New Total Conversion mod in the Works
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Great news People and I quote,
CCPGames Person " It’s okay on my end as long as it remains nonprofit, which means no ads within game, no selling of the mod, etc. and of course they credit CCP accordingly. "
So I’m going to start pushing forward with all that I can and get more ships imported and slowly replace all Liberty ships with Caladari ships. I’m still learnign as I go but I hope that I can get this done. And it not go the way of the homeword eve-mod.
Lonestar out . . .
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Just wanted to let you know there’s a tool on the official EVE forum that you can use to convert ANY model from Eve Online to a .3ds or .obj format i think and modify it and its texture as you please …… in case you didn’t know. I used it a few years ago for fun but I can’t remember its name, sorry.
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SolCommand wrote:
Just wanted to let you know there’s a tool on the official EVE forum that you can use to convert ANY model from Eve Online to a .3ds or .obj format i think and modify it and its texture as you please …… in case you didn’t know. I used it a few years ago for fun but I can’t remember its name, sorry.TriExpoter, I was told about it in a pm, and i got it before the eve-online site went down for the new update. Thanks It will make my modling of ships go 300% faster.
In other news mod update;
The Caldari ships aka LibertyCombat Ships
Noob ship=> Ibis
Persuit Light Fighters => Condor, Crow, Raptor
Light Fighters=> Bantam, Griffin, Heron
Heavy Fighters=> Kestrel, Merlin, Hookbill
Very Heavy Fighters=> Hawk, Harpy
Steath Bomber= Manticore, WidowNon-Combat ships
Combat Freighter=> Cormorant
Freighter=> Badger MK I and MK II
Trasports=> Crane, Bustard
Train=> Charon
Repair Ship=> BasiliskCapitals
Cruisers=> Osprey, Blackbird, Moa, Caracal
Heavy Cruisers=>Cerberus, Eagle, Forox, Drake
Battleships=> Raven, Scorpion, Rokh
Carrier=> Chimera (need to work on the docking for it)
Super-Capitals=> Phoenix, Wyvern, LeviathanI’m still working on the others , most of this is on paper I’m still open for options. I may remove the super-capitals But will leave dreadnaughts in as I LOVE the Phoneix. I Will post later on what I have for setups for each class.
I’m also open for ideas for the other race/house combos. Cheers and I’ll get cracking on this as soon as I can.
EDIT: I removed Cormorant from Very Heavy Fighter and changed it to the Combat Freighter, and moved the Crane to Trasports, bumping up the Badger MKII to freighter.
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Since I loved Eve I will surely play your mod BUT if there’s one thing I hated about the game …. it was that “Ibis” ship I mean you have like a hundred ships from which to choose a noob ship, don’t choose that one. May the light of stars guide you in your journey
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BIG Wall o text update!
Hey all i’ve crunched numbers and went though many revisions and I have came up with some interesting stuffs.
Now this is mostly the Liberty (Caldari) stuff
Ship Class infomation
Rookie Ships Aka Noob ship
50 mass | 250 hitpoints | Class 1 Shield | 4 class 1 guns | 150 cargo | 10 power | 200 capicity | 250 m/sPresuit Light Fighters
100 mass | 300 to 500 hitpoints | Class 1 or 2 shield | 4 class 1 guns | 2 class 1 missle bays | 200 cargo | 20 power | 200 capicity | 400 m/sLight Fighters
100 mass | 300 to 500 hitpoints | Class 2 shield | 2 class 1-2 guns | 2 class 1-2 missle bays | 200 cargo | 20 power | 200 capicity | 300 m/sHeavy Fighters
150 mass | 600 to 800 hitpoints | Class 3 shield | 6 class 2-3 guns, or missle bays | 200-300 cargo | 40 power | 400 capicity | 260 m/sVery Heavy Fighters
200 mass | 800 to 1000 hitpoints | Class 4 shield| 4 class 4 guns or missle bays | 2 class 5 missle bays | 400 cargo | 60 power | 600 capicity | 200 m/sCombat Freighter
400 mass | 600 hitpoints | Class 3 sheild | 4 class 2-3 guns | 4 class 2-3 missle bays | 2000 cargo | 20 power | 800 capicity | 240 m/sSteath Bombers
