RF-26AAC Posted May 26, 2009 Posted May 26, 2009 Hi all! I've been playing the living hell out of Tom Clancy's HAWX, a new game out for PC and Xbox 360. There have already been several mods incorporating craft from other things-- thus far we've managed to come up with 4-5 scratch aircraft, including the EDI from the movie "STEALTH"... anyways, here's what I'm asking for. There are people on the Ubisoft HAWX forum that would be willing to convert say, a VF-1, YF-19, YF-21 or anything else you've got rendered, as long as it's in .obj format... I know I'm asking a lot here but I'd really appreciate it. -RF-26AAC GT: theplecostomus callsign: NASA Quote
Vepariga Posted May 26, 2009 Posted May 26, 2009 i have it on 360 and every time i enter 'assistance; mode i think how awesome it would be to be a craft from macross. Quote
Sakura Shinguji Posted May 26, 2009 Posted May 26, 2009 Out of curiosity~! What sort of texture size is acceptable? Quote
RF-26AAC Posted May 26, 2009 Author Posted May 26, 2009 Best to ask Akt_m for his VF-25. No idea, but the higher res the better, most likely. You can see the thread we've got going here: http://forums.ubi.com/eve/forums/a/tpc/f/3...3881006347/p/94 The guy who's willing to do the conversions is Kaisa 226 on page 93. The B-2 Spirit that someone generated has a really low-res skin so it's kinda ugly to look at ingame. -RF26AAC Quote
AncientAngel Posted May 26, 2009 Posted May 26, 2009 (edited) No idea, but the higher res the better, most likely. You can see the thread we've got going here: http://forums.ubi.com/eve/forums/a/tpc/f/3...3881006347/p/94 The guy who's willing to do the conversions is Kaisa 226 on page 93. The B-2 Spirit that someone generated has a really low-res skin so it's kinda ugly to look at ingame. -RF26AAC I got a VF-1J sitting around untextured (still) but its low poly. 6600 poly range with everything you see in the picture. Granted its not perfect by all means but its meant to be a game model and not a cgi beauty. I have an RT/Mospeada Alpha fighter (untextured & low poly format as well) Roughly 1600 polys. Edited May 26, 2009 by AncientAngel Quote
SchizophrenicMC Posted May 27, 2009 Posted May 27, 2009 I must say, though, I can't stand HAWX. Tom Clancy games should stick to 3PS. You get 2 views, neither are cockpit view (And both suck), the controls don't act like a real plane, and the weapons displays aren't at all like a real plane. I'll stick to Ace Combat, thank you! Quote
RF-26AAC Posted May 27, 2009 Author Posted May 27, 2009 I must say, though, I can't stand HAWX. Tom Clancy games should stick to 3PS. You get 2 views, neither are cockpit view (And both suck), the controls don't act like a real plane, and the weapons displays aren't at all like a real plane. I'll stick to Ace Combat, thank you! You're doing something wrong, there is 1st person, 3rd person and cockpit views. I agree the controls don't act like a real plane, but it's still a hoot. Plus, I'm not sure you can mod ace combat like you can HAWX. Quote
Sakura Shinguji Posted May 27, 2009 Posted May 27, 2009 I happened to have a YF-21 with a texture size of 1024 x 1024. I am still not finished with the final look of the texture. Also, do not mind the lovely left wing. I was planning for a future paint for her. The YF-19, being the first of the two planes modeled, I realized much later that I can further optimize the model and UV map, but she seems okay. Her texture size is 2048 x 2048 which is way too big. If you think that they are okay for the mod, then by all means, leave me a message. Practice makes perfect~! ; Quote
Chronocidal Posted May 28, 2009 Posted May 28, 2009 Plus, I'm not sure you can mod ace combat like you can HAWX. This statement is the one and only reason to bother with HAWX. While the PC version of the game is buggy as all hell (even after 2 so called "patches"), it's still a PC version, which means you can hack it to shreds and unlock a ton of content that the company is trying to sell as "DLC" to the console owners. That said, I think the PC community may give this game some decent life, even if only by modding it. The game's system appears pretty simple to alter (even the flight physics appear tweakable last I checked), so it's only a matter of time before people who care about accuracy and realism fix the game. Depending on how much it can be changed, the game engine might make a solid starting point for building a current gen Macross game, via a total conversion. *sighs* Every time I think I'm done modding games, a new one comes out that I want to tweak. Quote
