway. :)
Title: For the curious...
Post by: Getter Robo G on September 03, 2004, 10:10:54 am
Here is a good representation of the Robotech Timeline and info the mod is based on (with some changes, particularly in the REF era).,.

  Also my fanfiction greatly relies on this timeline for it's background history...

http://users3.ev1.net/~nate555/robocon/timeline.htm
Title: Re: BTW
Post by: ryuune75 on September 07, 2004, 05:09:06 am
Quote
Originally posted by Getter Robo G
Has anyone heard from Ryuune? Last post he mentioned his mod almost done was on 2/04, 6 months ago!

   You still around guy or did you disappear?


I'm around from time to time, but dont' have time to work on modding lately. The status of my mod is almost all of the ships converted and in game,lots of them flyable (none of them done by me, just converted into FS2, i had all the permissions to use them tought) , but i need to make missions and various inteface modding, and sadly i'm no fredder (i tryed to make some mission but they were plain ugly...)

Again, the inability to have decent working Valkyrie transformations in FS2 cooled down my will to complete the mod, have you guys found a way around it?

btw, i'm no guy, i'm a very happy girl :)

Anyway, your Robotech mod is going fine it seems, i'm waiting for a release (even tought i dont' like Robotech)
Title: ops!
Post by: Getter Robo G on September 07, 2004, 12:36:06 pm
Didn't know sorry gu, er girl! ;)


   As things just got started for real 3 months ago so it's gonna be a while. We made ships lists and I'm still looking for more modlers to help out so we can get this done asap.

   I was afraid your project died like the Wing Commander on apparently did. They were close to a demo and then the staff disappeared.

  When you get finished please let us know. I wouldn't mind trying to make a few macross oriented missions.

   Regarding veritechs, are you using the switch model sexp? In the build I am using the switch texture one does NOT work so I have to have seperate entries for different colored craft.

  On a side note to all:  I was thinking of a parody trailer NOT really related to the mod involving DVD footage, in game footage, and a certain German techno song.

   Yes it's true, I actually found something more horrible than Lynn Minmay, [Ernie singing Rubber Ducky in German to techno!]

   Pheer the Ernie attack of the UN Spacey!
 
  I just need to find a video of him singing the song normally to add to the music and the other footage.


  Am I evil or what?
:drevil:
Title: Re: ops!
Post by: ryuune75 on September 08, 2004, 07:11:53 am
Quote
Originally posted by Getter Robo G
  I was afraid your project died like the Wing Commander on apparently did. They were close to a demo and then the staff disappeared.

  When you get finished please let us know. I wouldn't mind trying to make a few macross oriented missions.

   Regarding veritechs, are you using the switch model sexp? In the build I am using the switch texture one does NOT work so I have to have seperate entries for different colored craft.


Well if you want to make some missions the mod is already developed up to the ponit that they can be done, cause the few things that remains to do wont' affect missions. Also of course some Macross missions will be exactly equal to Robotech 1st season missions, after all the show it's the same...

For the trasformation i can make the model-change sexp to work, but it's not that good, cause it only change the visual model of the ship, i'd like to have a trasformation that actually have sense, aka affect the performance of the ship, es. fighter mode faster, battroid mode more maneuvrable and cant use missiles , etc...
I tryed using the change-ship-class sexp, but it screw up ammo based weapons (the missiles are refilled every trasformation, the gunpod drops to 1 ammo...) so cant use that.
Plus the CPU controlled valks will never trasform that way, unless i script that on the mission itself...
Title: Official Robotech Mod Thread
Post by: GT-Keravnos on September 11, 2004, 01:36:42 am
@ryuune75,

maybe you should contemplate how it should be working, make a working proposal and send it over to the coders... just thinkin out loud!
Title: that does it
Post by: Earthpilot on September 19, 2004, 12:16:22 pm
OK.
I tried several times to het that stupid PCS to work, But it always crashes (even after un- and reinstall).  :mad: :mad:

So if the rest of you is ok with it i will change to this strategy:

I will do the modelling in truespace and send the .cob to either trashman or GRG, so one of them can build the pof out of it.
Title: ok
Post by: Getter Robo G on September 19, 2004, 02:15:26 pm
Yeah I'll take a look at it but definately send a copy to Trash as he is a modler and I am not. (it may take him a while to look at it but just go ahead and move on to the next thing on the lists, just let us all know WHAT you are working on so duplication of effort does not occur!)

So how are the rest of you doing? Any problems? Updates?


FYW stay away from the weapons list!
    New secondaries are not working right for now unless we use existing secondarymodels. New ones turn invisible for some FSO reason??? New beams and primaries work fine... I'm gonna have to get an expert into this of just say screw it and not have new models for secondaries, just new table entries...

All for now...
Title: Official Robotech Mod Thread
Post by: TrashMan on September 19, 2004, 06:41:10 pm
Say...that Ikazuchi cob I got...it's only a single turret when I open it...something is VERY wrong here..LOL

Are you sure you didn't have just the turret selected when you went to save the model?
Title: Oh man
Post by: Getter Robo G on September 19, 2004, 07:10:43 pm
That would suck!

What killed me was like a few HOURS of making turrets for the Tholian Destroyer and when I was finished putting 9 of these bad ass arcs on them I hit save and it had only ONE turret!!! I was pissed.. I screwed up using Trueview and had selected that last turret it seems when I saved...

  Things like this prove to me I suck :D
Title: Official Robotech Mod Thread
Post by: Earthpilot on September 20, 2004, 08:33:57 am
no problem.

The fact that there is only one turret in the cob is simple:
I only made one.

The idea is that i wanted to test out if that turret works before i continue with modelling the other turrets.

So you can relax, folks. There is only one turret modelled yet.

@GRG

modeling status:
Ikazuchi cruiser
modeled......ok
textured......ok
turreted......undergoing
converted....not possible on my system
tested......not possible due to convertion problem

no other models started yet.
Title: update!!!
Post by: Getter Robo G on September 25, 2004, 09:55:09 am
My eternal vigilance was rewarded yesterday and this is the result...

   Two fighters made by Max Sterling AGES ago but never included in the origianl mod. Hopefully he will give us permission (cause I'm asking!!!!!)

  Can you guess what these are? (BTW they work great in game)...

http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=ef5a&.dnm=73fd.jpg

http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=ef5a&.dnm=7bbd.jpg
Title: Official Robotech Mod Thread
Post by: TrashMan on September 25, 2004, 03:22:09 pm
Uuu...the YF-19... Sweet!
Title: Official Robotech Mod Thread
Post by: MetalDestroyer on September 25, 2004, 03:26:22 pm
The first one is great !!
Title: REF Models
Post by: AncientAngel on October 04, 2004, 09:08:52 pm
I know its been a long time since I have posted but this might help you guys out (shrug).

http://www.robotechtc.com/modules.php?name=Downloads

I have the bulk of my Robotech Models up-loaded at this site. The bad news is they are all in MilkShape format, in order to keep the UV mapping in place ..

As for the Beta Fighter I have yet to finish texturing that sucker out ...It has been fully mapped and black and white textures put in place ...it just needs that colored touch like I gave the Alpha fighter.
Title: Official Robotech Mod Thread
Post by: Getter Robo G on October 06, 2004, 06:58:50 pm
Thanks for the update Angel (BTW are you avaialble to help us out?  We are still working on those models you lent us). It's going slow, but it's still GOING! You haven't started on SDF-3 yet have you? (one we defiantely need)...


  Hey Mathew... Go ahead and make the announcement! ;)


  And Trashman, Have you squeezed inany time for SDF-1 soldier mode? (just checking)... Mathew is gonna give textureing the new valks a go...
Title: Official Robotech Mod Thread
Post by: TrashMan on October 06, 2004, 07:17:54 pm
I knew I forgot something...again...

Sometimes I hate myself for doing one thing, the nswitching to the next, then to the third, etc.. till I come to the dozenth:LOL:

By the time I get back to the first, 2 months have passed allready...

But no, it's not only that. I have been doing lot's of things for FS2 lately, it's just that I was too lazy to do the SDF-1 Battleoid. I didn't forget I just kept pushing it for tomorrow...heh..
Title: seriously...
Post by: Getter Robo G on October 07, 2004, 09:01:33 am
Don't sweat it. You have got a LOT goingon and this project is goona take a LOGN time anyway so it's not like it's holding up anything...  I don't know how far you got with it but a good estimate with your schedule would be 2-3 months right?
Title: Official Robotech Mod Thread
Post by: TrashMan on October 07, 2004, 04:00:57 pm
Well, so far I got the legs done, the carriers and partially the main gun.

The central body and all that stuff must be made and attached to  the other things.

All I can say is - it will be done when it's done..
I just don't feel like doing the SDF-1 at this time... It will come around...
Title: ops
Post by: Getter Robo G on October 07, 2004, 04:20:42 pm
Almost forgot... When you start working on it again, remember to save a copy of deadlus and prometheus as seperate ships for the 2nd mission (they are floating hulks in space cause their crews died after the fold...  L8tr!

(thought we can reskin on of teh cago containers to be the civillian shelters (just make it really BIG)... :)
Title: Official Robotech Mod Thread
Post by: TrashMan on October 07, 2004, 04:36:20 pm
allready have them as separate objects and ready for conversion.. I tend to think ahead:WINK:
Title: Back in Business!
Post by: Getter Robo G on November 02, 2004, 05:37:50 pm
Well despite the unfortunte events of the last 26 days, some progress has been made.

   Although I was nervous at first about someone going through the trouble of actually hosting Robotech (ModII), Mathew Papa convinced me so now he has provided both forum space as well as FTP space (thus reliveing my ever expanding yahoo briefcase!).

   Matt has been getting familiar with UV mapping so it's looking good that our new veritechs may have some skins in the near future (possibly? Don't want to put any pressure on you Matt! he he)

  I'm having a ball making forum buttons and thinking up things we need. As for this thread it will get a little slower (much to the relief of some of you I'm sure ;) )

   Matt extends an invitation to new projects looking for a home in the event that HLP is getting a little crowded or may not wish to be in the big spotlight here. (drop him a note and discuss it).

   Here is the link to the community's new FS2 affiliated site:
http://freespaceserver.cjb.net/forum/

  Hope some of you come by and check it out and support Matt in his efforts to Host not only FS2 things, but OTHER games as well (so make some suggestions there.)

l8tr!

   (If I forgot anything Matt, just add it here  )...
Title: Official Robotech Mod Thread
Post by: MatthewPapa on November 02, 2004, 08:51:29 pm
Sounds good. Be sure to pay a visit and ask any questions/suggestions you may have.
Title: Re: update!!!
Post by: Nico on November 07, 2004, 04:09:16 am
Quote
Originally posted by Getter Robo G
My eternal vigilance was rewarded yesterday and this is the result...

   Two fighters made by Max Sterling AGES ago but never included in the origianl mod. Hopefully he will give us permission (cause I'm asking!!!!!)

  Can you guess what these are? (BTW they work great in game)...

http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=ef5a&.dnm=73fd.jpg

http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=ef5a&.dnm=7bbd.jpg


Oh, man! That's the two first ships I've ever made for Freespace :D ( those were the ships Max asked me to do to see if I get into the team, back then )
Well, you can use them if you can find them :p
Title: Official Robotech Mod Thread
Post by: Bobboau on November 07, 2004, 05:06:23 am
I think I have one of those that was reskined for BWO when it first started out. :)
we diched it some time early on, but recently I made some modifications to it to make it mach the other ships, I relesed it but I wasn't sure who made it origonaly.
Title: Official Robotech Mod Thread
Post by: Nico on November 07, 2004, 05:12:02 am
Mmh? You're sure? I don't think anybody other than the original robotech mod members had it, but I may be wrong. Do you have a pic?
Title: Official Robotech Mod Thread
Post by: Bobboau on November 07, 2004, 05:23:49 am
now that I look closer, I don't think it was that ship. I do know that it came from the robotech mod and Dark reskined it.

...
actualy I may have never released it at all
http://dynamic4.gamespy.com/~freespace/forums/attachment.php?s=&postid=555347
have fun with that.
remember that is heavaly modified from the origonal form
Title: Official Robotech Mod Thread
Post by: Nico on November 07, 2004, 06:25:43 am
Mmh, that would come from the alpha fighter, if you ask me.
Title: Official Robotech Mod Thread
Post by: Roanoke on November 07, 2004, 06:35:50 am
Quote
Originally posted by Bobboau
http://dynamic4.gamespy.com/~freespace/forums/attachment.php?s=&postid=555347
have fun with that.
remember that is heavaly modified from the origonal form



"you do not have permission ao access that page"
Title: meh
Post by: Getter Robo G on November 07, 2004, 03:26:56 pm
Methinks he's having some fun with us...