Manticore:
Mass 150 | 600 Hitpoints | Class 4 sheild | 4 class 5 missles | 200 cargo 200 power | 2000 capacity | 260 m/s | Cloaked 130 m/s
Widow: (capital ship)
Mass 800 | 50000 hitpoints | No shield | 6 class 5 missles | 600 cargo | 400 power | 2000 capacity | 100 m/s | Cloaked 50 m/sCapital Ships
Crusers, Turrets
400 mass | 10000 - 12000 hitpoints | no sheild | 4 class 3 turrets | 2 class 4 turrets | 400 cargo | 100 power | 1000 capacity | 175 m/sCrusers, Missles
400 mass | 10000 - 12000 hitpoints | no sheild | 2 class 3 turrets | 4 class 4 turrets | 400 cargo | 100 power | 1000 capacity | 175 m/sHeavy Crusers
400 mass | 15000 - 30000 hitpoints | no sheild | 400 cargo | 1500 capacity | 150 m/s
Version 1: 2 class 6 turrets | 4 class 4 turrets 150 power
Version 2: 2 class 6 turrets | 2 class 4 or 6 turrets | 4 class 4 turrets | 200 power
Version 3: 2 class 3 or 5 turrets | 2 class 3 turrets | 2 class 4 turrets | 150 power
Version 4: 2 class 5 turrets | 2 class 3 or 5 turrets | 4 class 3 or 4 turrets | 200 powerCarrier
500 mass | 250000 hitpoints | no sheild | 2 class 4 turrets | 2 class 3 turrets | 4 class 1 turrets | 1000 cargo | 200 power | 1200 capacity | 100 m/sBattleship
800 mass | no sheild | 600 cargo | 400 power | 2000 capacity | 100 m/s
Version 1: 50000 hitpoints | 4 class 5 turrets | 4 class 6 turrets
Version 2: 60000 hitpoints | 2 class 5 turrets | 2 class 5 or 6 turrets | 4 class 6 turrets
Version 3: 70000 hitpoints |8 class 5 turretsSuper Capitals
Dreadnaught
2000 mass | 500000 hitpoints | no sheild | 4 class 7 turrets | 4 class 5 turrets | 800 cargo | 800 power | 4000 capacity | 75 m/sTitian
10000 mass | 1000000 hitpoints | no sheild | 4 class 7 turrets | 2 class 6 or 7 turrets | 2 class 5 turrets | 800 cargo | 800 power | 6000 capacity | 50 m/sNon-combat Ships
Freighter
600 mass | 6000 hitpoints | no sheild | 8 class 1 turrets | 4000 cargo | 50 power | 500 capacity | 120 m/sTransport
800, 900 mass | 15000, 30000 hitpoints | no sheild | 8 class 2 turrets | 6000, 8000 cargo | 60 power | 600 capacity | 100, 80 m/sTrain
1000 mass | 120000 hitpoints | no sheild | 8 class 2 turrets | 1000000 cargo | 60 power | 600 capacity | 60 m/sRepair ship
200 mass | 14000 hitpoints | no sheild | 2 class 7 turrets | 2 class 1 turrets | 500 cargo | 100 power | 1000 capacity | 250 m/sSheild Class Infomation
Class 1, 300 hitpoints, 40 recharge, 10 power usage, 2 sec offline, Ship class: Rookie ship, Presuit Light Fighter
Class 2, 600 hitpoints, 30 recharge, 20 power usage, 4 sec offline, Ship class: Presuit Light Fighter, Light Fighter
Class 3, 800 hitpoints, 20 recharge, 30 power usage, 8 sec offline, Ship class: Light Fighter, Combat freighter, Heavy Fighter
Class 4, 1000 hitpoints, 17 recharge, 40 power usage, 16 sec offline, Ship class: Heavy Fighter, Very Heavy Fighter
Class 5, 1200 hitpoints, 13 recharge, 60 power usage, 32 sec offline, Ship class: Very Heavy FighterWeapon Class Infomation
Weapon class 1 = Rookie ships. Presuit light fighters
Weapon class 1-2 = Light fighters
Weapon class 2-3 = Combat freighters, Heavy fighters
Weapon class 3-4 = Very heavy fighters
Weapon class 5 = Seige weapon
Weapon class 10 = Nomad weaponTurret class 1 = Freighter
Turret class 2 = Train
Turret class 3 = Cruiser Turret
Turret class 4 = Cruiser Missle
Turret class 5 = Capital Turret
Turret class 6 = Capital Missle
Turret class 7 = Siege Weapon
Turret class 8 = Repair
Turret class 10 = Nomad
–-----------------------------------------------------------------------------------I’m Working on the stuff for the Rails, blasters and missile launchers, I’ll get them posted up soon but I’m not using NAMED rails, blasters Or launchers as that will bring tooo many into the game. I want to get a working proof done and then I can add the named stuff into the game later.
I hope you have read though my wall of text, and much thnaks for looking and reamber make comments, not flames, Later.
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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.