SchizophrenicMC Posted May 28, 2009 Posted May 28, 2009 You're doing something wrong, there is 1st person, 3rd person and cockpit views. Not when I was playing it. Change views let me access Rear View and Side View I agree the controls don't act like a real plane, but it's still a hoot. It's not fun if I can't pull a 6G turn... Plus, I'm not sure you can mod ace combat like you can HAWX. Why don't you try to mod a console peripheral? If HAWX didn't bug up, had realistic physics, a realistic weapons lock system, and realistic particle effects, I'd possibly play it. Till then, no dice. Quote
Sakura Shinguji Posted May 28, 2009 Posted May 28, 2009 (edited) Thanks chillyche~! The YF-21 can transform too. To Chronocidal: Are there any other games to convert into a new generation Macross game? Edited May 28, 2009 by Sakura Shinguji Quote
Chronocidal Posted May 28, 2009 Posted May 28, 2009 (edited) My thought about using Hawx as a starting point is mainly because it's the only current gen flight combat game period that looks to be capable of being modded to anything close to Macross. Seems like lately, the flight game market has pretty much disappeared. It's a dying genre, especially with Microsoft canning it's flight sim team in the past year. Unless someone comes up with some new, very moddable flight sim (not likely), Hawx is about all we have to work with. In all honesty, it would probably be easier to start a game from scratch, since you could integrate a lot more features from the start. That's what YS Flight has been doing, and it appears to be going well, although I haven't tried it yet myself. If I knew more about programming (already got a bit of background in 6 degree of freedom flight modeling) I'd love to start work on a dedicated Macross sim. Unfortunately, my computer skills are mostly on the graphics side, and without a good game engine to work with, I'm not much help. I can do the flight math, but don't have a clue where to start programming. When you start talking about things like Valks, and how they fly, the math will get very complicated, very fast. Hawx's game engine is just flat out missing a lot of what a good flight combat game needs, and no amount of modding could fix that, so it'd still be hard to get a decent Macross total conversion working. But oddly enough, one of my biggest gripes about Hawx could become a strength if it was turned into a Macross game.. the game already uses anime physics. Edited May 28, 2009 by Chronocidal Quote
shiroikaze Posted May 29, 2009 Posted May 29, 2009 Depending on how much it can be changed, the game engine might make a solid starting point for building a current gen Macross game, via a total conversion. I'm hoping for that. If we can build transformations into the game, it be all set and everyone will be happy! Quote
SchizophrenicMC Posted May 29, 2009 Posted May 29, 2009 Well, YSFlight's only 2 gripes with me are graphics and physics. I'm pissed that the graphics look WORSE than the stuff from a 1990s CG film and that the physics are actually worse than in an anime. THERE IS NO WAY TO PULL 67Gs! A total conversion of HAWX that actually plays well would make me wanna buy it. Quote
Star Dragon Posted May 29, 2009 Posted May 29, 2009 I never heard of this game, and it's for PC too and moddable? Will have to investigate... Quote
AncientAngel Posted June 8, 2009 Posted June 8, 2009 If its mod-able I will throw all that I got at it to make it happen. Quote
Sakura Shinguji Posted June 8, 2009 Posted June 8, 2009 As quoted from Eek the Cat, "It never hurts to help~!" I really seriously want to play a valkyrie simulator... Quote
