New Freelancer fan project
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I actually don’t like footwork or ground combat in a space sim, it interrupts the space stuff.
It would be better in other games, e.g. if it was a ground combat game with a jump into space to another planet or similar, where space combat/trading isn’t the main theme.
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well, running around so you have to get to the traders, dealers and spaceports yourself might be a nice idea, but, agreed, not a combat system. unless you are about conquering a battleship and have to lead your people to eliminate or capture all of the onboard officers to get command.
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Look at Star Trek Online; most people agree that the space portion is fun, but the ground sections are a chore.
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I also think that this capturing a battleship on foot isn’t the best idea, as it would require lots of players and a good coordination of these, and it would end up being SW Battlefront or something like that!!
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That could create lots of server load, right? Imagine five of these battleships being attacked at the same time…
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look, how many npc’s you see in orbit of New London, fighting, in orbit of NY, flying around and that’s far not many. imagine 5 players on a FL server, each surrounded with an NPC environment. is that a problem to FL? why should this one have any problems with that? we’re talking of four, maybe 5 help bots running behind you.
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Latest video:
http://www.youtube.com/watch?v=vdF-DlRAkS0 -
Excellent work!
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Nice to see you’ve got bump working on those textures, looks a little harsh though if you don’t mind me saying. Could just be the crap textures you’ve got to work with though I guess. Interesting to see what happens with specular.
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If you got to much time you should remove these shadows on the textures to generate them just by bumpmaps.
Could be better for the atmosphere -
Gisteron wrote:
look, how many npc’s you see in orbit of New London, fighting, in orbit of NY, flying around and that’s far not many. imagine 5 players on a FL server, each surrounded with an NPC environment. is that a problem to FL? why should this one have any problems with that? we’re talking of four, maybe 5 help bots running behind you.Well, I thought you meant a lot more…to simulate a battle inside a battle or so.
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It’s skybox. In FL background is sphere, but Unity3d skybox contains 6 images - textures for box
Like this: http://www.youtube.com/watch?v=Hr0ZI142P5M&feature=related -
BUDU_KRATOK wrote:
It’s skybox. In FL background is sphere, but Unity3d skybox contains 6 images - textures for box
Like this: http://www.youtube.com/watch?v=Hr0ZI142P5M&feature=relatedHmm, interesting. Would definitely make editing the background a lot easier.
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@ BUDU:
Skyboxes can be made for FL background yes, (as Forsaken did) but my question was about the textures: I have had many headaches to make proper textures with stars integrated into the clouds but in the game the stars were fade and blurred, didnt matter what resolution the textures had. Thats why the orig FL backgrounds are separated into star cmps and cloud cmps. Your starsphere appears properly the stars are bright without fading or/and blur, and it seems its just only one file.
Its not clear to me yet this is about because you use an other engine, and you can make proper skybox by using this unity3d as a result of good appearance of the backgrounds in the game, or you make a skybox converting into ms3d and from there into cmp.So, this is my question.