[MOD][IP] Freespace X3 Total Conversion

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Lc4Hunter
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[MOD][IP] Freespace X3 Total Conversion

Post by Lc4Hunter »

Freespace X3

After writing only in the german forum i want to have a english-topic, too.

How the name tells i´m working at a freespace (2) total conversion for X3TC.
I loved Freespace 2 cause it was a damn good spacesim and i ever wanted flying around with a Orion or a Deimos and toast some Shivans :D .
So i decided to start working at this mod.
It seems not many people know about Freespace but that is no reason for me to stop this project ;) .

At the moment only Street21309 and i are working at this mod.
Every help is welcome cause their is lot to do...

What will be in the Mod?
- all ships from freespace 2, freespace and some fanmade-stuff.
- all races
- all weapons
- all missiles
- new missions
- new economy
- and so on :wink:

Whats the status:
- a few ships ingame (only GTA and NTF)
- many weapons ingame
- some new effects ingame
- animations for beams and supspace ingame
- work at the universe started
- many new sounds ingame

last but not least, pictures:
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(old model, is completely reworked, but i have no picture atm)

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rtwesen
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Post by rtwesen »

wow...i am speechless, the models themselves look absolutely amazing. Sure brings back (good) memories :D

have you guys got a plot all thought out?
Tasolth
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Post by Tasolth »

Wow. Some of those models do look really good, and almost like they have a clearly defined role already. I look forward to your progress on this.
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Lifeforce87
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Post by Lifeforce87 »

Now i just want to install my FP2 :D Great game, good luck on that :)
Nice screens btw ;)
Wolf-R1
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Post by Wolf-R1 »

Incredible! 8)
Treelor
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Post by Treelor »

Those beam effects are probably the sexiest thing I've ever seen for X3.
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s9ilent
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Post by s9ilent »

:) :D
Any chance you can take a part time English modder under your wing?
I started doing a fs2 port a while back but I gave up due to time constraints. All I did port was the... ... Freespace Upgrade Projects Orion destroyer (with textures, but with no scenes)


btw, out of curiosity, how did you plan to implement the slashing beams? I thought about all the tweaks and oddities about the x3 laser system, and I couldn't think up a system that would emulate it (with out giving the player controlled turrets an advantage)

Contact details are on my profile link
Mod experience is mostly script centric (with full understanding of all x3editor functions), but my modelling/scene experience is practically none (It took like... 3 weeks to import that Orion properly..
KaZTek
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Post by KaZTek »

Oh. My. God. :o

I just want the fighters, PLEASE just the fighters in X3TC and I will forever worship the ground you walk on :o :oops:

edit: can you do a mini-mod of just the ships? I've fallen in love with the GTVA fighters ever since Freespace and to see them flying again, even in a different universe, is making my heart flutter and my legs quake.
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Lc4Hunter
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Post by Lc4Hunter »

Thanks for all your comments. It´s nice to get some positive feedback :) .
Slashing beams are not possible. Sounds hard but thats fact.
The Flak is a problem, too. In FS2 the flak explodes near the target but in X3TC it explodes when the meximum range is reached. I have no idea to change this... :(

@s9ilent: Of course i ever want help. Scripting is what you do? fantastic! I hate scriptung and i can´t it... So i ever need helo with this but most people have own projects or don´t want to help :( .
BTW: The picture of the Orion at the top is out of date, this is the actual model (looks more like the FSU-Orion :D ):
[ external image ]

Later i (maybe) can give the fighters free for other mods or as a minimod but at the moment i don´t want that cause they are build for the mod and they are not finished. The used textures are not the final ones, but atm i had no better ones...
KaZTek
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Post by KaZTek »

Please do take your time :) I've waited long enough for a Freespace fix. Whats more waiting? :P
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The_Lost_Marauder
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Post by The_Lost_Marauder »

wow, you're amazing as 3D creator! :o :o :o
JESS 246
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Post by JESS 246 »

Nice one can't wait.

I liked Freespace 2 and i think its time Freespace 3 was made.