  "Page not accessible"

 That or he should have sent that link via PM  or stated (only BWO people with access would get to see it).

 He he...

  Actually Nico if you read the post (not realising they were yours, but now I remember you did tease me long ago), you notice I DID find them (Gee only took two YEARS!!!!) :rolleyes:

  But thank you for your support none the less.
Title: recruitment
Post by: Getter Robo G on November 07, 2004, 06:51:22 pm
BTW

.    Of course we are still recruiting 24/7 (especially for modlers/texturers and eventually fredders). Voice acting will be especially important later in the second part of the mod as original ROBOTECH voices will be used in missions for Macross saga part 1 (rick lisa max, ect..)

.   In part 2 (the Sentinels) it's a whole new ball of wax as new characters come to the fore and in fact this is a grand adventure cause missions will be loosely based on the novels (as there was no further Sentinel animation beyond the pilot episode). SO we can almost do card blanche. The main characters will now be voiced by the community. So if you think you can be a good version of a named character start practicing!

.   However that won't be for a long time yet to come and for now We need lots of zentreadi ships done soon. (I also have an idea about how to get around the secondary problem)...

   Keeping you updated... L8tr!
Title: Official Robotech Mod Thread
Post by: MatthewPapa on November 07, 2004, 07:53:56 pm
Yea, I am re-reading all of the Robotech novels again searching for descriptions. I havent had much luck so far.

For new screenshots be sure to check out:
http://freespaceserver.cjb.net/forum/
Title: Re: meh
Post by: Nico on November 08, 2004, 05:22:11 am
Quote
Originally posted by Getter Robo G
 Actually Nico if you read the post (not realising they were yours, but now I remember you did tease me long ago), you notice I DID find them (Gee only took two YEARS!!!!) :rolleyes:

I thought you only found references.
Oh, and I ****ing hate people :rolleyes:'ing at me.
Title: ops!
Post by: Getter Robo G on November 08, 2004, 11:33:47 am
Actually it was the best  smiliey to represent frustration/irony? at the situation.  It wasn't directed at you personally.

  (note would the sigh one had worked better?)


[HLP -  Finding new ways to mis-communicate!]
  :lol:
Title: Update...
Post by: Getter Robo G on November 14, 2004, 02:22:29 pm
Accused Raptor reworked the Invid Gurab and made it into a Improved Invid Shock Trooper! I just converted it to get a in game shot (to be armed and sub-systemed later... Doesn't crash and blows up nicely!

http://img31.exs.cx/my.php?loc=img31&image=dieinvid1.jpg

For now (mostly) inbedded screens stay on matt's site, here will be clciky links (I don't want to spam but still let the community know what's going on.

Why kill the 56k'ers unless it's spectacular!

l8tr all!
Title: Izumo (wip)
Post by: AncientAngel on February 13, 2005, 08:10:16 am
(http://starshattercentral.com/Core/modules/coppermine/albums/userpics/10182/izumowip.jpg)

Okay guys ..yeah I am still around and willing to help out where I can. Just about finished with the Izumo as you can see from the pic. Going to be working on putting it into the StarShatter game engine soon.

As for the SDF-3 ...nope haven't started that one yet ..Finished the Beta fighter a few weeks ago as well. Still have to get off my ass and do the legios var.;7
Title: Official Robotech Mod Thread
Post by: AncientAngel on February 13, 2005, 08:18:23 am
If you guys need to get a hold of me ..send me an E-mail ...I do not watch these forums as closely as I should ...
Title: Official Robotech Mod Thread
Post by: Nico on February 13, 2005, 12:18:38 pm
Looks great :)
Title: Official Robotech Mod Thread
Post by: MatthewPapa on February 13, 2005, 02:07:21 pm
yea, good work
Title: UM
Post by: Getter Robo G on February 13, 2005, 04:56:17 pm
Timing is a little off, Raptor also is about 80% finished with the IZUMO... He's letting us use it and then he's probably going to start SDF-3...

I have to let Earthpilot know to stop working on it immediately (thought it's been 4 months) ;)

I made 4 extensive lists of what's needed on page 14-17 I think of this thread but also more importatn n matt's site where we are hosted as soon as a model is doen it's taken of the to do lists, but here si what people are currently working on:

   Raptor (Izumo / SDF-3)
   
   MathewPaPa (Skinning trashman's vt's) I have alternate skins that use SAME coordiantes once the inital ones are skinned! So we will have a few looks immediately for minimal work.

   Chinaman: I have no idea, I think I asked him to start on any zentreadi veesel he felt capable of after he gave up on the Ikazuchi (he couldn;t get it modified enough to run in game except as a shell, I thought it was comming along nicely though) But that was months ago.

   Earthpilot: Izumo, but he hasn't started from what I gathered, and if his RL issues continue then he needs to just say he's walking away for an indeterminate time so I don't assign things to people who have no time to work on them. Not a slam but that's the way it is...
Title: Official Robotech Mod Thread
Post by: TrashMan on February 13, 2005, 05:17:03 pm
Oh..forgot to check - Did you get the Prometheus and Dedalus I sent you?

NOTE - they have no fighterbays or paths, so don't try to launch anything from htem...
Now that I think about it, I don't recall giving hte SDF-1 fighter paths?
Title: Official Robotech Mod Thread
Post by: AncientAngel on February 13, 2005, 06:05:03 pm
If the issues was with the Ikazuchis textures being thrown off let me know ...i found out that if I export to .obj format all uvmapping will keep its place.
Title: teaser
Post by: Getter Robo G on February 14, 2005, 03:17:18 pm
This was made 2 years ago so no complaints. Just a taste of what you can expect as this mission was NOT updated since creation with the ORIGINAL RT mod... I had hoped the original team would havegotten to seeit but I FRINALLY got my computer to record now ;)
Thanks to Matt I got storage for it but I won't leave it up forever cause it's 21mb mpg.

Here it is enjoy!

www.game-warden.com/robotech/BlindGame1.mpg
Title: Re: Izumo (wip)
Post by: Deepblue on February 14, 2005, 04:16:54 pm
Quote
Originally posted by AncientAngel
(http://starshattercentral.com/Core/modules/coppermine/albums/userpics/10182/izumowip.jpg)

Okay guys ..yeah I am still around and willing to help out where I can. Just about finished with the Izumo as you can see from the pic. Going to be working on putting it into the StarShatter game engine soon.

As for the SDF-3 ...nope haven't started that one yet ..Finished the Beta fighter a few weeks ago as well. Still have to get off my ass and do the legios var.;7


I believe I saw that thing on SSC, not just porting to FS are you?
Title: Official Robotech Mod Thread
Post by: Getter Robo G on February 14, 2005, 06:01:16 pm
AA works on SFC and SS but the models are oriented more for the SS engine apparently. That's why we are having so much trouble with them, they were not made FOR FS2 (which is a much more demanding format, like no intersecting polies ect...)
Title: Official Robotech Mod Thread
Post by: AncientAngel on February 14, 2005, 06:02:34 pm
I'm porting this over to the StarShatter game engine ..but if other mod teams want to use it ...its up for grabs as well ..
Title: Official Robotech Mod Thread
Post by: AncientAngel on February 14, 2005, 06:08:16 pm
Quote
Originally posted by Getter Robo G
AA works on SFC and SS but the models are oriented more for the SS engine apparently. That's why we are having so much trouble with them, they were not made FOR FS2 (which is a much more demanding format, like no intersecting polies ect...)


Holy crap no intersecting polies  :eek2:   ....eeew..

Yeah ...SS is a little more forgiving not to mention most of the stuff you guys got now is over two years old.
Title: Official Robotech Mod Thread
Post by: StratComm on February 14, 2005, 06:23:53 pm
Actually FS is a lot more forgiving than it used to be.  Intersecting polys may still cause oddities on the model, but they should at least render correctly.
Title: Official Robotech Mod Thread
Post by: chinaman on February 15, 2005, 12:01:25 am
Thats one neat looking ship. sry been dormant for quite sometime. me  day job is keeping me busy.

I've resized the Horizon drophips in refference to the Alpha fighter model I'll be sending it to the team soon. been working on the Triger Fish ( Tiger Fish ) and Garfish model from Ancientangel. I was able to convert them to cob and compile them in PCS but if I try them in game FS2 will crash.  originaly the models are in MS3d format and I'm using Unwrap 3D to convert them to cob and I dont have True Space. If you wana take a crack at  the model just PM me I'lll send it to u.
Title: something
Post by: Getter Robo G on February 20, 2005, 09:19:31 pm
RELEASE !!!

Invid Shock trooper Beta (posed for space combat)

table is basic but has placeholder custom weapon and looks neat in game (Do NOT have .jpg or .tga suppot on or the thruster plumes look fugly!)

for new people instructions in the read me
we use BASIC FS_Open 3.5.6 only -shine and -slow enabled
have fun!

Model is finished (unless soemone wants to do a shinemap for all our invids? :7 ) but table is not final at all!

Rock on Protoculture ADDICTS!
www.game-warden.com/robotech/invidshockbeta.rar

(note new link this should work I hope)
Title: Official Robotech Mod Thread
Post by: Getter Robo G on February 21, 2005, 12:42:16 am
Chinaman says the link is blocked, has anyone else had trouble with the download???
Title: Official Robotech Mod Thread
Post by: Bobboau on February 21, 2005, 12:47:51 am
you guys's know about my animation code?
Title: Official Robotech Mod Thread
Post by: NGTM-1R on February 21, 2005, 12:57:59 am
Link works for me.
Title: Official Robotech Mod Thread
Post by: Getter Robo G on February 21, 2005, 01:27:07 am
Hey big B! I heard of it but as I'm throwing the mod together I got to go with my limitations. All of Taylor's stuff and your shadow stuff makes me CTD so if this is lie a build thing I dunno about that stuff. I just run BASIC 3.5.6. Trash mentioned your ani thingy so IF you can explain it to him that would be great.

I just got some great news but also some equally frustrating news...
Title: Official Robotech Mod Thread
Post by: AncientAngel on February 22, 2005, 10:54:59 am
started working on the Pincer Command Unit ...

I will keep you posted ..on it.
Title: Official Robotech Mod Thread
Post by: NGTM-1R on February 22, 2005, 01:41:03 pm
I wish I could model...this is one of those projects I'd like to see, if only because I'm a die-hard Robotech fan.

Of course, I'd probably go off and model some of the Third Invid War mecha if I had the skill to model at all...
Title: Official Robotech Mod Thread
Post by: Getter Robo G on February 22, 2005, 06:51:07 pm
Arrgh...  AA pre-empted me!! lol!

Yeah 3 more models are nearing completing by the sister projects (Shatter Star lead by AA, and the HW2 Sentinels by Accused_Raptor)

That was the good news. Now I better get to work on the Pincer beams huh?  (BTW has anyone tried out the IST, how do you like it? Please note the weapon was a temp stand-in as I still need to get it Vertically Disk shaped like in the show, but at least we got a starting point to work from).
Title: Official Robotech Mod Thread
Post by: Droz on February 23, 2005, 10:22:19 pm
Are the veritechs fully transformable?
Title: Official Robotech Mod Thread
Post by: Getter Robo G on February 24, 2005, 07:56:07 am
Yes, they are/will be. meaning I have played with the change model command and it works to my satisfaction (plus I doubt anyone would need to hit transform key sequence more than 999 times ina mission) so we are go! As of right now we have 3 colors of Alpha fighters and two of the battloids. the alphas' still need the gerwalk mode (in between). We are awaiting skinning of new Vt's so the old ones besides the vf1a are NOT in the tables or folders for now. If worse comes to worse we can use the old gerwalk mode for regular vt's till new ones can be switched in, but as of now we do NOT have any regular Macross era VT battloids. Hopefully that will be remedied in the future. do a search ealier in thgis thread, or better yet read from teh beginning and you can see our screens released of progress as well as shots of the alphas and their battloids.. ect.. l8tr!
Title: reminder
Post by: Getter Robo G on April 22, 2005, 07:20:56 pm
Since there hasn't been a post ina while I wanted to update and let some of our newer community members know that this mod exists and although is hosted on Game Warden got it's start here. intersted people can read from the beginning and also if they have skills (like modling/texturing/animations) that we desperately need they should leave some contact info if they can help us out.

