Author Topic: Empire at War: Freespace 2 Conversion  (Read 16395 times)

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Re: Empire at War: Freespace 2 Conversion
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How long could that take, cause i /realy/ want to play such a mod....

I've seen it said about 3 months, but I don't know for certain. I can work on converting the models though, so they're ready to go when that happens.

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could you possibly somehow do a massive overhaul of Lord of the Rings BFME2?  Particularly the War of the Ring game?

Umm, I'm not exactly sure how I would do that, seeing as it really isn't that type of game. Besides that, I don't own it and never will.

 

Offline Tantalus53

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Re: Empire at War: Freespace 2 Conversion
Sorry... must've missed that

If i could make a suggestion of games to mod from, theres an game by Digital Reality called "
Haegemonia - Legions of Iron"

Im not much of a modder, but i perhaps it can help later or something.

 
Re: Empire at War: Freespace 2 Conversion
Wow, another interesting game that I didn't know existed.

Anyways, looking through the code, and yes it is of Universe at War, I found this:
Code: [Select]
<Star_Wars_Crawl_Start_Fadeout_Frame>800</Star_Wars_Crawl_Start_Fadeout_Frame>

<!-- We now have special fleet slots in the GUI that represent special actions for a fleet to take when
they arrive at a planet. Most of those special actions are tied to special abilities (Raid is the only
action that is not). This is the list of special abilities that will cause the corresponding special
action slot to be displayed on the zoomed out galactic GUI when dragging a fleet. -->
<Activated_Slice_Ability_Names> Tani_Slicer,R2D2_Slicer</Activated_Slice_Ability_Names>
<Activated_Sabotage_Ability_Names> Mara_Jade_Sabotage, Kyle_Katarn_Sabotage </Activated_Sabotage_Ability_Names>
<Activated_Neutralize_Hero_Ability_Names> Boba_Fett_Neutralize_Hero, Bounty_Hunter_Neutralize_Hero </Activated_Neutralize_Hero_Ability_Names>
<Activated_Siphon_Credits_Ability_Names> Han_Solo_Siphon_Credits, Smuggler_Siphon_Credits </Activated_Siphon_Credits_Ability_Names>
<Activated_System_Spy_Ability_Names> Probe_Droid_System_Spy </Activated_System_Spy_Ability_Names>
<Activated_Destroy_Planet_Ability_Names> Death_Star_Planet_Destruction </Activated_Destroy_Planet_Ability_Names>

<Use_Reinforcement_Points>True</Use_Reinforcement_Points>

Odd  :wtf:, they didn't even bother taking out things that weren't used? They also still use "credits" in the code instead of whatever resources are used in game. What's better, all the references to space combat seem to be intact, which leads me to believe, assuming all that stuff still works, that I'll be able to get the "space mode" working without many problems. Hopefully.

Edit:
Good News! I guess old models work. Apparently the code that allowed modified xml files to be run was accidentally disabled before release, so I had to build the files into a new .meg file. It works, and so apparently, do the old models. I can keep myself busy now, but it is tedious rebuilding the .meg files every time I want to test something. Anyways, here's proof.

Oh, and if anyone wants to help out, let me know.


[attachment deleted by admin]
« Last Edit: December 18, 2007, 10:43:17 pm by Hoho5000 »

 
Re: Empire at War: Freespace 2 Conversion
I haven't made much more progress as that will happen over winter break, but I have made some renders, and set up a Moddb profile. It can be found here: http://www.moddb.com/mods/10359/universe-at-war-freespace

For now, I'll work on getting the models converted to .alo format. I think once I finish up with the terran fighters and bombers, I'll start trying to see what I can do about coding the models in. However, I don't think I'll make much progress with that until the mod tools are released (hopefully) soon.