New Total Conversion mod in the Works
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U got any screens or vids of your work in progress m8 ? Am curious how an EVE-Freelancer looks like
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SolCommand wrote:
U got any screens or vids of your work in progress m8 ? Am curious how an EVE-Freelancer looks likeI have to finish getting the ships cmps resized and hardpointed. to the above. I’m currently packing and getting ready for a move so I’ve not been working on the digital part of this mod, but mostly the paper as I go along.
I do have a player flown Caldari Navy hookbill working for the game right now, But I have no ideal how to set up that shiptype as a npc flown ship. I’m also going to note that I’m still a noob to modding for freelancer and trying to get everything that I can done and doing.
If you know how to make the ship into a npc flown ship email me at tseter79(at)hotmail(dot)com. This is my spammable account and i don’t mind giving it out.
Lonestar out . . . . .
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got some suggestions
Steath Bombers
Manticore:
Mass 150 | 600 Hitpoints | Class 4 sheild | 3 class 5 missles | 1 class 10 Mine Launcher (bomb launcher) |200 cargo 200 power | 2000 capacity | 260 m/s | Cloaked 130 m/slarge radius mine with loads of damage, cant hit self but hits everything else, dangerous to use near friends or allies.
same thing with normal mine launchers/smartbombs
rank1-2 mine SMALL
rank 3-4 MEDIUM
rank 5-6 LARGE
rank 7-8 X-L
rank 9 small bomb
rank 10 bombsmall mines are for minelaying frigs
medium are for cruisers
large are for battleships
(as in game)
XL are for Capitals
small bombs are for the Stealth Bomber
Bomb is for the widowMissiles, make different kinds of missiles, smaller ones are faster and can hit smaller ships, larger ones cant
(explosion radius, range, dmg, rate of fire)
rank 1, defender (small short low high)
rank2, Light missile (Small short low high)
rank3, Assault Missile (small shorter medium high)
rank4, Heavy Missile (medium medium medium medium)
rank5, Cruise Missile (medium long medium slow)
rank6, Torpedo (Large Large medium very slow)
rank7-9, Multi Launchers, higher ROF
rank7 Multi-Heavy
rank8 Mutli-Cruise
rank9 Multi-Torpedo
rank10 Citadel TorpedoMulti launchers are for capital ships to reduce amount of gun slots used, it gets hard having 6-10 slots eh?
citadels are for Titan’s.ADD MORE GUNS one gun for a rookie ship/interceptor ARE YOU KIDDING ME!
HALF THE DMG AND ADD ANOTHER!
as you notice interceptors in EVE have a min of 8 guns!pretty please do sansha’s ships as Nomad i will love you forever!
have 3 kinds of each gun, normal, t2, and faction
(its easy enuff to just copy a file in freelancer, rename it, and tweak some numbers)remove the trade lanes and make warp (cruise speed) higher, turn OFF free flight for cruise so player have to actually align (i can see problems with exploring here) you could add in Beacons to fix that problem that show up system wide
add in Fighter ships! these are small and nimble!, you know the wingman mod for Flack 88? use em for that!
hope to see some pictures, or even a beta, soon!
some usefull tools i used to use:
http://the-starport.net/freelancer/forum/edit.php?topic_id=2402&post_id=24008http://the-starport.net/freelancer/download/singlefile.php?cid=2&lid=29
http://the-starport.net/freelancer/download/singlefile.php?cid=2&lid=40
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Hey there all,
I’m back after a looong time away, I have moved and College is taking up a lot of my time. I have been thinking about the weapons on the ships and I’m thinking of incressing the weapon mounts for the ships, But I’m need to look at all the ships and the eve ships.
I like the idea of no free flight warp and have beacons to make people align to them to go. Maybe have a becon 2 to 5 km away from each planet, station, and jump gate and have people use them to fly toward.
I’ll crunch some numbers and try to get you some more Eve-online like ships. But Just to let you all know I have to fill an order of 20 candles by friday so this week is shot for work on the mod.
Lonestar out. . . .
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lonestar wrote:
Hey there all,I’m back after a looong time away, I have moved and College is taking up a lot of my time. I have been thinking about the weapons on the ships and I’m thinking of incressing the weapon mounts for the ships, But I’m need to look at all the ships and the eve ships.
I like the idea of no free flight warp and have beacons to make people align to them to go. Maybe have a becon 2 to 5 km away from each planet, station, and jump gate and have people use them to fly toward.
I’ll crunch some numbers and try to get you some more Eve-online like ships. But Just to let you all know I have to fill an order of 20 candles by friday so this week is shot for work on the mod.
