Author Topic: FreeSpace Evolutions mod for Nexus  (Read 44254 times)

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Offline Colonol Dekker

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Re: Policy on model usage in other games' mods?
Elk it will once this mod is finished :p it'll just be in a different game ;)
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

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Offline Arparso

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Re: Policy on model usage in other games' mods?
Icon creation was a fun little distraction from adding weapon hardpoints and tweaking the models and textures to look right in Nexus... so here's the result of that endeavour:

Terran:



Vasudan:



Shivan:



Some ships are still missing, but I'm slowly getting there ;)

PS: These icons will be displayed in Nexus' contact lists to help you select your own ships or target hostile vessels, in case you're not familiar with the game and wondered why I'd need these icons.

 

Offline Dragon

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Re: Policy on model usage in other games' mods?
Those look great, but it seems that they use perspective projection instead of ortographic one, which may be better for this.

 

Offline Arparso

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Re: Policy on model usage in other games' mods?
That's right - those icons are based on ingame screenshots in front of a greenscreen texture, which was kind of a quick-and-dirty solution, that worked out pretty well, I think.

/edit:
Replaced the icons with cleaner ortographic versions ;)
« Last Edit: February 28, 2010, 07:08:27 pm by Arparso »

 

Offline Scotty

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Re: Policy on model usage in other games' mods?
Random thought:  Could those be used for briefings in a normal FS campaign?

 

Offline Arparso

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Re: Policy on model usage in other games' mods?
Feel free to use them, if you wish to.

... or do you mean, if it's technically possible to get them to show in a FS briefing? If so, then I don't know - I'm not a Freespace modder.  ;)

 

Offline Bob-san

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Re: Policy on model usage in other games' mods?
Even after all these years HLP is still "bringing modders together" that sins mod guy on the TBP board now a nexus one. . it warns me cockles. Nexus is gonna be primarily caps though. . . I'm still looking forward to the RTS mod Nuke and AE. Don't worry ;)

Now THERE is an idea! A Freespace2 RTS! I'm curious as to whether or not our beautiful models would be able to import into a recent version of C&C or (in the future) SC2. I could actually see that working; there are 3 races full of models and, with a bit of creative license, could come together as a beautiful and relatively balanced RTS. Only issue then is balancing the gameplay. Hell; that might be reason enough for a company to buy the FS IP. There are plenty of new RTS's out that look great but lack creative or well-styled races.
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Offline Arparso

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Re: Policy on model usage in other games' mods?
Btw, are there any finished or almost finished HTL meshes and textures for FS2 ships, that aren't already in the 3.6.10 mediavps? Some ships like the Colossus, Demon or Hatshepsut could need an update and if there's already a detailed mesh around, I'd like to use that instead of the current mediavp version. ;)

 

Offline Thaeris

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Re: Policy on model usage in other games' mods?
The Hattie's coming along, but isn't ready to go yet. I think Ragingloli's taking a bit of a break from modeling right now.

Either Galemp or Ragingloli is working on the HTL Colossus, and there's also work on the HTL Hades going on somewhere as well.

Trashman was working on the Demon somewhere back, though it seems his model wasn't very popular in some regards. He also has a beta of the Colossus Mk.II out in the open, though it appears to be a design departure from the standard ship.
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It's the Duke Nukem Forever of prophecies..."


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Everyone else takes normal damage.
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Offline Androgeos Exeunt

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Re: Policy on model usage in other games' mods?
VA's working on the HTL Hades, if I remember correctly.
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Offline Arparso

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Re: Policy on model usage in other games' mods?
Two new images finally showing the Shivans ingame:




  

Offline Droid803

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Re: Policy on model usage in other games' mods?
Wait that Cain...
Where did you get that? :o
« Last Edit: March 23, 2010, 06:46:27 pm by Droid803 »
(´・ω・`)
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Offline Arparso

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Re: Policy on model usage in other games' mods?
By asking nicely? :)

It's c914's WIP Cain.

 

Offline Droid803

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Re: Policy on model usage in other games' mods?
So, it is actually finished :eek2:
(´・ω・`)
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Offline Arparso

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Re: Policy on model usage in other games' mods?
AFAIK it's not yet ready for FS2 ingame use, but you're gonna need to ask c914 for details, I guess. For Nexus I only needed the actual 3d mesh and textures, which seemed finished, so I simply asked him nicely to let me use his Cain. I'm thankful he allowed that, as now I don't have to rely on the current low-poly Cain in the mediavps. :)

 

Offline The E

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Re: Policy on model usage in other games' mods?
Ahem. There is no Cain in the mediavps. That's why it's low-poly.
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Offline Droid803

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Re: Policy on model usage in other games' mods?
Well, there is the retail Cain with the renamed textures in the MVPs :P
Well, if its in Nexus, then I think it shouldn't be long before its in FS2 as well :D
(´・ω・`)
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Offline Spoon

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Re: Policy on model usage in other games' mods?
Lookin' good
Nexus always manages to produce some nice pictures, it does the FS ships honor.
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[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline -Norbert-

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Re: Policy on model usage in other games' mods?
Especially the first picture looks quite intimidating.
Is there any way to keep the exhaust trails (not FS canon, but as you said in the comments on ModDB good for playability), but reduce the size (or it that's impossible completely get rid) of the "flames" that come out of the fighters engines? I know they aren't really flames, but I can't think of the correct word right now.
On the screenshot those are half as long as the actual fighter, which is too much I think.

How will you do the weapon slots? As far as I remember there are only 2 types of slots for normal weapons (light and heavy) along with flak and siegelaser (or however that formation-firied thingy is called in english). Will all the lasers be light and the beams heavy? Or is there a way to turn the siegelaser-slot into a general beam-weapon slot?

 
Re: Policy on model usage in other games' mods?
I don't see a problem here.  Flak cannons and AAA beams can stay in the flak slot, blobs and other turrets such as Fusion Mortars can be lights, and the beams take up the heavy slots.  Although I suppose you could move the Lucifer's beam cannons or the Sath's BFReds into the siege laser slot (yes Norbert, it is called the Siege Laser in English).
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[21:51] <@Droid803> I now realize
[21:51] <@Droid803> this will be SLIIIIIGHTLY awkward
[21:51] <@Droid803> as this rich psychic girl will now be tsundere for a loli.
[21:51] <@Droid803> OH WELLL.

See what you're missing in #WoD and #Fsquest?

[07:57:32] <Caiaphas> inspired by HerraTohtori i built a supermaneuverable plane in ksp
[07:57:43] <Caiaphas> i just killed my pilots with a high-g maneuver
[07:58:19] <Caiaphas> apparently people can't take 20 gees for 5 continuous seconds
[08:00:11] <Caiaphas> the plane however performed admirably, and only crashed because it no longer had any guidance systems