New Total Conversion mod in the Works
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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.
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Shows how much I know doesn’t it
Also, I take it you know about Lancers SUR builder, if not give it a try, could speed you on your way.
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Thanks Timmy,
The cmp to sur program now has made my ship take hits like it should, but there is no ship there, no texture. i have tried over and over to get it working with differant mat files, except a standard freelancer mat file.
I’m using Milkshape 182 with version 0.1 freelancer mat exporter, as with using dds formated textures, and a few jpeg to test things. Is there a new version of the mat exporter that i overlooked, or is it something else i’m overlooking?
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From another topic:
FriendlyFire wrote:
You’d be best off to use the topic you already have created on the subject or make a new one if you don’t have one.Just to give you some possible angles of attack, LODRanges? Groups are named right? Files are referenced properly? Errors in the logs?
LODRanges at 50000, there is only one group, Its named ship, Shiparch.ini is pointing to the right ships. Maybe if I clear out the folder to JUST the files I’m testing and see if it is getting messing up and loading the worng file dispite what the ini is pointing too.
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What about FLSpit? Any error log that seems suspicious there?
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FLSpit was not spitting anything out, I did a FLScan and found shiparch was pointing to an invailed mat file. So I took a closer look and low and behold there was a typo in the path. I now have it working perfectly.
FF, Many thanks for reminding me about FLSpit, and the other error seeking programs I have, Without that reminder I would not have found that error so easly. And I was not thinking of a typo in that manner.
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I have a half way working Caldari dreadnaught Phoneix, I’m missing some textures, and right now it only has one turret. Mods going to come together nicly here soon Maybe in the next two weeks. Lol Darkspace joke there.
Caldari Navy Hookbill
Right now, I have one missle bay, and three turrets. I’m going to change this up to three missle bays. But might keep a second loadout with the older ship layout.
Oh and the SUR file for this ship was made with LC’s CMP to SUR convertor, witch is two for two now, First the Hookbill and now the Phoneix.