Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Swamp_Thing on May 16, 2005, 04:26:48 am
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Some of you probably havent heard about this project. Some of us have gotten together and started an FPS mod based on the FS universe.
And to put it mildlly, we need help. Considering that people might only pay the project enough attention if they see work being done. As such, i decided to post a few WIP level shots. They are still only geometry levels, since i´ll leave lighting and bot pathing to the very end. And also that all the geometry is still very susceptable of change further down the line, when more material gets available to work with. So don´t judge the levels from these scarce shots, ok?
Anyone willing to lend a hand, we are hosted in GameWarden, so check us out there.
:)
(http://images5.theimagehosting.com/HGShot1.th.jpg) (http://server5.theimagehosting.com/image.php?img=HGShot1.jpg)
(http://images5.theimagehosting.com/HGShot2.th.jpg) (http://server5.theimagehosting.com/image.php?img=HGShot2.jpg)
(http://images5.theimagehosting.com/HGShot3.th.jpg) (http://server5.theimagehosting.com/image.php?img=HGShot3.jpg)
(http://images5.theimagehosting.com/HGShot4.th.jpg) (http://server5.theimagehosting.com/image.php?img=HGShot4.jpg)
(http://images5.theimagehosting.com/HGShot5.th.jpg) (http://server5.theimagehosting.com/image.php?img=HGShot5.jpg)
(http://images5.theimagehosting.com/HGShot6.th.jpg) (http://server5.theimagehosting.com/image.php?img=HGShot6.jpg)
Have fun.
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Looking good, but are those standard UT textures or are those already your own ones? Also, you might want to improve the architecture a bit. Especially on the third shot the details (pipes etc.) seem misplaced to me. Try to work out the details a bit more, not relying on textures for details. But it's a very good start, really :)
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Originally posted by Slanker_MT
Looking good, but are those standard UT textures or are those already your own ones? Also, you might want to improve the architecture a bit. Especially on the third shot the details (pipes etc.) seem misplaced to me. Try to work out the details a bit more, not relying on textures for details. But it's a very good start, really :)
Ups...
How did that shot got in there?? The third shot doesn´t exist anymore, notice how the two lights on the background are mis-aligned and all. Disregard the 3rd shot.
:nervous:
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Hey, this is starting to look really bloody good, i can't wait 'till i'm standing atop the Canopy of a Herc MkI, sniping people left and right with near impunity...muahahahaaa...
...also, i'm betting that a lot of people, when they see "Hegemonia: FreeSpace" or something along those lines, are going to think it's a FreeSpace mod for 'Hegemonia: Legions of Iron'...
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Erm... where are the hexagonal corridors? We've only got about 5 decent shots of interior FS architecture (3 mainhalls, briefing and the marine running animation (I don't really consider the lab or bar scenes decent) and it gives us a brilliant view of what the corridors are supposed to look like, and yet you haven't used it?
Ah well - perhaps on another ship?
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Good shots, but it looks more like Doom or something, too claustrophobic and gloomy to be FS. Stronger lightning, hexagonal corridors and larger rooms would do it. I don't like the corridors at all though, they are way too damn low on detail. Otherwise, good work.
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Wow, looks awesome. But I'd suggest putting FS2 interfaces instead of the standard UT textures.
Anyway, I can write, concept, and model hard objects. Need help with any of those? :)
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Originally posted by Black Wolf
Erm... where are the hexagonal corridors? We've only got about 5 decent shots of interior FS architecture (3 mainhalls, briefing and the marine running animation (I don't really consider the lab or bar scenes decent) and it gives us a brilliant view of what the corridors are supposed to look like, and yet you haven't used it?
Ah well - perhaps on another ship?
You make me corresponding textures, and i´ll give you hexagonal hallways. Untill then, i have to stick with what i have, wich is basically what comes with UT.
