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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: alchemi_1 on August 09, 2009, 02:35:56 pm

Title: the last starfighter: remnants
Post by: alchemi_1 on August 09, 2009, 02:35:56 pm
is there already a last starfighter mod? if so can you lead me to it so i can differentiate the plot.

i'll be able to get the summary off the paper into this thread in about a day or two.
Title: Re: the last starfighter: remnants
Post by: Getter Robo G on August 09, 2009, 03:29:10 pm
?

NO. However I did two conversions.
A HW1 model and a SS model.

So you're thinking of starting a TC for this?


No offense, but have you done anything with Vanilla FS2 yet?
Title: Re: the last starfighter: remnants
Post by: alchemi_1 on August 09, 2009, 06:08:25 pm
no, most of these are just pen and paper ideas for now.
a total conversion wouldn't sound bad

this is still young and i don't think i should jump to any conclusions (by the way, i still go to school and so my days are pretty much blocked up)
Title: Re: the last starfighter: remnants
Post by: The E on August 10, 2009, 08:02:01 pm
If you're really serious about this idea, you should be aware that building a TC involves a lot of very tedious, very time-consuming work. You should really try to get some experience modding FS2 first; starting with building missions, understanding tables, and getting a feel for what is and what isn't possible with the engine.
During this process, you may even be able to make a name for yourself, which may translate into people coming to you asking you to let them do some of the work.
No offense, but what skills do you have right now? What can YOU do to get this thing of the ground, beside having the idea?
Title: Re: the last starfighter: remnants
Post by: alchemi_1 on August 10, 2009, 08:36:17 pm
If you're really serious about this idea, you should be aware that building a TC involves a lot of very tedious, very time-consuming work. You should really try to get some experience modding FS2 first; starting with building missions, understanding tables, and getting a feel for what is and what isn't possible with the engine.
During this process, you may even be able to make a name for yourself, which may translate into people coming to you asking you to let them do some of the work.
No offense, but what skills do you have right now? What can YOU do to get this thing of the ground, beside having the idea?

weekdays:
well, i CAN draw sketches of characters and Spacecraft along with some backgrounds. most of it is paper work so i can do that when i have school (my school is a joke, the retard section is smarter than most of the students here) i can create a plot and dialog... i may be able to make 3d movies if given a good program (that works w/ freespace) i can probably get a couple of friends (actual not myspace) to throw around some ideas and revise the script (dialog, not coding)...
weekends:
making 3d models and typing the script out. i have camtasia so even if it has to be stop motion animation i can put it together and add voice.


do you guys know good 3d model maker that works w/ freespace?
Title: Re: the last starfighter: remnants
Post by: The E on August 10, 2009, 08:40:28 pm
3ds Max. Blender. Those are used by most of the modellers here. There are also a few users of SketchUp and TrueSpace, but they are by far the minority.
But models created with those programs will have to be converted to the format FS2 uses, which takes a bit of skill itself. PCS2 would be used for that.

To enhance your chances, you could show off some work of yours.
Title: Re: the last starfighter: remnants
Post by: alchemi_1 on August 10, 2009, 08:55:14 pm
3ds Max. Blender. Those are used by most of the modellers here. There are also a few users of SketchUp and TrueSpace, but they are by far the minority.
But models created with those programs will have to be converted to the format FS2 uses, which takes a bit of skill itself. PCS2 would be used for that.

To enhance your chances, you could show off some work of yours.

how can i do that? i can put it on a scanner, but geting online is a different story
Title: Re: the last starfighter: remnants
Post by: The E on August 10, 2009, 09:07:20 pm
photobucket is your friend. As are [lvlshot] tags.

The reason for this is that, right now, you're an unknown quantity. Noone knows you. And, as I said before, TC's take a lot of work, especially when they are based on a universe as limited as the one you have chosen.

So, show us some concept art. Some WIP models. I'm not trying to be confrontational here, but look at it from the other side: There have been several promising ideas for TCs or campaigns that have been presented here, but which have since died due to neglect, or because they couldn't get enough support. Choosing such an ambitious undertaking as a FIRST project is a step that is very tempting, but should be very well considered.
Title: Re: the last starfighter: remnants
Post by: Getter Robo G on August 10, 2009, 11:08:09 pm
The only honest suggestions I can make are:

#1.) Get the movie: If you are going to use an established IP at least represent it. That means SF Command, Gunstars, The Kodan fighters, scoutship, and command ship.

Some sort of asteroid gauntlet, and a physical sybox possibly of the edge of the "frontier".

