Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Desertfox287 on November 20, 2009, 05:48:36 pm
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(http://img233.imageshack.us/img233/2366/bannerwif.jpg)
Hello everyone and welcome to the first news post about the new campaign World in Flame set prior to the discovery of the Vasudans.
The main gameplay hopefully will be within the atmosphere of earth and other planets (If we can get this to work) as well as in deep space. We will be needing voice talent with accents such as, British, German, French, Africa, Middle East, Eastern European, East Asian, South American, Spanish/Mexican, and some American/Canadian voices. Post here if you have anything for example voice talent, or how to make dogfighting in the atmosphere possible.
Ship in picture by: Nuke
Thank you,
Desertfox&WiseWraith, founders of the World in Flame Campaign.
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Can you tell us about the story outline?
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We don't want to give it away yet, but we will later.
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Finish the campaign, then worry about voice actors.
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Finish the campaign, then worry about voice actors.
QFT
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Finish the campaign, then worry about voice actors.
That was our plan, just putting it out there so it would be known note the we will be needing Also showing the diversity of the campaign
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Fair enough. :) It's just that this community has seen its share of newbies come in and announce a grandiose new project, and then right away concern themselves with searching for voice actors, a step which should really only be taken when everything else is just about complete. I'll let you guess how many of said newbies ever manage to get anything released. Provided you keep your priorities in order, you'll have a far better chance of getting far enough to create something worthy of release.
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we're getting there, still in a very basic state however.
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First of all, storyline is one of the most important things when it comes to developing mods. Once you have a story (or at least a part of one long enough to get things going), you'll need to figure out what you need (this one is rather simple: FREDders, perhaps modellers/texturers if the mod is heavy with ships).
And once you have all that, just keep going in the general direction that was chosen in the very beginning. And don't give up when your progress rate is so slow it might take a few years to release the whole mod, it's just the way it is.
I'll let you guess how many of said newbies ever manage to get anything released.
Well I've heard some legends of newbies actually releasing stuff you know, and if you search hard enough you might even find some truth to them...
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First of all, storyline is one of the most important things when it comes to developing mods. Once you have a story (or at least a part of one long enough to get things going), you'll need to figure out what you need (this one is rather simple: FREDders, perhaps modellers/texturers if the mod is heavy with ships).
And once you have all that, just keep going in the general direction that was chosen in the very beginning. And don't give up when your progress rate is so slow it might take a few years to release the whole mod, it's just the way it is.
What we are planning now, is to have a story before the great war, and to use ships from inferno as well as others. We are working slowly, but need help with a couple things that are troubling, mainly putting a lot of ships in fred. We aren't going to set a official release for the campaign, but we are planning for development to take a few months or so.
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Do you need a modder with plenty of experience with FSO features?
I can help with adding new ships, weapons and making normal maps.
I also have experience with other tables that are not ussualy changed, like fireball.tbl or spieces_defs.tbl .
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Do you need a modder with plenty of experience with FSO features?
I can help with adding new ships, weapons and making normal maps.
I also have experience with other tables that are not ussualy changed, like fireball.tbl or spieces_defs.tbl .
Well, I guess you can help, we mainly need someone who can help us add more ships in because we have too many and fred won't let us add more.
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If that's the problem, why won't you switch to INF build?
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If that's the problem, why won't you switch to INF build?
Because I am new to this and have no idea how to do that easily
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http://www.hard-light.net/forums/index.php?topic=66807.0
Get the one described as Group: Inferno, then select it in launcher.
You'll have to create a new pilot for it.
Inferno bulids function just like normal bulids, with the exception of ship and weapon limit.
The reason they were separated was a need to create a new pilot file, also, 3.6.9 INF didn't worked in multi, though that's no longer the case.
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thaanks I can start working again, but the only other thing necessary is to scale down a model we found that would work well.
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Which model do you want to rescale and what's the target size?
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We also could use modeler to model something for the campaign if anyone is interested./ We were going to rescale the Galaxy Carrier user made ship1/3 its normal size, but it's been proven to be a bit difficult, so we are just going to see if we could get a modeler with a bit of experience to make anything extra we need.
