Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Omniscaper on January 25, 2005, 02:32:34 pm
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After watching the finale and reviewing BSG's first season, I am determined to start, or be part of a BSG total conversion. There is enough material (storyline-wise) to follow and expand from. My head has been spinning with all types of mini-campaign ideas just for the pilot mini-series nevermind the actual season. We can then get into the season 1 story arc and in between story-lines.
If you folks have not seen it yet, I've been working on a Viper model : (http://www.penguinbomb.com/omniscaper/WIPS/Vwip6.jpg)
http://www.hard-light.net/forums/index.php/topic,29770.0.html
This project needs talented and dedicated folk fueled by their love for the new series.
I refuse to start another solo project like my past scattered Trek models. I have limited Fredding and texturing skills, but I have a prowess for modelling and the ability to gather sound/video materials for in game and mission briefing stuffs. I am reading up on web design now just for this BSG project.
PLEASE SHOW YOR LOVE FOR BSG and lets create an interactive experience of the show's first season!!!!
PS: My personal Trek project will still continue of course.
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Sigh......
::impatiently endures the silence::
Ok, I'm going to go to school now. When I get back, I'm expecting some form of response
]:o
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Yeah, I can't stand to wait for responses to my thread either. A half hour is an eternity... :sigh:
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Have a chat with IP Andrews. He already has the bones of a mod already. Admittedly it was for the original series :D
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Original series > Remake (alot more)
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ROTFL.... You're one of those people!!!
I've been catching up with the original for the last month now. I never knew the existance of BSG before this "re-imagined" version came out. I'm having MUCH difficulty getting past the wardrobe, hairstyles, and campyness of it. So far the story is an interesting parallel. And the chicks' wardrobe is kicking. That Athena broad.... yum and a young Jane Seymour... niiiiiice. They're all Milf's now.
I thought about using "The Magnificent Warrior" episode to create a sidestory campaign where the current Galactica bumps into the Older design Battlestar Pegasys and follows the story line of that episode (nice episode BTW, I hope Moore "re-imagines" it).
I just had a hillarious thought. Perhaps if a TC project takes off, I'll make an alternate Universe ending to the series which has the Galactica and fleet, which is headed toward Earth, pass a fleet FLEEING Earth because they're being chased by Skynet's Terminators or "The Matrix"'s AI. It would be even more funny if the fleet was STARFLEET fleeing a Borgified Earth.
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The Shivan fleet fleeing Alpha 1.
But seriously, somebody here has a link in their sig, and I've visited the site a few times: I'm not sure it's IP Andrews, though...
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Actually, i wouldn´t mind at all seeing a BSG mod done right. I could even contribute with a model or two. But there is a catch, a big one:
Many people here aren´t so lucky to have their national televisions airing the new show, wich means we would be mostly in the dark. If it were based off the original BSG, i would have no probs, as the show is currently airing again over here, and repeated twice a day.
But if someone got a ship database, where we could view the new show´s models, that could be fixed...
**wonders about it**
**wonders about it some more**
;7 ;7
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Originally posted by Omniscaper
ROTFL.... You're one of those people!!!
I thought about using "The Magnificent Warrior" episode to create a sidestory campaign where the current Galactica bumps into the Older design Battlestar Pegasys and follows the story line of that episode (nice episode BTW, I hope Moore "re-imagines" it).
I don´t remember anymore. Did the Pegasus ever resurfaced after Cain slammed it between 2 baseships, and headed for Baltar´s baseship? He managed to destroy both base ships, but then he disappeared...
If he never turned up again, that´s a good angle to make a side story off of BSG´s main story.
Cain´s period alone with the Pegasus could also make for a good plot. He was raiding the cylons alone for months, after the raid on Caprica destroyed the fleet.
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Doing a mod of the new version as a story focused around Commander Cain would be good.
More combat, more action, and not technically stepping on the toes of the series. Plus it'd allow for more creative stuff to be done.
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Problem... when the Pegasus disappeared, it had no fighters. All fighters and non-essential personnel were evacuated to Galactica. Therfore, even it its possible to code, your entire career as a player aboard the Pegasus, would consist of being a turret gunner. Perhaps, the Pegasus will encounter the remains of another Battlestar, with some intact fighters and additional components intact. Pilots would be drafted from the remaining crew and the primary plot would be trying to locate the trail of the Galactican fleet, while evaiding Cylons and avoid them following you to the Galactica.
How's that?
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Originally posted by Omniscaper
...where the current Galactica bumps into the Older design Battlestar Pegasys and follows the story line of that episode
Well, you should take a closer look at the new series. The Galactica is one of the ORIGINAL twelve battlestars. There's no older model.
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If you watch the pilot mini series, you see models of the 70's Basestar and Cylon centurion in their museum of the 40 year old Cylon War. I think its safe to assume that the Battlestars of that time also looked like the original 70's model. It would be insane to see a WWII destroyer amidst today's battle group.... that is unless, it received massive refits and overhauls to modernize it. The Galactica would be an example of that scenario. Considering its identical structure to the original, its not so far fetched that the Galactica evolved and developed into its current state.
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If there is such a development, it would be only minor. It's obvious and has been stated that the Galactica was planned to be upgraded with newer system, which never happened due to Adama's resistance. Thus, I consider the Galactica as still being mostly in its original condition, technology-wise.
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I don't like the design of the new ships enough to get involved with this, personally.
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I don't like the design of the new ships enough to get involved with this, personally. If you want old Vipers/Raiders and a Base Star I can kit you out with those. Can't help you with the old Galactica though, my version sucks. I'm hoping I can convince Stithe2000 to do me a new version one day. You might do well talking to DamoclesX as he has some nice ships from the new series.
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AgH! I was making a viper and you have to go and make one thats fine! Mind sharing it? I would like to give that thing a cockpit + (possibly) attempt some textures.
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It's a fan design for Richard Hatch's BSG revival that the studios pulled out on , but I converted the "Scarlet Viper" (after securing permission) for Bridge Commander. Maybe this weekend I'll get a DL for it as during the week I get nothing done and work is hectic (I sleep all day and work all night). L8tr...
IP are you abandoning the BSg mod??? If so please release the Base star.
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Anyone remember the episode where the Galactica encounters another Battlestar ? Never could remember the name of it tho (Atlantis ?).
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It´s Cain´s ship, the Pegasus. As posted above.
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ulp! didn't read the thread! :nervous:
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Not to intefere with your own work but DamoclesX (who posts here on occasion) did a fair bit of work on the Human side. He's releasing the models and textures for public use (although they may be a bit high on poly count and texture size as they were built for a DX9 version of Starshatter.) Try messaging him.
either way, cheers. :)
(http://starshattercentral.com/Core/modules/coppermine/albums/userpics/10002/1%7E0.jpg)
More screenshots here. (http://starshattercentral.com/Core/modules.php?name=coppermine&file=thumbnails&album=9)
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His WIP looking good.
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I'm familiar with DamoclesX's work. I just got impatient with Starshatter's progress. And not knowing whether or not Damocles will release it for SCP use pushed me to take up this project myself.
Your right, Damocles's models are high in polies. His Viper has 2900 polys and I'm making my Viper more friendly to the underdogs of computer tech.
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Not when I cockpitofy it. ;7
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Originally posted by Omniscaper
I just got impatient with Starshatter's progress.
Its very much a WIP and we'll see where it goes.
I'm looking forward to your TC though. I don't like the TV series format with the unresolved cliffhanger and minor dramas. You can see the formulaic hook for the next scene, the next episode, or the unresolved conflict to emerge later, that said I really do love the the universe they've created (the ships are fantastic.) Just as someone whose seen your screenshot posts, I suspect you'll do a decent job. :)
Originally posted by Deep Blue
Not when I cockpitofy it.
:p
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The Galactica in progress......
(http://www.penguinbomb.com/omniscaper/WIPS/Galactica.jpg)
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Looking good so far.... Let me know if you need help with Galatica....
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The two first episodes have been aired yesterday, so I've... missed the first one, but whatvere, I've seen the second one and, do you plan to make the galactica shoot as many shots than in that series? :D
Oh, and yeah, I've seen a part of the old series a couple years ago and, frankly, the new one isn't kitsch and boring like the old one :p
But cylons are just as crappy in both versions :p ( tho I like the station in the new one, the fighters are just so... common... )
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Hey Omni, how are you gonna handle the retracting pods? You could just leave them in the "Out" position all the time, you could use the model-replacement sexp and have it switch to one with 'em retracted, or you could bank on Bobb making submodel animations work for translations in addition to rotation.
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I just finished watching all of season one of the new series. As a whole, I think this series is poised for GREATNESS. So far I think its the best Sci-fi show to hit the air.
I think its major strengths are its:
1. Documentary style
2. Focus on characters and their developments
3. Man & machine premise (A nice spin on the age old story)
4. DEVOID OF ALL SCIFI CAMPYNESS
I love it because its sci-fi that is not over the top. No aliens (none so far), noflashy technology (besides light jumps and Cylons), no true blue heroes and their boring monologues.
All the characters are flawed in one way or another. That makes them more realistic and relateable.
If you are looking for meaningless space batttles with over the top flashy tech coupled with techno babble, spandex and cloaked characters with a completely unrealistic selfless and perfect psyche BSG is NOT for you.