I will be dropping a note to AA froa prgress report onhis RCB as well as raptor in regards to the SDF-3/Izumo...

I myself have been side tracked for a bit with Anarchy Online but as I speak I am also getting back to Trek and working on arming the Connie and Reliant (the Soulwolf experiment was a disaster...think it was because of a blender mistranslation possibly)...I'm not ready to go back to trying to turret it until I can get soem smaller conversions finished first... So Trek isn't dead, it's just sleeping... (If I can get a team together for it Hippo said to let him know to talk about hosting).

l8tr...
Title: Continued...
Post by: Getter Robo G on April 23, 2005, 08:50:21 am
Major friggen snag.....

This weekend I planned on arming Omni's Miranda and Connie models for the Trek mod BUT now when you see it fire in game it causes a crash to desktop. It has to be either the table entry for Miranda (which never caused a crash before with other models as a placeholder) or the model itself (I screwed the turrets). As those are th only things that got altered last night...

Since I am doing both mods might as well just mention it here in RT forum as when Fred debugs it says I got 20 erros as ususal NONE of them caused a CTD. I am fairly confident it is NOT the weapons table despite the errors I have tested Dozens of new ships with them and they all work fine except with the new ship...

So I am putting out an emergency call for a tabler for Robotech AND Star Trek... This error will hold up the development even more than it already is.

Message in Fred log, "Interger Divide by zero error" no friggen clue where though...

I'd appreciate any help with this as I have been mostly solo on the Trek mod for like last 3 years (has it been that long already?)...
Title: Official Robotech Mod Thread
Post by: Nico on April 23, 2005, 05:05:16 pm
hop, btw:
http://www.shadowchroniclesnews.com/

now, let's see if that one ghoes through :p
Title: My three first cruisers
Post by: Rowhider on August 12, 2005, 10:50:15 am
Hi guys,

I'm just a new little member and a new modder.

I started to build mods last week, so i hope you won't be too hard with me:

(http://img304.imageshack.us/img304/9649/sdf14xj.jpg)

(http://img271.imageshack.us/img271/132/sdf1b4om.jpg)

(http://img271.imageshack.us/img271/3296/bodolza2lr.jpg)


(http://img271.imageshack.us/img271/531/bodolsdf15wh.jpg)

The main problem for me is to texture the models, i want to stay close to the Max Sterling's mod visual rendering.

the Sdf1 in cruiser mod get 16 turrets, 13 in attack mod (5 beam canons for each). And only one Beam canon for the Bodolza's Fortress (One shot=everybody's killed :)! )

I think than i will work on Zentradi cruisers, for now that's on 3d models for Planets
Title: Official Robotech Mod Thread
Post by: karajorma on August 12, 2005, 11:37:03 am
Wrong kind of image tages. We use the [ Img ] [ /img ] kind here :D

:welcome: anyway :)
Title: Official Robotech Mod Thread
Post by: MetalDestroyer on August 12, 2005, 01:23:11 pm
Ouch, can it really tranform itself into robots ??
Title: Official Robotech Mod Thread
Post by: TrashMan on August 12, 2005, 04:33:32 pm
Sorry to be the one to break it to you, but I allready madea SDF-1 for the Robotech mode (in cruiser mode) and am currently working on the soldier mode..

Not bad models though.:D
Title: Official Robotech Mod Thread
Post by: Rowhider on August 12, 2005, 04:48:56 pm
That's not a problem,

You should post a Screenshot from your SDF1, we could see what kind of texture and what kind of SDF1 you chose (Robotech or DYRL).

No it can't transform itself, but you can use the function in Fred2_open

"Change ship Model"
I'm using it to transform, but you can't use it to transform your Valkyrie from the Gerwalk to fighter or in Mecha-mod: when you use this function you get a Lag, impossibiliy to use it a lot of time.

For modelling, i'm using a CAD software, i export in *.STL (stereolythograpy or simulation model), after i use a converter to put it in *.Lwo. And i work the *.lwo in Truespace. (Not very simple, isn't it?! :) )
Title: Official Robotech Mod Thread
Post by: TrashMan on August 12, 2005, 05:23:56 pm
I don't have any screenshot on my HDD anymore I think..

I'll have to check or make a new one:D

I sent the model to GSG some time ago and he's been using it since. perhaps he has a good scrinie somewhere?
Title: Official Robotech Mod Thread
Post by: Martinus on August 12, 2005, 06:08:13 pm
[color=66ff00]Very nice work Rowhider and welcome to HLP. :nod::yes:

I'm glad to see that you've not been put off by the fact that Trashman has built a model of the same subject, any attempt to enrich the Freespace experience is valued.
Be sure to post anything else you are working on and don't be afraid to ask questions as there are a lot of talented people here capable of helping you or pointing you in the right direction.[/color]
Title: Official Robotech Mod Thread
Post by: Rowhider on August 13, 2005, 02:35:24 am
Thank you Maeglamor, i've a lot of things to learn, that's why i'm there: I'm only skilled of one Week in the FS2 modding (lol).

At this moment, my first problem is to design the model without curves, only with lines to get the minimum of polygons.
the Bodolza's Fortress: 1900 polygons (for a very simple model)
My SDF1 in cruiser mod: 3700 polygons
in Attack mod: 2600 polygons (i progess in my design)

What kind of maximum number of polygons can you advise for a model easy to use?
Title: Official Robotech Mod Thread
Post by: TrashMan on August 13, 2005, 09:24:57 am
Here's a little pic:
(http://img8.imageshack.us/img8/3507/sdf1soldier1lq.th.jpg) (http://img8.imageshack.us/my.php?image=sdf1soldier1lq.jpg)
Title: Official Robotech Mod Thread
Post by: MetalDestroyer on August 13, 2005, 01:09:46 pm
It depend of the size of the ship and the design.
But for a good playing condition, I think 5k (or perhaps 10k) poly is enought for a cruiser/destroyer.

For fighters/bombers, you have to make a model less to 2k poly, if you want to put an outnumbered of ships in mission.

I think, others modders can tell you more detail about it ^^ I'm just a novice (remember my X wing  ^^ ).
Title: Official Robotech Mod Thread
Post by: Rowhider on August 13, 2005, 04:01:10 pm
Yeah that's true MetalDestroyer, but i don't know for you but when i use the cob2pof converter, it need about 5 sec to convert the model with 4000 poly: i don't know if that's possible to make a bigger model without an error at the conversion. For information, when i put more than 10 big cruisers, Fred2_open lag or crash.

For your Xwing, you said that you get difficulties to transform it in POF: it was a "Group" or only an Object? At the moment, i never met any problem of geometry.
Title: Official Robotech Mod Thread
Post by: MetalDestroyer on August 13, 2005, 04:28:26 pm
Hum i don't remember if it was object or group.
I think it was made by several Objects, go here :
http://www.hard-light.net/forums/index.php/topic,29571.0.html
Title: Official Robotech Mod Thread
Post by: Getter Robo G on August 13, 2005, 09:15:07 pm
Very NIce work, I noticed you got TV sdf-1 versus Macross Bodolza base! The TV RT one was diff, more vertical then horizontal but that would be still cool to have as Ryunne was working on a MACROSS version mod but disappeared last year.

  I am incorporating elements of Macross into the Macross TV oriented mod. If you wouldn;t mind maybe we could ask Trash to help you refine the fortress a bit.

It sure would be great to have a new modler to help us out. Would you consider joining this mod Team (which currently only consists of me as overall coordinator and Trashman as chief modler) We had two other member but one dropped out indefinately and the other was a 7month waste of time.

On the plus side we have talented allies in the HW2 arena like Accused Raptor and  Ancient Angel (most of the new RT2 works are from thier direct support!) So while they are not official team members (being too busy) they have contributed probably HALF of the mod's total content so far. Thanks guys!

I'll re-post some pics in a sec to show current progress.
Title: Official Robotech Mod Thread
Post by: Getter Robo G on August 13, 2005, 09:27:13 pm
Image Recap:


Current Invid forces:

(http://img134.imageshack.us/img134/606/invidforces8ka.jpg)


Mission 1:

(http://img75.imageshack.us/img75/787/maingun0uo.jpg)


Some of the REF fleet:

(http://img112.imageshack.us/img112/4198/REFGarfish.jpg)


Invid Invade:

(http://img112.imageshack.us/img112/6874/InvidInvasion.jpg)


The new Red Green and Blue Alphas (you can turn to battloid mode) we currently have no gerwalk mode for Alphas, need them made!)

(http://img104.imageshack.us/img104/3402/alphas.jpg)


Very old shot of the original mod, and the main reason to do this, I AM KHYRON! I had fun killing all the micronian scum!

(http://img13.imageshack.us/img13/1618/Khyron.jpg)


Lastly SDF-1 in action:

http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=ef5a&.dnm=bb7a.jpg&.src=ph


Hope you all enjoyed the walk through memory lane...
Title: Official Robotech Mod Thread
Post by: Rowhider on August 14, 2005, 04:40:12 am
Wooh, i didn't know that the Macross mod had so progressed! That's an excellent job.    
For the mix between the DYRL and the TV for my models: That's just because i think the SDF1 with the two boats is a little bit funnier than with the two ARMD.

In your mod, you respect the scale? For exemple, the ARMD is much too big in the original Robotech mod by rapport with the Nupetiet.

1.2km for the Macross
4km for the Nupetietx
2km for the Thuveri Salan...

http://www.merzo.net/
I think than everybody know this link.
I divide by 10 the scale of my Bodolza's Fortress (60km for 600 in reality)
Title: stuff
Post by: Getter Robo G on August 14, 2005, 07:18:48 pm
We try but certain issues IMHO afected gameplay so we fudge certain sizes... While still up in the air I am also considering enlarging Zentreadi ships.

  Final size for SDF-1 is 4km.. Since this is from the PLAYERS perspective interaction with the ship is cruicial so to maintain belief we used the majority of shots from the show comparing how the VT's look to what part they were against (laning bays, bridge, ect...) of course this means Prometheus and Deadelus are way huge, but the main ship looks awesome so in the end it is a trade off). We had a Huge discussion on Game Warden (Matt's Site, and the Mod's host) about size and series content there so if you are interested in what was covered go take a look. Please read all the stickys to get caught up.

http://www.game-warden.com/forum/forumdisplay.php?f=2

I'll repost one more photos from there but one of the main recreations used was  the landing in the bow bays as there are several on each side of the main guns. To be more realistic and game friendly (plus it looked a hell of a lot cleaner) we had only 4 each modeled.

 (Max chases Miriya into the landing bays)
http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=ef5a&.dnm=ec8c.jpg&.src=ph

One of the coolest things I've done so far is that mission although it was with the Original skinned orion as a stand-in. In that same mission You notice someone targeted for destruction, and another major character is killed off. Back then you only heard what happened inside the ship. In the future Trashman figures he can make a city scape as a seperate model and link mission directly upon entering the landing bays (like when Khyron Invades through a Deadelus attack.  

I made a demo video (really crappy visuals) with my comp and vcr of the "blind game" episode. First time around it took me 5 HOURS to realign all the asteroids. I had to remake the mission 3 times over!!! so over 15 hours of tweaking to aproximate that episode he he...

http://www.game-warden.com/robotech/BlindGame1.mpg

I only copied 3 mins of game footage but it follows the episode closely.  If you noticed the mission is completely voiced. My mian goal was to immerse the player in the RT universe so I did a base voice library nearly 1 gig large from all the DVD's. Whenever possible the campaign woudl focus on episodes that involved combat in order of the show (Boobytrap, Blitzkrieg, Farewell Big Brother, ect..) BUT there will be surprises in between as well :D ..

I lost my movie making capability for now but in the future I hope to make clear quality cut scenes and then learn how to insert them in between certain missions, but that will be FAR into the future.
Title: Official Robotech Mod Thread
Post by: Rowhider on August 15, 2005, 11:04:04 am
Below you can find screenshots from a little mission i've done this week with the scenario of the Episode "BlitzKrieg"

(http://img258.imageshack.us/img258/576/screen013bw.jpg)

(http://img258.imageshack.us/img258/8563/screen028ws.jpg)

(http://img258.imageshack.us/img258/4233/screen046ux.jpg)

(http://img258.imageshack.us/img258/6096/screen067zf.jpg)

It is possible to add transparent texture (a ratio of transparency)?
On my planets Jupiter and Saturn i've done rings but i'm not really glad from the rendering, maybe than if i make a lot of little rings instead of a big with a unique texture...
Title: Official Robotech Mod Thread
Post by: Getter Robo G on August 16, 2005, 08:38:50 am
I had some ideas about that mission (but I have no real skills so they might not work) but I would like to discuss them with you later on.