AncientAngel Posted June 8, 2009 Posted June 8, 2009 Yeah, I have posted in the Hawx thread about helping out. Seems Mod'ing this game engine is going to be a pain unless you know someone that can do it. I have looked around and at best all I know at this point is the model has to be in .obj format. For the conversion tool, which must be a well kept secret because there is next to no info and or links for mod'ing tools. Game Communities like this always have me confuzed. They want more aircraft possibilities in-game yet they guard the mod'ing/porting process so dam tightly, that they limit and control what gets put in-game. Even if that is not their intention. I have also seen postings where someone in 3D max was able to get flight control surfaces rigged up for the game. Depending on what that entails, there might be a slim chance to transform into gerwalk mode. If the swing wing animations are tied into players speed you might be able to move a few more parts. Anyways, I am going to look and see if I can dig up some more information. I've got some meshes that could be used. But they are low poly and I have yet to find what poly limit they game is using for their models. Here are just a few that need to textured out and finished. If By chance you guys wanted a full blown Mospeada conversion I have more than enough to cover it. Also have the Garfish (textured) Ikazuchi and the Izumo meshed out as well but I am not sure how well they will work since they are mainly found in space. Oh yeah, I have a Horizont meshed out as well. Only missing the Shock Trooper, Trooper and Clam ship on the Invid side, not counting Scout with booster. Side note I have a TV version of the SDF-1 that has been slowly getting meshed in. Granted it may run over 20K worth in polys thou and again, not shure what the useable poly limit is for the game. Quote
Star Dragon Posted June 8, 2009 Posted June 8, 2009 (edited) AA You've been holding out again.. (kidding!) Their forums (@ HAWX) are very slotted so everything about modding is in ONE thread (all 95 pages!) After getting "caught up" I asked some very detailed questions and it turns out this game for PC was a console port like an after thought. As a game it's ok (I tried teh demo). But they have this stupid this called "off mode" that makes the first mission totally unplayable, and after a keyboard reconfiguration, I finally started to do a decent showing on the second/last mission of the demo. Turns out they did make some tools (I managed to get planes OUT). But very few things about this game can actually be modded. You can't even add MORE planes, they have to REPLACE existing slots! I was initially excited about the possibility of adding suface naval or ground tank forces and that is impossible in this game. I immediately deleted the demo when I found that out. Pity, we really need something new that is modder friendly that doesn't LIMIT us... Edited June 8, 2009 by Star Dragon Quote
AncientAngel Posted June 9, 2009 Posted June 9, 2009 Umm, the thread I just read stated you can add in new planes. I am compiling notes on everything I have found so far about mod'ing this sucker. The first Mission in the Demo is rough at first. Using a keyboard would be a complete mess thank God I've been using a Joystick. When ever I get into a fur ball with more than 1 Fighter I toggle that sucker off and rip them a new one. Gives you a better perspective on what the other plane is doing and beats the hell out of having your head on a pivot and wondering where did he go? Anyways, like I have stated earlier I did find the notes on the code and the files that needed to be mod'ed to do it. Then again, the SS game engine can handle a lot of this very same thing. But I am afraid my time is going to be highly limited soon. Need to find a second job with in the next two weeks. Quote