This show is a WAR DRAMA set in the universe of the original BSG (spun differently). If you liked the cancelled show of old "Space: Above & Beyond" this show is for you.
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Originally posted by Trivial Psychic
Hey Omni, how are you gonna handle the retracting pods? You could just leave them in the "Out" position all the time, you could use the model-replacement sexp and have it switch to one with 'em retracted, or you could bank on Bobb making submodel animations work for translations in addition to rotation.
One of the SCP guys are working on bounding boxes that will soon be available with the new upcoming PCS2.... It will allow for simple animation actions to be possible... Such as gun recoils, or the X-Wing fighters wings to open or close.... It may not be available now, but it will shortly....
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It's a good series, but I would REALLY like some more battles. It's like Babylon Five, but at least in B5 you'd get a couple episodes of just blow-the-****-up.
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Looking good sofar.
Unfortunately the new series hasn't started in Germany yet, not sure it will in the near future. All I've seen are a few short space-combat sequences (man, I loved that big blue torpedo-explosion :D ) and the cool models in the Hardlight-Art forum.
If you need someone helping you with the pof-conversion, or even a fredder for later :), I would be interested in helping out in a TC about Galactica (though WC-Saga has top prioritiy, but I can always spare a few hours when I need some distance to the other work, i.e when some models or missions stretch my nerves too much ;) )
Technically I could even modelling and texturing, but that's difficult in this case without proper reference-material, and my creativity isn't what it was 10 years ago :)
But as mentioned, I would be interested
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IN case the ani's fall through it it gets too much for us lower end users how about making two Galactica models (copy the first and redo the pods into the "open" or fighter recovery mode which would be doen by extending their pylons so relatively would be little more work. Teh change model SEXP is great and when FREDed correctly would work fine.
That's how I intend to do the Deadelus Attack sequence for SDF-1. I got Trashman working on 3 SDF-1 models for now until more of this ani code comes to pass (it still neds to get through testing phase and then a final build no?). My goal is to only require BASE SCP build 3.6.5 with no real toys but glow and shine so basicly anyone should be able to play the mod. If you got a better system then turn on everything, but you should always build with the lowest common denominator in mind, that's my opinion.
It's looking REAL good Omni!
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If this project needs hosting, you can go to the thread in the campaigns forum
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This project needs more people!!! What do you mean by "hosting". I'm still new to Net stuffs. I haven't even researched web design yet.
I've begun texturing the Viper. This is my first time texturing from scratch using homebrewed textures. So be gentle.....
(http://www.penguinbomb.com/omniscaper/WIPS/VipTex.jpg)
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Well no need to be gentle, it's quite a good job.
t's just that whenever I see that ship, I feelk like it can be smoked :doubt:
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Nothing wrong with a flying fallice. :)
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not bad, but too clean.
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Nice. Try using these pics as a guide (multiple views of the NEW BSG Viper model).
http://www.starshipbuilder.com/ubb/Forum3/HTML/000002.html
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Omni... If you need help let me know.... I am sure IP will be willing to lend a hand.. He is just very traditional with BattleStar!
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It may be too soon, but if a certain member of teh community completes teh job I ahev him working on, next project will be old BSG galactica, right now it is a 4000 poly 1 object pof that needs turrets amde and placed and textures... Oh and the pods are FLY THROUGH as they should be... All for now!
Omni I can;t wait to try the scarlet vipers against the MKII's! I'm almost ready to release them in a few minutes!
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Originally posted by Trivial Psychic
Problem... when the Pegasus disappeared, it had no fighters. All fighters and non-essential personnel were evacuated to Galactica. Therfore, even it its possible to code, your entire career as a player aboard the Pegasus, would consist of being a turret gunner. Perhaps, the Pegasus will encounter the remains of another Battlestar, with some intact fighters and additional components intact. Pilots would be drafted from the remaining crew and the primary plot would be trying to locate the trail of the Galactican fleet, while evaiding Cylons and avoid them following you to the Galactica.
How's that?
...
I'm talking about doing a campaign around the Pegasus in the new BSG before it potentially meets the Galactica.
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Originally posted by KARMA
not bad, but too clean.
Looks clean and shiny to me. I'll make a battle hardened version as well.
(http://www.firedragon.com/~cfleets/gallery/ships/remake/viper_mk2_15.jpg)
STill new to weathering techniques but this version has some dirt and grim. The 3dsmax render doesn't show it.
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Here are the Richard hatch concepts for the Scarlet viper. I included teh .cob if Omni wants to mess with it and improve it hopefully? It ahs 3 extra laser torpedo guns cause in the 20 years since the beginning of their journey Commander Apollo realises they need more fire power to kick Cylon ass!
I got lazy and they just use Rockeyes for missiles , in the show they use Solinite missiles so just copy and change the rockeye table...
I included the normal and Scarlet textures and they have ship Icones maybe you can make into shield icons? whatever do what you want with it and enjoy!!!
BTW thanks goes to Atra-Hasis for yet another great model he has allowed us to use!!!
http://www.free-webspace.biz/GRG/CSViper.rar (Normal Textures and .Cob)
http://www.free-webspace.biz/GRG/CSviperb.rar (Scarlet Textured One)
Crap since this was fro IP andrews to use inteh mod I didn;t finish it off so it has no paths or docking paths so add one or turn off all rearming in missions (not that you ever see teh vipers rearm in the show anyway, and teh turbo lasers should be more than enough weaponry! you gto 5 damn guns!)
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Nothing against this model, but the Scarlet Viper is just :ick:.
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Thank you for you well thought out criticism. I'm sure that will help modelrs to improve it.
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Personally, I think the 're-imagined' version is... tries to think of way to state opinon politely...
The orginal Galatica was much better looking, the vipers better, the storyline... the whole darn thing was better.
Killfrenzy and Myself have been sort of working on a Orginal BSG Mod, though he's gone a bit quiet lately...:nervous: Hopefully he'll pop in more now.
Good luck in your attempt to create a New-Era BSG Mod. I may not like the subject, but I'm not going to stop people trying.
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actually, i am finding that i like the new one better than the old one. Which isn't to say that i didn't love the old one. My main problem with the new one is that i don't like the Galactica. I like the old one. I really like what they are doing with Starbuck. Which is a far cry from where i was after watching the mini series last year. I like the Viper's better in the new one, as well as the Cylon Raiders.
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Yeah I was vehemently agaissnt BSG2004 but I got over it (mainly it was aginst the creator), it really grew on me. My main problem is the kids posting comments about the original when (a) they didnt watch all teh original episodes or (b) they confuse that travesty Galactica 1980 series with the original!!!
it was good for it's ERA and the focus of the show was on religion and family (and came on after world of disney so it was directed at FAMLIY viewing...
It's like apples and oranges... New BSG is dark, scary, sexual..
"mom, why is boomer jumping up and kissing the mechanic really close?" (boomer's bump and grind lol)
BTW that model is based off the 20k-70k (forgot how much) poly production model for Richard hatches trailer (BSG second Comming). So it's no where near how good the Scarlet Viper is supposed to look... If I find a pic again I will post it for you.
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Yeah I remember watching a re-run of Galactica 1980, my god it was dire after one episode I went off it and never watched the rest. The original series and the new one on the other hand are both great for different reasons...
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That was like the best decision you ever made. It got hideiously WORSE after that! Each week they would drive the series deeper into the ground to save $. Like the flying motocycles, even if in the middle of a city or in the woods when they flew the cycles they took off from the SAME LA highway ramp (horrible blue screen and models!).
Even better, tehy said the Colonials were "heavy Worlders" and like able to move faster and jump higher and be stronger (even the kids) then it is something on 24/7 you can;t "turn it off"and act normally without extensive training in low grav enviroments, the natives would pick up on it right away! But here we are on day 1 and all 12 of the scouts and thier two scout masters fit right in with normal Earthers operating vehicles and walking around/running like natives!!! They only use theri gavity advantage (like 20 foot jumps straight up or bending things " bu exerting effort as the situation requires. The old super hero premise, you can activate your powers at will. But they are not powers but natuiral abilites that should not be "controlled"... LOL! Damn Uber Galacticans!
OMG I rememebr last night's episde, They stole the idea of when near the end of the old series OLD starbuck crashes on the planet and then he rebuilds on of the cylons for company (and to play cards with) and then finds a girl and gets her pregnant.. he puts her and the baby they make into the escape pod he built from the viper and raider pieces while he and "CY" holdof the other cylons who showed up a year later... It wa a cool episode but Starbuck dies on that planet all alone. His kid is part of the angel people (ascended like in sg-1) as the mother disapears back to her people and the baby goes to find the galactica.
They raise the kid in galactica 1980 as Dr Z and by age of 12 he invented UFO type flying saucers and invisibility screens for the Colonials.. It was pathetic...
I wonder how much Ron Moore stole, oops I mean re-imagined for this next episode. Will Starbuck reassemble a cylon for company and teach it pyramid? Will she meet an uber man angel and get knocked up? Find out NEXT week!!!!
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Sweet Jesus that sounds really bad.:ick:
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ummm..... no
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Another update.... texturing almost finished...
(http://www.penguinbomb.com/omniscaper/WIPS/Viptex2.jpg)
(http://www.penguinbomb.com/omniscaper/WIPS/Viptex3.jpg)
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:eek2:
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puuurrty!
