Author Topic: Warhammer 40'000 Battlefleet Gothic  (Read 19616 times)

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Offline Rampage

  • Son Of Rampage
  • 211
  • Urogynaecologist
Re: Warhammer 40'000 Battlefleet Gothic
WE AHR TEH SPEHSS MERHINES!!  AND WE DECLAHR EXTEHMINATUHS ON YOUR MEHSBEHGOTTEN PLAHNET!

 

Offline Cyborg17

  • 29
  • Life? Don't talk to me about life....
Re: Warhammer 40'000 Battlefleet Gothic
God have mercy on the person who has to unwrap the 500k poly Mars.

 
Re: Warhammer 40'000 Battlefleet Gothic
The concept is very interesting to say the least, however, the sheer number of the ships that should be converted for this to work may become a hindrance. Therefore, based on a similar proposal I read on "Free skies" mod, I think the "think big, yet start small" approach that is advocated here,

I certainly don't think that the mod has been abandoned (judging by the bumps, there seems to be a healthy amount of interest from the community), but I can see people not really wanting to put in work on it while there are still so many pieces missing.  Artists may see it as risky to sink time into a project when the code for the basic mechanics of the thing aren't in place, and coders don't really have any assets to work/test with at this point, so it's understandable why progress is slow given the number of other, more established projects that their help is needed on.  That said, I think a viable modpack might be more within reach than it seems.  I'm not saying it isn't going to be a lot of work, but here's a (fairly modest) list of things I think would be needed for a bare bones, generating interest type of release:

  • 1-2 fighters
  • 1-3 weapons (50 cal machine gun, cannon, flak turret?)
  • 1-2 airships (either armed or unarmed)
  • flugstein mine (really just a black sphere)
  • weapon, engine, cockpit, and damage sound effects
  • visual effects for bullet impacts, explosion and/or flak
  • couple of HUD tweaks
  • handful of music tracks (main hall, briefing, ambient, battle)
  • 2-3 missions (defend your airship, minefield escort, attack the enemy convoy and escape before reinforcements arrive)
  • appropriate main hall and loading screens
  • 1-2 skyboxes
  • ocean?

Obviously there are thing's I'm forgetting, but that seems fairly comparable to the very successful BtRL demo release (though they did have lots of polish, VA, etc.).  I've intentionally left off the significant code/scripting changes that atmospheric missions require (mostly AI problems as I understand it), but I'd guess that there would be a lot more code-side interest in working on those issues if a mod like this got to a point where that were the main thing holding back a release.  I'm willing to bet that a good number of the items I've listed can be salvaged in one way or another from other sources.  For instance, mods like TVWP and 158th used machine-gun type weapons--why not build off of what they have already accomplished (giving credit, of course)?  Historical photographs or just random shots of flying through the clouds could be used for the main hall and loading screens.  I have a white smoke effect I made for FotG that would work for a damage trail, and I suspect that community members have lots of similar stuff (skyboxes, visual effects, sounds) laying around that could really help speed things along, even if most of it ends up getting replaced once the mod gets on its feet.

Anyway, just thinking out loud here; hope my 2 cents are of interest :)

lostllama, do you have any screens of the airship models you've acquired?

or something of a sort is sought. Start off with a minimum number of fighters, and larger ships (your choice on what should be included, I'd choose something along the lines of the proposal of "swashmebuckle"), and make 2-5 missions that are ww2 inspired, "battlegroup defense", "battlegroup attack", that sort of thing. Fluff from the wh40k universe is good enough for that sort of missions, I think. This will serve as a demo and also as an invitation for more talented modders to join in.

There were too many good mod attempts that never made it, simply because the modders involved either got too ambitious and then got tired and left, or simply because they never could muster enough personel to make it past the difficulties involved in modding, from FRED to everything else there is and it would be a waste, since so much of the work (modelwise) has been done already. Besides, making a model work with Freespace 2 isn't the easiest thing in the world. Therefore, for the beginning, keep the number small. There are those who might suggest that the fluff of Battlefleet Gothic is only about big ships slugging it out, however, let's not get too caught up in the small fry. Remember, it's just a table top game's implementation on the PC. The purpose is to have fun. Those who might not like the direction you take your mod, might as well remember that.

