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Messages - FlareBaffled

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Freespace 2 MODing / In search of Home (world )
« on: March 11, 2007, 05:31:00 PM »
Thanks Primus :D

Trikor nearly finished with the photshop work, and then I can get on with the modelling again! I have done most of the Kushan resource collector...and I have started on the corvettes.

I might detour and do a Kushan Frigate or two though... for mission purposes! I plan to use a 2-texture approach for the Frigates, with all teh common hull sections on one, and then another one for the special parts.

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Freespace 2 MODing / In search of Home (world )
« on: March 11, 2007, 09:57:13 AM »
Ahhh...Takashi.... what I said was:

IF IT DOESN'T ADD ANYTHING TO THE MOD I WON'T USE IT.

High res textures and map effects add quite a lot, I think. The flashing glowmaps you were talking about add nothing I want. The engine glows in HW don't pulsate, and I don't think they should. The tech utilised a controlled fusion torch...and the only way that would change would be to increase or decrease the size of the glow with throttle setting. Not pulsate as an animated glowmap would. Simple as that. And I know how to do glowmaps, eff's, dds textures and animation.... FS2's implementation of multi-layer texturing is not documented anywhere though...which is why I need few pointers.

If you are so sure they are needed, I suggest you go make your own mod with them in. The beauty of actually making your own mod is that you get to choose what's in and what's out.

If I wanted to use low res textures and simple models, I would have just ported the stock ships straight over, baked the textures to reduce the numbers of texture maps and stuffed them in as they were. That's not what I want. Relic used the highest res textures and the most detailed models that a PC could cope with then. They did a really fine job on the low-poly modelling, and the results look acceptable today ... but they were never meant to be viewed close up. I want to go a few steps further.

And as a final comment..Takashi...if you cannot keep your own 'pimpage' in your own threads, don't post at all. I eagerly look forward to the release of 'your mod' ... especially if the quality of the ship pictures you have posted at HLP are anything to go by.

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Freespace 2 MODing / In search of Home (world )
« on: March 10, 2007, 11:41:41 AM »


progress :)

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Freespace 2 MODing / In search of Home (world )
« on: March 08, 2007, 07:01:47 PM »
Shine maps and glow maps are extra texture layers that improve the overall depth and feel of the textures ... that's something I need to add to mine to make the ships look more 'real' .... I know full well how to do them, what they are and the theory behind them. What I DON'T know, and what Da Brains kind offer of help will tell me ( I hope ;) ) is how to implement them for FS2 open.

I'm no rookie modder ... just a rookie when it comes to FS2 open.

What i won't be doing, though, is adding all sorts of fancy effects that bring nothing beneficial to the finished product. I want to keep as much of a Homeworld 'feel' as possible, and if an effect takes things away from it, then I won't be using it. There were no pulsating glows in HW1, so no pulsating glows in my mod!

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Freespace 2 MODing / In search of Home (world )
« on: March 06, 2007, 07:29:20 PM »
Will do :) I think I need to add some extra depth to the textures!

Progress has been temporarily derailed due to some serious events at work .. but I will be back in the modelling seat in a few days time. My boss got out of a taxi on the wrong side....and into the path of a car. He is in ICU, but stable. And my workload has doubled.

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Freespace 2 MODing / In search of Home (world )
« on: March 03, 2007, 10:37:36 AM »
Those aren't afterburner trails .... they are nebulae type trails. The HW ships left trails as they moved, and it was an essential part of the 'look' that ha sto be replicated to make the things look like HW. You can control the actual texture used for the trail inthe ship table, to give each side their own colour. Width and duration of the trail are also tweakable.

All you have to do is set the mission up with the nebulae flags on, and choose the speed at which the trails start.

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Freespace 2 MODing / In search of Home (world )
« on: March 01, 2007, 08:35:32 AM »
I have been in contact with one of the TAP team members and have had posts in the thread at HLP from team members. If there had been a conflict of issues or duplication of work, then I would have respected that and either packed it in or joined up!

As it is, I am sticking firmly to HW1, and all their efforts are aimed at HW2. Whilst I can see the increased polish of HW2, I found HW1 to be more engrossing personally! It's ships inspired me more than HW2. Notable favourites being the Kushan Frigate, Light Corvette and Mothership...and the Taiidan scout and heavy Interceptor.

The Heavy Interceptor ( Trikor ) is currently under construction, and should be the next thing to be launched.

I plan on finishing the hard-core of fighter craft first, and putting togather a dogfight pack with a few training missions based on the HW1 training mission. Then, I will work on the capships, corvettes and extras before releasing a final build with the campaign. That way, people can play with the stuff without having to wait years for me to finish it all! I can also get playtester feedback on the vessels at each stage to incorporate improvements in later releases.

I know it's a big project, and I don't want to make everyone wait for me to do everything!

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Freespace 2 MODing / In search of Home (world )
« on: February 28, 2007, 09:56:31 PM »
HW2 ships are being done by the Apocalypse Project. I don't plan on doing them, but rather I am concentrating on the HW1 vessels.

Flyable Corvettes, though, I am in favour of. I will be limited in the kind of missions they will be able to perform, but I think the HW1 take on Corvettes will work. Combat will be a question of keeping targets in the turrets arcs of fire. They are, on the plus side, looking as though they have a fighter type cockpit, and they are not capship sized or capship slow!

Flyable corvettes ... check :D

Unknown Target. ..... I would definitely appreciate advise on the handling front.

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Freespace 2 MODing / In search of Home (world )
« on: February 28, 2007, 07:20:05 PM »
As far as the game engine will allow. I don't know how close I can get...but I will be paying attention to CofG and mass to try and get them handling and turning as they should.

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Freespace 2 MODing / In search of Home (world )
« on: February 28, 2007, 07:08:17 PM »
Or, in a less flowery way .... bringing Homeworld 1 to a Freespace SCP engine near you! Been working on it for a few weeks, and it seems to be coming along quite well. Well enough, I think, for me to start thinking about mission ideas and ways to blend the ships I have, the ships I am building and the things that could be done.

Up till now, the mod has been living solely over at HLP, but I want to broaden the horizons and capture some wider ideas! Feel free to make suggestions!

p.s. This is not an ask for people to do the work...I got all that covered myself. Though an experienced FRED'er would be useful to show me some of the more advanced things.

Just to whet appetites.... here a some screenshots of the ships currently completed and in the game. All are POF'd, pathed and come with at least 3 LODs.







gotta have those Homeworld trails!




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