Also, don´t even presume to think that we can make levels as detailed as the cutscene halls, and still be able to play a game in it. There is a threshold beyond wich we cannot go in such fine details. Theres a big diference between cutscene made levels, and gaming made levels. One is made for eye candy, the other is made for playability. I have no problem whatsoever in building every crevice, model every column, design every indentation, and make every single poly. But then who gets to play in it? Not i, my system isn´t good enough. And probably many of you wouldn´t either. So...
With that said, i repeat that we are only begining, and we need tons of stuff. For one, UT now uses static meshes, wich are basically pre-modeled objects. As soon as i start getting my hands on some, they will be included.
Finally, those ARE hexagonal halls, tey are not just the kind of hexagones you wanted. But they do have 8 sides. :p
@UT
You are most welcomed. I´ve seen your work, and as i said we need lots of modelling. I´ll get back to you on this.
:)
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If you need weapon concepts...maybe I can work out something in DoGA.....
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New weapons should be a high priority! I seriously doubt that the GTVA supplies shield guns.
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I've already commented in the Hegemonia internel, but again very nice work Swamp.
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Congrads, looking great.
You have my suport.
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Just be carefull for the ships interior to have sense.....
Draw an arbitary ships blueprints to work with..
I so hate it when corridors and rooms and locations are scattered without any sense whatsoever...
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Originally posted by Mefustae
Hey, this is starting to look really bloody good, i can't wait 'till i'm standing atop the Canopy of a Herc MkI, sniping people left and right with near impunity...muahahahaaa...
...also, i'm betting that a lot of people, when they see "Hegemonia: FreeSpace" or something along those lines, are going to think it's a FreeSpace mod for 'Hegemonia: Legions of Iron'...
Hmm.. i thought it's a Haegemonia Mod for Freespace :rolleyes:
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Originally posted by TrashMan
Just be carefull for the ships interior to have sense.....
Draw an arbitary ships blueprints to work with..
I so hate it when corridors and rooms and locations are scattered without any sense whatsoever...
Don't play any LucasArts games, then. Especially avoid Jedi Knight 2.
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Looks good, but I don't see anything in the shots that reminds me of Freespace.
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Use the Unreal Engine 3.
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...if that was even out...
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I forsee one problem...
Whom will you fight? Shivans? Wow..a LOT of diversity there..one type of enemy for the whole mod...
If you ask me, it might be better to place the mod in your own FS2 like universe, where you can design a lot of enemyies and weapons..
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Shivans, (rogue) GTI marines/crew/pilots, Vasudan troops/crew/pilots, etc.
Not a massive amount, granted, but if you structure a good story, IMO it's not too major an issue.
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Originally posted by Swamp_Thing
Finally, those ARE hexagonal halls, tey are not just the kind of hexagones you wanted. But they do have 8 sides. :p
Um right :rolleyes:
hexagonal is 6-sided, I think.
Anyway, there are more than enough possibilities to have different enemies. Just look at aldo's post. I mean, in every generic WWII type game you have pretty much the same type of enemy throughout the whole game. I think if you offer enoguh of variety for the existing enemies (different skins, factions etc.), everybody will be fine.
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Octagon is the 8 sided one, BTW.......
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Originally posted by TrashMan
I forsee one problem...
Whom will you fight? Shivans? Wow..a LOT of diversity there..one type of enemy for the whole mod...
If you ask me, it might be better to place the mod in your own FS2 like universe, where you can design a lot of enemyies and weapons..
The main story takes place during the NTF rebellion.....:drevil: though you'll have to wait and see if you get to combat any Shivans.
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Oooo, fun ^^ I can't wait!
*Is slightly disappointed it wasn't an FS2->H:LoI mod*
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Anyway, is it not spelt as 'Haegemonia' by any chance?
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That's the European spelling for it :)
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didn't some one try and make a FPS mod for the geo-mod engine? what ever happened to that did it die like Red faction did?
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That was the RF mod. So yes, it's dead.
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The architecture and textures seem rather like a generic UT mod (since it's using the defaults) so far, as opposed to being based off of the FS cutscenes.
Also, 'Hegemonia' is the name of a game, so it will make people think this is a mod for that.
FreeSpace: Hegemony would be a good title though.