I think that everyone has their own opinion of what the mod should focus on and look like, I have mine. Deployment of huge fleets of ships slugging it out from far off, with swarms of fighters out to destroy enemy bombers and protect their own bombers, who would both paint targets for the big ships of their side to shoot and also kill them off outright, (the bombers that is). Fighters and bombers' actions (that FS2 basically is) in WH40K: Battlefleet Gothic should be interesting to fight, however, care must be taken so that they are never shown out of proportion, because they are too small to do much harm to the big behemoths slugging it out. They shouldn't be made into superfighters or bombers that could destroy a dreadnought with one bomb, it would take tens or hundreds of them and their purpose should be to put a critical subsystem out of action, instead (for the largest ships, at least). Alternatively, to kill of a dreadnought, would take many missions and many bomber wings converging on this. I sincerely hope that you actually make something playable in FS2 open out of all those beautiful models. Like I said earlier, starting small, produce a demo with 2-5  missions with just a few fighters and bombers and ships from each side and build on that in small steps. That's how most mods that actually did make it, did so.

If you want to be ready for Wing Commander Saga: The Darkest Dawn, then download and play the prologue first.

Here,

http://www.wcsaga.com/downloads/files/download/releases-prologue-setup-exe.html

Then, while waiting for the Darkest dawn, Download Starshatter 4.02

http://www.starshattermods.com/infusions/pro_download_panel/download.php?did=214

You 'll understand why once you have.

 

Offline Kadaeux

  • 23
Re: Warhammer 40'000 Battlefleet Gothic
If the engine doesn't support BFG speeds (sizes should not be a problem, considering what Inferno and TBP managed to make work), then alterations would have to be made "for gameplay reasons". Turrets also should not be a problem.
BTW, why did you listed other races an "non-player"? It'd be fun to fly some Ork jalopy, Chaos Hell Talon or perhaps a Nightwing. Main campaign could be Imperial, but other races should be fully flyable in other missions.

I listed it that way from a Campaign perspective. Though i'm sure later on doing an Ork or Chaos or even Eldar campaigns would be interesting to say the least. (That's the same reason I listed the Lander, Lighter and Thunderhawk as non-player.)

Note, copying BFG rules over to FS might be impossible/not fun . It could be better to have an FS-style gameplay if AI proved unable to handle BFG distances.

Indeed. As it is from a Campaign perspective i'm thinking anything larger than a Frigate would be a rare sight. Ideas come easily. Implementation. *prepares to have a confusion*

The concept is very interesting to say the least, however, the sheer number of the ships that should be converted for this to work may become a hindrance. Therefore, based on a similar proposal I read on "Free skies" mod, I think the "think big, yet start small" approach that is advocated here,

I certainly don't think that the mod has been abandoned (judging by the bumps, there seems to be a healthy amount of interest from the community), but I can see people not really wanting to put in work on it while there are still so many pieces missing.  Artists may see it as risky to sink time into a project when the code for the basic mechanics of the thing aren't in place, and coders don't really have any assets to work/test with at this point, so it's understandable why progress is slow given the number of other, more established projects that their help is needed on.  That said, I think a viable modpack might be more within reach than it seems.  I'm not saying it isn't going to be a lot of work, but here's a (fairly modest) list of things I think would be needed for a bare bones, generating interest type of release:

  • 1-2 fighters
  • 1-3 weapons (50 cal machine gun, cannon, flak turret?)
  • 1-2 airships (either armed or unarmed)
  • flugstein mine (really just a black sphere)
  • weapon, engine, cockpit, and damage sound effects
  • visual effects for bullet impacts, explosion and/or flak
  • couple of HUD tweaks
  • handful of music tracks (main hall, briefing, ambient, battle)
  • 2-3 missions (defend your airship, minefield escort, attack the enemy convoy and escape before reinforcements arrive)
  • appropriate main hall and loading screens
  • 1-2 skyboxes
  • ocean?

Obviously there are thing's I'm forgetting, but that seems fairly comparable to the very successful BtRL demo release (though they did have lots of polish, VA, etc.).  I've intentionally left off the significant code/scripting changes that atmospheric missions require (mostly AI problems as I understand it), but I'd guess that there would be a lot more code-side interest in working on those issues if a mod like this got to a point where that were the main thing holding back a release.  I'm willing to bet that a good number of the items I've listed can be salvaged in one way or another from other sources.  For instance, mods like TVWP and 158th used machine-gun type weapons--why not build off of what they have already accomplished (giving credit, of course)?  Historical photographs or just random shots of flying through the clouds could be used for the main hall and loading screens.  I have a white smoke effect I made for FotG that would work for a damage trail, and I suspect that community members have lots of similar stuff (skyboxes, visual effects, sounds) laying around that could really help speed things along, even if most of it ends up getting replaced once the mod gets on its feet.