I don't know if you noticed my recruitment attempt. Are you interested in helping us out?

For instance we have MANY Zentreadi ships posted on our to do lists including the one you have seen attacking sdf-1 (Thuveri Salan - Khyron's  Type).

If you decide yes, then please register at Game Warden as the mod is Hosted there by Matthew Papa.

If not, then I still wish you luck with your efforts independantly. many of us have visions of how this type of mod should be.

l8tr.
Title: Official Robotech Mod Thread
Post by: Rowhider on August 17, 2005, 06:42:19 am
Geter Robo G, i'm trying to join Game Warden forum, but i need the name of a referrer: what is the name i should use?

I don't know if i could help you, i'm a rookie, but why not...
Title: Official Robotech Mod Thread
Post by: aldo_14 on August 17, 2005, 07:04:08 am
Quote
Originally posted by Rowhider

It is possible to add transparent texture (a ratio of transparency)?


Yes, just modify the alpha map on the texture.
Title: Official Robotech Mod Thread
Post by: TrashMan on August 17, 2005, 07:57:32 am
HM...what should I do about heavy turrets in soldier mode?

I mena, we knows FGS2 engine doesn't support rotating turrets on the sides.. so should they be pointing in the normal (rest) position or towards the front (where SDF-1 is facing in soldier mode)?

When SDF-1 is in the main cannon fireing positions, it doesn't use normal turrets anyway (or does it?)
Title: Official Robotech Mod Thread
Post by: Getter Robo G on August 17, 2005, 08:24:09 am
Rowhider you shouldn't need a referer, but use the name Star Dragon, that's my original handle (before there was soem sort of security porblem on my end) and the one I am registered on GW as.

Trashman:  I was thinking of simply having a regular single turret invisible between the arms as tehy only fire it forward in every known instance (facing hed on) so teh glow will appear as in show between the gun arms  []+[] or something like that...   Ignore any side turrets that would normally rotate, make them single point non rotating but increase their FOV to compensate.

My main concern is to also have the deadelus attack version in the punching pose...

   Also Carrier-less vesion of SDF-1 Cruiser Mode needed for missions 1&2... They wont be attached untill mission 3 (Transformation)... Technically they are towed to SDF-1 at END of misssion 2 (space fold)...
Title: My new Ships
Post by: Rowhider on August 17, 2005, 12:31:25 pm
Hi all!

Below you will find my 2 new ships:
- The one is the Thuveri Salan (DYRL version) (4500 poly, 12 turrets and 6 Missiles launchers)
- The second one is the Nupetiet-Vergnitzs (7000 poly, 22 turrets more 8 Missiles launchers)

The main difference with the original Nupetiet mod after the number of polygons is the using of more realistics engines and turrets (Turrets from the Scout).

Guys, i've some difficulties to configure Missiles turrets: that's running by chance, but the pof seems correct, if someone has a little idea. :) :confused:

(http://img3.imageshack.us/img3/2871/screen006ek.jpg)

(http://img3.imageshack.us/img3/6517/screen013ul.jpg)

(http://img3.imageshack.us/img3/2103/screen029of.jpg)

Aldo, thanks for your information. :)
Title: Official Robotech Mod Thread
Post by: TrashMan on August 17, 2005, 04:17:27 pm
check under subobjects if the turrets you wnat as missiles are set as missile turrets (turret0Misslie turret)

Allso check in the ship.tbl if the turret is set as a secondary bank:
$SBank: (missile)

7200 polys for that Nuppet? Hmm.. a bit too much for that shape if you ask me.

Are those rotating turrets on the sides? FS2 can't support such turrets correcty, so trhy should be fixed.
Title: Official Robotech Mod Thread
Post by: TrashMan on August 17, 2005, 04:21:10 pm
Hey, GRG - didn't I send you the carrierless SDF-1 version allready?
Title: Official Robotech Mod Thread
Post by: Rowhider on August 17, 2005, 04:41:53 pm
Thank you for your help, i just forgot to set the turret as a Sbank!

No, i didn't configure turrets on the side like rotating.

For the Nupetiet, yes 7200 polys, that's big: no lines, only splines curves: that's the reason. So i can't add more turrets, the pof converter crash when i add more. :)
Title: Official Robotech Mod Thread
Post by: MetalDestroyer on August 17, 2005, 05:03:43 pm
Hey Rowhider, try to launch the mod with this flags into the Fs2 Launcher :
-ambient_factor 75

And then you'll be too excited to play it ^^
Title: Official Robotech Mod Thread
Post by: Rowhider on August 18, 2005, 03:18:55 am
Yes that's great: much more realistic, you should post-it on gamekult :)
Title: Official Robotech Mod Thread
Post by: Getter Robo G on August 18, 2005, 11:36:37 am
Erg... If it got sent then I must have lost the carrierless SDF-1 in the shuffle (don't kill me please) :(


As for the nupitiet very nice!!!! However that many poly's is kind of a waste. I would recommend goign back to teh original mesh and altering that (refining the turrets) and also teh body shape a bit) better textures also would be the priority IMHO.

  After all I had 30 of them in the final Macross era mission with more warping in as they got destroyed... 7500 poly cruisers would kill it quick..

Instead of continuing the other thread I'll just post some teasers here... Since they are related and all....  The ideas I forge with this will carry over into Robotech or any other "Mecha Mod"

FS GUNDAM - The Myth lives on...

I am Amuro Rey:
(http://i22.photobucket.com/albums/b321/Star-Dragon/amuro.jpg)


Launching from WhiteBase:
(http://i22.photobucket.com/albums/b321/Star-Dragon/whitebase1.jpg)


Zaku's attacking white base SCRAMBLE!
(http://i22.photobucket.com/albums/b321/Star-Dragon/zaku1.jpg)


I got this one, regroup!
(http://i22.photobucket.com/albums/b321/Star-Dragon/Zaku2.jpg)

That will be all about that for a while he he... I let the cat out of the bag early...
Title: Official Robotech Mod Thread
Post by: Rowhider on August 18, 2005, 01:53:10 pm
Wooo, beautiful models!

Yeah, 7000 polys for my Nupetiet is just a little bit too much :)

Now, my new Bodolza's Fortress (6000Poly):

I designed the model for a direct application in mission:
the destruction of the main canon open a way through the fortress to the Command Center (like the Xwing Alliance last mission). The command Center room is 8km diameter. I tried it in mission, that's really fun but for a realistic final Battle in rapport to the size between the Fortress and the SDF1: we need to display 30 Capital cruisers!
;7

(http://img209.imageshack.us/img209/8836/bodolzanew00000ei.jpg)

After the main canon destruction
(http://img209.imageshack.us/img209/9342/bodolza076ip.jpg)

The Command Room
(http://img209.imageshack.us/img209/8647/bodolza085zw.jpg)
Title: Official Robotech Mod Thread
Post by: TrashMan on August 18, 2005, 05:46:07 pm
Impressive...Good work on that base :D
Title: nt
Post by: Getter Robo G on August 19, 2005, 06:17:41 am
I haven't been very organized since switching to SCP. I got several mods sharing resources inappropriately otehr wise I would try to show more.  Also booting the old mod up would be pointless as it won't work correctly with some of the chages now so all the missions I made have to be re-made from scratch, only the voices will carry over.

There are a few more issues I will have to deal with but Hopefully I will get some better options by Jan/Feb.


Right now I'm concentrating on the to do list and getting resources packed away into folders for future missions.  In between I work on other mods as resources and inspiration (or help) makes itself available.

BTW those models are from the HW2 team and are average of 8k each! They gave me permission to convert the mod over to FS2. I cant do all of them as some hit the 9-12k mark and cause PCs to crash with vertices errors... If I could get gp01 and 02 in they would look phenominal! I was so disappointed I couldn't get Char's Red Comet to convert...

In anticipation of Bob's animation code I am workign on a secret weapon. Alone it will work (in theory) even without the code, but if it can be implimented to it's full potential, well, it would eb a cool thing.

I have like no skills what-so-ever, and only get to make things based off the hard work of others. I just may use them in unexpected ways...


Nice improvement on the base!  I was in discussion with Raptor not long ago of makign teh fortress a background, and the entry control area alone the model to interact with (trying to fool you optically to make believe it's all one huge model).  My idea was to have the player escort SDF-1 inside the fortress.  

Remember how you had to destroy asteroids so the bastion or aquitaine could warp out ?  Well in this case you had to destroy support girder sub-models before sdf-1 ran into too many of them so it could reach the inside and let loose it's reflex missile barraige.

One tiny point, the player MUST be within the shield perimiter after the strike so they are protected as the sexp event will destroy everything else around for 5-15km... Going for the effect in the episode... Only by being at the center will you survive.

l8tr!
Title: Queadol Magdomilla
Post by: Rowhider on August 22, 2005, 10:31:57 am
Hi!

My Queadol Magdomilla in LapLamiz version: 6000 Polys, 11 Turrets and 8 Missiles Launchers.

Last week i've made a first model in two parts: the head and the body to get the molular function of this ship. But i get a collision bug and some others. So i made an other one in only one model.

(http://img319.imageshack.us/img319/6930/quedolmagdomilla04wj.jpg)

(http://img319.imageshack.us/img319/1115/quedolmagdomilla18qs.jpg)

(http://img319.imageshack.us/img319/2153/quedolmagdomilla24bn.jpg)

The main problem with this ship was to do a realistic shape without using 10k polys! :)
Title: Official Robotech Mod Thread
Post by: Getter Robo G on August 22, 2005, 12:29:31 pm
Hmmmm maybe you should take a look at the HW1&2 models for "reference" as they basically nail the shape with 1/3 of the pollies. I really like those meshes but the textures used look too "plastic" for my liking.

If I can find an old pic of a test I did I may post it though I dont want to get anyone mad. I was awaiting permission from the HW1 team at the time. The work is still pendign for HW2 but as far as HW1 goes those meshes are off limits.  (I'm not nitpicking about RT R1 as I'm not informed about what may or may not have happened it was the past and had nothing to do with me.) There are about 4-5 zent cap meshes though that should point you in the right direction for realistic enough low poly ships. Once modeled it would be best to concentrate on the texture.

As for me I like a more realistic look and not the cell shaded "cartoony looK" that's just my preferance.

You can use the analogy of me liking Live action Guyver versus animated Guyver. (Though the anime has a cooler storyline, I like the real one more visually.)
Title: Official Robotech Mod Thread
Post by: Rowhider on August 22, 2005, 01:23:03 pm
Thank you Getter, but i don't know Guyver.

The Texturing is my big problem, i think than i'm not a bad modeler but the texturing...

Question for modders:

What kind of universe do you want for the ships? Macross the serie or DYRL.
I prefer DYRL, that's why i think than i will work on Meltran Cruisers.
Title: Meltran Flagship
Post by: Rowhider on August 23, 2005, 09:21:32 am
Yo!
My first Meltran ship: the Flagship
With a general design close to the StarDestroyers.
2700 Poly, 15 turrets and 4 Missiles Launchers

(http://img381.imageshack.us/img381/7289/flagship009le.jpg)

(http://img381.imageshack.us/img381/3644/flagship010ip.jpg)

(http://img381.imageshack.us/img381/7506/flagship020xj.jpg)

This ship is configured like Vasudan to make a third force.
Title: Official Robotech Mod Thread
Post by: MetalDestroyer on August 23, 2005, 01:43:39 pm
Wouaaaw, it looks realistic ^^
Title: Official Robotech Mod Thread
Post by: Rowhider on August 23, 2005, 01:47:30 pm
Lol that's why Star Wars ships are the easier to make: low polys, only textures...
Title: Official Robotech Mod Thread
Post by: Rowhider on August 24, 2005, 09:17:42 am
Hi!

