All Freelancer Ship/Weapon Models in Unity
-
he is right, there is only little you cant do in unity.
Ive just started working again on a Unity project with similar goal. My priority was just working on a functional UI that can be used with ease throughout the entire game and a modular structure that I can use for future assets.
I have flight controls, weapon controls (guns + guided missiles), targeting… etc on a somewhat older project and will eventually merge it when I start working on system layouts.
http://swat-portal.com/portal/continuum/webplayertest.htmlLike Why said… its just a matter of motivation.
-
There’s a ton of them. I really wonder why so many of them went unused.
Because of multiple hpFire
Saw you video at youtube - cool!
Vanilla one to one but with more realistic distances. -
Both are looking good.
-
They look really old now don’t they, like lego bricks in space. I haven’t played in a couple of years because I don’t want to spoil the memory of the game. Maybe if I could play it on a mobile phone or something with similarly small sized screen I wouldn’t notice how basic everything looks, but I’m on a 32" screen these days and they look like something out of minecraft
You just mucking about or is this going somewhere? I’ve long hoped that somehow there would be an overhaul of the visuals.
-
Timmy51m wrote:
They look really old now don’t they, like lego bricks in space. I haven’t played in a couple of years because I don’t want to spoil the memory of the game. Maybe if I could play it on a mobile phone or something with similarly small sized screen I wouldn’t notice how basic everything looks, but I’m on a 32" screen these days and they look like something out of minecraftYou just mucking about or is this going somewhere? I’ve long hoped that somehow there would be an overhaul of the visuals.
Just messing around. I don’t think there’s really much you can do to the models/texture to improve them considering how they were made. You’d probably have to remodel/retexture them from scratch to really create something that’s a big improvement. Even then, the designs themselves were created around the poly/material limitations they had, so it’d take some real creative talent to spruce them up while still keeping the same overall designs.
I’m just messing around. I’m not working on remaking the game or anything because that would be silly.
I’ve always wanted to have a catalog of all the Freelancer models. The handful of the ones I had from before are in awkward formats and don’t look as good as ingame due to material issues. With the new method, I can get them exported fairly painlessly and with their material colors intact.
-
cata123 wrote:
The Freeworld mod guys promised some years back that overhaul if i remember right, but they changed their mind i think, you see even the bread costs…No we didn’t. We even said that vanilla Freelancer’s stuff would be hard/impossible to use with our stuff for various reasons.
-
FriendlyFire wrote:
cata123 wrote:
The Freeworld mod guys promised some years back that overhaul if i remember right, but they changed their mind i think, you see even the bread costs…No we didn’t. We even said that vanilla Freelancer’s stuff would be hard/impossible to use with our stuff for various reasons.
Well nothing is hard/impossible but we understand the situation
-
That’s kinda what I thought WHY, you can put lipstick on a pig, but it’s still a pig… a fitting expression I think. So many space games to get your fix on now that it’s back in fashion, this one has to get swept under the carpet at some point.
FW:TOW, oh man I can’t believe you guys are still working away on that, I was just looking back at some of the old announcements Sushi made 5 years ago plus, where you were hoping to have it out by that Christmas. How’s about this Christmas? Bet you didn’t think it was going to be a lifetimes work. That’s some commitment. Wonder how Sushi is anyway, he was a nice chap.
-
I dont see whats wrong with that pig. It was more successful than anything else during that time.
That pig did many things very well. It wasnt overly realistic nor was it as big as other modern titles… but it was a fun pig that many people keep in good memories.Id consider it a challenge to get that pig running… and thats reason enough.
-
Oh man, it’s okay to love a pig, you just gotta love it for what it is without any lipstick. Therein lies my problem, I’m not sure I could anymore.
For instance, one of my favourite memories is when you leave Mactan base in the storyline, when you jump into Leeds it’s like “wow”, and then you round the planet for the first time and the sun comes out of shadow, those are the moments that stay with you. I love that system and it’s dirty grimey feel, it’s always going to be my favourite, I love everything about Bretonia, love the ships, they’re my favourite too.
It’s a memory, and if I saw it again now after a couple of hundred more modern games with much better lighting and textures I don’t think it would be wow.
Strangely one of my favourite things about the game is it’s complete disregard for any realistic sense of scale, building a visually pleasing and enjoyable to navigate system in a small box, pure genius, the jumpgates and tradelanes all really work for me too, it’s the most “alive” space game I’ve ever flown around in for sure and it’s because of it’s small scale. There’s something happening everywhere.
About 4 years ago I cobbled together a purely visual upgrade for myself so I could play the storyline again. I used the shattered worlds starspheres and stars, some of their new planet textures, tradelane effects, jumpgate effects, some of your crossfire planets, I even robbed an Ice planet from FW:TOW which I think was meant to be Hoth for California minor. I robbed WHY485’s missile, engine trail, explosion effects from Itano Circus (freaking love the promo video for that mod still, work of art!), the old plasmafire mod, I pinched the dynamic lighting type effects for weapons and jump effects etc from that, increased all the LOD’s and view distances for ships, guns, bases etc, concocted my own enb.It was quite acceptable I thought at the time, but that was 4 years ago now and I didn’t keep the mod beyond a playthrough.
I’m itching to relive it again, which happens every so often doesn’t it, which is probably why I’m back here looking to see what’s been happening, wondering if someone will have created some kind of vanilla enhancement. I doubt I could find half of that stuff anymore but I’ll probably end up trying pretty soon if history is anything to go by!
Just saying these things makes me realise I still can’t let this bloody game go, therapy needed lol.
-
I know what you mean with scale and thats pretty much my point.
FL isnt realistic… its just fun.
I play elite dangerous from time to time and the stuff that bothers me most is the size of the game. 400 billion stars you can visit and once every few weeks you meet another player.
These days I have the feeling that every game developer tries to build the biggest and most complicated game possible. When I see these games I get the impression to have an online singleplayer game (without story) infront of me.Thats why stick with the FL theme… and try to create something similar… maybe not exactly like FL but close enough for people to have fun and remember moments from the original game again.
Maybe it is silly to do that… maybe not.
At least it is better than doing nothing.
And like I already mentioned… I like challenges. -
I agree with you about Elite, I played it for a week then realised it was just about numbers, big numbers, and it dawned on me that the reason they kept on about how many billions of this that and the other when they were promoting it, was that’s all it was, a procedural algorithm thingy at work. The scales and the mathematics might be spot on, but in the end it just felt like it needed a human touch to craft it into something believable, it needs a soul. Had really high hopes for Elite too, so gutted that it didn’t work out for me, but some people do enjoy it so comes down to taste I guess.
-
I’m surprised that I never posted this here on Starport. In March I made a Freelancer “flight simulator” with the goal of getting a flight model as close as possible to Freelancer, even using my own set of modified physics that run on the same formula as Freelancer.
You can actually plug in values from a Freelancer ship and it’ll fly almost exactly the same as it would in the real game. The differences come in how mouse flight is handled, but you can eliminate those differences by flying in cockpit view. Either way, it’s still extremely close, to the point where the only way you’d notice the differences is putting video of the two side by side.
The video player seems to be broken, so here’s a link to the video.