AncientAngel Posted June 9, 2009 Posted June 9, 2009 Here is the bulk of what I found by going threw 60 of those pages sofar. Warning Wall of Text coming up. If you are looking for the folder to put modified skins in you have to make it first. Go to Ubisoft/tom clancys HAWX/data and make a folder called "textures". Inside of this on put a folder called "geoms". Put the modified skins in here. If you call the modified skin file the same as the original skin file your PC will pick them up instead of the game ones. PhotoShop Info hmm, when you open the file in photoshop, do you get a prompt "NVIDIA DDS read properties"? thats what i get whenever i open the dds files, and i just choose the first option "load using default sizes" you can convert to 8 or 16 bit, but i dont use those. when the files open, it should be 1024x1024 image size at 72 DPI, although this might all be different in CS3, i use PS 7. More Details This is all in the forums somewhere but I thought i'd repeat it as I have asked all the same questions in the past few days. To get the original skins you need to open the data2.pak file in the main Hawx folder. Its like a rar file so open it with winrar. Once in winrar navigate to textures/geoms and extract all these files to a new folder somewhere. If you are asked for a password it is in the private message I sent you. Its easier to unzip all the files at once rather than entering this each time you want to extract a file. The plane skins you need all end _P01 or _P02 e.g. YF-23_Blackwidow_II_P01. You can view and edit these skins in Photoshop using the nvidia .dds plugin from http://developer.nvidia.com/ob...hop_dds_plugins.html. You can also view them using the DXTBMP program from here http://www.mnwright.btinternet.../...rams/dxtbmp.htm. Shout if you need anymore info - looking forward to seeing some skins :-) Password: rF4hfGe1PfrzGe3IbaRtWsIn For the WinRar extraction. Tools This might also help anyone out there. Not sure if this has been posted but these are two tools that allow for much easier handling of DDS files. http://developer.nvidia.com/ob...humbnail_viewer.html http://developer.nvidia.com/ob..._texture_viewer.html newest version by Lotsbiss, this tool is all 3 tools built into 1. it also has a chinese and an english version. http://files.filefront.com/Lot...38268;/fileinfo.html Gimp hey guys what kind of compression do the dds files for hawx use? cause when i save a dds files in gimp its like 4 mb you should save in "8.8.8 24 bit (RGB)", but the files are about 4mb each, so your doing it right. Custom Afterburners Here is the link to the afterburners. After you download change name by deleting the (blurred Rings) part. In the data\textures folder create a new folder called Planefx place the file in that folder and you should be good. I say should be because these directions are from memory (no home PC access right now). If you have any problems let me know. http://rapidshare.com/files/21...rred_rings_.dds.html New Model Syntax So how did you get the EDI selectable as an extra plane? I added the B-52 to the defaultplanes.lua and that made it show up in the hanger, except the plane is half sunken and doesnt have its name, also the plane is locked and i'm not sure how to unlock it. you have to recompile the entities.mdl file as the default_planes.lua references dem_* files. can you post the entry you used in the default_planes.lua file { Name = "B52", Pack = "MainMenu", Model = "dem_B-52H_Stratofortress_highpoly_player", Dat = "Data/Models/plane_playable/menu_B-52H_Stratofortress_highpoly.dat", Skin2 = 0, Country = 0, Level = 0, Speed = 1, Maneuverability = 1, Resistance = 10, AARating = 1, AGRating = 10, Role = 2, Stealth = 0, Carrier = 0, EW = 0, SuperCannon = 0, Drift = 0, StallRecovery = 1, Stability = 2, Avionics = 2, WeaponCharge = 2, SPPacks = { {"wpm_BM-FFB-FL",160,90,0,7}, {"wpm_BM-RG-FL",160,35,0,7}, {"wpm_BM-AGM-FL",160,52,0,7}, }, MPPacks = { {"wpm_BM-FFB-FL_mp",50,50,0,4}, {"wpm_BM-RG-FL_mp",50,14,0,3}, {"wpm_BM-AGM-FL_mp",50,40,0,4}, {"wpm_BM-EW-FL_mp",50,1,0,8}, }, Pic = {"Data\\Textures\\Menus2\\PlaneIcons.dds",0.5,0,0.6,0.125} }, More Adding New Planes into the Hanger *Note, adding another plane into HAWX will probably screw up your Profile, so do a backup or if like me you don't really care about the XP/Ranking just carry on (challenges aren't affected) Required ====== http://www.mediafire.com/?jnyg5mnomuj http://www.mediafire.com/?4nymjjjgzmy 7-Zip or some other Zip tool rF4hfGe1PfrzGe3IbaRtWsIn (password for pak files) Microsoft .Net 3.5 for the toolkit I will use Impala_88 EDI Mod as the basis for the guide. http://files.filefront.com/EDI+UCAV+hawx+M...;/fileinfo.html The latest Mod already includes the plane, this is how I got it in the game ?Why is it called dem_EurofighteZ_Typhoon_player to save time when hex editing open up plane2skins.lua and add the following lines in (add them into the function) CODE isPlaneWithTwoSkinsName() .. if id == "dem_EurofighteZ_Typhoon_player" then return true end .. end CODE function isNewModdedPlane ( plane ) .. if plane == "dem_EurofighteZ_Typhoon_player" then return true end .. end CODE function getNewModdedPlaneCaption ( plane ) .. if plane == "dem_EurofighteZ_Typhoon_player" then return "EDI Stealth" end .. end CODE function isExtraPlayablePlane( plane ) .. if plane == "dem_EurofighteZ_Typhoon_player" then return true end if plane == "dem_EurofighteZ_Typhoon_skin2_player" then return true end .. end getNewModdedPlaneCaption, this sets the name to display for the plane in the hangar This makes the EDI Stealth unlocked, displays EDI Stealth in the hangar and allows the plane to use 2 skins open up default_planes.lua add the following to the end of the file CODE { Name = "EDI", Pack = "MainMenu", Model = "dem_EurofighteZ_Typhoon_player", Dat = "Data/Models/plane_playable/menu_Eurofighter-200Z_Typhoon.dat", Skin2 = 1, Skin2Model="dem_EurofighteZ_Typhoon_skin2_player", Skin2Dat="Data/models/plane_playable/menu_skin2_Eurofighter-200Z_Typhoon.dat", Country = 2, Level = 0, Speed = 5, Maneuverability = 9, Resistance = 6, AARating = 9, AGRating = 7, Role = 3, Stealth = 0, Carrier = 0, EW = 0, SuperCannon = 0, Drift = 1, StallRecovery = 1, Stability = 1, Avionics = 3, WeaponCharge = 1, SPPacks = { {"wpm_BM-MM-FL",140,40,0,5}, {"wpm_BM-MM-FFB-FL",140,20,60,5}, {"wpm_BM-AM-RL-FL",140,50,140,5}, }, MPPacks = { {"wpm_BM-MM-FL_mp",40,20,0,3}, {"wpm_BM-MM-FFB-FL_mp",40,16,20,3}, {"wpm_BM-AM-RL-FL_mp",40,10,60,3}, }, Pic = {"Data\\Textures\\Menus2\\PlaneIcons.dds",0.7,0.5,0.8,0.625} }, Go to where you extracted the EDI Stealth Model data\models\plane_playable CODE Eurofighter-2000_Typhoon.dat rename to Eurofighter-200Z_Typhoon.dat menu_Eurofighter-2000_Typhoon.dat rename to menu_Eurofighter-200Z_Typhoon.dat copy Eurofighter-200Z_Typhoon.dat to skin2_Eurofighter-200Z_Typhoon.dat copy menu_Eurofighter-200Z_Typhoon.dat to menu_skin2_Eurofighter-200Z_Typhoon.dat data\textures\geom CODE Eurofighter-2000_Typhoon_N.dds rename to Eurofighter-200Z_Typhoon_N.dds Eurofighter-2000_Typhoon_P01.dds rename to Eurofighter-200Z_Typhoon_P01.dds Eurofighter-200Z_Typhoon_P01.dds copy to Eurofighter-200Z_Typhoon_P02.dds Eurofighter-2000_Typhoon_S.dds rename to Eurofighter-200Z_Typhoon_S.dds open up Eurofighter-200Z_Typhoon.dat in xvi32 Hex Edtior replace EuroFighter-2000_Typhoon_<xx>.dds with EuroFighter-200Z_Typhoon_<xx>.dds (4 occurences) open up menu_Eurofighter-200Z_Typhoon.dat in xvi32 Hex Edtior replace EuroFighter-2000_Typhoon_<xx>.dds with EuroFighter-200Z_Typhoon_<xx>.dds (4 occurences) open up skin2_Eurofighter-200Z_Typhoon.dat in xvi32 Hex Edtior replace EuroFighter-2000_Typhoon_<xx> with EuroFighter-200Z_Typhoon_<xx> (4 occurences) open up menu_skin2_Eurofighter-200Z_Typhoon.dat in xvi32 Hex Edtior replace EuroFighter-2000_Typhoon_<xx> with EuroFighter-200Z_Typhoon_<xx> (4 occurences) <xx>; Value are P01, _N or _S Go to 'entities_recompiler\tests\unknown' CODE dem_Eurofighter_Typhoon_player.bin copy to dem_EurofighteZ_Typhoon_player.bin dem_Eurofighter_Typhoon_player_Expert.bin copy to dem_EurofighteZ_Typhoon_player_Expert.bin dem_Eurofighter_Typhoon_skin2_player.bin copy to dem_EurofighteZ_Typhoon_skin2_player.bin dem_Eurofighter_Typhoon_skin2_player_Expert.bin copy to dem_EurofighteZ_Typhoon_skin2_player_Expert.bin open up dem_EurofighteZ_Typhoon_player.bin in xvi32 Hex Edtior replace EuroFighter-2000 with EuroFighter-200Z (1 occurence) open