Hard Light Productions Forums
Archived Boards => The Apocalypse Project => The Archive => Archived The Apocalypse Project Threads => Topic started by: Cobra on July 08, 2005, 10:55:39 pm
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Me wants 'em!
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*wonders if Grug fancies showing off his Interceptor work*
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I guess one more 'work in progress' screeny wouldn't hurt. :D
(http://www.3dactionplanet.com/hlp/hosted/tap/screens/wip_texture.jpg)
Oh and if anyone missed the other one:
(http://www.3dactionplanet.com/hlp/hosted/tap/screens/chimera01.jpg)
More:
(http://www.3dactionplanet.com/hlp/hosted/tap/screens/tanis_Scenery.jpg)
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Holy ****! Is that last shot in game?
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Heh, I like the detail that Grug included in one of those shots...
Much better then the little bars that used to be there before.
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i'm not satisfied! :p
lol, j/k. That looks sw33t!
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:D
Originally posted by Bri_Dog
Holy ****! Is that last shot in game?
No they are all renders, for now... The last one had a hand in photoshop too. ;)
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Cheater :p
:D
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:lol: :p
Hopefully soon we'll have some in-game shots to show off too. ;)
We'll be using renders alot on the site though. For general art / desktops, story images, location images, ship profiles, weapon profiles, etc etc.
All in all though it does look purty. ^_^
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Nice, you should be able to take the in-game skyboxes and (using screenshots and assemblage) make FS2 skyboxes using them.
It'll be nice to see Tanis and Hiigara as they were meant to be :)
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Nice stuff. It reminds me how much I liked the original.
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Wicked, lookin good.
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Doesn't really impress me. I can easily extract the homeworld models, modify them, reskin them, and port them to FS2 or just render them. But I always wanted to see this happen so it really doesn't matter if they were extracted. Keep on doing your excellent job!
btw... I reconise that Star Background texture in the last pic! From 3ds!
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ummm, Vengence, do you have a Homeworld Model (i dunno the exact filename) to POF converter? i don't think you do. just respect their work.
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They're not just extracting, skinning and putting them in FS. They're being completely rebuilt, some cases they're completely new models, and then being put in game. There are a lot more things to do than you think, Mr. Vengence. The original Home World models are configured in a way to work best within the HW engine. That is not the same for FS. In fact, they're horribkly unoptimized for use in FS. So please, until you have the slightest clue what you are talking about, refrain from insulting the work that goes into projects.
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and don't follow in the path of fs2freak88. :nervous:
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Horribly optimised? The HW models are barely over 3000 polies. And that interceptor's polygons match exactly like the ones in HW2 and that model is less than 700 polies and these days people are making 1000+ polygon fighters, 3000+ polygon cruisers, and 5000+ polygon destroyers. And Cobra, I'm guessing you never been to the HW2 modding community, because I have and I have found quite a few extractors, converters, hardpoint editors. And one extracts the models and converts it to obj and once that is done it is only a matter of minutes until its ready for playing. So essencially, with a little time and coding expertise one can easily port all and I really mean all HW2 ships. And I'm not insulting. I'm implying that it is relatively simple to get the models and work some things on then and get them into FS2. Its not hard at all. And Raa, don't insult ME with your comments, I have been modding a while and I have a good idea what it takes to make mods. Until I see a completely remade interceptor made to fit the FS2 engine I'm not convinced that interceptor is remade.
This proves that I can get the models.
(http://img454.imageshack.us/img454/2479/chase0ya.jpg)
If your implying that all the models are remade than by all means continue because I don't care. I see a interceptor that looks exactly like the one in the game with no added details. All I see are the exact polygons and details from the original model: around 600 polies.
Last thing cobra, here it is. The interceptor from HW2 in PCS. This prooves I have the tools to do it. And if your still not convinced I'll get it ingame. And by the weak chance your still not convinced, I'll just send you the model.
(http://img125.imageshack.us/img125/7977/proof3dx.jpg)
Anyways, you misunderstand me. I love homeworld and I am very happy that its comming to FS2. Me and a friend always talked about a flight sim version of HW2 and I am excited by it. I was just implying that I wasn't impressed with the use of an already existing model. My friend always talked about seeing the Battlecruiser in all it's glory and seeing squadrons of detailed fighters duking it out. I don't see very detailed stuff right now, but I do hope it does happen. So enough about me.
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Just Wow
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Vengence, most of the detailing on the Interceptor model so far has been to the engines. I'd post a picture to show you, but for some reason my internal access seems to have been revoked following the forum change.
There was a really early version of this that used the original models (in fact you've already seen them here (http://www.hard-light.net/forums/index.php/topic,23092.0.html)) but we decided that it looked pretty crap. Hence, we decided to begin revamping and greebling up the models, and create higher res textures. However, like nearly all projects nowadays, we are sorely lacking in modellers and texturers. If you have skills in either of these areas please feel free to contact Grug and discuss joining the team.