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Has anyone made a model of the original Viper?
And what about the Galactica itself?
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Creating the original is just a matter of manipulating this mesh. Not too different. Checkout stithe2000's name links for the original BSG mod. I believe its out for public use. I'mm make the original eventually. The Galactica on the otherhand is quite a BEAST to model. I'm guessing a model which will add up to 12,000 polys. Check page ttwo for its current progress. All my efforts are bent on texturing at the moment.
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What are the people's thoughts on following the cockpitting trend tahts going around?
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Originally posted by Getter Robo G
That was like the best decision you ever made. It got hideiously WORSE after that! Each week they would drive the series deeper into the ground to save $.
Actually, there was a 2-parter towards the end that was... somewhat acceptable. Basically, and advanced Cylon fighter has an encounter with a Colonial fighter. The Cylon ship is crippled after the Colonial boad-sides it, but it ends up coasing on a direct course to Earth. The complement was 2 Centurions and 2 andriod Cylons that appear human (that's likely where the new BSG got the idea for the Human Cylons, with other possibilities). One Centurion and one andriod are killed on impact, but the other 2 escape before Troy (Boxy) and Dyllan arrive and view the wreckage, and the android's body. The whole plot revolves around the 2 cylons attempt to find a way to transmit Earth's location to their fleet. They manage to blend in because they happened to crash land on Hallowe'en night, just ouside of New York. They end up being brought to a party where the meet Wolfman Jack (... yup, the real guy) who they convince to bring them to his radio station in the WTC, where they try to contact the Cylons. Troy & Dyllan intercept them there and stop the transmission.
Originally posted by Getter Robo G
OLD starbuck crashes on the planet and then he rebuilds one of the cylons for company (and to play cards with) and then finds a girl and gets her pregnant..
Point - she was pregnant when CY found her and brought her to Starbuck.
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Someone hook me up with a Viper Mark VII and I'll be a happy camper :)
I could make some suggestions on how you'd do the tables....
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On cockpits, do it!
And I see you did use some of the stock models textures. :p
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Originally posted by Omniscaper
Another update.... texturing almost finished...
(http://www.penguinbomb.com/omniscaper/WIPS/Viptex2.jpg)
(http://www.penguinbomb.com/omniscaper/WIPS/Viptex3.jpg)
Texturing is looking good but, put some weathering effects in (see Democles X's excellent work), and put some black "soot" around the nose thrusters (see stock model view posted earlier).
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Originally posted by Getter Robo G
OMG I rememebr last night's episde, They stole the idea of when near the end of the old series OLD starbuck crashes on the planet and then he rebuilds on of the cylons for company (and to play cards with) and then finds a girl and gets her pregnant.. he puts her and the baby they make into the escape pod he built from the viper and raider pieces while he and "CY" holdof the other cylons who showed up a year later... It wa a cool episode but Starbuck dies on that planet all alone. His kid is part of the angel people (ascended like in sg-1) as the mother disapears back to her people and the baby goes to find the galactica.
They raise the kid in galactica 1980 as Dr Z and by age of 12 he invented UFO type flying saucers and invisibility screens for the Colonials.. It was pathetic...
I wonder how much Ron Moore stole, oops I mean re-imagined for this next episode. Will Starbuck reassemble a cylon for company and teach it pyramid? Will she meet an uber man angel and get knocked up? Find out NEXT week!!!!
actually...starbuck's fate was the only decent episode of bg1980....i thought the rest of the series sucked. that one wasn't bad though, except for the end with the baby becoming DR Z.
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Originally posted by Trivial Psychic
Actually, there was a 2-parter towards the end that was... somewhat acceptable. Basically, and advanced Cylon fighter has an encounter with a Colonial fighter. The Cylon ship is crippled after the Colonial boad-sides it, but it ends up coasing on a direct course to Earth. The complement was 2 Centurions and 2 andriod Cylons that appear human (that's likely where the new BSG got the idea for the Human Cylons, with other possibilities). One Centurion and one andriod are killed on impact, but the other 2 escape before Troy (Boxy) and Dyllan arrive and view the wreckage, and the android's body. The whole plot revolves around the 2 cylons attempt to find a way to transmit Earth's location to their fleet. They manage to blend in because they happened to crash land on Hallowe'en night, just ouside of New York. They end up being brought to a party where the meet Wolfman Jack (... yup, the real guy) who they convince to bring them to his radio station in the WTC, where they try to contact the Cylons. Troy & Dyllan intercept them there and stop the transmission.
OMG I actually saw that one. That and the ep where some other Battlestar showed up.
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Hrmm... I'd try to make the textures a little more high res if possible. The engines and other grey bits seem a little low res, and it'd make the dirt/grit look better when added in :)
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Ok, I give up. I guess this show is still too new to get the exact dimensions this fighter. Can some give me some canon sizes for this?
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You could scale by looking at screenies from the show. There are plenty of shots that show a pilot + ship.
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I dont like to make approximations based on screen caps. I need to know how tall those characters are. Well, I did that and I'm 90 percent sure of the size. Here's some ingame techroom screencaps.
(http://www.penguinbomb.com/omniscaper/WIPS/VipFS.jpg)
(http://www.penguinbomb.com/omniscaper/WIPS/VipFS2.jpg)
(http://www.penguinbomb.com/omniscaper/WIPS/VipFS3.jpg)
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Wow. That Viper looks beautiful. My only suggestion would be to do a set of textures that mimic the 'shot up' look that the Vipers have by the second or third episode.
(http://members.shaw.ca/deuteronomy/vipermk2.jpg)
If I had any modding skills, I'd definately throw my lot in with this mod, the new Battlestar Galactica is probably my favorite show on TV right now, sci-fi or no.
Maybe I better learn how to FRED in a hurry. :p
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I actually figured out a way I could contribute, at least in a way. I like to muck about with video editing and the like and whipped up a little BSG 2004 intro, just for ****s and giggles. Here it is, if you're interested:
http://members.shaw.ca/mmcgeary/BSG%20Montage.avi
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Wow, that looks great!:yes:
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I like the new intro you've made, SA22C. Very nice :)
Btw, Omniscaper, did you get my PM about the demo campaign script ideas?
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nude No. 6 always makes things better lol
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I installed ID Andrews BSG mod and was would like to know if it can be played in multi-player.
Using Fred2 I changed the game type from single player to multiplayer (co-op) in the mission spec section.
When I try to commit the multiplayer game I get a message that "not all players have secondary weapons".
Any help would be greatly appreciated!
Thanks
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You need to copy the model (.pof) to data/models, and the rest of the files to data/maps.
But you'll also need a ships.tbl entry to run it; there should be some threads about editting ships.tbl on this forum.
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Thanks for the reply.
I have the files in the folders as you mention and I know I can edit the ships.tbl file using notepad. What do I need to change so I can get past the message "not all ships have secondary weapons" when trying to launch a multiplayer game.
I'm probably missing something simple.
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The TBL may need to be editted so that the Viper is defined as only having one primary and one secondary bank.
If that doesn't work...
Are you or your wingmen missing secondary weapons, what build does the error happen in, and if it's not 3.6.5, does it happen in 3.6.5?
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Have you guys set the weapons up with a dispersion and cycling fire yet?
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I editted the ships TBL so that the Viper is defined as only having one primary and one secondary bank. Still no luck.
Both myself and my wingmen are missing secondary weapons. I'm build 3.6.5.
Please explain how setting the weapons up with a dispersion and cycling fire would resolve the secondary weapon issue.
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Hey hey, this is not a troubleshooting forum for OLD BSG mods. THis is a thread to create a NEW Bsg mod. Please keep on topic.
Ok, THATS a dirty Viper.... I LIKE IT. What is the status on Bob's damage decals build?
Also whats going on with the new 3d cockpit builds going around. From the screen shots I've seen, padlock view seems to have been encorporated.
I've bumped into a Galactica mod for Bridge Commander. It has a ...how do I say this... um... "quaint" Viper model but has a damned accurate Galactica mesh. I thought using this model would save me time if I just port it over but thats not gonna happen. The insano modder seems to have either reduced the polygons of the render quallity mesh from www.scifi-meshes.com or went insano with curvature. The mesh has over 50,000 polygons!!! And the insane part is that people are playing with it using the BC engine. I'm tempted to do a straight port to see how SCP can crunch THOSE humbers. Hell, my Trek conversions never broke the 17k mark... yet.
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Originally posted by SA22C
I actually figured out a way I could contribute, at least in a way. I like to muck about with video editing and the like and whipped up a little BSG 2004 intro, just for ****s and giggles. Here it is, if you're interested:
http://members.shaw.ca/mmcgeary/BSG%20Montage.avi
Nice homage to the original using the text. Start researching movie conversion techniques to get those editing skillz on the table. This mod would need video intros and campaign.mission briefings. Video caps of different pilots will also be needed for in game comm traffic.
Were you able to edit divx directly, or did you first have to convert it to DV in order to edit via Avid/Premiere/Final Cut.
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Originally posted by Larz
I editted the ships TBL so that the Viper is defined as only having one primary and one secondary bank. Still no luck.
Both myself and my wingmen are missing secondary weapons. I'm build 3.6.5.
Please explain how setting the weapons up with a dispersion and cycling fire would resolve the secondary weapon issue.