My gun destroyer Monitor class
11 turrets (1 Reflex) and 6 Missiles Launchers: 3700 Polys


(http://img365.imageshack.us/img365/7113/screen009qm.jpg)

(http://img365.imageshack.us/img365/7732/screen015iu.jpg)

I think than the shape is realistic. That is not easy to have good pictures of this ship on all points of views. :)

Now, i will try to make a special SDF1 model with the interior: city and acces ways, but i don't know how the AI will react. With my Bodolza Fortress (ultra-big ship) , the AI crashs the ships inside the fortress and can't find the way itself. I don't know if it would be playable...
Title: Official Robotech Mod Thread
Post by: Col. Fishguts on August 24, 2005, 12:28:30 pm
Wouldn't all this stuff look better with the -cell option ?
Title: Official Robotech Mod Thread
Post by: aldo_14 on August 24, 2005, 12:35:52 pm
Quote
Originally posted by Col. Fishguts
Wouldn't all this stuff look better with the -cell option ?


I think you may be opening a can of worms there...........

From what i know they don't seem keen on cell shading.  shame, because IMO we not only need more cell shaded mods, this is a perfect one to use it (because, frankly, reshaded FS2 stock maps aren't all that impressive).
Title: Official Robotech Mod Thread
Post by: Rowhider on August 24, 2005, 12:36:53 pm
Maybe but the Cell take a lot of power
Title: Official Robotech Mod Thread
Post by: Cobra on August 24, 2005, 12:41:48 pm
Getter Robo G hates cell shading, since they used it in Robotech: Battlecry and apparenty, they looked horrible. that's not my opinion though. :D
Title: Official Robotech Mod Thread
Post by: aldo_14 on August 24, 2005, 12:42:34 pm
I don't think cell shading is particularly computationally demanding AFAIK.  Bobbau could tell you; it's his baby IIRC.

Oh, and you can solve collision problems by either setting waypoints in FRED or putting attack paths on the model.
Title: Official Robotech Mod Thread
Post by: Rowhider on August 24, 2005, 12:54:33 pm
Oh, thanks Aldo, i don't like waypoints but, i think than i will try Attack Paths
Title: Official Robotech Mod Thread
Post by: Col. Fishguts on August 24, 2005, 12:59:58 pm
Quote
Originally posted by aldo_14


I think you may be opening a can of worms there...........

From what i know they don't seem keen on cell shading.  shame, because IMO we not only need more cell shaded mods, this is a perfect one to use it (because, frankly, reshaded FS2 stock maps aren't all that impressive).


Ah well, I haven't read the whole thread. Everyone has his tastes.
Title: Official Robotech Mod Thread
Post by: TrashMan on August 24, 2005, 01:34:53 pm
A SDF-1 with modeled interiror is not needed as when the fighter enter the fighterbay the game will red alert to a new mission with the city interior as a separate subobject.
Title: Official Robotech Mod Thread
Post by: Rowhider on August 24, 2005, 01:36:38 pm
That's an other solution and takes less memory.
Title: Official Robotech Mod Thread
Post by: NGTM-1R on August 24, 2005, 07:25:01 pm
Battlecry was awesome, and frankly I don't know what Getter's on about.
Title: Official Robotech Mod Thread
Post by: Cobra on August 25, 2005, 12:21:31 am
that's what i told him, but apparently Battlecry deviates from the actual universe a little. Zaraal was supposed to be Breeti, Khyron was actually someone else... something like that, but the Zaraal thing was true.
Title: Official Robotech Mod Thread
Post by: Getter Robo G on August 25, 2005, 09:18:25 am
Respect your elders more Cobra... LOL

And how did this turn so quickly into a debate about my preferences?

Rowhider can use -cell if he wants (he seems driven to have an independant project plan as well), but I personally would prefer that IF he is kind enough to allow any of his works to be used in RT2 that those not be cell shaded.

The whole point of RT2 is not to bring you anime, but to bring that anime to life as if it was real. (even if we don't have all the uber features yet). If you are a RT or Macross fan by any means, I recommend you see the macross ZERO series that just came out last year (in 5 episodes)

Here are some Meltrandi examples...

(http://i22.photobucket.com/albums/b321/Star-Dragon/meltrandi.jpg)

l8tr!
Title: Official Robotech Mod Thread
Post by: Rowhider on August 26, 2005, 09:17:48 am
Yo!

Now my Quiltra Queleual: 4600 Polys, 11 Turrets, 6 Missiles Lauchers...

(http://img370.imageshack.us/img370/6610/quiltra005vk.jpg)

(http://img370.imageshack.us/img370/8699/quiltra027kw.jpg)

(http://img370.imageshack.us/img370/3730/quiltran00004qp.jpg)
Title: Official Robotech Mod Thread
Post by: Getter Robo G on August 26, 2005, 10:35:11 am
Nice! Still may be a bit many pollies though.  625 on the hw1 model and it is a very nice looking ship.  I know turrets add pollies however....
Title: Official Robotech Mod Thread
Post by: Rowhider on August 26, 2005, 11:20:23 am
Yesterday, i updated all cruisers textures.
The result is quite more good.
Yes, 100 Polys for each turret, 1100 polys added only for turrets
With 22 Turrets, on my Nupetiet...

The conversion of my original model in *.STL creates a lot of polys (on curved surfaces) by comparaison with a classic cad software, but the shape is perfect, a cylinder is a cylinder, no faces. That's why my models are bigger.

But no size problem with all "Cubic models" like the ARMD or the SDF1.

In my biggest battle, i'm using in the same time: 25 Cruisers with an average size of 4000 Polys each, more 60 other litttle ships.
Title: Pimping
Post by: Getter Robo G on August 27, 2005, 05:34:02 am
A side project I was working on last few weeks...



Deal is done and official. Daaan accepted my conversion of his ship and weapons and now I am proud to reveal to you:


Udajeet - "Death Glider"

(http://i22.photobucket.com/albums/b321/Star-Dragon/dgtest.jpg)

"Bow before your GOD Tau'ri SCUM!"

Posted on the SG-1 hosted thread of Game-Warden.
Title: Official Robotech Mod Thread
Post by: Rowhider on August 27, 2005, 06:13:56 am
Really funny. It's an interessant universe.
Title: Official Robotech Mod Thread
Post by: DarthWang on August 27, 2005, 06:38:40 am
Yay! Stargate SG - 1!
Title: Official Robotech Mod Thread
Post by: Getter Robo G on August 27, 2005, 10:45:45 am
Hey Trashman, I got some city BLOCK models taht are between 5k adn 15k pollies.... Think they could be useable (I got one pof'ed but not tested yet)...

  Was thinking SDF Interior to be a skybox metal/deck-scape.  Only real surfaces would be the city blocks and teh entry/exit tunnels that would lead "out" of the ship, or deeper in to other sections ;)

Hehe wouldn't it be cool to try a "cutscene" where you are in a Tomahawk (BT Warhammer) with a bunch of others for the Deadelus attack and when the deckramp lowers you see all the Zents swarm in! (YIKES!)... LOL


Anyway if this is a better idea then the actual inne area cubed off let me know so I dont go ahead and start screwign around if you got other things done more that you think would work better (like that interior model you made ages ago).


l8tr!
Title: Official Robotech Mod Thread
Post by: Rowhider on August 27, 2005, 12:30:03 pm
Lol, today i've made rapidly a Dolza Frotress (TV serie) at the real scale! Totally impossible to use: Much too big (1400km). With the speed of fighters, i must play with a acceleration time ratio at x32 or x64!.
The model is 20 times bigger than my Bodolza Fortress (600km decreased to 60km on my model)
Title: Official Robotech Mod Thread
Post by: Getter Robo G on August 27, 2005, 01:46:39 pm
Could you send me that to "play" with? I might be able to use it as it or screw around with an idea about the size versus real model issue.

Also would you mind if I mentioned your Macross Boldoza Fortress to the HW2 team? I like it very much and think it'd be useful if they don't have one already (I know they got their hands full with RL issues).
Title: Official Robotech Mod Thread
Post by: Rowhider on August 27, 2005, 02:19:41 pm
I don't have any problems to diffuse my models.

For the Dolza Fortress:

(http://img359.imageshack.us/img359/7213/dolzafred1tz.jpg)

(http://img359.imageshack.us/img359/8263/dolzafred25wh.jpg)

1400km for the Fortress, 1.2km for the Macross, so the Fortress is 1166 times bigger than the Macross :rolleyes: :nod:

In this view the macross is at 30km from the Fortress
Title: Official Robotech Mod Thread
Post by: Cobra on August 27, 2005, 02:30:10 pm
:wakka:

a tiny pimple on the fortress'.... oh wait.. wrong joke. ;)

[EDIT] Hey, shouldn't the arms/hands look more like arms/hands than runways? :p
Title: Official Robotech Mod Thread
Post by: Rowhider on August 27, 2005, 02:42:58 pm
Now in comparaison with the Bodolza fortress

(http://img364.imageshack.us/img364/9461/fred2bodolzasdf19ff.jpg)

(http://img364.imageshack.us/img364/5788/fred2dolzabodolza1mj.jpg)

Cobra, this Macross was my first model... :hopping: :o
Title: Official Robotech Mod Thread
Post by: Getter Robo G on August 27, 2005, 04:03:49 pm
Ignore him  ( ;) ) Anyway, that looks great!  FOr a test though can you make that entrance 4 times wider? Our SDF is 4 km (is that right Trashman? Even in soldier mode?)  Later I can try to get him to make it more organic looking (round the edges a bit and extrude some parts out more to some screens I will make of the fortress.

IF that's ok with you my mail is [email protected]

Put some girders in the way inside the tunnel (Oh Trash, can we make a partial barrier version with shields only on the Deadelus and Prometheus and the gun towers? (can you have 4 seperate shields on a model?)  so for the entrance sequence it can "Crash" through them and while take SOME damage it will punch through partially protected as in that scene it uses teh barriers to force it's way through, a normal barrier wouldn't allow that. (he he for some reason I just keep finding ways to get you to make more soldier modes! lol)
Title: Official Robotech Mod Thread
Post by: TrashMan on August 27, 2005, 05:15:33 pm
4 shields?
no I think it won't work

As for the interior - I think it's better not to use the skybox, the SDF-1 is only 4 km long (actually 1,2).

Immagine flying 100km u, high above the city blocks?

anyway, i have hte city part praticlky done, but I havn't converted it yet since I don't know if it looks good.
do you have any pics of how the city inside looks so I can tweak the apperance to fit more?
Title: Official Robotech Mod Thread
Post by: Cobra on August 27, 2005, 08:15:51 pm
sweet bajesus! the Zentraedi sure ike to build their ships big, don't they? :D
Title: Official Robotech Mod Thread
Post by: Getter Robo G on August 28, 2005, 01:45:49 am
Sure no prob.. I need to get something first to amke it easier . My NEW vid card has 5x the memory but doesn't have all the features my old one did...  

Anyway thanks to ANIME physics the interior of SDF-1 city area reminds me of the TARDIS, bigger on the inside than the outside!

ASAP I will post some interior shots on Game warder for you ok? Might be next week... I got to do the DVD scan through episodes and make the captures (I have certain episodes in mind already)...
Title: Official Robotech Mod Thread
Post by: Rowhider on August 28, 2005, 03:44:38 am
GRG, i will send you my fortress but i think you wont be able to modify the structure as you want. You can only modify the features but not the model.


For the Macross interior, take a look on Gerwarlk.net

(http://img219.imageshack.us/img219/2285/gerwalkdemo04screen44cy.jpg)
Title: Official Robotech Mod Thread
Post by: Rowhider on August 28, 2005, 04:05:02 am
I've made a bigger Bodolza Fortress for your 4km Macross:

(http://img237.imageshack.us/img237/8968/bosolzacomp3gl.jpg)

(http://img237.imageshack.us/img237/7897/bosolzacomp24vx.jpg)

But i think than it's too big for the fighters and the cruisers speed, it's more simple to decrease the size of all fighters than to modify the speed of all cruisers, fighters and missiles.
Title: Official Robotech Mod Thread
Post by: Getter Robo G on August 28, 2005, 06:07:17 am
Maybe but then your changing sizes for every model! Just for the end scene and that's no good cause then you need double the models (original combat size ,and super tiny end scene size).

Try it out but I think that may be more trouble than it's worth. I'll defiantely check out gerwalk.net!!

Wow I didn't mean the macross Boldoza version, I meant the TV Dolza one LOL still I'd love to try that one out anyway.
Title: Official Robotech Mod Thread
Post by: Rowhider on August 28, 2005, 01:03:55 pm
Wow, sorry for the mistake.