Actually, part of the reason that the mod has stalled is that right now getting the models and textures upgraded is basically the only step that we can really take "forward." Conceptually, we've got a ton of work done. The first half of the campaign is pretty much nailed down overall storywise, with the first couple of missions in various stages of writing by me. (Something which I've been slacking on lately due to homework... :-/ ) Our main characters are all fleshed out, and apart from the odd ship or two, the tech room descriptions are done. (They're impressive too: we've got some very talented writers on the team.)
Don't worry guys, TAP is dedicated to getting this mod out there to the community. We all love Homeworld dearly, and even if it takes us a long time, we're going to bring it to you in a FreeSpace flavor. If nothing else, we promise to have it done by the time Homeworld and FreeSpace 3 are out. ;-)
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Sounds nice but I'm no skinner but I do model decently. But we'll see about that later.
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*Is re-enspired by Jal-18's speach. *tear :p
Woah, keep it cool guys. ;)
@Vengence, we have some very loyal friends is all. They've just seen the amount of effort we have been going to behind the scenes. In some cases, monumental efforts.
The only thing is, its hard to show progress when the main stuff we're working on is story or conceptual, or as is most of the case for the artwork still work in progress. I don't usually like to show wip items because 90% of the time it will end up completely different. Many atimes have I thrown out an effect I was working on for a gun and started from scratch. The truth is most of the wip shown in the forums and site will end up nothing like the final product.
But yes, I understand your view. The image above of the interceptor was basically me just playing with the textures. That texture was made from complete scratch with the only influence being the original texture which I got the basic outlay from.
The problem is as we do work, especially with the art side of things, we learn how to do them better and better. Which often means, throwing out the old works and starting again. Its just a process we go through.
Our primary focus has always been the story. We went with this because the best part of Homeworld that we all agree on, was the story. Thus we want to *try* and live up to it. Rest assured we are dedicated to doing the best we can with the resources we have available to us and any and all support is appreciated. I apologise for the lack of updates and progress, but we are trying our best to keep on track.
Again any help we can get will be greatly appreciated, either full team member or even rogue helper. (aka similar to Raa who is often a pool of advice and knowledge for me :p )
So yes, all the work you see is just a sign of progress, which most of the time is requested by you guys. But yeah, we do appreciate interest, support, love, and donations of time effort (and money :p ).
BTW - any team members who've lost internal access let me know please.
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I too seam to have lost internal too.
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All I need to know to clear up any misunderstanding is: When did the mod start? And I understand what you mean about changing things now and then. Heck, by own storyline has gone through monumental changes. What was once just a mere contest became a new universe thats ever changing.
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The "HW-to-FS" mod has been around since 2002, but the current incarnation of TAP began roughly in June 2005. I'm one of the new members, so I'm not quite sure on the history, but from what I understand TAP's been through several changes, as project leaders come and go and new developments arise. (Such as new SCP features, the release of Homworld 2, etc) Most recently though, we've basically started from scratch to try to take advantage of all the SCP features and faster computers that are now available.
Again, I'm not too clear on the history of the project, something which I hope Grug can expand on.
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USS Alexander and I started work on TAP back when the VBB was still around, about 5 or 6 years ago I think. He had to step down after a while and I took it up. About a year later I had to cut back the time I spent on it due to schoolwork and social commitments. A year after that I had to step down. I moved out to Vancouver and was working constantly. Elorran took over there, which is where I get fuzzy. Didnt have regular net access in Vancouver.
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Which is where I can pick up. :D
Elorran was doing great too, but he too, eventually had less and less time for things. It was around when the big impact things from SCP were starting to come out (such as HT&L) and Homeworld 2 was released when I took up the charge. With so many new features and much, much better quality graphics available we decided to essentially start over from scratch.
All our old effects and conversions were all in the old stock 8 bit pcx, so all effects had to be redone to meet the new standards. Think of the current project as the 'new TAP', trying to redefine our stuff to be of the highest quality to meet the latest SCP features and also to meet the latest HW2 storyline.
I hope that satisfies your curiosity. ;)
Again, if you have skills to offer, don't hesitate to drop a line in the help wanted thread. =D
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Obviously, each model having circa 20 textures in the HW engine is a bit of an issue for the FS/SCP HT'n'L engine too.........
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Speaking of which, there's a guidlines thread in the FSUP and modding forums. Should read them for optimization.
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Obviously, each model having circa 20 textures in the HW engine is a bit of an issue for the FS/SCP HT'n'L engine too.........
But given the coverage of an individual texture in Homeworld (and the size of the textures overall) baking it into a single map should be trivially simple.