It wont...but thats how I'd balance the weapons.
As for your issue...it may be a weapons arming thing from the mission file. Check in FRED for allowed weapons in the mission VS allowed weapons on the ship in the table, etc.
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Also whats going on with the new 3d cockpit builds going around. From the screen shots I've seen, padlock view seems to have been encorporated.
As of now, you setup the eyepoint inside the ship's cockpit and add "show ship" to the ship's flags in the .tbl file. You also need the cockpit glass properly set up.
I have no clue what you mean by padlock view, there seem to be three or four definitions. But, you can look left/right/up/down by mapping the keys in the misc controls section, and I *think* you can look around by pressing 0 on the numpad while in cockpit view.
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Padlock view... Basicly means no eyepoint is setup in the pof, so you are locked in a straight view point..
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My goodness!!! I just listened to samples of the BSG Miniseries soundtrack by Richard Gibbs. Talk about emmersive etherealism!!! Not only did it give me flashbacks of the miniseries, the the sound quality's detail in texture/rhythm (which was rediculously washed out in the show) revealed a subtle vastness in the emotional content it was conveying for the show. This music is SOOOO gonna make its way to this mod.
Now I have motivational music to listen to while I model/texture for this EVENTUAL TC project.If you can find this in your local stores, its well worth it. If you're into movie soundtracks listening. You New Age wierdos will enjoy this ::stays inside closet::
I also found out from the Skyone forums that the UK's version of the theme song are not just random female wailings. Its SANSKRIT!!!
As follows...
AUM BHOOR BHUWAH SWAHA,
TAT SAVITUR VARENYAM
BHARGO DEVASAYA DHEEMAHI
DHIYO YO NAHA PRACHODAYAT.
"Oh God! Thou art the Giver of Life, Remover of pain and sorrow, The Bestower of happiness, Oh! Creator of the Universe, May we receive thy supreme sin-destroying light, May Thou guide our intellect in the right direction."
That is so cool. Too bad the US version has been replaced by a militaristic version (which I'm starting to get used to) because the UK's was "too much of a downer". My GOD, you Scifi Channel board members. At least the US version is not censoring as much as the UK's version. Found many tidbits that I did not see in the Skyone version.
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Originally posted by Omniscaper
Nice homage to the original using the text. Start researching movie conversion techniques to get those editing skillz on the table. This mod would need video intros and campaign.mission briefings. Video caps of different pilots will also be needed for in game comm traffic.
Were you able to edit divx directly, or did you first have to convert it to DV in order to edit via Avid/Premiere/Final Cut.
I use Sony's Vegas Video software, which kinda has a heart attack when editing divx or xvid. No biggy though, Virtualdub will convert to uncompressed in a hurry, which is easily editable. I can also frameserv the clips if I want, so I'm good to go on any format. Vegas will output any single pass avi codec without trouble, so DivX and XVid is no problem, though I prefer Xvid because it renders quicker and generally produces a better image.
I've got all 13 episodes plus the miniseries, so I have access to everything put on screen for nuBSG so far. I could definately put together some 'generic' wingman clips, including death scenes sicne there are plenty of no name pilots getting their tickets punched in the series.
Just let me know what you want, and I'll serve it up.
I've also got the soundtrack, so I'm covered on that point as well.
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Cool thats a huge weight off my shoulders. Use your discretionand judgement to put together a compilation pack of ingame comm traffic, and PM "Gai Daigoj". He's putting together a mini-campaign script for a teaser mod.
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dude, this will be so sw33t
i think i'll make properly colored and shaped thruster glows, or anything you need, just take a pic and send it my way plz plz plz
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They are white-blue (I think) and have a faint cone. (someone check me)
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I'll have some in game screen shots shotly. The current afterburners use SCP'd terran effects.... its too bright i think you'll see.
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can you send the files to have it ingame my way?
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BTW, you need to greyify the Vipers textures. You can see some shots of it in the little intro clip posted above and its not the gleaming white it is right now.
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Originally posted by Omniscaper
At least the US version is not censoring as much as the UK's version. Found many tidbits that I did not see in the Skyone version.
What did they cut?
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some of the gratuitous sex scenes no doubt
I'm a straight 17 year old guy, and sometimes even I think that theres too much
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Heres some in game screenies. The afterburners are not cutting it for me.
(http://www.penguinbomb.com/omniscaper/WIPS/Vips.jpg)
(http://www.penguinbomb.com/omniscaper/WIPS/Vips2.jpg)
(http://www.penguinbomb.com/omniscaper/WIPS/Vips3.jpg)
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Here's my first talking heads test ani:
http://members.shaw.ca/deuteronomy/weps%20effects.avi
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Hmm...I've never seen a talking head with that much camera-shake applied. The anim looks good, but I'd have to see it in-game to say how well it'll be as a head anim.
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Your thrusterglows seem a little...detached...
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can i get that new model?
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Originally posted by WMCoolmon
Hmm...I've never seen a talking head with that much camera-shake applied. The anim looks good, but I'd have to see it in-game to say how well it'll be as a head anim.
That's a problem with my source material. BSG is all camera shake, all the time.
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NICE screen shots! Nicely done!
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Now, make them greyer and dirtier and turn down the spec a bit (and add a cockpit!).
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I need cockpit references!!! Can you folks conjure up some images of it? I'd like to finish this viper already and get started on the Cylon raider.
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Ok, first off let me tell you deserve a highlight for this. Very good stuff. :yes:
But let me point out a couple of issues you should adress:
1-As said, the engine glows are detached. Nothing a little tweak in PCS won´t cure.
2- The engine vents. As you can see in the screens above, and in the 2º picture in particular, the front of the vents entry needs a little smoothing. If you could spend a few more polys smoothing that, it would look ever better.
3ºAdd a bit of combat stress on those textures.
4ºAdd a cockpit, with Starbuck inside. ;7
5º Release it. Don´t leave it gathering dust on your HDD, please!!
:p
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omni....check youir private messages.
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Check for more reference pics here:
http://www.angelfire.com/scifi2/nfg/gallery/DVD/dvd.htm (http://www.angelfire.com/scifi2/nfg/gallery/DVD/dvd.htm)
EDIT:Sorry, Angelfire won´t allow for posting pictures.
:doubt:
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Here are a couple pictures:
(http://members.shaw.ca/deuteronomy/viper%20cockpit%201.jpg)
(http://members.shaw.ca/deuteronomy/viper%20cockpit%202.jpg)
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NICE!!!! modeling cockpit right now!!!
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Fixed the afterburner glow position, and changed the smoothing on the engines. I hate the way the glow clips the mesh, anyway to reduce this? I tried positionaing the glow just outside the mesh edge but it looks weird. The smoothing of the engines auses the age old shinemap shading anomolies on the rest of the engine. I guess its the vertex shading thing. I'm also starting to dirty up the textures. Check out the wings.
(http://www.penguinbomb.com/omniscaper/WIPS/Vips4.jpg)
(http://www.penguinbomb.com/omniscaper/WIPS/Vips5.jpg)
I'm leaving the dirtying job to stithe2000 because I could spend an eternity on textures alone. Since I seem to be the only one modelling, I've got to get started on the Cylon raider and the rest of the ragtag fleet (which I may just port over from the original BSG mod for freespace and Bridge Commander).
Need more help folks. So far we have
SA22C - video/audio media
stithe2000 - textures - (perhaps modelling?)
Gai Daigoji - on scripting a story (which kicks @ss so far)
ShadowWolf_IH - offering hosting (still don't know exactly what that means)
The more people help, the faster we can get a mini-campaign assembled as teaser , which will to get a full project rolling and BSG can be up there in the great Hardlight productions hall of Mods.
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Fixed the afterburner glow position, and changed the smoothing on the engines. I hate the way the glow clips the mesh, anyway to reduce this?
No(t yet). :blah:
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Hey, that picture of the cockpit could be used as a texture!
Hmmmmmmm... ;7
Btw, where would one get the old BSG models, like the Galactica and Basestar?
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Check out stithe200's signature
http://freespace.volitionwatch.com/battstarg/
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Originally posted by Omniscaper
Gai Daigoji - on scripting a story (which kicks @ss so far)
*Cough* He's also FREDing the missions once he's done scripting :p
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Has this (http://www.scifi.com/battlestar/ships/) been mentioned as a source of information?
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Originally posted by Omniscaper
Fixed the afterburner glow position, and changed the smoothing on the engines. I hate the way the glow clips the mesh, anyway to reduce this? I tried positionaing the glow just outside the mesh edge but it looks weird. The smoothing of the engines auses the age old shinemap shading anomolies on the rest of the engine. I guess its the vertex shading thing. I'm also starting to dirty up the textures. Check out the wings.
Have you tried reducing the size of the glow slightly?
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:) It was originally IPs dream... I have been helping where ever he has asked... Still here to help! On top of that... This is an old project that has been around for awhile... Might as well contact all the original crew... IP has already been here, and that is how I found out what is going on with this particular forum... Aside from that.... Here soon I will be getting a 2 gig depot area on the net soon.... If you still would like a bit of help let me know!
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Hey wait a minute this thing is going on way too fast, at least skip the FREDding and let us wait until 2009 so we can feel familiar.
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I still think you need to greyify the thing, looks way too... shiny.
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Hmm... what to do...
A.