I don't need to modify the Dolza's Fortress Size:5 entrances with big insides rooms: the entrance size is about 30km height lol

(http://img318.imageshack.us/img318/6180/dolzafortress8lz.jpg)
Title: Official Robotech Mod Thread
Post by: Getter Robo G on August 28, 2005, 03:51:31 pm
Here's what it looks liek in all it;s glowy glory... I called in some "help" the biggest ship I ever converted.. The Trek Doomsday machine 15km I think... BTW I rode this one out in a Gundam.

(http://i22.photobucket.com/albums/b321/Star-Dragon/gorg1.jpg)

It took 19:00 minutes for the first half of debris to blow up and 22:00 minutes for the other half... Too much time for explosions.

For fun I attacked the gun/door with a ruber band and got a drink down the street 20 mins later I came back it was gone (plus had time compression on x64).. that's how I got intot the tunnel and control center in my gundam lol...
Title: Official Robotech Mod Thread
Post by: TrashMan on August 28, 2005, 03:53:33 pm
Tra la la la  la....
(http://dj.rogueserv.com/TRASHMAN/Pics/screen0052.jpg)

(http://dj.rogueserv.com/TRASHMAN/Pics/screen0051.jpg)

pic 3 (http://dj.rogueserv.com/TRASHMAN/Pics/screen0050.jpg)

pic 4 (http://dj.rogueserv.com/TRASHMAN/Pics/screen0049.jpg)
Title: Official Robotech Mod Thread
Post by: Rowhider on August 28, 2005, 04:45:00 pm
GTG: Yeah my Bodolza's fortress takes too much time to explode, with the Dolza's Fortress(20 times bigger), maybe you need 4 hours! :)

Trashman: Your SDF1 is not bad: you made it like me with the two arms at the horizontal, not perfectly realistic but simpler for the missions design... lol
Title: Official Robotech Mod Thread
Post by: karajorma on August 28, 2005, 05:01:04 pm
Quote
Originally posted by Rowhider
GTG: Yeah my Bodolza's fortress takes too much time to explode, with the Dolza's Fortress(20 times bigger), maybe you need 4 hours! :)


Set it to kamikazi just before it explodes using the SEXP :)
Title: Official Robotech Mod Thread
Post by: Getter Robo G on August 28, 2005, 05:27:20 pm
Looks real good, three things though

1.) Head looks a little small. Yeah Know same model diff position but the bridge/sensor radar side pod combined to make a almost porportionate head. (like a transformer gestalt)

2.) Some parts should be spread out a tiny bit more (maybe the legs) but deffinately the shouler guns.

3.) purely optional but sometime in the future can maps me custom made for parts of SDF-1 so they have glows or lights on them? It would be cool later taht we can map glow maps for it once normal maps are readied with custom markings for certain areas. (definately NOT a priority , just a nice after thought)

Have you tested a shielded one  yet?

Also need a third versin in D-Attack mode, I suggest a pivot point in the waist, Deadelus extended more as is punching, Prometheus retracted. Maybe even inverted like how you turn your left hand in martial arts as you punch with your right, equal but oposite. You know what I mean.

BTW ty Karajorma, I'll try that later. It was just a test but it was informative lol...


Does anyone know if the Firing point GLOW part of the beam can be replaced with a ani. of the lightining bouncing back and forth for power up? They have this ability in Home World2 and since it's like trademark of teh series it would be cool to have that option for diff ships... Like Blue for the Zents on the ships that open up for large beam turrets (Monitor Buster Cannons).
Title: Official Robotech Mod Thread
Post by: TrashMan on August 28, 2005, 06:41:09 pm
1.) Head looks really small compared to the body on all the schematics I've seen. and it0's the same size as that one in the cruiser mode...but granted, I can scale it up a bit

2.) I can spread the legs a bit, but  the shoulder cannons are exactly where tehy are supposed to be. Tehy appear to long according to the schamatics, but according to the cruiser mode pics, they are about right... go figure

I can easily make it in the Dedalus Attack position (I even recall EXACTLY the position from the show), butthe main cannon forward position is giving me a headache...something just doesn't add up..according to the pictures I have, it allmost looks as if hte cannons are floating! I'm having a hard time positioning htem properly as it allways looks wrong :(
Title: Official Robotech Mod Thread
Post by: Getter Robo G on August 29, 2005, 06:43:52 am
NO worries...

I just felt that the head was a bit tiny (so a slight size increase in that position shouldn't really be noticeable anyway to the player). Try 200% but if you feel it don't look ok scale back, but I think it needs to be bigger by at least 150%. Just for the cool look, not going for accuracy.

Good news for the legs... I know what happened though, I've been looking at HW2 pics too much. They got their cannons spread out more as the body of their model is "beefier" if you know what I mean...

As for the main cannon forward position, In the back, wasn't their a piece like a joint you didn't see until the cannon moved and it expanded like a elbow?? that extra piece may be the hang up? (like like a bendi-staw only without the ring ridges, more like a cuvred air duct shape.)  

I hope that helps!
Title: Official Robotech Mod Thread
Post by: Rowhider on August 29, 2005, 10:06:43 am
Maybe this view could help you:

(http://img262.imageshack.us/img262/8352/sdf1inbattloidmode4gv.jpg)


And just for fun: My Monster

(http://img248.imageshack.us/img248/2221/monster4cg.jpg)

Now it's configured like a classic Bomber with an independant turret, but maybe i will use it as SubObject for the sdf1...
Title: Official Robotech Mod Thread
Post by: TrashMan on August 29, 2005, 04:01:14 pm
Ihave that same pic...

Look closely at the cpic with the SDF-1 in the fireing position?

doesn't it look like the each cannon arm is leaning on that tripple-barrled turret?
Oh hell.. I think I know how to do it...

anyway:
(http://dj.rogueserv.com/TRASHMAN/Pics/screen0054.jpg)

pic 5 (http://dj.rogueserv.com/TRASHMAN/Pics/screen0055.jpg)

(http://dj.rogueserv.com/TRASHMAN/Pics/screen0056.jpg)
Title: Official Robotech Mod Thread
Post by: Rowhider on August 29, 2005, 04:25:47 pm
I think than there is a rotation axe at the level of the Bridge.
Title: Official Robotech Mod Thread
Post by: Getter Robo G on August 29, 2005, 05:57:54 pm
LOL that was a riot! You're about to Deadelus attack the nornal Soldier Mode. (the first D-A pic is now my new wallpaper)...

I can't wait to test it out on a Nupetiet (punch...KABLOOOIEE!!!) :D
Title: Official Robotech Mod Thread
Post by: TrashMan on August 29, 2005, 06:22:43 pm
It has all the turrets on it but it's not entirely POFed yet..no data on engines, paths or turrets..

Trouble is i can't impor from the previous models as the face the wrong way:D

The Dedalus attack model is slightly turned for instance so all my turrets are a bit off. No biggie, I'l ldeal with it.

I can add a hidden missile launcher on the nose of the dedalus attack model (I can make the internal hangar and hte dedalus door a subobject wit hvery low HP..that way it would dissper upon collision)

What I don't get is how you plan to make the actual punch - i.e. - for hte Dedalus to actualyl breakh the enemy hull and relese the missile salvo inside
Title: Official Robotech Mod Thread
Post by: Getter Robo G on August 29, 2005, 06:34:18 pm
SEXP and freding.. same as when I did teh Last macross mission Khyron kills SDF-2 (armd) on top of teh Orion reskin (SDF-1) and then the Orion fired the cannonand grazed the ship (don't ask my secret) Best part of all I used the show's narration can vocie comms. Anyway Khyron slams into SDF-1 ans then they both explode...

My plan is to make each D-A a scripted event.  Cruiser mode or soldier normal mode to start.. waypoints and timing to change model into D-A mode and charge teh opponent and BHAM! seconds after contact the enemy ship Kamikazies...

I was musing about making that episode where Lisa screws up ans you see the arm go throught the lower hull into the top and out THEn you see teh door open and all teh missiles coem out and hit rick.. THAT may be too ambitious though LOL!!!

BTW I got soem HIGH poly Destroids somewhere ROWHIDER, want me to post them???? average poly count 15-30k so they will need to be reduced and optimized...
Title: Official Robotech Mod Thread
Post by: Rowhider on August 30, 2005, 02:27:14 pm
Yes, if you want... :)

I'm adding rotative turrets (Monsters) on my sdf1 and i get a strange bug: for the five first seconds, the turret is running correctly, after the gun starts to dance in the galactic space...:confused:

Someone knows the problem?
Title: Official Robotech Mod Thread
Post by: Rowhider on September 04, 2005, 03:49:32 pm
Yo!

This week, i've done some updates on my cruisers (Thurevi Salaan), maked the Tiluvo Dropship.

I've done the Male Armor, the first one was awesome with 16000 Polys, the second one:2500 but really ugly
:eek:

So, endly a little modification of the Max Sterling's Regult to make the Gluuhaug and the Serauhaug.

(http://img363.imageshack.us/img363/4360/regult00009jf.jpg)
Title: Official Robotech Mod Thread
Post by: Cobra on September 04, 2005, 03:51:26 pm
my GOD! i was gonna do that! :p

[EDIT] shouldn't the jammer pod be white? just a suggestion. :)
Title: Official Robotech Mod Thread
Post by: Rowhider on September 04, 2005, 04:02:23 pm
lol, not important.
I've a bug in Fs2: no dynamic lightning on the Regult, only on added weapons. Someone know why?
Title: Official Robotech Mod Thread
Post by: Getter Robo G on September 04, 2005, 06:45:43 pm
Good job on the pods! I'm sure those are just a minor texture fix later on but for now they look excellent.
Title: Official Robotech Mod Thread
Post by: Rowhider on September 05, 2005, 03:54:49 am
Rapidly:

the Glaug Eldare: a modification from the Max Sterling's Model
Increased Boosted speed, and the multi-purpose missile MPA-6A

(http://img229.imageshack.us/img229/5743/screen008rc.jpg)

(http://img229.imageshack.us/img229/3025/screen026ol.jpg)
Title: Official Robotech Mod Thread
Post by: Getter Robo G on September 05, 2005, 06:38:51 am
Looks good but a little rough, i will have to recheck my pics. Is it a little too sharp on the edges?
Title: Official Robotech Mod Thread
Post by: Rowhider on September 08, 2005, 06:05:17 am
I've reworked my Glaug: just increased radius...

Now, my Quel-Quallie scout (Bron, Rico, Konda)

Two models, one with and one without the radar turret.

(http://img123.imageshack.us/img123/4521/eclaireur00000dz.jpg)

(http://img123.imageshack.us/img123/3184/eclaireur200008ri.jpg)

(http://img123.imageshack.us/img123/748/eclaireur300008du.jpg)
Title: Official Robotech Mod Thread
Post by: TrashMan on September 08, 2005, 03:38:07 pm
polycount?
Title: Official Robotech Mod Thread
Post by: Rowhider on September 08, 2005, 04:02:55 pm
3600, but it could be easely decreased, it's not very important, we don't have to display 20 like that :)
Title: Official Robotech Mod Thread
Post by: MetalDestroyer on September 08, 2005, 04:33:46 pm
Perhaps if we want a Battle of endor ^^
Title: Official Robotech Mod Thread
Post by: Cobra on September 08, 2005, 08:50:59 pm
*imagines playing a BoE-ish scenario* *mission loads* *mission starts* *inner workings of computer melt* ****.

[EDIT]

Quote
Originally posted by Rowhider
And just for fun: My Monster

(http://img248.imageshack.us/img248/2221/monster4cg.jpg)

Now it's configured like a classic Bomber with an independant turret, but maybe i will use it as SubObject for the sdf1...


hmm, shouldn't the Monster have triple barrels for arms?

just adding some advice.
Title: Official Robotech Mod Thread
Post by: Rowhider on September 09, 2005, 01:26:06 am
Look there for the monster
http://www.artemisgames.com/robotech/Mecha/Monster.html

Yo! I'm back now! Just after 2 month without internet...
Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on July 30, 2006, 01:24:10 am
Update Screenie

Messed around with Nico's (venom) skybox thingy... Had to make ground and sky glow (sky one is a tad bright though). Was just a test.


