Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Akalabeth Angel

Pages: [1] 2
Shadows of Lylat / Space Oddity: Starfox
« on: July 01, 2011, 11:32:07 PM »
I don't know much about starfox but I Thought this was really well done and you guys all might get a kick out of it:

Utlima Cena / Ultima Cena - Coming soon!
« on: September 14, 2009, 11:46:08 AM »
Hey guys you mispelled your forum name. "Utlima".

Game Warden Art / Space Ship Art
« on: September 14, 2009, 11:44:48 AM »
That blue one looks like something out of Gundam.

Game Warden Art / New Art Thread
« on: September 14, 2009, 11:43:14 AM »
Hmmn, not really freespace but here's some student animated film I did:

GTI Rebellion / *knock knock* again
« on: September 16, 2008, 03:55:54 AM »
Seems like Rogue Intentions II is your main focus at the moment isn't it? Or am I mistaken. You've done some work on that cool trailer at least anyway, not sure how much you've done on the campaign proper.

Gundam Seed: Wheels of Destiny. / Questions
« on: September 16, 2008, 03:10:02 AM »
I got a question, I'm not so much interested in the MOD but as to how you're going to handle things.
   Gundam is generally known for, overpowered mecha. One or two or four mecha take out entire fleets of ships (as in Seed). Also, the fights are generally fairly low number wise. Excepting of course the main battles where lots of non-hero ships and non-hero troops get their butts blown off.

   I'm just wondering how the MOD is going to approach that sort of universe-balance in terms of weaponry. Because something like Macross, or Robotech in North America is much more grunt-orientated. In the same way, FS2 is fairly grunt-orientated in that the player is just another cog in the machine (albeit one who's at nearly every major event) and does his part for king and country. In Macross there's a few aces, like Max, but in general the mecha themselves are fairly level in the playing field. There are a few "better" mecha like the Female Power Armour or the Super Veritechs, but in Gundam it's like, there's the Gundam, and then there's all the other mecha (ie Mobile Suits), and then after that there's the aircraft (ie Mobile Armour) (God help those poor bastards).

    Of course the Seed story is more . . . five gundams battling eachother. Until what's its face, Zaft or whatever, makes a ridiculously powered Gundam knock off, two of 'em rather.

    Anyway, ramble ramble. So how's the MOD balance going to work or in what way is it being approached?

Micro Space / Ships you want to see in the game
« on: September 01, 2008, 12:01:49 AM »
Ah dudes, you need some Star Control ships. The game already seems to be a bit like Super Melee right? Throw three to four in there would be sweeeeeet.

Earth Defence / Earth Defence needs your help!
« on: August 31, 2008, 11:57:07 PM »
Quote from: shiv;94794
Akalabeth, are you modeller/texturer?
If yes we might want you to help ;):naughty:

    Sorry dude, with regards to Freespace I'm pretty busy with some other projects already. Theoretically working on two of my own, and supposidely helping two others with theirs. Haha. Though neither one of them has seen anything from me yet.
    Sounds like you guys got a pretty big team already. Though I'm playing through your old demo right now. It's pretty cool, though unintentionally funny.

Robotech Freespace MOD II / Resin Macross Figs
« on: May 23, 2008, 01:36:22 AM »
For anyone interested, there's a guy making a bunch of resin figures of the various Macross mecha. They're around battletech scale in size, dunno what scale that is exactly. He's taking pre-orders on the Glaug right now:

     Click the link for info and some pics of the little guy. All the models are going to be in a gazillion pieces, which makes them very poseable though perhaps a pain in the ass to put together.

Robotech Freespace MOD II / Robotech at the big screen
« on: March 29, 2008, 11:41:51 PM »
Halle Berry sucks (as Storm at least). There are other black actresses out there which could do a much better job for much less money.

I don't care if Tobey's rick, as long as the movie is more enjoyable than the Spiderman movies. I've seen all three of those and have discovered that I really don't care about any of them.

In other anime news, Leonardo Dicraprio is making a two-part live action Akira (thought it's set in New York, not New Tokyo. Or is it going to be New New York???). Anyway, yeah . .. another classic will likely be ruined by hollywood.

Robotech Freespace MOD II / Newest Screenshots... (pimpage)
« on: March 29, 2008, 11:09:07 PM »
Quote from: Star Dragon;94807
IF that's too blunt my apologies, people have come here in the past, ignored stickies and posted same arguments (and more like about ARMDs as arms which never happened!). I've been an anime fan for over 30 years and know how to separate RT/Macross/Novel/Comic book issues with the best of them.

edit[It was you back in 2004 posting the same thing] :)

      Hey, that was four years ago, give me a break :lol:
      I don't consider myself a Macross purist btw, though I prefer the japanese versions to Robotech simply because the stories make much more sense. (Not to mention better music - though, I do like the "We must win" sequence)

      And when I'm referencing the SDF-2 I'm actually not referring to Macross, as far as I know. I don't know how the SDF-2 is seen in Macross, I don't think it's even attacked or mentioned during the attack. I believe I'm actually referencing some of the Robotech fansites out there such as the Robotech Technical Files . . . ( ) though that states that the SDF2 was built on the moon and then transferred to Earth for supplies or somesuch. And that's also the website which has uh, the SDF-2 attached to two ARMDs . . the Shinano and the Lexington.