If you look real hard I posted a screenie of teh Gunstar LP hw2 model and later the SS semi look alike I converted for my own purposes to give you an idea of what they might look like on FS2. Those models are not permissioned for a Mod however so...

#2.) Get a Modeler to make you models. An idea is nice, so is a script and voices and everything else. But unless you have physical content you don't have much of a TC.

#3.) Interface art, again for deeper TC Immersion than just FS2 with new models.

#4.) story, are you just recreatign the movie? Or will you do a prequel or sequel to that event?

#5.) Little touches liek new weapons, voices or animations (liek animated bay doors on teh Gunstar for "Death Blossom" ect.. little things...

#6.) really ambitious, coding for new features, liek how BSG added Glide and semi newtonian physics. For advanced modders only...


So you see it takes a crap ton of work to make an enitre "mod" especially a TC versus adding a ship or to for regular screwing aroung...

If you have all those skills yourself, more power to you! You might get it done all by yourself.
However, the best way is to start something, show progress, and then make a team recruitment post.

Said post is critical in presentation. Have CLEARLY defined roles that need to be filled. Have said applicant link to previous work. Take a leadership role seriously and manage your mod regularly and firmly. Respect your team members and expect the same in return.

That's all I got.


Oh and remember RL can be a Biatch! Expect the refuse to hit the air circulator often...

Title: Re: the last starfighter: remnants
Post by: Thaeris on August 10, 2009, 11:44:45 pm
If you're open for more suggestions on 3D apps, here's my input:

I'm a big fan of AC3D. I've not used it with too many other programs, bar X-Plane. It's easy to use and very easy to learn. The only program easier to learn I've ever used is in a completely different league. That program happened to be Autodesk Inventor.

If you think AC3D sounds interesting, here's a link to the site: http://www.inivis.com/

The license is fairly cheap by comparison to most other programs I've seen; it is a pretty capable program, so it's worth it. It does not have a built-in rendering function but is set up to use POVray. POVray is free and not at all a bad program from what I can tell. The demo is only limited to time, so if you want to try it, you can use any feature you like.

Next is Blender. Blender is NOT new-user friendly. You will need to actively probe the program to get a hold/grasp of all the hotkeys and functions (any program is like that - it's just that it's easier in some programs than others). Fortunately, there's a very large user base so help is at hand. It's also a conveniant platform to use in conjunction with your 3D model and PCS2. I use Blender to import .dae files from PCS2 which I export as .ac files to AC3D... which is all I've had to do with it up to this point. However, if it's your only option, I encourage you to learn it. Blender can be used to render, model, animate, and even program I believe. Did I mention it's a free program? Freeware with a whallop, that's for sure... You'll need to install Python 2.6 or later to get the latest version to run. Python is a free, open-source programming language (which I've never had to use directly, actually...).

SketchUp. I tried the "professional" version and didn't care for it. You'll have to pay for that one. The other version is free, but has been cited to be fairly limited in its operations. However, given some of the SketchUp models I've seen on the board, it's possible to do very impressive work as well. I still wouldn't recommend it, but it's always a matter of preference.

These are the programs I'm most familiar with. Truespace and the EVILLL .cob format only seems to be associated with a very small number of programs for modeling (import and export capacity). Unfortunately the original Volition team seems to have decided that it was what was necessary for the .pof format. Thanks to programs like Blender and PCS2, the pain is reduced in this area. 3DS Max also can be used, though now you're talking about some serious expenditure on software on your behalf. Start small.

-Thaeris
Title: Re: the last starfighter: remnants
Post by: starlord on August 12, 2009, 04:40:06 am
Just so you know, there is a fan made game based on the was to be "the last starfighter" arcade game...

try googling roguesynapse...
Title: Re: the last starfighter: remnants
Post by: Getter Robo G on August 12, 2009, 12:19:31 pm
 :wtf:

That brings back painful memories, IIRC it was so low poly it was an insult to the movie-game version...

At least it was a fan version and  not an "official" attempt.

Let's just pretend (like Gal-80), it never existed...   ;7
Title: Re: the last starfighter: remnants
Post by: starlord on August 12, 2009, 12:22:56 pm
Ah, come on. It's not that bad!

Besides, it's purpose is to emulate closely the would have been arcade game (the creators at roguesynapse got a cabinet proto and WIP materials), so don't expect really the last in game quality, but at least something got done...
Title: Re: the last starfighter: remnants
Post by: alchemi_1 on August 12, 2009, 04:40:50 pm
well i tried to use the scanner, it won't work on vista drivers.  :hopping: and i'm running out of space for the quake engine (different project)  i only have 100gb :mad: so any of those 3d apps will be a work in progress... until i get an external harddrive (1 terabyte i believe)