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Getting a modeler may be a good idea, as rescaling the Galaxy may make it's fighterbays look silly, being to small to fit fighters in.
BTW, why won't you just use Saggitarius from TVWP, it's 1000m in size (a bit smaller than 1/3 of the Galaxy) and has 4 fighterbays, while Galaxy have 5, but it doesn't matter since number of bay paths is limited to 10 anyway. I can reskin it for you if you want.
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It has to look old, and I have never seen it before....
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An atmospheric mod from pre t-v war? 158th much. . . . I'll voice act once you've got a demo ready though.
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An atmospheric mod from pre t-v war? 158th much. . . . I'll voice act once you've got a demo ready though.
Actually, we may not decide to do it in atmosphere, and voice acting will take awhile to get to.
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Get TVWP demo, it's really good, especially if you like old-style combat.
Saggitarius:
(http://img269.imageshack.us/img269/2592/sagik.th.png) (http://img269.imageshack.us/i/sagik.png/)
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that'll do nicely I might get it a little later though
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I'd advise you retexture it though.
I hate how stretched and ugly the Orion tiling is on that.
You could also try the Fury/Lancer... Or just use some of the 158th exposition ships (they all have hangars).
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yeah, I was planning to to that or have someone do it
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If anyone wishes to help by retexturing the above ship, It would be a great help. Thanks
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Since I suggested it:
Here, use the retexture of it I'm using for my own mod.
http://dl.dropbox.com/u/126554/FS2/carrier2e.pof
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thanks :)
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Great reskin, I'm looking forward to seeing it in WiF.
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where can I get the ship from?
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The what?
The ship table? Write it yourself?
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I have never done that before, and his texture don't cover the whole ship. I was hoping for a place to get the ship he made and the worse textured on for something campaign related
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Wait you're missing textures on that? I don't think I used anything but MVPs textures.
erp...here's a ship table. change the weapons and stuff, obviously.
$Name: GTCa Sagittarius
$Short name: T_Carrier
$Species: Terran
+Tech Description:
XSTR("A light carrier with fast-recharging jump drives allowing it to rapidly ferry fighters between systems. Blah blah. Placeholder description!!", -1)
$end_multi_text
$POF file: carrier2e.pof
$Detail distance: (0, 3000, 15000, 20000)
$Show damage: NO
$Density: 1
$Damp: 0.2
$Rotdamp: 1.8
$Max Velocity: 0.0, 0.0, 35.0
$Rotation time: 120.0, 120.0, 120.0
$Rear Velocity: 0.0
$Forward accel: 16.0
$Forward decel: 8.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 400.0
$Expl outer rad: 1600.0
$Expl damage: 200.0
$Expl blast: 18000.0
$Expl Propagates: YES
$Shockwave Speed: 600.0
$Shockwave Count: 2
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 100.0
$Max Oclk Speed: 35.0
$Max Weapon Eng: 100.0
$Hitpoints: 70000
$Flags: ( "corvette" "big damage" )
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 13500
$EngineSnd: 106
$Closeup_pos: 0.0, 0.0, -1000
$Closeup_zoom: 0.5
$Score: 1000
$Subsystem: turret01,4,1.0
$Default PBanks: ( "Prometheus#Salvo" )
$Flags: ( "fire down normals" )
$animation: triggered
$type: initial
+relative_angle: 70,0,0
$Subsystem: turret02,4,1.0
$Default PBanks: ( "Prometheus#Salvo" )
$Flags: ( "fire down normals" )
$animation: triggered
$type: initial
+relative_angle: 70,0,0
$Subsystem: turret03,4,1.0
$Default PBanks: ( "Prometheus#Salvo" )