Continue tweaking textures and polygons till I'm blue in the face with Viper mania.
B.
Pass along the perfectionist tasks to other capable ppl and continue building the MANY other models required for a BSG mod.
What do you think people?
Originally posted by Janos
Hey wait a minute this thing is going on way too fast, at least skip the FREDding and let us wait until 2009 so we can feel familiar.
I know what you mean, But there are many mod releases where the wait paid off. The Bablyon 5 project for example. There must be a balance between time and quality. If a project concentrates too much on quality, then the time factor causes people to lose interest inside and outside the project members.
I can tackle this project alone and it will most likely be finished in "2009". Thats why I'm making a call too all BSG fans with the skills and MOTIVATION to see this project through in a REASONABLE time frame.
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Originally posted by stithe2000
:) It was originally IPs dream... I have been helping where ever he has asked... Still here to help! On top of that... This is an old project that has been around for awhile... Might as well contact all the original crew... IP has already been here, and that is how I found out what is going on with this particular forum... Aside from that.... Here soon I will be getting a 2 gig depot area on the net soon.... If you still would like a bit of help let me know!
IP had a dream, I have an OBSESSION and I intend to see it through Hell or high water.
Viper cockpit in progress. You people do realize this will increase polygon count by at least 200.
(http://www.penguinbomb.com/omniscaper/WIPS/ViperCockpt.jpg)
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Can someone tell me how to incorporate the new 3d cockpits? I'd like to make the cockpit detailed for the 3dcockpit build going around. It would be cool if the detailed version of the cockpit could be used for that and the Viper model itself can get a lowres version as to not affect FPS and polygon count .
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To do that you'd need to use the submodel rendering controls originally implimented for hangers. Set their render distance to something like 1 and the cockpit should show up for you but be hidden for every other ship. It'd still be part of the model, you'd just never see it outside of the cockpit view. Also, you'd probably be best off making a second subobject for the lower-poly cockpit that displays at distances > 1 out to the edge of LOD0 range.
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Ok, l gonna try to give this project an official place to keep up with progress. My little sister is a budding webdesigner and I'm gonna try to get her to build it by the end of the week. Anyone experienced web builders interested in voluteering incase she's too busy with puberty?
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Your getting your website/forum hosting from Game Warden, correct?
ShadowWolf mentioned it to me and I just need to make sure....
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put the point where the glow is just a little inside the engine nozzle, and make the engine nozzle hollow
also, the burners are white, maybe just a little little tiny bit blue
and it extends in a cone
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Are you the Matthew that Shadow Wolf mentioned? If so yes a BSG mod needs a home!
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Yea, I am Matt.
I can get you set up. All I need to know right now is what you guys want for a forum title and breif descrition to go on the main forum homepage.
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Title
Battlestar Galactica: Reimagined
Description
The World is over... The Fight has just begun. A total conversion for Freespace 2.
I hope its changeble, I can't think of anything else right now.
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GW is a good community. Not many flamed there.:p
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BSG:FS
because one against infinity odds are just so much fun
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Thats a good one Turambar.
This project has a HOME!!!!
http://game-warden.com/forum/forumdisplay.php?f=36
Everyone already involved and wish to participate PM for internal access.
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What do you people think of this image as the Projects temp banner?
(http://www.game-warden.com/bsg/images/BSGBanner.jpg)
I'd like use all ingame models, but the Galactica is not finished yet. But you can bet it will look close to it!
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Nice!
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Originally posted by Omniscaper
What do you people think of this image as the Projects temp banner?
(http://www.game-warden.com/bsg/BSGBanner.jpg)
I'd like use all ingame models, but the Galactica is not finished yet. But you can bet it will look close to it!
So, i take it you will be basing the mod on the ´new´ BSG series? With the new Galactica?
What can i say, except that my excitement has dropped a notch or two...
:blah: :blah:
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To be fair ST, there is a lot more material to work from for the new Galactica than the old...
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Just don't start that discussion on which series is better. As Kalfireth said, the new series already offers a lot more material, plus chances aren't that bad it will be renewed.
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Originally posted by Omniscaper
......
The smoothing of the engines causes the age old shinemap shading anomolies on the rest of the engine. I guess its the vertex shading thing..
I take it you model in 3ds MAX, right ? Since I ran into similar problems with models created in MAX. So I tried a simple sphere modeled in MAX which resulted in ugly faceting artefacts.
If I make an identical sphere in TrueSpace, convert it using the same PCS_autofacet build with the same autofaceting angle, it works perfectly.
So, it seems to be a problem caused by MAX.....did anyone ever find a workaround to this ?
Oh, and btw.....kickass Viper model :yes:
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It's an excellent ban so don't change for the moment :D
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Swamp Thing, have you not seen the screenshots in this thread? Its the Newly desgined Viper I've been making. I should a known the hardcore fans of the original will some resistance to the new one. Please reserve your judgement till you've seen the entire season. Its pretty good.
I'm actually still catching up with the original and I find it interesting as well (storywise). I have every intention to bring some of its story elements into this mod.
But after finishing the season of the NEW BSG (which is slaughtering Enterprise/Stargate SG1 & Atlantis in the ratings) I think its a worthy successor to the idea of BSG. And I believe its about to out do the original by getting a second season !!!
Its "the show that turned the Galactica from Adama's family camper into a WARSHIP"
update: Enterprise has just been cancelled!!! No doubt BSG lead to its demise because of its Friday US timeslot. Oh well.
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enterprise sucked anyway
bad captain, bad intro music (NOT STAR TREK), and you can't make someone that hot into a vulcan, its a waste
anyways, try what i suggested with the model, making the backs of the thrusters hollow and putting the engine inside of it, but make sure that the glow is never big enough to clip with the model
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Originally posted by Kalfireth
To be fair ST, there is a lot more material to work from for the new Galactica than the old...
That´s not the point. As i was led to believe, the mod would focus on the Pegasus´s story, right? Is there a Pegasus in the new series? Also, how can a 4 hour miniseries feature more material than 23 episodes of the original?
Fighter wise, it is perfectlly feaseble to have the new Vipers inserted in the timeline, as the Pegasus had to become a self contained nation. They had to build their replacement fighters, invent new concepts, and subsequentlly come up with a better more evolved fighter. It´s completelly possible and even probable, that it would happen so, in a real situation.
Not to mention that, for me at least, the only new ship that looks half good is the new Vipers, since the new Galactica, Basestars and Raiders really suck bigtime, IMHO.
If you are basing the mod on the new series, you should also base the plotline in an event derived from the new series. Porting the Pegasus story onto the new show won´t cut it, especcially considering how they show the "old" centurions as museum pieces, relics. This means that the new series is takin place in some distant future.
But that i all besides the point. It´s not wether one show was better than the other, this is about making a beliavable MOD, a believable timeline, and a believable plot. Sticking to one show as the basis for it is ok, merging the two together is a grave error.
I don´t mean to start a war between both sides here, i´m just giving my input on this matter. You take it for what its worth. No more, no less.
:nod:
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I love people's capacity to judge something before its even materialized, nevermind experienced. No doubt this mod will not please everyone, but please reserve judgement till its out and you have actually play it.
An idea sparks action. Don't be stomping out the spark in FEAR of may come of it.
I know hardcore BSG fans who downright refused to watch miniseries and called it all different negative names. After watching it, they came to like it as it is, a RE-IMAGINED version of BSG. I've seen all 13 episodes now, completing its 1st season. IMHO I think it DESTROYS the original. Its a more grown up, intelligent, and provocative than the original.
The Pegasus story is something Ron Moore may incorporate in season 2, according to interviews. I'd like to tackle her role during the final massacre of the 12 colonies and her fatefull disappearance before bumping into Galactica.. We are still discussing how to handle the teaser mini-campaign story.
Swampthing, if you want to get involved with collaborating in writing a story script, please join us. But Keep in mind, this mod, AS STATED IN THE THREAD TITLE, will revolve around the NEW BSG's Universe. If you're looking to relive the 70's BSG glory days, look at IPAndrew's mod instead.
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Originally posted by Omniscaper
The Pegasus story is something Ron Moore may incorporate in season 2, according to interviews. I'd like to tackle her role during the final massacre of the 12 colonies and her fatefull disappearance before bumping into Galactica.. We are still discussing how to handle the teaser mini-campaign story.
Sounds great, as mentioned earlier it's how I'd handle the plot for this as it gives you more creative freedom.
...also the Pegasus could be a new, fully armed, Battlestar with the latest tech unlike the Galactica and not held back by carrying a civilian fleet along. Cain, being a clever bastard, might not have trusted the computer systems on the new Vipers and had them modified to give his forces an edge. In the end it saved them from the virus designed, so you'd have a wider selection of craft than the Galactica had.
I'd love to see a BSG campaign focusing on striking at Cylon basestars, raiding the occupied planets for resources, (maybe getting the older Vipers from a raid on one of the occupied colonies?) etc. Maybe even have them bump into some civilian ships, but blowing them up due to the belief that they were Cylons.
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I wonder what actor they'd select to play Cain... in the actual show... should they attempt to create a Commander Cain/Pegasus arc.
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I think it would be AWESOME if the original Starbuck took up the role. Dirk Benedict I believe? Imagine how he would interact with Edward James Olmos. Starbuck was as cocky as Cain mind you.
