Author Topic: Where are all the BIG mods?  (Read 4343 times)

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Re: Where are all the BIG mods?
And of course the Descent total conversion. Wouldn't want to forget that one.
I can't find it. Do you have a link?

 
Re: Where are all the BIG mods?
For some reason, those remind me of some kind of object from Homeworld 1. My head tells me that they are target platforms for interceptors to shoot at.
I have created a masterpiece.

 

Offline Unknown Target

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Re: Where are all the BIG mods?
That's what I was thinking too, Vengence. Although I think they might be more similar to the ones from HW2.

 
 

Offline JGZinv

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    • The FringeSpace Conversion Mod
Re: Where are all the BIG mods?
Well not to just promote ourselves...   :cool:

But - even though we're small, we are making decent progress for two guys.
It may be a ways off too, however the Tachyon the Fringe to FreeSpace 2 Conversion Mod
is certainly alive.

www.FringeSpace.org

So that's another one to add to the list of in-progress TC projects.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 
 

Offline Raptor

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Re: Where are all the BIG mods?
homeworld target drones, but I'm not sure if their the HW Taiidan ones or the HW:C drones... I think more likely the latter
...There ought to be something surreal about a Zoid offering romantic advice...and yet there is not. It seems perfectly normal that the Liger is giving Bit advice on relationships, and it shouldn't, but it does. Dangit man, you've confused me again.[/I]
NGTM-R review of one of the chapters in my fanfic story :D Story is here! -> 'Ancient Legacies'

 
Re: Where are all the BIG mods?
They are, in fact, the Kushan target drones fom the training missions in Homeworld 1.

The plan is to make a set of the basic flyable units and a set of beginner missions ( cos I am a beginner when it comes to missions... but I learnt a few things just placing the units for that shot ). These are not just HW units pulled out and converted, but new meshes with more detail and a few of the things they would have put on the models had they been able to add more polygons. New textures are also going to feature, based on the originals but optimised for what the FS2 Open engine needs.

The plan is to make some missions around the training levels, and then around being part of the forces defending the planet when the attack happens. As a survivor of this, you would be taken aboard the 'Banana' as part of it's core defensive fighter screen. Flyable scouts, light interceptors, heavy Interceptros, bombers and defenders will make up an initial release as a 'dogfight' pack. Then will come the Mothership and capships with some proper HW based missions and a story line.

All models will be released with a proper set of LOD's and textures and in fully workable condition. I hope to avoid the trap of making eye-candy ships without the substance ( turrest, subsystems, lods etc)

 
Re: Where are all the BIG mods?
I am going to enjoy flying some Triikors. Man I love those Taidani designs!
I have created a masterpiece.

 
Re: Where are all the BIG mods?
OK...busy day ( for me ) but I still managed to get the Kushan Probe completed. It was my first attempt at creating destroyable subsystems with paths, and it took a few goes to get it right! Once you realise how it works, and the correct heirarchy, it's a really easy thing to do in Max. Thank the gods I am not doing this in Truespace and having to add all this stuff in by hand afterwards! I can't imagine having to guess all the co-ordinates to get the AI to attack correctly by guesswork.
I still had to set the subsystems to real subsystems in Modelview, and adjust the weight slightly, but that was all I had to do.

3 LODs, 3 bits to blow away, destroyable engine and comms, and a DDS texture. Job done.


 

Offline Unknown Target

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Re: Where are all the BIG mods?
Make sure you have the trails/physics right :D

  
Re: Where are all the BIG mods?
The trails I believe can be done by 'faking' the fact that you are in a nebula, and setting a single trail for each engine. Physics-wise, I am not sure what you mean. I thought the physics in FS2 wer epretty much fixed. You can mess about with weight and C of G, but the rest is pretty much concrete. Please elaborate on what I need / have to do to change the physics to fit with Homeworld.