The idea of this being set during the NTF rebellion is a good one.
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What i can advance for now, is that you´ll fight the NTF for sure, perhaps the shivans, and who knows if the HOL makes an entrance aswell.
You´ll get to fight first person as any FPS, fly ships as any space-sim, manning turrets to fend off attacks, drive a couple of vehicles, and engage in a major planet surface ground battle.
The rest, as they say, is history.
The architecture and textures seem rather like a generic UT mod (since it's using the defaults) so far, as opposed to being based off of the FS cutscenes.
Wich is easelly explained. We only started working like a month ago, and we still don´t have a texture man. Hence the default textures.
I want to use FS textures as much as the next guy, but where do i get them?
Untill someone volunteers to help make them, this is what we have.
Also, posting these shots has thought me one thing:
Never to post any shots, EVER AGAIN!! Because people always judge them as the final print. So, no more shots for you! You want to see, then join!
:p
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Originally posted by Swamp_Thing
I want to use FS textures as much as the next guy, but where do i get them?
err, the sparky VP?
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Originally posted by Carl
err, the sparky VP?
You want me to use exterior hull textures for interior levels??
Yeah right...
:wtf:
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I'm sure one or two textures could be used as internal textures, but for the most part lo-res armor will look like poop on a hallway...
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Not unless you want it to look like the vasudan main hall... :doubt:
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What positions do you guys need?
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Originally posted by Swamp_Thing
You want me to use exterior hull textures for interior levels??
Yeah right...
:wtf:
V did reuse a few of them, especially the FS1 ones in the cutscenes. Mostly for floor panneling and stuff.
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Or you could use the External Hull textures on the Exturnal Hull of a given ship that you're fighting inside. You could have Windows showing the outside of a ship, like a window just above the Hanger of an Orion Destroyer, i think everyone here would love to look out a window over the 'runway' and see the nameplate "Bastion" flanking it...
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yeah, wouldn't that be cool?
nice levels, guys. :yes:
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The Bosch monologues reuse the textures for the interior of the Iceni; it's just that the lighting and overlaid geometry (the desk, pipes, etc) make it not immediately obvious.
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Originally posted by aldo_14
The Bosch monologues reuse the textures for the interior of the Iceni; it's just that the lighting and overlaid geometry (the desk, pipes, etc) make it not immediately obvious.
I think it was the other way around. FS re-used some textures from BM. The diference being in resolution. IMO, the cutscenes used a higher res texture maps, that don´t look half as bad as how it would if you use the .vp extracted textures. I know, i tried them.
They look like they were washed with bleech, and placed on a spin dryer for the best part of the year.
Trust me guys, you don´t want me to use them. Let´s just remember the simple fact that FS textures are 6 years old, not fitted to work on an FPS level. In FS, you stand at a good distance from the hulls of ships, to notice those small imperfections. But on a FPS, you are right on top of them, and any imperfection gets multiplied ten fold.
However, if a texture artist should arise, we could use re-worked FS textures, with higher res, bump-mapping, and all the stuff we now take for granted.
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I think it's more likely V would make maps for the ships and reuse them elswhere than the converse, myself; bearing in mind they would have had bump, spec, etc maps.
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Originally posted by aldo_14
I think it's more likely V would make maps for the ships and reuse them elswhere than the converse, myself; bearing in mind they would have had bump, spec, etc maps.
But you cannot raise the resolution of an already made texture, you can only decrease (i think). Since the cutscenes use a higher resolution version of the texture, it´s reasonable to expect they made them with the cutscenes in mind, and then lowered the resolution for the game.
Supposing i grab one of the .vp textures, and wanted to make a higher resolution version of it, i would have to completely redo the texture from scratch, no? I couldn´t just resize it, it loses quality.
You can decrease resolution easilly, just by resing. But if i resize a given texture to twice the size, the texture looks ugly as hell, pixelated.
I´m obviously no expert in texture work, but that´s what i always believed to be true.
So it makes sence that they begin with a high res texture for the cutscenes, and then downsize them for the game. The opposite is impossible, is it not?