Anyway, just thinking out loud here; hope my 2 cents are of interest :)

lostllama, do you have any screens of the airship models you've acquired?

or something of a sort is sought. Start off with a minimum number of fighters, and larger ships (your choice on what should be included, I'd choose something along the lines of the proposal of "swashmebuckle"), and make 2-5 missions that are ww2 inspired, "battlegroup defense", "battlegroup attack", that sort of thing. Fluff from the wh40k universe is good enough for that sort of missions, I think. This will serve as a demo and also as an invitation for more talented modders to join in.

There were too many good mod attempts that never made it, simply because the modders involved either got too ambitious and then got tired and left, or simply because they never could muster enough personel to make it past the difficulties involved in modding, from FRED to everything else there is and it would be a waste, since so much of the work (modelwise) has been done already. Besides, making a model work with Freespace 2 isn't the easiest thing in the world. Therefore, for the beginning, keep the number small. There are those who might suggest that the fluff of Battlefleet Gothic is only about big ships slugging it out, however, let's not get too caught up in the small fry. Remember, it's just a table top game's implementation on the PC. The purpose is to have fun. Those who might not like the direction you take your mod, might as well remember that.

I think that everyone has their own opinion of what the mod should focus on and look like, I have mine. Deployment of huge fleets of ships slugging it out from far off, with swarms of fighters out to destroy enemy bombers and protect their own bombers, who would both paint targets for the big ships of their side to shoot and also kill them off outright, (the bombers that is). Fighters and bombers' actions (that FS2 basically is) in WH40K: Battlefleet Gothic should be interesting to fight, however, care must be taken so that they are never shown out of proportion, because they are too small to do much harm to the big behemoths slugging it out. They shouldn't be made into superfighters or bombers that could destroy a dreadnought with one bomb, it would take tens or hundreds of them and their purpose should be to put a critical subsystem out of action, instead (for the largest ships, at least). Alternatively, to kill of a dreadnought, would take many missions and many bomber wings converging on this. I sincerely hope that you actually make something playable in FS2 open out of all those beautiful models. Like I said earlier, starting small, produce a demo with 2-5  missions with just a few fighters and bombers and ships from each side and build on that in small steps. That's how most mods that actually did make it, did so.

I fair assessment to say the least. Trust me when I say I'm not too ambitious, the list on the first page is simply a list of all the fighters/bombers/assault boats. (I could have included Torpedoes since BFG Torps are 75 metre long behemoths... and have boarding variants.)

I would think that it'd work starting small, perhaps the Lightning, Thunderbolt and Marauder for the Imperial side and their counterparts for the Chaos Side. (Which reminds me, players would have to get used to much smaller missile loadouts!)

I like your idea for what it should be about, but at the same time I'm inclined to shift the highlights to the smaller craft as its unusual in 40k (Not make an Alpha-One of 40k, but something like having your orders changed on the fly by the Inquisition to take out a Chaos Captains escape boat or something like that.)

 
Re: Warhammer 40'000 Battlefleet Gothic
It's nice to see someone is looking into this.  I've looked at the ships in the past.

I like the Ork Terror ship and the Ravager, those two could be wing commanderized LOL
(the one just above and just below the ork planet killer)

That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Kadaeux

  • 23
Re: Warhammer 40'000 Battlefleet Gothic
It's nice to see someone is looking into this.  I've looked at the ships in the past.

I like the Ork Terror ship and the Ravager, those two could be wing commanderized LOL
(the one just above and just below the ork planet killer)

Excellent recognition skills there matey.  :pimp:

But I don't think they could.

For scale to show why.

Terror Ship: 4500m (Battlefleet Koronus Book)
Ravager: 1500m (Battlefleet Koronus Book)
Lightning Interceptor: 13m (Imperial Armour)

Result.....


If you look at the image at full size, that dot is the Lightning Interceptor i've been working on pictured below.


EDIT: *Kadaeux nearly chokes to death as he discovers that Lightning is only 2690 polygons at the moment.* Damn.... I though I had done it high poly than that....

 

Offline T-Man

  • 210
  • I came... I saw... I had a cuppa!
Re: Warhammer 40'000 Battlefleet Gothic
Those are really impressive models mate. Judging by that Mars, You've managed to find a good balance between detail and performance. Having full-detail BFG ships would probably kill the poor engine anyway; have a few of the models (never played though sadly) and they're pretty complex. Might be able to get away with it with some crazy normal mapping though.

I always thought Homeworld would suit the mechanics of BFG the most, but FS could be done i suppose, especially with Open's features. Best of luck with it! :cool:

(And make sure the Tau are awesome in it!) :yes:
Also goes by 'Murasaki-Tatsu' outside of Hard-Light

UEF fanboy. Rabid Imagination.