But this will do for now.
jimhsu77479
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Post by jimhsu77479 »

I really want to know how you plan to handle the beams.

Outside of movies, Freespace probably has the best implemented beam weapons in any video game, ever. The raw power, sound effects, sweeping, etc. And capital ship fights were actually epic, unlike in X3 where they end in less than 30 seconds.
cale_online
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Post by cale_online »

mmm.. i wanna play freespace 2 now.. OMG i still remember seeing the intro movie for the original.. my jaw just dropped, n i didnt speak about anything else for weeks.. lol

god dammit.. i'm gonna have to look that up on youtube now.. lol
Lc4Hunter
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Post by Lc4Hunter »

at the moment a fight without beams take nearly 10minutes. thats what i want: long fights.
But the beam weapons are too powerful...they turn down any ships in 1...2minutes.
Maybe i will give them a lower damage... will see. at the moment hullstrength, shields and weapons damage are exactly the same like in freespace 2.
The problem in Freespace2 was that everything was scripted... so you could make that a beam fires with longer time between it and so on.
That is in this way not possible in X3TC.

@ JESS 246: I don´t make Freespace 3, nobody can that :D. But i thought that the name "Freespace X3" sounds good ;).

I contacted the peaople from the freespace upgrade project for some help with models and textures. Hope they will give the allowness :)
shilhi
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Post by shilhi »

I've never played freespace. Was it good? It sounds like it was.
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s9ilent
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Post by s9ilent »

w.r.t FSU models and permission:

... Ok I can't find my posts any more... but I made a post about it in the FSU forum, and here. The general feeling is, just sticking their original authors names in the credits should be sufficient.
Should you feel compelled to ask each modder in turn for permission to use their material, then you can read the read me in the... ... I think its in one of the fs2 data folders. It lists all the models and their respective creators.

Found it
http://www.hard-light.net/forums/index. ... 772.0.html
(And the readme should be in the mvp folder/data files)
Lc4Hunter
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Post by Lc4Hunter »

Here a small Video that i make to show a bit of the mod.
http://www.youtube.com/watch?v=sg5I7JvZxWo

It seems that google dosnßt like resolution of 16:10 like my monitor is so the video is a bit squeezed :oops: .

Good to see is a problem that i have: fighters often fly against hostile cap ships when they attack them. But i have no idea why they do that... :evil:
cale_online
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Post by cale_online »

oohh those ships bring back memories!!

lookin forward to this! wish i could model/script/draw/read/tie my own shoes then i'd help cos i love freespace!

i do have 3dsmax tho, and all the gumph needed to model... i'm just poo at it.. lol

how many ships are in game now?

i cant even remember the name of the ship i used to love... lol
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s9ilent
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Post by s9ilent »

Hi Lc4Hunter, I've decided to not use PM's for chatting and just stick everything in here instead, this way all can see it and I can edit posts and that sort of thing.


Any way, to business.

#1, Your tships file, I see that your starting from scratch. Just be aware that there are some ship subtypes that are used by the game as "special objects", e.g. Astronaut, Laser towers, Drones, etc. Off memory, they sit around the 50's~ the main exception being the new drones (fighter drone, freight drones) where they sit much higher. I'll make a post in the generic questions asking Cycrow which subtypes are for special ships.
I'll try to find out more about that and the best course of action (from my experience thou, its just easier to stick everything on top of a vanilla tships)

#2, The Orion -as you stated earlier- is with out a docking bay, are there other ships that have the undocking issue that I could test on (so you don't need to upload it again)?
I checked through the scenes and couldn't find any docking port references (but I'm not very knowledgeable in adding docking ports, so I may be looking at the wrong place)

#3 The add ship to universe script that you wanted, could you be a bit more specific as to exactly what you want in the script? (i.e. which ships? where/how many ship yards?, or did you mean physically create just a ship for testing?)




My Current Todo list:
Docking/Undocking issues.
Jump script, Subspace nodes on jump
Turrets
Add ship to station script

Low Priority Todo:
Subsystems

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