Hard Light Productions Forums

Hosted Projects - FS2 Required => FreeSpace Conversion => Topic started by: Darklord42 on October 30, 2005, 08:51:39 am

Title: update port for new media vp's?
Post by: Darklord42 on October 30, 2005, 08:51:39 am
There are new starfeilds in the latest media vp's that are being used for the fs2 main campaign, however the port of the fs1 campaign and silent threat need to be modified in order to use them.  Are these going to be modified sometime in the future to use this feature?
Title: update port for new media vp's?
Post by: Fenrir on October 30, 2005, 12:56:30 pm
Chances are that'll be done when the SCP version of the Port comes out. Right now it's primarily meant to be compatible with Retail, but when the next release comes there's supposed to be versions for both.
Title: update port for new media vp's?
Post by: StratComm on October 30, 2005, 02:36:51 pm
I'm actually not entirely sure what you mean by missions needing to be redesigned to work with MediaVP content.  Most of it just works (like mv_models, for example; if the ship is in there, it shows up for the port) so you shouldn't need to change anything.  A little bit of the graphics-related stuff could be changed in the tables, but the missions themselves should have no reason to get changed.  Unless you mean for backgrounds and the like.
Title: update port for new media vp's?
Post by: Darklord42 on October 30, 2005, 03:58:59 pm
yah the backgrounds is the issue in question. I should have specified in the title.  By changeing the environment to something that looks feels beter it realy changes the game.
Title: Re: update port for new media vp's?
Post by: Galemp on November 11, 2005, 12:04:59 pm
Once STR is done (December? quite possibly. Definitely if one of us dies) we're going to work on the SCP edition of the Freespace port. So far we're looking to include:
All the other ships should be included in the FS2 media VPs, but of course we're pushing for the completion of the Lucifer and other capital ships.
As always, our first priority is compatibility with the main FS2 campaign, to make this a completely plug-and-play mod that any player can pick from the campaign room. It's possible we'll even use a big TBM instead of new tables to ensure even greater compatibility.
Title: Re: update port for new media vp's?
Post by: Trivial Psychic on November 11, 2005, 12:15:23 pm
Don't forget about new sexp useages.  Use distance-ship-subsystem for proximity of the Lucifer's bays in "Playing Judas" (instead of those awkward waypoints), and the set-support-ship sexp so that the Centaur can be used, although it'd be better if that sexp could be updated so that one can designate support ships on a per-species basis within a mission.
Title: Re: update port for new media vp's?
Post by: Galemp on November 11, 2005, 12:29:39 pm
Thanks, forgot about the support ships. As far as Playing Judas goes, we won't fix it if it ain't broke.
Any other SCP enhancements that could help the FS1 campaign's authenticity while not changing FS2?
Title: Re: update port for new media vp's?
Post by: Cobra on November 11, 2005, 04:41:39 pm
As far as Playing Judas goes, we won't fix it if it ain't broke.

well, it would be nice not getting stuck trying to find the right area to go 'into' the hangar. :p

i like what you're going to do with the SCP version though, i'm really looking for it. :)
Title: Re: update port for new media vp's?
Post by: Trivial Psychic on November 13, 2005, 12:47:59 am
GalEmp, will the new hi-res maps be power-of-2, 32-bit DDS files, with similarly sized glowmaps (pcx or DDS) and 32-bit DDS shine/alpha-environment maps?
Title: Re: update port for new media vp's?
Post by: Galemp on November 13, 2005, 09:13:30 pm
Only if I can interpolate my hypervoxels and convert the HTML to cascading style sheets.





...actually I understood most of that. I'm not the 2D guy, I'll really have to wait on DaBrain or someone else to do hi-res maps for the classic ships. I'm not really sure where the cutscene Apollo skin is going to fit in, unless I just include it as an extra standalone players can drop in their Maps folder. :)
Title: Re: update port for new media vp's?
Post by: Cobra on November 14, 2005, 12:19:35 pm
wouldn't it just be simpler to just convert the .pcx files from FS1 to DDS and such? the FS1 maps look more like the hi-res stuff to me, just add some glow thingies. :D

(not very fluent in mapping, so if i'm wrong, say so. :p)
Title: Re: update port for new media vp's?
Post by: StratComm on November 20, 2005, 04:59:37 pm
IIRC, that's already been done (not converted to DDS to my knowledge, but the dimensions set to more optimal sizes) and the next step would be to enhance what's already there.  The high-res stuff for FS1 was intended to take the place of software dithering or something equally nasty, and so they don't actually have all that much detail despite their extra resolution.  They also don't have proper shine maps done for them, which is probably the most pressing concern.
Title: Re: update port for new media vp's?
Post by: Nix on November 23, 2005, 04:46:45 am
Well, I've started to clean up the audio tracks for FS1, I had an idea for it at first but I scrapped it entirely.  I started a thread in Freespace Modding, with an admittedly bad start, thinking of running the files through the X-Fi Crystalizer.  That sure didn't work out well, but I've taken a different approach, just audio cleanup, and then to re-encode the altered WAV's into OGG files.  My main goal is to get rid of the "fizz" and high-frequency "hissing" around the audio, to make it sound cleaner than the unaltered WAV's.  Keep in mind that this is just audio cleanup.  The quality really doesnt improve much, but getting rid of the hiss and fizz makes it a little more enjoyable.  Cleaned up OGG-ified audio tracks for FS1.  I have posted a new sample in the thread I mentioned above. 

Just curious if you might be interested in something like this.