up dem_EurofighteZ_Typhoon_player_Expert.bin in xvi32 Hex Edtior replace EuroFighter-2000 with EuroFighter-200Z (1 occurence) open up dem_EurofighteZ_Typhoon_skin2_player.bin in xvi32 Hex Edtior replace EuroFighter-2000 with EuroFighter-200Z (1 occurence) open up dem_EurofighteZ_Typhoon_skin2_player_Expert.bin in xvi32 Hex Edtior replace EuroFighter-2000 with EuroFighter-200Z (1 occurence) open up entities_ordered.txt add the following to the bottom of the file CODE dem_EurofighteZ_Typhoon_player dem_EurofighteZ_Typhoon_skin2_player dem_EurofighteZ_Typhoon_player_Expert dem_EurofighteZ_Typhoon_skin2_player_Expert open up entities_unknown3.txt add the following to the bottom of the file CODE dem_EurofighteZ_Typhoon_player.bin,814 dem_EurofighteZ_Typhoon_skin2_player.bin,826 dem_EurofighteZ_Typhoon_player_Expert.bin,834 dem_EurofighteZ_Typhoon_skin2_player_Expert.bin,846 run 'Entities Recompiler.exe', this will output entities_mod.mdl .. rename this to entities.mdl and drop into data\missions\common folder go to the extracted \inicache\data\scripts folder CODE eurofighter-2000_typhoon.ini copy to eurofighter-200Z_typhoon.ini menu_eurofighter-2000_typhoon.ini copy to menu_eurofighter-200Z_typhoon.ini eurofighter-200Z_typhoon.ini copy to skin2_eurofighter-200Z_typhoon.ini menu_eurofighter-200Z_typhoon.ini copy to menu_skin2_eurofighter-200Z_typhoon.ini go to the inicache folder, select all files and folders ( config, data, config.ini, test.ini ) create a Zip file, password for the file is rF4hfGe1PfrzGe3IbaRtWsIn, call it DataInis.pak That's about it.... Textures go in data\textures\geom Models go in data\models\plane_playable Scripts go in data\menus2\ Entities.mdl goes in data\mission\common\ DataInis.pak goes in main Hawx Program Folder Quote
SchizophrenicMC Posted June 9, 2009 Posted June 9, 2009 Wall of Text All I got from that is that HAWX utilizes the DarkBasic programming language, if not for its engine, then at least for its peripherals... How archaic. Quote
Star Dragon Posted June 9, 2009 Posted June 9, 2009 (edited) Meh, I really don't care at this point... Not arguing, but if you go to page 95, mine is the very first post on the page, and the two people that responded to my numerous questions contradict what they later told YOU. And no one publicly corrected them in the thread. That info you just posted was NOT in the thread between my post and yours... So did they PM'ed you privately? What kind of two faced crap is that? Not referring to you at all of course, I mean THEM. (this would not happen on many of the forums I am a member of, as we police our own, especially on false or unintentionally false information.) (I did skip about 20 pages I'll admit. Probably in the range that you read, but still...) Sounds like a community I don't even want to try to take part in now... Seriously, good luck with your efforts there AA! You know your fans support you no matter what directions you explore. (Deletes link) - after I ask for permission for the two planes that caught my eye via PM. They would look good in Zero Hour or C&C3... I'm trying to sit down and force myself to learn how to mod those damn games... Edited June 9, 2009 by Star Dragon Quote
Sakura Shinguji Posted June 9, 2009 Posted June 9, 2009 (edited) Oh well... I did a YF-19 and YF-21 but I do not know the game's polygon limit. Both of my planes are fairly low however. To Ancient Angel, your VF-1 looks really nice~! Edited June 9, 2009 by Sakura Shinguji Quote
Star Dragon Posted June 9, 2009 Posted June 9, 2009 The f-14's they reskinned as various Macross planes (vf-1/vf-25's) are around 18,000 polys. So unless you hear otherwise shoot for that or lower. Quote