      So anyway, in this case I'm not talking about Macross vs Robotech but rather just about Robotech in general. Though it's all one fan's interpretation versus another (one being the modding team vs two being the various websites which the team draws or declines to draw information from to suite the project).

      Not telling you what to do, just chipping in my two cents. I dunno how much weight you put to the various websites out there if any.

Freespace 2 MODing / Using Maya for mods
« on: March 23, 2008, 02:29:30 AM »
But the way, if you go the DDS route you'll need some sort of add-on for Photoshop that allows to the program to save and read DDS files. But the addon is fairly easy to come by. The other alternatives I think are JPEG or TGA. The latter of which is avoided because of slowdown issues?? and not sure about JPEG. DDS seems to be preffered because of minmapping support whatever that is. I think in some cases so that say a map for LOD0 can be used for LOD1 as well.

Freespace 2 MODing / Using Maya for mods
« on: March 23, 2008, 02:27:19 AM »
I used DDS which seems to be the norm these days.
   I don't know about PCS2 but PCS1 doesnt read obj files, only COB and POF. And of course Maya doesnt deal in COB format. But I mean, even if you save as an OBJ file and then convert to a COB using 3d Exploration, you still want to open it in truespace because the conversion process for some reason totally screws up the orientation of your ship. Instead of lying flat on the ground plain, it'll be standing on it's tail. This will be true in any POF format to, and it'll be really annoying to try to orientate your craft and add weapon points, etcetera. Basically the "front" of the craft won't sorta be the front in Freespace I think. Like you know if you throw a ship down in FRED2, the ships all point the same way at the start. If you throw down one of these screwed up ones it'll still be screwed up.
      Also the thing is, everything in the hierarchy has to be in groups. When I moved a ship with hierarchy to Truespace, the hierarchy was still there but I very much doubt PCS would've read it. Common practice is to add scene-lights everywhere to the hierarchy so that every level has at least two components. See the post by Vasudan Admiral in this thread here (with the images):,52726.0.html

      Either way, maybe the best thing to do if you want to avoid Truespace is to ask Kazan on HLP about his XML Collada support for Maya. Sounds like it avoids Truespace.

Freespace 2 MODing / Using Maya for mods
« on: March 22, 2008, 11:29:57 AM »
Quote from: Mahak;94787
Hi all,

Just wondering if anyone has had any luck using Maya as a viable art asset creation tool, and what kind of dev. pipeline people use?

Success stories, anyone?

     I've used Maya 8.5 to create a few models. Well, one finished model (needing textures) and uh . . started another fighter. And did some crap test model as well.

     Here's my fighter for example (supposed to be Vasudan):

     So in terms of development pipeline . . or workflow, whatever.
     Models not finished, but I have put some crap textured one in game. Here's what I did to get it there.

1.* Create ship in Maya
2. Enable OBJ export in Plugin manager, export ship to OBJ format
3. Load OBJ file in 3d Exploration (though mine has a trial which is counting down!), save the OBJ file as a COB file
4.** Load COB in Truespace 3.2 (free but aggravating program), set up the necessary hierarchy. Save COB file.
5. Convert COB to POF file using a number of programs. PCS2 is supposed to be the way to go these days but it doesn't like my computer. I use PCS1 to convert to POF, then load it in ModelView and add weapons and gun points etcetera there.

* - If you add turrets and the like, what I did is parent the turrets to the main hull. And export the ship. Then later in Truespace set-up the proper hierarchy crap (basically parenting with light sources thrown in to create groups). Helps to use Trueview, which is the Truespace equivelant of Maya's outliner.
** - Note that when you export to OBJ file, the orientation goes all out of whack. You'll have to rotate your model a bit to get it back to normal. I found it helps to open up a second window since I dunno, Truespace's controls suck b***s imo. (3.2 is an old, old program)

   Some dude name Kazan is working on some Maya to POF export sorta thing?? I'm not sure exactly. But I think it's still in the works. There's a bit about it in the uh, Hard-light MOD forum. "Collada XML" support he calls it. See my thread here:,52430.0.html

Earth Defence / Earth Defence needs your help!
« on: March 22, 2008, 11:17:52 AM »
Quote from: blackfirefox;92153
Well so goes.....thought I would try and coerce someone into teaching me....LOL

   Dude just try out some tutorials, play around . . . there's lots of tutorials around written by people wanting to teach their "skillz" har har. Couple of free modelling programs available too.

Pages: [1] 2