A Freelancer Mod for Star Citizen
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I’ll wait for the finished game to come out first and then I will see what sort of mod it “needs”
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100 Points. Would like to help if I would be more eager when working on 3d models, but as Freelancer freak I absolutely support it.
I just see a lot of problems coming -
Thanks for the comments. It is a pretty risky undertaking to start a mod for a game that isn’t finished but I believe that we have a pretty good idea of what SC will be like. Plus, prior to the alpha release of SC we’ll just be chipping away at the very large amount of asset creation.
Enthusiastic responses from plenty of people are definitely spurring us on and are much appreciated
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We have some new shots of concept models for a handful of craft, best place to see them is on ModDB:
http://www.moddb.com/mods/freelancer-unity/imagesI’d definitely value your feedback and it goes without saying that if any modders (particularly 3D artists at this stage) want to join the team or contribute then we’d love that.
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Even untextured they look good! ut one thing that bugged me about the original game was the size of the gun models in relation to the ship.
It’s no so bad with HF and VHF but LF’s fitted with HUGE guns just look ridiculous, I’d suggest having several scaled weapons for the different ship classes.
Another option is to have the weapon emitter inside a housing that opens when the weapons are activated, it never made any sense all that expensive hardware hung on outside the ship. -
I don’t want to be mean Carni, but Star Citizen’s models probably have 10x the polygon count of what we’re used to. You should take advantage of that to put a TON of details!
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Actually , their models are so high poly that my pc would lag if I tried to edit one haha
off-topic // post #555, nice !
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@ CK - Definitely consider it, depends on what our options end up being for the weapon classes, we hope to make it more like Freelancer and if so then we will surely have more then a handful of weapon-type based models
@ FF - Not mean at all mate, that’s a useful comment and something we’re well aware of. We haven’t started pushing these models into the really high-detail regime yet because as it stands we only have one dedicated and skilled 3D artist (one thing about modding FL I never really got the hang of), if we don’t get more help then he’ll be producing most of the 60+ ships (all with at least some interior), 2-dozen+ basic station models (again with interiors), planet landing pads, weapon models… better to have ok quality completed mod then amazing quality 1/4 finished mod. If we do get more exposure and contributors then you can bet we’ll max the detail and polish on all aspects of the mod, not just the models.
I think there was a tiny mention somewhere on the Star Citizen site about possibly adding detailed damage physics to SC at some point down the road after release. Can you imagine a Lib Dreadnought ramming another battleship or a station and having bits of each breaking off in real time and real physics? That’s what I’d love to see made possible in the Freelancer universe but to achieve anything at all I have to be realistic.
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@FF - your comment/suggestion is not mean at mate. I am quite aware that the models you see on our mod site/moddb ect … are yes better than FL, but a far cry from SC quality. the Hornet for example has over 200,000 triangles. However, what you do see of the ships we have so far are base models. I still have to go back and add a #$%% ton of finite details, as well as working in a proper cockpit interior. Additionally i am not exactly aiming for 200K tri count on these ships. I will be scaling back the tri count to help increase performance just that much more. This will help those that have slightly lower end machines be able to play the mod with good results.
Saying all this though, if you look at the Liberty Gunship model we have in progress, it is not even close to 30% done and has already hit near 500,000 tri’s.
As Carni mentioned there is still the damage model for the physics aspect which still as yet has to be looked at, but without further information on how that will really work in SC there is no point addressing it.
@ CK - interesting idea mate, i may give that a go in a trial run.
Over the course of the next several months i will be focusing on getting the base models done. Hopefully by then more details for modders will have been released so we can go back to the base models and start reworking, fine tuning, and adding in more finite details as well as hopefully beginning to address the damage details.