AncientAngel Posted June 9, 2009 Posted June 9, 2009 Star Dragon: I found the information buried in the thread with no rhyme or reason to it. You literally had to read each post to catch on to what was going on. Organization would be extremely help full over there. By no means did anyone PM me with this information, I found it all scattered to the wind in that thread and that huge section I posted at the end with "code" every where was linked to from the forums. Sakura Shinguji: Thanks for the kind words on the VF-1. As for me pulling another Solo project, for get it. Been there done that for the past 6 plus years. Besides the amount of forth coming information from the HAWX engine is extremely lacking. Well, not that you can't find it but it does seem if you are not in the "in" crowd. You might as well stay seated in the bleachers type attitude does not sit very well with me. Side thought, 18K poly fighters would look great, luckily enough I have none over 4K. Quote
Star Dragon Posted June 10, 2009 Posted June 10, 2009 (edited) On doing some Macross research, I started getting sucked into these links to other fighter simm. Same pattern: Some displays an outstanding WIP that gets people excited Then disappears and that work is lost Usually means jumping through complicated loops to lean a new system and proprietary format... On other news, at least the last batch of models Shadow and friends allowed me to have DID convert and don't crash, just need to map them now and resize, My dream of making my own M7 version video is getting closer! Heh... "It's a New Frontier!" - From Fukiyama Fire, a tribute to Nekki Basara (Version) Edited June 10, 2009 by Star Dragon Quote
AncientAngel Posted June 11, 2009 Posted June 11, 2009 To be completely honest. I am surprised there has not been a Freelancer mod for Macross. Mod the living hell out of it and you would have a good start for a basis of a game. Granted transformation modes are next to none unless you can secure a programmer to twist the code. Again, not a Grand game engine but it is a small step in the right direction. Quote
Star Dragon Posted June 12, 2009 Posted June 12, 2009 (edited) Trust me, if I could I would. But I never got into it, plus that community really seemed turned off by both a MC or RT mod. After a short tiem there I found nothing to keep my interest... At least with FS2 I can do a 5 min conversion and immediately see it in game. Like so: Thanks again to Shadow and Team, Uragas and NorthHamptons work fine. Just need the finished versions so I can make required custom glow ans shine maps... [Edit: Ignore the weapon, it is on repeatign beam form but is actually a Gundam primary turret shot, NOT a beam, I was just image testing it as a beam - like I do most weapons...) Edited June 12, 2009 by Star Dragon Quote
Sakura Shinguji Posted June 12, 2009 Posted June 12, 2009 Is FreeSpace easy to buy and mod? If so, I may not mind trying that out. Also, does FreeSpace have a chase camera option? Quote
AncientAngel Posted June 12, 2009 Posted June 12, 2009 The FreeSpace2 game engine is now free to the public. The community took control over the gaming code years ago and started tweaking it and getting it up to date. As for Mod'ing it, I have no idea that is more of Star Dragons knowledge base. Quote
Star Dragon Posted June 14, 2009 Posted June 14, 2009 (edited) No more... That policy changed about 4 months ago. "Good old Games" has the rights to sell it now, and they charge $6.00 for a direct DL Because we do not support piracy all DL links to any NON scp work, has been deleted. Only standalones work without retail FS2 installs: Wing Commander, B5, and the BTRL Total Conversions. Everything else needs the retail data you can only buy now. You have eyepoint HUD, cockpit view (If the model has one like most HTL user made or SCP ones now do), and the 3rd person outside cam (that you can zoom in out, and move around). So I guess that would be the "Chase" cam. The retail fighters do not have the cockpit view. They are slowly being replced with SCP media VP versions that are much more detailed on the ourtside as well. Like by a factor of 4-5... Edited June 14, 2009 by Star Dragon Quote
AncientAngel Posted June 14, 2009 Posted June 14, 2009 As much as that game engine has been changed by the community. It is a shame another company took advantage of this fact and now are making profits off of this work. Dam the man, Save the Empire. Quote
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