Author Topic: Freespace 2 RTS Mod  (Read 24980 times)

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Offline Stalker

  • 24
That little project died when Mark went AWOL, Loko.

By the way, to anyone reading this... I'm hoping to make use of the FS community's higher resolution textures and models of existing FS stuff... Is there anywhere anyone can point me to for that?

I was just playing with Lightspeed's new weapon textures last night. Supa-spiffy!
Steve "Stalker" Croy
Project Lead
Project 90 Software Inc.

 

Offline karajorma

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MV_Models.vp will have the High Poly models. You'll want VPView to extract them of course but you've probably already got that.

Get it from here

http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/media%20VP
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline Stalker

  • 24
Thanks for the resource... I'll open that VP up tonight and see what I can do :)

For everyone who'se watching for more screenshots, I should be able to post some new ones tonight of the current Alpha build. I've finally worked around some major errors, and am extremely close to where I can release a demo (and start the beta test, of course)...
Steve "Stalker" Croy
Project Lead
Project 90 Software Inc.

 

Offline Stalker

  • 24
(EDIT: UGH.. I hit "new topic" instead of "new post"... any mod want to move this into the Freespace RTS post? Thanks :P)

Mooreee Screenshots!

This is of the most recent build. I'm avoiding alot of combat shots atm, until I get that system looking as good as it can...


A Flight of Myrmidons takes off from the deck of an Orion...



A Deimos rendevous with a small Vasudan Task Force...



Each of the GTA fighter classes flies by the bow of an Orion...



A Deimos fires it's dual foward beams at an unseen foe...
Steve "Stalker" Croy
Project Lead
Project 90 Software Inc.

 

Offline Cabbie

  • 27
Wow those look great!

  

Offline Singh

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sweet!
But whats up with the Vasudan engine glows though? O_o
"Blessed be the FREDder that knows his sexps."
"Cursed be the FREDder that trusts FRED2_Open."
Dreamed of much, accomplished little. :(

 
Armada 2 engines best way of doing it :(

edit- when looked at from afar and not from the side, it actually looks decent enough, but from the side...ya...
edit 2- vasudan, oops, missed that, but ya, its a sprite effect i believe that may be set a little bit too bright

 

Offline Sigma957

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Looks very good :yes:
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Offline Gloriano

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Awesome! :)
You must have chaos within you to give birth to a dancing star.- Nietzsche

When in despair I remember that all through history the way of truth and love has always won; there have been tyrants and murderers, and for a time they can seem invincible, but in the end they always fall.- Mahatma Gandhi

 

Offline Fineus

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Stalker, I've merged the "Screenshot love" thread you accidentally created into the main RTS mod thread. Also - great job, it looks really sweet. :// Kalfireth

 

Offline Stalker

  • 24
Thanks for the feedback.

The engines look weird (and are, in some cases, dissapearing), due to the fact that the Armada engine wasn't designed to handle that many sprite emitters of the same "name" at the same time. I'm working on both an interim solution and a long-term solution to this issue:

Interim: Converting all the Sprite emitters into Lights. No more engine trails, but at least there will be engine glows...

Long-term: I've e-mailed the Armada 2 developers at Mad Doc Software, Inc. about releasing the sourcecode. I fowarded them to this site to see what a community is like when they have the sourcecode for their game to play with! :)

So, we'll see what happens. I'm testing the light engines tonight.
Steve "Stalker" Croy
Project Lead
Project 90 Software Inc.

 

Offline Stalker

  • 24
I... uh.. fixed the engine glow problem.

And I also discovered how many Myrmidons it takes to drop the framerate to 30 FPS on my 2.6/512/Radeon 8500 rig.

Woo...

(about 300 Myrs are spawned on the map I took this pic on)


Steve "Stalker" Croy
Project Lead
Project 90 Software Inc.

 

Offline Tiara

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I AM GOD! AND I SHALL SMITE THEE!



...because I can :drevil:

 

Offline Black Wolf

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*The GTVA always knew that it'd be a good idea to put fighterbays on the Collossus.

Seriously, that's what Endgame Should have looked like.
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Quote
Originally posted by Stalker
Thanks for the feedback.

The engines look weird (and are, in some cases, dissapearing), due to the fact that the Armada engine wasn't designed to handle that many sprite emitters of the same "name" at the same time. I'm working on both an interim solution and a long-term solution to this issue:

Interim: Converting all the Sprite emitters into Lights. No more engine trails, but at least there will be engine glows...

Long-term: I've e-mailed the Armada 2 developers at Mad Doc Software, Inc. about releasing the sourcecode. I fowarded them to this site to see what a community is like when they have the sourcecode for their game to play with! :)

So, we'll see what happens. I'm testing the light engines tonight.


In our dreams bud, in our dreams :(

On that note, if it did happen...well holy crap.

 

Offline Sandwich

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BOE, FS-style, at last!! W007!! ;)
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Offline Knight Templar

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Inded, I'm with the Wich' on this one. w00tz0r!
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Offline Cabbie

  • 27
Wow its looking really good. Have to borrow the game from my friend.

 

Offline Noise

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As for the Vasudan battleship, get in touch with Stratcomm, ask for his Hedetet.  That should do the job quite nicely.
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Offline StratComm

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Actually the Hedetet is supposed to be a destroyer, but it may work in a pinch.  A vasudan juggernaut is something that's a bit hard to come by, since everyone serious about modeling has either stayed away from Vasudan designs or oversized designs in general.
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Last edited by StratComm on 08-23-2027 at 08:34 PM