 

Offline swashmebuckle

  • 210
  • Das Lied von der Turd
    • The Perfect Band
Re: Warhammer 40'000 Battlefleet Gothic
That Lightning looks good to me!  Though poly count isn't usually the critical limiting factor with FSO, the fewer the better when it comes to performance.  2690 is a good count for a small fighter.  Most of Brand-X's fighters for FotG are in that general range--the details are in the normal maps.  Mmmm, lascannons...

I like the idea of focusing on the smaller vessels to begin with, as that's going to be the bread and butter of gameplay for just about any FS mod.  Really, you could have a very compelling introductory mini-campaign with no cap-ship slugging matches at all.  Say your squadron has been left to guard a damaged Sword-class frigate while the main engagement has moved on to a different area--a Chaos carrier craft was pulverized in the outer reaches of the system, but its complement of strikecraft escaped destruction and are now hunting you down as you limp from planet to planet.  Enter the Dakka.

 

Offline Kadaeux

  • 23
Re: Warhammer 40'000 Battlefleet Gothic
That Lightning looks good to me!  Though poly count isn't usually the critical limiting factor with FSO, the fewer the better when it comes to performance.  2690 is a good count for a small fighter.  Most of Brand-X's fighters for FotG are in that general range--the details are in the normal maps.  Mmmm, lascannons...

I like the idea of focusing on the smaller vessels to begin with, as that's going to be the bread and butter of gameplay for just about any FS mod.  Really, you could have a very compelling introductory mini-campaign with no cap-ship slugging matches at all.  Say your squadron has been left to guard a damaged Sword-class frigate while the main engagement has moved on to a different area--a Chaos carrier craft was pulverized in the outer reaches of the system, but its complement of strikecraft escaped destruction and are now hunting you down as you limp from planet to planet.  Enter the Dakka.

Good solid ideas. But instead of just having a Chaos Carrier trashed somewhere, use Ork Roks. (With the added challenge of the player having to dodge attempts by the Orks to ram their fighters!)

*Goes to go model an Ork Fighta for comparison purposes and possible use*

 
Re: Warhammer 40'000 Battlefleet Gothic
I do hope we'll have the cockpit view for those fighter too, it'll enhance the scale feeling :D
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline Kadaeux

  • 23
Re: Warhammer 40'000 Battlefleet Gothic
Ok, Fighta done, some play-around renders before I try and work out how to get them in-game or anything....







 

Offline swashmebuckle

  • 210
  • Das Lied von der Turd
    • The Perfect Band
Re: Warhammer 40'000 Battlefleet Gothic
Awesome high speed modeling!  Orks are a great choice for this style of game--swarms of kinda crappy but dangerous fighters=space sim gold, and attacking in waves is very Orky :)  Now you just need to find some red paint...

 
Re: Warhammer 40'000 Battlefleet Gothic
Or make two entry for each orkish ship :
Any color but red =max speed = x
Red color version = max speed = x + 2

:p
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline Kadaeux

  • 23
Re: Warhammer 40'000 Battlefleet Gothic
Or make two entry for each orkish ship :
Any color but red =max speed = x
Red color version = max speed = x + 2

:p

If color = "yellow" then
   moredakka = "true"
Else
   moredakka = "notorky"



 :nervous:
 :D

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: Warhammer 40'000 Battlefleet Gothic
Also don't forget this one :):

If color = "purple" then
ship-sneaky ="true"

 
Re: Warhammer 40'000 Battlefleet Gothic
Be very careful of copyright here games workshop are very strict with copyright
May the Force be with you

 

Offline starbug

  • 210
    • DarkSide Animations
Re: Warhammer 40'000 Battlefleet Gothic
Yay battlefleet Gothic!!!!!!!!! If this is the stuff from the Dawn of War mod, i take it that mod is no longer on the go?  I really do hope this mod goes somewhere as i looooooooooove the 40k universe and ships. As the The_Force says just becareful of GW as they have shut down lots of mods because they haven't been 100% TC's and for other weird reasons
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline Quanto

  • 28
  • Permanent Nostalgia Goggles
Re: Warhammer 40'000 Battlefleet Gothic
So when do I get to see battlebarge "Maximum ****"?

00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline Commander Zane

  • 212
  • Spoot Knight of Anvils
Re: Warhammer 40'000 Battlefleet Gothic
So when do I get to see battlebarge "Maximum ****"?

*Snip*
Gratuitous amounts of awesome detected.

 

Offline Kadaeux

  • 23
Re: Warhammer 40'000 Battlefleet Gothic
Indeed.

Well at the moment i'm still working on the models themselves trying to figure out the best/safest way to unwrap them before I try and work out what I need to do to get them ingame.