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Robotech Freespace MOD II The central location to discuss information regarding the Robotech Freespace MOD II. This is a continuation of the old project from HLP. Come talk with the developers!

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Old 03-05-2006   #21
StarSlayer
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I may be confusing my shows but Robo tech is the same as Macross?
Its been a while but Macross II was the one were the TV reporter nabbed the cute alien chick during the middle of a big battle?

If so are you going to be implementing the big hologrpahic pop star things that were displayed during space battles?

Feel free to bash me for not having my shows right
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Old 03-05-2006   #22
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Not a problem, First sticky kinda covers this, but I forgot to go back and elaborate there...

Robotech si teh bastard child of three aniem shows: Macross, Super Dimensional Calvary Southern Cross, and Genesis Climber Mospedea.

Carl Macek had to cobble together a show long enough for American Syndication or they wouldn;t air it. he knew the anime market was ripe and created "Robotech out of the editing of those three shows (some are more edited than others).

Although it was a hack job of three totally unrelated series to me it worked beautifully! It was decent dialogue and even better voice acting that made the story move and felt that it was one long saga.

This Mod covers most of Macross and some of the Invid Invasion (Mospedea). At the current time we are skipping Southern Cross cause of the lack of a ground/gravity mod (maybe in the future we will revist it).

Macross II was an alternate Universe storyline (like Gudnam has a bunch of, most of the characters/events have nothing to do with each other).

Macross DYRL (Do you Remember Love) is considered a Movie made to dramatize the events of Space War One (Macross). It is considered a movie within a movie and the anime characters themselves know of it as a movie! The Bridge crew of the Battle 7 in the Macross 7 series talk about DYRL and how Basara is probably trying to be like the next Lynn Minmei.

Some mecha/events may appear in the mod from these series but only as "easter eggs". Plus I have to acquire the resouces for them first.

I do write cross over fanfiction at spacebattles.com (occasionally) so if you like Robotech crossovers with just about everything go check it out (Link to it in the second from top thread).

I hope this answered most of your questions, but feel free to ask me anything (Robotech) related. If anyone takes that as an opportunity to spam I will sick the Hyper Intelligent shade of Blue on you! ...

L8tr!
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Old 03-05-2006   #23
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Ok this is porbably stupid stil but are you guys gonna have the big huge popstar hologrpahs in this or was that not in the serires? i forget what they were for wether it was moral or shields or to distract the enemy but i thought it was interesting when i saw it.
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Old 03-06-2006   #24
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That is the opening fight in Macross II when the Marduk send a scout/strike force to invade Earth.

UNSPACY activates operation Minmay Holographic Sattelites of her singing "Bananna Moon Love".

I seriously doubt it, but you never know...
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Old 03-22-2006   #25
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Lightbulb

Few weeks ago, I started to create a campagne with the Zentradi's against Meltran.

For the scenari: After being captured by Brithaļ: Misa, Hikaru, Max and Kakizaki are hiden in a Zentran Fighter and shall fight against Meltran with the Zentradis Fleet.

An Example of Mission: protect the Robotech Factory against a massive attack from the Meltran Fleet...

I think it could be very interesting to integer this kind of missions
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Old 03-22-2006   #26
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Maybe something could be worked out...

Mulder has responded to inquiry and is willing to try his hand at some battloids. He will look into it as I requested several RT meshes that are also classic Battletech ones, and he does BT modling.

I eargerly look forward to hearing from him again. Especially since I need one mesh as we had discussed the specifics of construction-wise, to see if my idea about Destroids and mech forms in general will work. (if it does than this wil enhance the experience and make it more feasible to have such units in game.)
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Old 08-01-2006   #27
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Mech mod for HL1

A mod for HL1 where you can fight with a VF1, a Monster, a Gundam Freedom and a Deathscythe: must be checked

http://www.mechmod.com/gallery.php

http://www.mechmod.com/gallery/alpha/vf1j.jpg
http://www.mechmod.com/gallery/alpha/deathscythe.jpg
http://www.mechmod.com/gallery/alpha/mk2.jpg
http://www.mechmod.com/gallery/alpha/freedom.jpg

Maybe some great models to get
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Old 08-01-2006   #28
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When I approached them earlier The HL and Q3 mods both were closed as far as their content were concerned. Maybe in the future I can ask them again (give them another year or two).
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Old 09-19-2006   #29
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I've tried the game Macross VO (2001): The FS2 robotech mod is better at all levels. Textures are sad, without details: only fighters model are interesting but in *.x (with the transformation animation)

I will check what i have the possibility to import in FS2...
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Old 09-19-2006   #30
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Hey i had a question gameplay wise are you guys going to have the heavy duty missile spammage that seems to occur in macross (visually in the show its pretty cool)? If so are you planning to make them dum so pilots can evade and not just turn the game into a "first lock wins" scenario?
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Old 09-20-2006   #31
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sorry, but I don't anderstand your question!