Lonestar out. . . .
good to hear from you, are you planning on having Mining Ships? also, ships that give bonus’s to mining (orca :))
sadly, i lost me copy of Freelancer, AGAIN. i know its somewhere, just have to find it.
will you be able to apply the skins to vanilla freelancer so we can have a look at em in Storyline?
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I’m amazed CCP gave permission for their models to be used, this opens a huge can of worms for this community for sure. Expect to see EVE ships flooding in from all angles in future mods. Good luck with your mod!
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Timmy51m wrote:
I’m amazed CCP gave permission for their models to be used, this opens a huge can of worms for this community for sure. Expect to see EVE ships flooding in from all angles in future mods. Good luck with your mod!Ok I reread the email and will post it here soon. The only two things I need to do is credit CCP Games for the content, and I can’t have advertising space sold in the mod or on the website where the mod is available. And I’m sure You have no advertising space here, right?
I was also told by CCP outside e-mail within IRC, that the mod should only contain eve-online items, and since my mod is to be a total conversion I felt I was good.
I was wrong in how I worded the last post I did here and I’m trying to see if I can get it right the second time.
Kadar-Ladesh wrote:
good to hear from you, are you planning on having Mining Ships? also, ships that give bonus’s to mining (orca )sadly, i lost me copy of Freelancer, AGAIN. i know its somewhere, just have to find it.
will you be able to apply the skins to vanilla freelancer so we can have a look at em in Storyline?
Yes, There Orca, and Roqual WILL be in the game, But They will have specialized roles and so far are undefined. I have already flown a Orca and its a pain in the butt, because its just so dang huge. Much bigger than Norfolk shipyard. And i have a autopilot trouble with it that needs to be addressed so it can dock and not get blow up. I had that happen to me five times before I removed the ship again.
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Timmy51m wrote:
I’m amazed CCP gave permission for their models to be used, this opens a huge can of worms for this community for sure. Expect to see EVE ships flooding in from all angles in future mods. Good luck with your mod!if anything, allowing their models to be used would generate traffic for their game, and BTW, on that note, if anyone wants a free trial, contact me!
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Lonestar:-
They gave ME permission to use there models, I have there sole permission to make this mod. I Asked them to design a freelancer mod based on eve-online. So that I can use all there trademarked items , from there races, equipment, ships and other items.
You are in error.
Get it in writing first and show it to us here before you do anything, so we can advise on what is permitted.
If “they” gave YOU permission only, then it is not official.
“They” would only give permission to ANYONE for the same purpose.
See also the following thread:-
http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=2686&forum=22&post_id=27229#forumpost27229If you don’t agree with our views then it’s better that you keep your mod to yourself.
This is a diminishing community already without more squabbles.
But then who do I refer to in “our views”? After all, “we” are nobodies.
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StarTrader wrote:
Lonestar:-They gave ME permission to use there models, I have there sole permission to make this mod. I Asked them to design a freelancer mod based on eve-online. So that I can use all there trademarked items , from there races, equipment, ships and other items.
You are in error.
Get it in writing first and show it to us here before you do anything, so we can advise on what is permitted.
If “they” gave YOU permission only, then it is not official.
“They” would only give permission to ANYONE for the same purpose.
See also the following thread:-
http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=2686&forum=22&post_id=27229#forumpost27229If you don’t agree with our views then it’s better that you keep your mod to yourself.
This is a diminishing community already without more squabbles.
But then who do I refer to in “our views”? After all, “we” are nobodies.
Woa! That didn’t come out how I wanted it to. I will remove/edit it to make it better. It was not meant to come out how that did. Its just I was asked to not mix models of non eve-online mods with the eve-online mods.
I’ll find the e-mail and post it here for you guys to see and read over. I think that will clear up any concerns,.
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Kadar-Ladesh wrote:
good to hear from you, are you planning on having Mining Ships? also, ships that give bonus’s to mining (orca )sadly, i lost me copy of Freelancer, AGAIN. i know its somewhere, just have to find it.
will you be able to apply the skins to vanilla freelancer so we can have a look at em in Storyline?
Yes, There Orca, and Roqual WILL be in the game, But They will have specialized roles and so far are undefined. I have already flown a Orca and its a pain in the butt, because its just so dang huge. Much bigger than Norfolk shipyard. And i have a autopilot trouble with it that needs to be addressed so it can dock and not get blow up. I had that happen to me five times before I removed the ship again.
yeah, big ships can be a pain. will you be able to add Insurance? like you buy a insurance token, and when you lose your ship, you get some cash back?
and if the orca is too big, what about titans. they are atleast 10x as big as a orca. way out of the freelancer scale.