(http://img153.imageshack.us/img153/4176/skytest1yh5.jpg)

That is all...
Title: Re: Official Robotech Mod Thread
Post by: Rowhider on July 30, 2006, 04:43:02 am
Really Funny  :nod:  ;7

When could we receive a demo for the modding team with all last updated?
 :shaking:
Title: Re: Official Robotech Mod Thread
Post by: MetalDestroyer on July 30, 2006, 06:09:51 am
Hum, not perfect. All the ships are too dark. Anyway to highlight them ? (well, I'm not sure if you understand what I mean).
Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on July 30, 2006, 10:34:11 am
Sorry, I keep ambient 87 for ALL mods I build for now (it's a personal preferance).  Plus the sun is on the model's left 90 degress (horizon/defualt) instead of overhead so that might have somethign to do with it. Fighters are already glow mapped. SDF-1 has no glows except for command area window.

 It was just a test. Ground was no collide (will have to change that), totally ruins the illusion to pass through it into space.


@ Rowhider - Mod team only demo huh? Well I HAD wanted to finish converting the cityscape (only one office building so far) for a few city battles on Macross Isle or in SDF-1 FIRST...

Plus I want to blow Ontario away! (No offense to Canadians, it's a firepower thing)  :lol:

If I sent ya one of the fighters (or a few variations of the same color like a normal, a strike and a super all white) can you make a gerwalk and battloid out of them?

Once those two models are done a simple rename of the textures will change appearance, it's what I did for the blue Alpha and simply copied the model and named the red and green textures. So it has one model with 3 texture sets.

Opps will have to re-check that, I think they might be different for valkyries. I know all the Strikes are the same as well as the Supers, but not sure if THEY are the same as the other category... Might not be too easy to mix and match parts.

Let me know asap (you're the only modeler I've heard from recently) :D

Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on July 30, 2006, 04:50:56 pm
Well.... Looks like 3.6.9 has same token errors as 3.6.7 (for no reason I can understand)

In other words unless 3.6 is still available for DL for teh public I will have to eventually zip up my exact mod build on my HD and upload that WHEN I am ready to release something. (Demo will be held back also till we get new Gerwalks and some kind of Battloids)...

Good news I can do that with Bondango as there is like a 1 gig limit! :D

What I did was take the RT mod folder and plop it into my working 3.6.9 install and chose it with the launcher then ran it... Same old story Token errors though the tables are correct.

If someone who understands the inner workings of the SCP wants to look at them I will post my tables.

In the meantime I'll be working on 2 anime style explosions. They will be VERY cheesy, but that's what this is all about ANIME!!!
Title: Re: Official Robotech Mod Thread
Post by: Cobra on July 30, 2006, 11:30:28 pm
bah, i'm not going back to buggy 3.6.
Title: Re: Official Robotech Mod Thread
Post by: Rowhider on July 31, 2006, 01:36:14 am
If you send me your VF models, i can make a gerwalk: that's not a problem...  ;)

There is an other possibility to make this one: take the transformable VF Fighter from the original mod, and remove the rear of the fighter (Two parts in the model for the transformation).  :pimp:

Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on July 31, 2006, 05:15:14 am
I just sent you bout 15 files... that should keep you busy for a year or two :)

Prepare to be overwhelmed! :)  :shaking: :nervous: :eek2: :eek: :nod: ;7 :lol:
Title: Re: Official Robotech Mod Thread
Post by: Harbinger of DOOM on July 31, 2006, 07:05:02 am
Rofl, more screens plz?
:lol:
Title: Re: Official Robotech Mod Thread
Post by: Colonol Dekker on July 31, 2006, 07:05:43 am
Rofl, more screens plz?
:lol:

But no rush, I know how annoying this question can be........... :yes:
Title: Re: Official Robotech Mod Thread
Post by: MetalDestroyer on July 31, 2006, 07:12:54 am
I just sent you bout 15 files... that should keep you busy for a year or two :)

Prepare to be overwhelmed! :)  :shaking: :nervous: :eek2: :eek: :nod: ;7 :lol:

Lol, just that number ? Wow, Rowhider, you really take your time. ><
Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on July 31, 2006, 10:26:29 am
hehe some of those files have multiple versions with textures of course....

And this time around:

1.) I KNOW he's a modler so he can't say in 7 months (oh sorry, I just fooled around with them but I don't model ) - Chinaman

2.) I will be asking for updates on whatever he chooses to do first and expect some sort of reaonable timetable (taking work and other RL issues into account, this is after all just a hobby).

And don't release any screenies of what you are working on!

Maybe that will get these new posters stirred up for progress and then offer to help :D

Those files are all NEW content that have been sittign on my drive mainly for 2 years cause we had no modlers to work on them!

There are stillplenty of things that need to be made from scratch however.. Like SDF-1 storm attacker (D punch modes).. Trashman had an tragic HD failure and lost all the files before I could get a copy...  :( :( :(  :mad:  :( :( :(
I think he is seriously bumbed so I tried not to bother him too much.

 
Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on August 05, 2006, 12:45:30 am
BTW, I uploaded an older documentary I had about Macross history. I watch this and get inspired...(mainly for my fanfiction).

This was produced before Macross Zero so enjoy! (the first two parts are relevant to the mod of course, the rest is just info for fun)
http://www.youtube.com/watch?v=Iq-7g2B-o8g
Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on August 05, 2006, 08:03:19 pm
Just had a rather frustrating and puzzling experience.
In short I just screwed up badly.

I transferred all RT data to a folder for 3.6.9  started copyign entries in Nuke's modular tables of ships that work and only change names of ships and .pofs leavign all relevant table info alone!!! That should have prevented token errors, it did not!!! also I started gettign hundreds of them..

Worse, I had previously and without thinking deleted my 3.6 install. Only the data folder remains intact. Probably next week end I will scavenge trek install for teh needed files to rebuild the RT mod install to get up and runing again. I certainly am NOT doing any modding (RT related at least) this week.

Ona brigther note I got teh mod folder to run but strangely enough I started gettign token errors in the weapons table. Ignore and continue and after the 5th or 6th one FS crashes.

So when I use existing workign tables from 3.6.9 (and their weapons) I get ship token errors..  When I use my tables and 3.6 I get weapon token errors.....



Well Rowhider... Looks like you'll be waiting awhile for a demo. This has me wanting to beat my head against the wall.
Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on August 06, 2006, 02:50:43 am
Yeah, just couldn;t stay away long...

Rowhider just sent me the first of the batch I threw at him so I had to test it out.

Presenting fan-made Horizont (ELINT Version), called the REF Hawkeye. And yes the dish rotates. I'm shooting the crap outta it to make sure death doens't cause crash (as sometimes happens with conversions). Engines glows will be fixed when it transfers to the final build of course, a 3.6 thing so they all have it. 

(http://i22.photobucket.com/albums/b321/Star-Dragon/refhawkeye.jpg)

Party on!
Title: Re: Official Robotech Mod Thread
Post by: Rowhider on August 06, 2006, 02:45:26 pm
(http://img433.imageshack.us/img433/2557/screen0116nt5.th.jpg) (http://img433.imageshack.us/my.php?image=screen0116nt5.jpg)

(http://img400.imageshack.us/img400/1609/screen0117iy3.th.jpg) (http://img400.imageshack.us/my.php?image=screen0117iy3.jpg)

(http://img400.imageshack.us/img400/7145/screen0119za7.th.jpg) (http://img400.imageshack.us/my.php?image=screen0119za7.jpg)

(http://img433.imageshack.us/img433/7042/screen0120yb5.th.jpg) (http://img433.imageshack.us/my.php?image=screen0120yb5.jpg)

(http://img400.imageshack.us/img400/5633/screen0122is5.th.jpg) (http://img400.imageshack.us/my.php?image=screen0122is5.jpg)

(http://img400.imageshack.us/img400/8971/screen0124dv6.th.jpg) (http://img400.imageshack.us/my.php?image=screen0124dv6.jpg)

(http://img433.imageshack.us/img433/2715/screen0125lm7.th.jpg) (http://img433.imageshack.us/my.php?image=screen0125lm7.jpg)

(http://img400.imageshack.us/img400/9433/screen0126vg3.th.jpg) (http://img400.imageshack.us/my.php?image=screen0126vg3.jpg)

So in order: the YF19, The hawkeye (posted by GRG in the precedent post)
The Alpha figher, the Beta fighter and the combo (Legioss)

The fighter is the faster with an high maniability, the Beta: slower and less maniable but with a increased firepower and the Legioss with a speed average and an awesome attack power.
Title: Re: Official Robotech Mod Thread
Post by: SteelKiller on August 11, 2006, 09:03:23 am
Hello! i am new here and a friend let me know about this place.. and i got to say i am very impressed with what i have seen. i DL'd the game and all. still have not got to play it lol now on to my point... i read that you are in need of modelers.. i use 3dsmax to model and if theres anything i can do to help with this wicked looking mod feel free to let me know. i have always been a huge RT/Macross fan and if i cant help i know people that can!
Title: Re: Official Robotech Mod Thread
Post by: Cobra on August 11, 2006, 10:22:18 am
woot, another robotech fan. :D

:welcome:

Argh. I can't think of a welcome speech. XD
Title: Re: Official Robotech Mod Thread
Post by: Colonol Dekker on August 11, 2006, 10:26:40 am
woot, another robotech fan. :D

:welcome:

Argh. I can't think of a welcome speech. XD

Blah blah, welcome to HLP, Blah, Zods, blah blah, shivans., blah blah, intelligent shade of blue. Beware of carl, blah blah weapons are only for mods blah.
Title: Re: Official Robotech Mod Thread
Post by: SteelKiller on August 11, 2006, 11:44:22 am
Thanks for the welcome and speech. i have yet to get to read everything on this. so i take it there has not been a release yet?
Title: Re: Official Robotech Mod Thread
Post by: Rowhider on August 11, 2006, 01:20:00 pm
Yo man!  :pimp:
You must take a look there: our official forum
Ask StarDragon, I think than he would be very happy to add a modder to the team  :rolleyes:

http://www.game-warden.com/forum/forumdisplay.php?s=&daysprune=&f=2

See you later, i'm going in my holydays...
 :P 8) ;7
Title: Re: Official Robotech Mod Thread
Post by: SteelKiller on August 11, 2006, 01:39:57 pm
Thanks, i talked to him for a few last week. he is the one that turned me on to FS2. he gave me his msn addy but i cant never catch him on. i'll check that link out now.
Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on August 11, 2006, 02:13:16 pm
That's cause the elusive Star Dragon is usually working or pased out during the week ;)  I just woke up and after I run some errands, when I get back home tonight I mod straight through till Mon afternoon (with appropriate breaks for sci-fi channel and adult swim shows of course ;) ).

A lot of my mod downtime is spent recruiting, or scouting dozens of other boards...

Just let me get some of this "RoboQuack" out of my blood in a bit and it will be ok... The worse is yet to come.
I talked over some fo my new ideas I got tonight for the RQ effort and suddenly realised that I am diff than most people, that includes people of my usual genres...  Things I wish to try in this "Thing" can actually benefit other works (in theory).

Which is unfortunate, they just don't understand my humor sometimes :P


SteelKiller, welcome!
There is no "official release.  Rowhider and others have worked on files I posessed (or they made themselves) and have doanted them back to me and I plugged them into the mod build (old 3.6).

Last time I made files avaialble was to two individuals and one had to drop out and the other, well, lets say that was a complete waste of time (seven mojnths of stalling, completely opposite of progress reporting).

The mod build is not transferrable to the new ones (yet) soon as I finish a demo build I will ask a comunity member to port it over to 3.6.9  Till then all work funells to me (you can zip/rar them and upload to temp sites or GW itself if needed) so others can get a hold of it.

I'm concentrating on acquiring meshes for now.  Later tables can be balanced (ala) The Robotech Reference Guide (by Artemis Games).

Title: Re: Official Robotech Mod Thread
Post by: SteelKiller on August 11, 2006, 02:47:30 pm
Thanks for the info. let me know if i can help with anything. Star Dragon has my msn addy just get it from him or have him contact me sometime i am always on msn lol   I have helped with the BF1942 TF Mod, UT2k4 TF Mod and TFQ. i am also busy with my developement team on our first title Assault Knights:reign of steel. i am sure i could help with  something. if i cant i have friends that would be willing to help.
Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on August 12, 2006, 01:29:33 am
In case you didn't notice I am Star Dragon (look at siggy). Old account problem (myterious).

Anyway, GRG is the Japanese name for the 1976 version. Star Dragon is the Americanized version of the chracter from the show shown on the East Cost circa 1978 called Star Vengers:  Star Dragon (Getter 1, Dragon), Star Arrow (Getter 2, Liger), Star Posiden (Getter 3, ?).