You are speaking about the multiple missiles launches and explosions?
In Freespace, pilots have always the possibility to evade.
The difficulty is to take care of not to be on the battlecruisers beam canons trajectory.
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Old 09-21-2006   #32
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This is the best video i could come up with on short notice but if you watch for the battle parts thats a lot of missiles to have to dodge, more then anything ive seen in FS2 even with dual shooting Hornets. Im just saying if you follow the macross style of missile fire ur gonna need alot of fancy flying, flairs and chaff to survive the first shoot off.

http://www.youtube.com/watch?v=B7kqD...elated&search=
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Old 09-21-2006   #33
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With missions which are using few ships and fighters: it's very easy to drop 20 missiles per launch: but there is a big problem with big missions.

A missile is a 3d Object, and the Freespace 2 has a 3d object number limitation!
So when the limit is reached: no more guns and missiles. All weapons are off!

If you made big missions, you should know this limitation.

When i've made my first Battleship, i've added a lot of missiles launchers to be visually closed to the anime. But not applicable for big missions...
My mission against Dolza requires more than 400 ships and fighters...
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Old 09-22-2006   #34
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This train of though has inspired me (evil grin)....

First, we already have the explosion look in that video, the short white and yellows bursts. (I was going for anime instead of realistic explosions)

Second, since I just thought of it from recent postings you will all have to wait awhile, but I will have to do some extensive testing...


Trashman has mentioned he will attempt to rebuild Soldier Mode SDF-1 in the future...
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Old 01-06-2007   #35
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Just a minor update....

After 3 years of searching I FINALLY got my hands on those VO models. I noticed that the HW2 team uses a lot of them as base and then models new ones to replace them. I am planning on the same thing.

While they ARE rather low poly, the main thing is that they exist! At least several are great candidates for the ship lists I posted earlier. Most will be temp placements while others will be permanent (Like the Cyclops Recon, it's that damn good for my needs, and also the rearming ship).

I'll be gone for a bit while I try to build a basic battloid and a super VT out of the parts. So don't expect any posts/pics for a while. Just wanted to get the word out that more progress has and will be made..

Oh and I found a cockpit model! Needs cleaning up and an area for animation of video screens (like BTRL) but damn it's there!!!! Just need a expert to work with it later on and insert it in the fighters when the time is right.
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Old 02-24-2007   #36
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Update....

I came to a decision, even though the VO models have issues (and they ARE being worked on as we speak! Thanks to: Models Please!) they will be used to replace all the original corresponding content as well as most of the ships Rowhider provided.

This is not meant as an insult, but they appear to be the exact same models (so take that as a complement!) but the original textures are more in line with the appearances in the show(s) than his custom ones (it's just my opinion).

Plus the recent positive responses posted by visitors in regards to them moves me to this.

This has a side benefit (I hope) of helping to lessen any bad feelings on the part of the HW2 team (in particualr Lestat). I had never dealt with him directly and also never got any confirmation on my requests for help/direct porting of models, aside from a vague statement about "meshes in dispute" - which has nothing to do with me...

AFAIK all meshes being worked (or reworked in most cases) are fully credited and were contributed/appropriated by this mod Directly or by Open usage statements by the authors in their read me's.

As always, if someone has a question (or an issue) all they have to do is let me know and I will give it my FULL attention.
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"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

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Old 02-24-2007   #37
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Note to self: (you've been posting your sig WAY too much! Try to go a bit easier on peoples eyes...)

Uh ok...

Anyway I noticed how things are turning out and just wanted to remind people that we WILL need a recognized tabler in the future (a safe estimate would be early 2008, but don't hold me to it, we still could loose the momentum we have now).

The reason I've not had someone do this earlier was that we simply did NOT have the content in to be balanced. I feel confidant that by then we will have enough done for the (whisper: demo) by then. Of course things can change but I hope not. We've never had so much progress completed so quickly before as we have right now!

SO LET'S KEEP IT UP!

Incidently, Models Please has mentioned he might "fix" all the VO models (as he finds the time) He has already contributed a great deal to this Mod (instead of just a few easter eggs we might end up with a whole level!). He's primarily a Star Fleet Command III Modeler, but is also a huge Robotech fan. I have sent him everything that has come before for HIS efforts.

(Good Luck with your project MP!)

Last edited by Star Dragon; 02-24-2007 at 08:08 PM.
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Old 12-27-2009   #38
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Mod comments and suggestions

Hi,

Since the component output is lost after the mod, it is likely that the problem is related to soldering or pin assignment. Are you sure the pin assignment of the BT656 output is correct?

Cheers,
Atman
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