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Gisteron wrote:
actually why not to do a total conversion with realistic size relations. that would push FL rly forward as a mass critique point is that the size relations are sometimes - let’s say - ridiculous.i geus the fact that a titan cant even dock in eve would be a reason you can have it in, just make players in a titan be able to logout without docking. but there has to be some kind of cloaking device.
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Kadar-Ladesh wrote:
yeah, big ships can be a pain. will you be able to add Insurance? like you buy a insurance token, and when you lose your ship, you get some cash back?
and if the orca is too big, what about titans. they are atleast 10x as big as a orca. way out of the freelancer scale.
I’m resizeing all ships, and might not have Titains in the game just yet, I’m looking into that still. I’m not sure how i can do insurance, but if i get it working it might be taken and put into thers mods also. But we will see if I can get it worked out.
Also I lot of my testing have been without reducing the size of the ships with the excetipon of the Caldari Navy Hookbill witch is in finial testing phases. But needs a remodel to match the curret setup in eve.
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well, players can log out normally without docking. maybe kinda giant space shipyards could be something where you would “dock with” in those extragalactic ships. cloaking device is no problem either, since it is trying and error about doing a proper effect. on the other hand a small effect or even a null effect would be irrecognizable on such a ship and only its disappearance would be visual, just like in numerous shows and games, too. i guess its kinda that in eve, too, isn’t it?
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Kadar-Ladesh wrote:
ADD MORE GUNS one gun for a rookie ship/interceptor ARE YOU KIDDING ME!
HALF THE DMG AND ADD ANOTHER!
as you notice interceptors in EVE have a min of 8 guns!Look again there mate, They have more than one gun on them
Noob ship
4 class 1 gunThere is four mounts that hold class 1 weapons. Sorry I didn’t see and comment on it earlyer.
I will look into the other sugestions after I get the Caldari working as I have up already. I’ve restarted but having model troubles. BUT I have had npc’s flying the hookbill, So thats progress.
edited out the tile link as i posted it in the worng fourm, lol silly me.
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That’s a real sweet ship! In fact, it tempted me to go look at some pictures of Eve online ships, found a site appropriately named eveonlineships.com.
There’s just so damned many of them, they all look real pretty, how the hell are you going to know which ones to choose and when to stop, or are you just going to do the sensible thing and use them all lol! Talk about spoilt for choice. Can you use bases or structures as well?
I’m going to watch your progress on this with great interest, it all starts with the ships for me and if those pictures I looked at are anything to go by then you’re starting off on the right foot. Post more snippets as you get them in the game.
You could use the help of SUPER SOL! on this, never seen anyone turn ships around like that guy, I’m sure he can make them in his sleep or something.
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Lol I’ll post more as I go along, Right now sadly the ship itself is invisible and I’m having some trouble with it. But I have others helping with that as I type. And with finials in College coming up I’m not sure how much longer I can keep up the work.
[pic removed]
The ship in the picture is the Caldari Navy hookbill a faction frigate. and YES I do plan to use all the ships and maybe have the Jove, and Concord as the Nomands. Right now I have ALL Caldari ships made, and all they need is resizing, hard-pointing, and sur /hitbox made for each one.
I do plan to use the Titans, Super-Carriers, Carriers, and Dreadnoughts its just I have to work out the Carrier docking, as with the Super-Carriers ability to launch fighters and bombers.
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As in it’s completely invisible? Or just disapearing when the centre of the ship is off screen?
You should ask about this in the shipyard, someone will no doubt provide you with a real simple answer real quick. I seem to remember having a similar problem once before when I tried converting some custom homeworld 2 ships and failed miserably, it might have been the textures.
I have a feeling that freelancer does not like alpha in the textures, if you are using photoshop or whatever there is an nvidia dds plugin which i’m sure most ship makers use, convert the textures to dds with no alpha. I do seem to remember having to reverse the polys in milkshape on some models i tried to convert aswell, whatever has gone wrong it probably is very simple.
My advice, ask in the shipyard area for help, someone with far greater knowledge than I will have your answer.
P.S forget about the carrier launching and docking ships, it’ll never happen, this is freelancer, not EVE, it has it’s limitations!
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Timmy51m wrote:
P.S forget about the carrier launching and docking ships, it’ll never happen, this is freelancer, not EVE, it has it’s limitations!FLHook player dockable capitals kthnxbai. See M0tah’s implementation.