Ace, your angle of approach for this mod is DEFINITELY on the drawing board. I'm just having trouble how to approach the teaser mini-campaign that will hopefully attract more talent to this small and growing project.
To hardcore 70's BSG people like Swamp Thing, we'd like to get your input instead of your prejudice. Ron Moore took BSG references and flexed his creative muscle in crafting an excellent show. If the Pegasus becomes the primary focus of either the teaser mini-campaign or the main UBER campaign, we could use your insight in the story crafting process. THere's no need to differenciate the old/new fan ideas of BSG to create a kick ass campaign!!
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Originally posted by Omniscaper
I think it would be AWESOME if the original Starbuck took up the role. Dirk Benedict I believe? Imagine how he would interact with Edward James Olmos. Starbuck was as cocky as Cain mind you.
That said, Cain was always a real "commanding" character... no pun intended... both in his personality and in his presence... mainly because of his height. Dirk is a bit on the short side to play Cain effectively, so I was thinking of someone more experienced in playing the hardened, tyrant, commanding officer, while preserving the apporiximate age of the character... Gene Hackman. Admitedly, he's probably more expensive than the budget could allow, but then again, DS9 had James Cromwell on as an alien once.
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I think Dirk Benedict might play as Chameleon if they do a remake of that episode with Starbuck's father. It'd work well and it'd be great to see the two interact.
As for a mini-campaign, I'd make it set during the Cylon ambush. You'd see the new fighters get their targeting jammed while others fly dead in space, see some basestars bombarding the colonies, etc. I'd make it a prequel to the main campaign, so at the end you wind up landing on the Pegasus as it makes a desperate "fighting retreat" from the colonies. Anyways, a good minicampaign with a planet being bombarded would be fun. Plus, it'd be fun to see the Battlestars being taken out in a fleet engagement. The ships crippled due to the jamming but trying to protect the planets with what little they have.
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Originally posted by Omniscaper
I think it would be AWESOME if the original Starbuck took up the role. Dirk Benedict I believe? Imagine how he would interact with Edward James Olmos. Starbuck was as cocky as Cain mind you.
Considering how Starbuck is now a woman, how do you know Cain will remain a man? :p
To hardcore 70's BSG people like Swamp Thing, we'd like to get your input instead of your prejudice. Ron Moore took BSG references and flexed his creative muscle in crafting an excellent show. If the Pegasus becomes the primary focus of either the teaser mini-campaign or the main UBER campaign, we could use your insight in the story crafting process. THere's no need to differenciate the old/new fan ideas of BSG to create a kick ass campaign!! [/B]
No, thank you. It´s not that i wouldn´t like to be part of the project, it´s just that there is no way anything i had to say would ever be considered. You already made up your mind on how it´s gonna be. Anything that deviates from your chosen path would just be an exercise in futility. Honestly, would you consider altering your vision? I think not.
Don´t get me wrong, i wish you the best for you and your project. But i had to let my opinion about your chosen path be heard. The simple fact is Ron Moore changed Galactica to fit his Star Trek background. He changed the cylons into Borgs, with a Colective type structure. He turned Starbuck and Boomer into women, for pitty sake!! He turned even the cylons into women! How "Galacticalist" is that?
:lol: :lol:
Honestly, i don´t want to rain on no one´s parade. Not now, not ever. As i said, i wish you but the best. I just think that for a Mod to work, one needs to follow a solid timeline and plotline. As of yet, you don´t even know if Pegasus will make an appearence in the show. You don´t even know if the show will move on to the next season.
I´ll just ask you this: what would you think of adding the Enterprise as Bosch´s ship, and turn the shivans into lovely blue eyed women? I´m sure you would say it´s great, but would you still call it FS? Because that´s what is happening here. On its own, the show is probably great. It´s just not Galactica. It doesn´t mean that it sucks, it just means that it´s not Galactica, no matter what they wish to call it.
I will still play your mod when it comes out. I will probably like it, a lot even. I just won´t call it "Galactica". For me it will always be a parentless story, set in some previously unknown universe. The fact that it shares some similarities to a certain show called "Galactica" will be just unintentionally coincidental.
:p
And now i´ll shut up and let you go back to work. This discussion is over, as far as i´m concerned. I´ve said my piece, my opinion was noted. Case closed. OK?
:nod:
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wow
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Originally posted by Swamp_Thing
I just think that for a Mod to work, one needs to follow a solid timeline and plotline. As of yet, you don´t even know if Pegasus will make an appearence in the show. You don´t even know if the show will move on to the next season.
While my personal opinion differs from yours in several aspects, I could not agree less on that point.
While I could gain the necessary knowledge to work on that project, I doubt I could identify with it. I really enjoy TNS, it's way better, or "different", than TOS. But reading through this thread reveals a dimension of determination (not to say : fanboy-ism) I rather doubt being able to support. No offense, it's just an odd taste.
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Originally posted by Swamp_Thing
The simple fact is Ron Moore changed Galactica to fit his Star Trek background. He changed the cylons into Borgs, with a Colective type structure. He turned Starbuck and Boomer into women, for pitty sake!! He turned even the cylons into women! How "Galacticalist" is that?
:lol: :lol:
Complaining because a new show changed the genders is just silly. If the original BSG had nothing more to offer than a predominantly male cast, and changing that would have automatically made it trash, then I'm glad that I never saw the original BSG.
He didn't turn the Cylons into women and he certainly didn't turn them into Borg. Cylons in the new series are incredibly intelligent individually; the Borg have always had much more resemblance to mindless drones.
Also, we don't really know their structure. Is there a central leader giving orders? All we've seen is that the human Cylons are at the forefront of the invasion. Which does raise some interesting questions about their usefulness after the invasion.
Finally, changing Galactica to fit the Star Trek background stuff is just a weak stab in the dark at Moore's creativity skills. Galactica is anything but Star Trek. Technology so far has been either something to move the plot along or a Cylon. The series has always had a pretty dark note. The characters aren't as rigid or defined, and they have much more personal relationships that are given attention than a Trek show. Even among the Cylons, individual characters are typically the focus. The new BSG, in other words, is a lot more personal than any Trek show.
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Originally posted by WMCoolmon
Complaining because a new show changed the genders is just silly. If the original BSG had nothing more to offer than a predominantly male cast, and changing that would have automatically made it trash, then I'm glad that I never saw the original BSG.
You do realize that what you just said goes against what the creators of the new show themselfs have done, don´t you? Try to find Cassiopea and Athena in the new show. You won´t, because they are not there. If the cast was so predominantly male, why would they eliminate the 2 greatest female carachters?
As for the blatant Star Trek references in the show, it´s not just me who says it:
"The miniseries portrayed a totally new Cylon order that included a new belief system marrying the Star Trek Borg collective ideas with religious overtones. In the 1978 original, the Cylons were intent on destroying the humans for their interference in Cylon affairs. In the 2003 miniseries, they were intent on destroying their human creators and replacing them."
http://www.cylon.org/bsg/2003-cylons-01.html (http://www.cylon.org/bsg/2003-cylons-01.html)
"Eric introduced a more streamlined look, as if the robots were trying to emulate human anatomy, while keeping elements to suggest that they were members of a "hive". Eric designed the armor details to look imposing and menacing even when unarmed and completely stationary."
"Another important change with the Cylons in the remake was that they no longer followed a strict rank structure society. The miniseries virtually duplicated the "Borg Collective" from Star Trek - The Next Generation including many details used in that series, not the least of which was the transfer of intelligence upon the Cylon's death to another machine body."
I rest my case.
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THATS IT!!! ENOUGH!!! Is a FLAMEWAR what you were trying to instigate Swampthing?
Let Swampthing express his opinion. I do question why he said it in a forum for NEW Battlestar fans, but whats said is said. Let him be.
Now please stay on topic.
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Cylon Raider in Progress
(http://www.game-warden.com/bsg/images/CylonR.jpg)
(http://www.game-warden.com/bsg/images/CylonR2.jpg)
Looks like the ALIEN head don't it?
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I got wings ......
(http://www.game-warden.com//bsg/staff_images/Cylon%20Rider/CylonR3.jpg)
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Very good...
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Texture testing.... used reference images.
(http://www.game-warden.com//bsg/staff_images/Cylon%20Rider/CylonR4.jpg)
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ooh, im gonna love the animated glowmap for that one
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Textures seem a bit low res. (and stretched in a few places)
BTW if you want someone to do weapons for ya, I can help. (Or additional modeling, (texturing for me is still at beta stage))
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Originally posted by Deepblue
Textures seem a bit low res. (and stretched in a few places)
BTW if you want someone to do weapons for ya, I can help. (Or additional modeling, (texturing for me is still at beta stage))
It was just a test to see what it could possibly look like finished. The model is far from done. I haven't even tweaked the UVmaps yet nevermind home brew some textures.
Any help is welcomed!
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That should look nice when finished.
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I think the mesh is just about done. Total polygon count 1660.
(http://www.game-warden.com/bsg/images/CylonR5.jpg)
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ooooh
can anything be done about the outer edge of the wings, they seem just a little kinky to me, but im sure ingame i'd barely notice it, but its just there...
Edit: Oh, and i bow to your skill, its amazing and i love it, and i cant wait for the sweeping red eye
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Originally posted by Omniscaper
(http://www.game-warden.com/bsg/CylonR2.jpg)
Looks kinda like an Alien head from the "Alien" movies.