$Flags: ( "fire down normals" )
$animation: triggered
$type: initial
+relative_angle: 70,0,0
$Subsystem: turret04,4,1.0
$Default PBanks: ( "Prometheus#Salvo" )
$Flags: ( "fire down normals" )
$animation: triggered
$type: initial
+relative_angle: 70,0,0
$Subsystem: turret05,4,1.0
$Default PBanks: ( "Prometheus#Salvo" )
$Flags: ( "fire down normals" )
$animation: triggered
$type: initial
+relative_angle: 70,0,0
$Subsystem: turret06,4,1.0
$Default PBanks: ( "Prometheus#Salvo" )
$Flags: ( "fire down normals" )
$animation: triggered
$type: initial
+relative_angle: 70,0,0
$Subsystem: turret07,4,1.0
$Default PBanks: ( "Prometheus#Salvo" )
$Flags: ( "fire down normals" )
$animation: triggered
$type: initial
+relative_angle: 70,180,0
$Subsystem: turret08,4,1.0
$Default PBanks: ( "Prometheus#Salvo" )
$Flags: ( "fire down normals" )
$animation: triggered
$type: initial
+relative_angle: 70,180,0
$Subsystem: turret09,2,1.0
$Default PBanks: ( "Standard Railgun" )
$Subsystem: turret10,2,1.0
$Default PBanks: ( "Standard Railgun" )
$Subsystem: turret11,4,1.0
$Default SBanks: ( "AFSwarm" )
$Subsystem: turret12,4,1.0
$Default SBanks: ( "AFSwarm" )
$Subsystem: turret13,4,1.0
$Default SBanks: ( "AFSwarm" )
$Subsystem: turret14,4,1.0
$Default SBanks: ( "AFSwarm" )
$Subsystem: turret15,4,1.0
$Default SBanks: ( "AFSwarm" )
$Subsystem: turret16,4,1.0
$Default SBanks: ( "AFSwarm" )
$Subsystem: turret17,4,1.0
$Default SBanks: ( "AFSwarm" )
$Subsystem: turret18,4,1.0
$Default SBanks: ( "AFSwarm" )
$Subsystem: turret19,4,1.0
$Default SBanks: ( "AFSwarm" )
$Subsystem: turret20,4,1.0
$Default SBanks: ( "AFSwarm" )
$Subsystem: turret21,4,1.0
$Default SBanks: ( "AFSwarm" )
$Subsystem: turret22,4,1.0
$Default SBanks: ( "AFSwarm" )
$Subsystem: turret23,4,1.0
$Default SBanks: ( "AFSwarm" )
$Subsystem: turret24,4,1.0
$Default SBanks: ( "AFSwarm" )
$Subsystem: turret25,4,1.0
$Default SBanks: ( "AFSwarm" )
$Subsystem: fighterbay01, 15, 0.0
$Subsystem: fighterbay02, 15,0.0
$Subsystem: engine01, 15,0.0
$Engine Wash: Default300
$Subsystem: engine02, 15,0.0
$Engine Wash: Default300
$Subsystem: communications, 5,0.0
$Subsystem: sensors, 5,0.0
$Subsystem: navigation, 5,0.0
$Subsystem: weapons, 5,0.0
The other one with the orion tiling is from here:
http://www.hard-light.net/forums/index.php?topic=51123.0
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thanks, I am learning as I go along and every little bit helps
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On;y the top and bottom is textured, and only parts of those
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Do you have mediavps selected as a (multi)mod? Because it uses textures without the a's.
You can get it to use retail textures by opening it with PCS2 and adding a's back to the end of everything that isn't "capital7"
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I thought I did but I will check
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Currently, We need people to help with the following jobs:
Fredders
Modeler- Need someone who can make ships in general
Texture Artist- mainly for background and ship retextures
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Just so you know, there are dozens of new projects looking for these capabilities. The best thing you can do is learn how to do them yourself; nobody will join your project until you've got something to show off.
The easiest one to pick up is FREDding.
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Just so you know, there are dozens of new projects looking for these capabilities. The best thing you can do is learn how to do them yourself; nobody will join your project until you've got something to show off.
The easiest one to pick up is FREDding.
I can fred but modeling and texturing is a different story. And sadly, my only partner cannot get his fred to accept mods, so it's a chore to work alone, especially while going to school. Also, It's hard to show something ofwhen only one person is doing the majority of the work
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I will probably release a beta in a few weeks or so, maybe January if anyone wants to help beta test