OUT!

neat little intro clip... I despise SRW super deformed style gameplay, BUT love their normal form intros...
http://www.youtube.com/watch?v=AbGUGQOZofA
Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on January 08, 2007, 05:22:15 am
Just wanted to remind people this WIP exists...

Since we get new people all the time just wanted to say we got as lot of new screenies at Game Warden IF you were unaware of our progress... I finally got a hold of the models people have told me they despise so much and am seriously considering them to be better than most of what I've seen out there (barring HW2 team alterations of them), so I hereby announce many changes in the ship line up model wise.

They have been tested and now simply need to be armed and resized and the normal stuff added to the .pofs (subs ect..)

We STILL have issues that a real modler has to address by looking at them to see why certain models have problems. That above all is holding up development the most at THIS point.

Practically no skills, yet 2.0 now has DOUBLE the content of the original (I hope Max and Company are smiling down on me and the contributors?)

So if you like Robotech/Macross then check out what's new:
http://www.game-warden.com/forum/forumdisplay.php?f=2

Currently in Desperate need of at least 1 modeler
Could use a texturer in the future

We are NOT casting general VA's at this time BUT if you really think you fill a specific character's role from the series then PM me and send a sample for evaluation, I'm always open for that.

I am willing to hear from mission designers who have ideas on filler missions taht take place in between important episodes/missions I have planned (Basically any episode that has pilot action in it IS a mission). I have about 10 fleshed out ATM for the Macross time frame. None for the Invid YET.

Total Model Content for Macross is around 70% actually collected, 30% actually worked on (why we need help)

Next Generation Model Content is about 50% done 25% worked on...

Other aspects of the mod are not disclosed at this time and will be worked on in the future.


Consider this post a Major Update...
Title: Re: Official Robotech Mod Thread
Post by: TrashMan on January 08, 2007, 07:14:13 am
Heard you have some problems with the SDF-1? Too small and the gearwalk can't fit:LOL

Didn't I send you the better textured version of the SDF-1?
Ya know what?
Since I still have the POF and the new SCP now finally supports side mounted turrets, when I find hte time I will re-do the SDF-1.. Shouldn't take me long once I get to it :D
Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on January 08, 2007, 10:24:58 am
Too small, at 4km? yeah right..  :lol:  More like I need to shrink the Gerwalk mode a hair IF we want them to land in the bow bays...

If you feel like going for it don't let me stop you  ;) BUT I like it as is physically. Prommy and Dead could use a tiny touch up but overall I think just a texture overhaul would be good for adding glows (leave that up to your judgement). It's just a suggestion.

Glad you posted, I totally forgot what I was supposed to do for you this weekend (I scored 11 Macross albums and the VO models so I got very sidetracked).

Incidentally I wanted to let you know if you can drop everything, I need help for the "Secret Mod Pack" I mentioned a blue moon ago... For details get me on the IRC channel, MSN or yahoo/trillian. I don't want to say more in public and totally ruin the surprise.

If you can't no problem.. But I figured this would be right up your alley.  :D
Title: Re: Official Robotech Mod Thread
Post by: TrashMan on January 09, 2007, 07:53:07 am
Don't know if I will be able to find you on MSN..have no idea when I will be on (my room is being re-done and my PC is packed in some corner) PM me the details and I'll see :D
Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on February 16, 2007, 09:58:34 pm

The Meltrandi have arrived...

(http://i22.photobucket.com/albums/b321/Star-Dragon/meltrandicaps.jpg)
Title: Re: Official Robotech Mod Thread
Post by: TrashMan on February 18, 2007, 06:44:40 am
Looking good..

Say, you want me to make all turrets that should be multi-part rotating into just that? Don't know what the limit is for FSO, but the SDF-1 has more than a dozen for sure.

B.t.w. - I'll make the bridge like a cockpit - see trough glass andd you will be able to see the bridgle levels and crew :D
Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on February 18, 2007, 06:50:17 am
[EDIT]  Yeah Trashman, that would be great for all you listed (plus you know the scale of the fighters I used in comparison to the bridge).. Anything that can rotate without a problem should, the rest remain fixed... Looking forward to some glowmaps! SDF-1 looks awful dark in the shade.  :)


Grrr sucks that I'm getting to the point Ryuune was at 2 years ago before she (I think it was a she) disappeared. I had asked for help but since this was a ROBOTECH Mod somehow I got the feeling certain people consider it less than worthy to work on since it's not original Macross...

Anyway I converted the standard fighter and although it has a slight face missing underneath (like a sliver) it's minor enough to overlook. IT's a hair more detailed than Max's and more metallic looking (I like it!)


(http://i22.photobucket.com/albums/b321/Star-Dragon/RTVF1A-f.jpg)

I already showed the Super Strike (the one with the big guns on top), time to work on the VF1J and normal S series (with and without standard Fast Packs), the trainer VT , and the Elint VT.

I'm a step behind the HW2 Mod cause they used these as references, or just flat out modified them, while I'm using them RAW (as is).

Good news is there is a great cockpit model included! Bad news it has a lot of uneeded polys for FS2 purposes and the canopy glass needs to be transparent (plus a pilot added).

After I get the normal fighters done I hope to be working on their Gerwalks next weekend. Most of this weekend was wasted chipping blocks of Ice to ger my car free! :D

Hopefully the Gerwalks wont be unstable like the battloids are and the regults (probably the male and female armors as well. Something in the conversion process must be screwing them up...
Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on February 18, 2007, 06:24:23 pm
Oh yeah 11 hours later and 10 more valkyries in game totally replacing the original mods valks as well as Dan's. All valks are now from Macross VO... And God I love them (even if they are low poly)

(http://i22.photobucket.com/albums/b321/Star-Dragon/patrol1.jpg)

There are also some custom textures I found on the net (trying to get a hold of the author) that are simply amazing!!!

(http://i22.photobucket.com/albums/b321/Star-Dragon/BSsValks.jpg)

more to come!
Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on February 20, 2007, 05:07:48 pm
Hehe just some Easter eggs (for now!)

Models Please has graciously allowed the use of his M7 ships (and hopefully I can get him to make more as well as gerwalk and battloid modes!) SWEET!

Basicly done and ready for action, I just need to see if I can stick on some reasonable glows as they are too dark ATM (VF-1 I converted and glow mapped for comparison)...

They look Good now, but can be better with proper glowpoints. (plus later porting to a REAL 3.6.9 build, which will make everything better!)

(http://i22.photobucket.com/albums/b321/Star-Dragon/vf-19s.jpg)

(http://i22.photobucket.com/albums/b321/Star-Dragon/vf-19s2.jpg)

l8tr!
Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on February 25, 2007, 08:14:39 am
Thought this might make a good wallpaper: Temprary mesh (VF19 reskin) for Gamlin (the Whole Macross 7 thing is an "Easter Egg" level)  ;)

(http://img86.imageshack.us/img86/6243/gamlin1aq7.jpg)

The real mesh is being worked on (VF-17 Nightmare). MUCH more in the works... :D

I'm going back and after doing some research adding glow lights to the M7 Valkyries (maybe even blinking ones for  all the mod meshes!) I used search but can't seem to find any of the old tutorials and WIKI was less than enlightening (pun)... :P

Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on February 26, 2007, 08:58:36 am
Just pimping the VF-1A Super in all three modes. The Super Strike will be the 1-S (skull1) version and a final one will have the rocket pod and Reflex Missile add-ons to the wings.


(http://i22.photobucket.com/albums/b321/Star-Dragon/3modes2.jpg)
Title: Re: Official Robotech Mod Thread
Post by: TrashMan on March 01, 2007, 04:11:08 pm
GRG, I changed the textures and added some glowmaps to the sides (I had to make suplicate textures to prevent glows appearing on the floor and ceeling..LOL).

I'm also spifying up the mesh here and there and making slightly better turrets.

anything else you want? You better tell me now coause I'm not gonna re-make it again.


EDIT: I think I can "kitbash" the SDF-1 in soldier mode really fast, once I dissect the cruiser mode that is :D (if you still need it). I won't do hte POfing tough...setting side mounted multipart turrets is not fun  ;7
Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on March 01, 2007, 05:18:36 pm
I cant think of anything else........ BUT since you asked... A barrier version! Were Prometheus and Deadelus included in the upgrades?

Models Please needs all 3 ships in .3ds format if possible (for some reason when I extracted the .cobs from the .pofs it caused errors and end result he couldn't use them. He's helping us out with bonus content (M7) and started bug fixing other meshes (like the pod fighter I had no idea had errors,plus its cleaned up a lot!)

So in total:

SDF-1 with and without escorts
SDF-1 & escorts Barrier shielded

and we need any type of core Storm Attacker even if just for testing or teasers!
Storm attacker with barrier also!!!!

Oh yeah, don't worry about multi part sides... If possible just make them single part that can rotate or just fixed (we can slide on that I think). I know what a B*tch it will be otherwise so just do whatever you think is best and I'm fine with that.

any questions or ideas?

Eventually I'm getting back to interior of sdf-1 but that can wait for now. It will still be 4km right? 
Title: Re: Official Robotech Mod Thread
Post by: TrashMan on March 01, 2007, 06:02:51 pm
I won't touch the scale unless you want me to.

Barrier shield? do you even need that ? SCP has the surface shields flag and I hear 3.7.0. will have that improved with a shield hit effect :D
Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on March 02, 2007, 09:05:30 am
Hmmm, I have no idea what 3.7 can do atm though I plan on installing the new 3.9 as a test.

I'm tryign to recreate certain scenes as we saw them in the show but if that effect looks like a spherical shield great! IF not then addign a system we can turn off isn't a big drain is it?

I'm gonna do soem experimnents on otehr types cause liek with Basara you will SEE the entire bubble continuosly around caps or fighters that have those systems. I just would like the traditional ones I know work as a back up in case those efforts fail.

Sotrm attacker is going to get inside the dolza base and you'll see them alpha strike it and turn ON the shield. SDF-1 will take no damage from teh explosions or shockwwaves cause of the barrier overload will be edited to have an insane amount of temporary hit points (or just while it's active and the whole thing and timing is a scripted event anyway). Just so the end result is cool.

Plus earlier, now that we have "ground" Ontario's destruction can be done again via a barrier overload.



Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on March 02, 2007, 10:43:05 pm
I need to know what's wrogn with this .cob (if anything)

I got some help for making/fixing meshes, but unfortunately they use max and have no fs2 experience.

This is the model, the only changes I did was make it bigger. Crash was upon death and it was divide by integer error.. when it was 1/3 the size it died just fine so then I re-sized armed, adn docked it for further testing...

(http://i22.photobucket.com/albums/b321/Star-Dragon/zregultsm.jpg)

any ideas????



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Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on June 14, 2007, 05:36:40 pm
Update:

   Our first new Destroid and the biggest of them all RDF Monster.

   And no it won't be a player ship or flying in space.  :p
Special thanks to Trashman for fixing it and editing the pof as it crashed my system.
(http://i22.photobucket.com/albums/b321/Star-Dragon/rdfmonster.jpg)


  This however you will see a lot in the second part. Invid type 5 leaders (pink trim for Sera, Orange for Corg although right now it's yellow... and Greyish/black for generic leader unit).
Ignore the foot bleed through, a common error (will be altering it later to lessen it hopefully).

(http://i22.photobucket.com/albums/b321/Star-Dragon/rtcorg.jpg)

Title: Re: Official Robotech Mod Thread
Post by: Getter Robo G on October 06, 2007, 06:44:05 am
Update...

More work continues on the Zero Hour meshes by Homura.

*Release* YF19 In Guardian Mode
 
Pof/Maps/Table files in .rar Generic Entry for immediate use in FS2 not final RT Mod version. Fully tested, no shields enjoy! :D Glowmap to be made later...

http://upload2.net/page/download/D4AYEswUwkN0x4u/yf19fs2.rar.html

I DID have one question though. I am starting to use thruster models instead of just glows and noticed when using after burner it's fine, but in normal mode they are paper thin on the side view and normal width on front view... What's up?



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Title: Re: Official Robotech Mod Thread
Post by: BqCai on January 29, 2021, 09:39:47 pm
Cool, there are actually mecha mods, but those download links should be broken
Title: Re: Official Robotech Mod Thread
Post by: Colonol Dekker on January 30, 2021, 07:09:39 am
It might still be on moddb.  Worth a Google bud.