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:yes: Very nice.
I agree about the wings though...would it be too hard/take too many polies to make 'em rounder?
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Believe me, I would love to smoother her out more, but I'm tring to keep her under 2000 polys. I have a smoothed out wing version which has 3500 polys. I doubt we'll be able to recreate the Battle of Ragnar with 50+ raiders with the high poly version.
Here are a couple of more shots. Suggestions?
(http://www.game-warden.com/bsg/images/CylonR6.jpg)
(http://www.game-warden.com/bsg/images/CylonR7.jpg)
(http://www.game-warden.com/bsg/images/CylonR8.jpg)
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Here's the 3330 polygon version. Is this worth a performance hit?
(http://www.game-warden.com/bsg/images/CylonCG.jpg)
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Realistically speaking (having played with Nico's HTL mods for a bit now) the performance hit isn't nearly as bad as you're assuming it will be. Those 3300 polys (assuming tris, if not then it is too much) really won't add that much in terms of render time, especially if they are all mapped with one map, I am fairly certain that it'd be less than adding a second map into the mix. Lod it very well and it won't be nearly as big a performance hit as you might think.
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and its worth it
hell yeah, that thing is beautiful
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the wings on the phoenix are pretty high poly but i only used 1200- polies. the designs are similar and when i first saw bsg i had thought they ripped my model off the net. heres a wireframe pic for referance:
(http://server3.uploadit.org/files/nukebomb-phoenixwire.jpg)
really though htl will chew through that thing like it was nothing. more polies less textures is the way to go. and you already have the first two lods :D
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Your ship use simple rudimentary shapes. So yours is optimized. It took me forever to figure out a way to approach the wings for the Raider.
(http://www.game-warden.com/bsg/images/CylonWire.jpg)
3330 poly version
(http://www.game-warden.com/bsg/images/CylonWireCG.jpg)
I could use some advise or insight.
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Rendered Bumpmap/specular textures..... baked in
(http://www.game-warden.com/bsg/images/CylonCG2.jpg)
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I'd say yeah, it's worth it as long as you don't use many maps. There's always LODs, after all.
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Awesome.
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i really should learn how to do that baking thing. i usually do everything in photoshop my last texture was over 120 megs in photoshop format with like 60 layers and a hundred shape paths, baking would cut that down abit.
you might try increasing the poly density on the leading and trailing edge of the wing, and lower it twards the middle where the extra detail would be hard to see.
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I made a mistake calculating polygon numbers. The actuall polygon count of the high-poly Raider is actually 5000+ polys. I think thats a bit much for a fighter. I have missions in mind that will have 50+ fighter furballs.
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i have a feeling that with the limited number of ship classes in bsg its gonna do htl a few favors and thus make the game faster. you can probibly set your lod distances to be alot closer and generate a speed boost that way. but i get the feeling that 50 of the same ship class will only marginally slowing down the engie, but thats just a baseless assumption :D
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Nuke's on the money :nod:
If you use the non-meshsmoothed version for LOD1 and have it kick in at some absurdly close distance (15-25m) and then use a much lower-poly LOD for LOD2 (with a viewing distance of 50+m) then it should be exceptionally rare that you have more than one of these things being rendered at any time.
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my mod never drops below 20 fps, thats on a low end geforce 4 and a sub-semi high perfromance (yet aging) machine. not one 20 ships has so much as a single lod, some geting up to 10000 polies. my exclusive use of compressed textures is probibly keeps the game playable.
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*looks at the latest textured Cylon raider model*
Nice work, even though it does look like a Dralthi with a Centurion's head mounted on it :p (but that's not your fault)
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Originally posted by StratComm
Nuke's on the money :nod:
If you use the non-meshsmoothed version for LOD1 and have it kick in at some absurdly close distance (15-25m) and then use a much lower-poly LOD for LOD2 (with a viewing distance of 50+m) then it should be exceptionally rare that you have more than one of these things being rendered at any time.
even so if u ever observed a multiplayer dogfight or even the AI fighitng in first player, they tend to buzz around each other within 30 meters of each other. So u might not wana have that MUCH detail on the raider, the hi poly model itself may be too much especially for those systems that cant support that kind of processing power.
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You know what, the 1660 version looks PRETTY NICE in game. Check these out.
(http://www.game-warden.com//bsg/staff_images/Cylon%20Rider/CylGame.jpg)
(http://www.game-warden.com//bsg/staff_images/Cylon%20Rider/CylGame2.jpg)
(http://www.game-warden.com//bsg/staff_images/Cylon%20Rider/CylGame3.jpg)
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own3d!
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Yes the red eyes are ANIMATED.
WE NEED MORE 3D MODELERS and TEXUTURE ARTISTS!!!!
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:yes2: :eek: :yes:
*is speechless*
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It looks REAL !!!
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"What IS real? How do you DEFINE real" -Morpheus
I got iimpatient with my progress modelling the Galactica. So, you'll get a kick outa this, I decided to push SCP's polylimits by porting over my source model of my homebrewing Galactica. To my surprise the engine handled 50,000+ polygons with only a 50 percent reduction to FPS!
60fps seems to be the cap on my computer (how you folks are achieving 120fps is beyond me)
My Computer specs are:
Dual 2.66ghz Xeon cpus
1gb pc2100
Geforce 6600gt 128mb
Audigy 2
(http://www.game-warden.com/bsg/images/BSGTest.jpg)
(http://www.game-warden.com/bsg/images/BSGTest2.jpg)
(http://www.game-warden.com/bsg/images/BSGTest3.jpg)
(http://www.game-warden.com/bsg/images/BSGTest4.jpg)
(http://www.game-warden.com/bsg/images/BSGTest5.jpg)
(http://www.game-warden.com/bsg/images/BSGTest6.jpg)
I think Scifi Channel's website exagerated a bit when stating Galctica's dimensions. According to their specs, the Galactica is 5 times larger than the one I'm showing. Talk about beefcake battleship.
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Disable v-sync, I'm not sure if that option's still in the Launcher, but that should probably do it.
Does this mean you'll be converting the hi-poly Raider? ;)
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HOLY SMOKES I even had antialiasing on a 4x on those screenshots! I disabled v-sync and it revealed much tearing on the model.
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Your max fps depends on the refresh rate you have set in Windows for the specific resolution/color depth you're running FSO.
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Originally posted by Omniscaper
http://www.game-warden.com/bsg/CylGame3.jpg
I'm talking about textures. They looks like more realistic than the same model into 3DS.
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Your not the only one who can model vipers, Omni...
Swamp_thing, your going to like this...;)
A vintage 1978 Viper Mark II, with modelled in pilot.
(http://img218.exs.cx/img218/9310/htlviper55jd.jpg)
2249 polys, one single UVmap.
Excuse the texturing, I'm terrible at doing those. This is really just to ensure that the model (and the ship.tbl entry) works:thepimp:
Been thinking about posting this for ages...
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damn that omni must be a cylon, no human can crank out such kickass models this fast
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You would be amased what us modellors can do with enough caffeine
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I would have expected a 50k poly Galactica to have the ribbing modeled. A version with the ribbing a much higher res textures would be nice.
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Yeah that model is... interesting. The ribbing isn't moddeled, but by the looks of it a lot of texturable detail (provided that you don't actually make her that big) modeled in. Seems like it should go the other way.
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the cylon ship I don't like ther very tips of the wings, there has to be some way to end them that doesn't just bring 12 polygons to a single point.
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Originally posted by stithe2000
You would be amased what us modellors can do with enough caffeine
i drink 6 liters of cola a day and it still takes me a week to make something that deserves the lable of 'cool'.
Originally posted by Bobboau
the cylon ship I don't like ther very tips of the wings, there has to be some way to end them that doesn't just bring 12 polygons to a single point.
in the show the points are rounded off abit. the only thing that can realldy be done is to clip em at the end an bevel, but i think that would be a more horrific atrocity. is it just a mater of your personal preferance or is there an actual reason you are not supposed to make a point in that manor?
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select the points -> chamfer, should yield a nice smoothed tip. If the front's too flat, bevel it out a hare and collapse the poly into a single vert there.
Points ended like that tend to have trouble with smoothing, nevermind that the angle is WAY too sharp for any actual construct.
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Will do! I'm still a novice modeller. I got spoilled by simply translating models. I guess I NEEDED to create something from scratch to reaffirm my neglected skill of years ago.
Thanks for the advice and feedback people. It really helps the creative goo in my head.
Once this project is rolling 88mph, and more people help take this project to the next level, I'll begin modelling original stuff thats been brewing in my head for years.
PS: The Galactica, I will try to model with ribs. I'm trying to keep the polygon limit for her to be around 15k-18k as LOD-0.
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Wow...you guys are making fantastic progress! I can't wait to see what you guys cook up for a Viper VII.
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Patience, for the modder, it is time to eat as well! :)
OUR WEBSITE HAS RISEN!!!!
http://game-warden.com/bsg
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NEW THREAD cause this bastaad is huge lmao!
also incursions have begun in the scifi comunity for suppot.
http://mboard.scifi.com/showflat.php?Cat=&Number=569639&page=0&view=collapsed&sb=5&o=&fpart=1#569639
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AH!!! You beat me to it. Good job.
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The real challenge will be all the civilian ships. BTW in the finaol episodes of the season we saw huge cylon transports as well as small transports.
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dont spoil it! i have to sit and watch it on tv every friday like everyone else..
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Download off a torrent. ;)
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I'm too lazy to register :p but in reply to the physics question, yes, FS does use 'arcade physics'. Assuming you've got physics knowledge and even basic C coding abilities, it should be possible to modify that as you just have to A) make things keep on moving rather than slowing to a stop B) remove the velocity cap of objects and C) preserve objects' momentum, as of now it's moved with the craft's rotation.
The biggest problem you'd have would be AI. You'd need to recode portions of the AI to compensate for the fact that they would no longer slow to a stop; that would probably be the hardest part of any change to the physics. Missiles would be grossly inaccurate against all but the slowest targets, but they haven't been used so much in BSG besides getting shot at slow, large, targets.
Newtonian physics has been requested before, although I haven't seen any big mods ask for it, 'least not that I can remember.
You might want to link back to this thread too, since that's where most of the development is occuring.
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Newtonian physics would be nice. From what I';ve read in the SCP forums, its a daunting, nearly impossible task. Such a change would effect all aspects of the game.
I could careless about newtonian accuracy. But I would like to get strafe maneuvering working. I see the designation in the ships.tbl, but I can't find a way to assigh keys to strafe movement.
I just wish Starshatter looked as good as FSO. If that were the case, I would have joined forces with DamoclesX and his BSG mod project for that game.
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Originally posted by Omniscaper
I could careless about newtonian accuracy. But I would like to get strafe maneuvering working. I see the designation in the ships.tbl, but I can't find a way to assigh keys to strafe movement.
Um, aren't the keys to control the lateral and vertical thrust bindable by the player inder personal settings?
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isnt there a cheat code to have DECENT LIKE PHYSICS? cause if u think about it, BSG has a combination of Freespace physics, plus the vertical vector thrusting of a space ship sorta like Decent...
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Freespace does have Descent physics, with disabled sliding. I just wonder if the AI will utilize it.
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It did in FS1. And the Port. And Inferno. **** SF Scorpions.
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FS2 engine does not have full newtonian physics... Even though if you mess with the slide factor in the tbl you can come some what close... It will be very close to BSG with no prob....
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wait a tick, i remember reading somewhere all u had to do was add TBL entries to get these side movements and assign keys...
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yep, that's correct. The Mara actually already has the capabilities, and the AI does use it on higher difficulties.
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THATS why I get my ass kicked! I had no idea. EVIL Volition programmers.
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that was the slide factor I mentioned :D
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Under velocity in the table it usually goes something like (0,0,99) the first two 0's are the X and Y axis speeds. If you want sliding put a number in the first two slots and assign keys in FSO. I did this for TBP and it was kinda fun. However, nothing beats true newtonian physics.
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you should be able to fake newtonian physics in game if:
-you set the max speed to the speed of light
-you use muh higher damp factors
-set deceleration to a very high value (to simulate the absence of inertial dampners)
-use acceleration values to indicate engine power
you see its the speed cap that keeps the physics non-newtonian. the only speed cap in reality is the speed of light. you are essentially limited by the amount of fuel you have and the power of your engine. sence freespace doesnt track fuel consumption, you would be able to make the speed of light eventually, but youd leave the mission area or get bored before that happens.
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The fuel thing bugs me. Perhaps sexp that disbales the engines after a set time, resetted by support ship.
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Originally posted by Omniscaper
The fuel thing bugs me. Perhaps sexp that disbales the engines after a set time, resetted by support ship.
What fuel thing? The afterburners? You can just give them a afterburner replenish rate of 0 and then a bit more fuel for duration and then the afterburners never come back after you run out.
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Originally posted by Nuke
you should be able to fake newtonian physics in game if:
-you set the max speed to the speed of light
-you use muh higher damp factors
-set deceleration to a very high value (to simulate the absence of inertial dampners)
-use acceleration values to indicate engine power
you see its the speed cap that keeps the physics non-newtonian. the only speed cap in reality is the speed of light. you are essentially limited by the amount of fuel you have and the power of your engine. sence freespace doesnt track fuel consumption, you would be able to make the speed of light eventually, but youd leave the mission area or get bored before that happens.
Isn't the ship's inertia still relative to the ship itself?
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i didnt say it would be newtonian i just said you can fake it and get something very similar. as i understand it all speeds are relative anyway. without a fast deceleration you could probibly turn the ship and with a lhigh damp factor you will continue to fly backwards. but its not full neutonian. id need to play with it to know for sure.
a full newtonian option would need to come with a fuel tracking for rcs and propultion and object gravity, just for complete realisim and stuff :D
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yea you are right, i had pput my theory into practice and not only did it make my ship a ***** to fly. but the physics werent as realistic as i had wanted. none the less high speed, high damp ships are quite intresting to fly, especially in a dogfight :D
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I'd warn you guys a bit. Newtonian sounds kinda nifty but go and play B5: IFH for a few minutes and you'll get downright bored stiff.
Even realistic combat sims like Lock On Modern Air Combat and IL-2:Forgotten Battles were much more fun than that.
Keep the arcade physics but add the side step controls for an added BSG feel to things. Make the combat fast, fun, interesting.
I'd suggest that you go for something close to what they do on the show. Rapid fire, slight dispersion of the shots (very slight), unsyncronized firing, make the damage substantial but not one shot one kill. I also learned something from doing TBP's tables.... as fast as they do it in the CGI, slow it down a notch. Keep it game paced.
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ID SAY ALSO add that fisheye thingie perspective, it would give a nice effect to the camera jerkyness that we see in the show.
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id perfer a stabilized newtonian mode, where the speed caps and the rotational canceling still in place. and have inertia tracked relative to space rather than relative to object. also add control for breaking thrust instead of being automatic (perhaps making the lesser 10% of the throttle control reverse/breaking thrust). if you cut your engine id like to contiune directional inertia, so you can pull some of those bsg snapturn manuvers. the ship's stabilizer (if enabled) will try to straighten out your flight path based on your lateral thrust values. it would be a nice balence between realisim and gameplay, and would improve the gameplay as it would make alot of cool manuvers possible.
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B5: IFH is fun as hell with newtonian, even with inertial damp off, you just have to time things right so you don't over swing your target.
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Originally posted by IceFire
I'd warn you guys a bit. Newtonian sounds kinda nifty but go and play B5: IFH for a few minutes and you'll get downright bored stiff.
That says more about B5:IFH than newtonian physics. I got a bit bored with IFH yet I enjoyed fighting in I-War II and I've yet to meet as big a fan of Warhead as myself.
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Hmph. One week, two pages, and not a single comment for my Viper.
I know this thread is about the 'reimaged' BSG, but still...
If I'd known that I'd get this responce, I'd wouldn't have bothered...:sigh:
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Missed it completely Raptor. It's pretty cool actually (as is the majority of your stuff). Love the cockpit :)
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we need to have little tiny puffs of gas for viper turning, for the little rockets firing off
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You mean like starshatter? Oh.
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That is not only addition pof thuster glow point work, but a SCP issue with addition engine entries.... Dont believe anything like that is out yet... Besides... In the heat of battle probably not really going to notice such small details...
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If small details won't be noticed in the heat of combat, I guess I can delete this subobject for the viper.
(http://game-warden.com/bsg/staff_images/Viper%20MkII/VCkpt.jpg)
(http://game-warden.com/bsg/staff_images/Viper%20MkII/VCkpt2.jpg)
(http://game-warden.com/bsg/staff_images/Viper%20MkII/VCkpt3.jpg)
Now all i need is a pilot mesh.
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holy ****, that's awesome ('cept the trigger:p)
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This cockpit will NOT be the one used for the newly implemented 3d cockpit, it will be in lod-0 (what designation does 3d cockpits use anyway?)
The stick will not be too visible from a distance anyway and it will be covered by the pilot's hands.
Some ingame:
(http://game-warden.com/bsg/staff_images/Viper%20MkII/VCkpt4.jpg)
(http://game-warden.com/bsg/staff_images/Viper%20MkII/VCkpt5.jpg)
I wonder if animating the dradis (radar) display using an ani, would be going overboard? The detail for this fighter shouldn't kill performace IMO. Its already added 250 polyongs to the overall mesh.
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The cockpit looks cool.
If you want to keep performance needs low I would suggest you make a player model and a AI model.
The player model gets the 3D cockpit and the AI just a texture...facking the see-trough-glass effect.
That should save a lot of performance.
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You know what I mean Omni! :)
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Awesome, so when are you going to fix those textures?
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1st... Let the man finish his testing, and meshing... Once he is done the textures will soon follow! Right now the textures are fine! :)
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The Viper now has a pilot.....
(http://game-warden.com/bsg/staff_images/Viper%20MkII/VCkpt6.jpg)
(http://game-warden.com/bsg/staff_images/Viper%20MkII/VCkpt7.jpg)
It doesn't have a face yet, just an opaque visor.
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Ok, now that is cool.
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SWEET!!! Plus from the looks of things you kept it a nice poly level too! Good job Omni!
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Does anyone happen to have an animated something (let's say, an ANI) of the BSG FTL effect, from a side view and transparentized? :nervous:
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FTL effect?
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Faster Than Light.