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Alfie

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Posts posted by Alfie

  1. *returns from the void* :ph34r:

    Hmmm... it has been about three years since I visited last and the SDF-1 is still awaiting completion. :blink: Any big names from the mod have time to chime in with a status report?

    Status:

    Getting there...we can only work on it when we have spare time (which isn't a lot these days with most of the main devs moving to new stages in RL i.e. starting uni, work, having kids!)

    SDF-1 is virtually completed, just not in-game yet.

    We might be slow, but we aren't dead.

  2. Just an update:

    Still working on mini mod, end of financial year is just keeping me busy timewise recently.

    There are devs that know how to code and add stuff into game, just too busy (myself included). But we are still here, and have not abandoned the mod!

  3. here's the thing. i have three months of free time this summer, and i was looking into learning how to mod hw2. i know that sounds absolutely useless to people who actually know stuff, but i'm genuinely interested. major or lestat or alfie or anyone on the team, if anyone could just point me in the right direction to some info, especially with where current probs are, i'd be more than happy to try to help, being that i'm a university student and don't much like reading about history and economics all day. really. i sincerely would like to contribute to this mod. especially if i can help. i stop by relicforums every now and then too, but yeah. PLEASE RELEASE INTERNAL ALPHA.

    best of luck and i hope to hear back,

    -dedalus

    Thanks for the offer to help...much appreciated, though you'll need a copy of Maya to be able to really help out, maybe they have something at uni? As for info about modding: the HW2 official mod tools include documentation of the basics. HW2 wiki: http://wiki.hw2.info/KarosGraveyard has lots of additional info as well.

    As for the internal Aplha, we were considering releasing a "teaser" mod with one or two capships and 4-5 fighter class units for each side. Transformations, if any, will only have cosmetic effects atm tho. Earliest chance I will have to put his together would be sometome late May or June.

    Cheers,

    Alfie

  4. The mod is at a virtual standstill as far as I know. The problem is not that we do not have the models but that we do not have the crew (or enough crew with enough time) with the right skills and knowledge to put them into HW2. Most of the models were made in MAX or other 3d programmes, but they need to be converted first to maya and then exported into HW2. We haven't even begun to animate, and I'm not sure how easy that is to do either. Personally, the HW2 side of stuff/maya is beyond my current skillset, and I don't see it going to change anytime soon.

    It sucks. But until there are more crew working on the HW2 side of things, I don't see the mod going anywhere soon - despite the models being more or less done.

    Perhaps we ought to release what we have so far. Who knows, maybe someone playing the mod will get enthused and join the team working on that side of things.

    The replenishment vessel is an official design for the DYRL game designed by Studio Nue (probably Kawamori). We try to use official macross designs where possible, but due to the nature of the way HW2 plays, we had to take a few liberties with resource collectors and the like, and filling out the Meltohlauendy army units.

    Yes, as Lestat mentioned there is a massive bottleneck in the "import into HW2" section. I'm partly at fault for this since I've been tied down by RL work (Just started full time work and also doing some professional exams at the same time). So deepest apologies for the slow down.

    I agree with Lestat about the need for new crew. So please spread the word! I think Cthonic is also planning a new website, so hopefully that will also draw fresh interest from HW2 modders.

  5. Message to all devs:

    Please, could you all make a post on your current progress and activity status on our internal dev forums, to allow an organization of future progress and implementation of the current stuff into HW2. Keep an eye on our internal forums for more updates.

    Alfie

  6. Hehe...what we need is just a guy who lays out the uvwunraps for us... lol... all my time I waste on that frustrating stuff...

    Goddamn, if anyone knew the actual time involved in the macross model... I must have spent a good 60 hours working on it so far. That should give some of you anxious fans some idea of the amount of effort that goes into the most detailed of our models.

    Normally, we use 1-2000 polygon models for most ships, but the Macross is (or will be with the ARMDs) up in the range of 10,000 polygons. That's a lot of faces to texture.

    377996[/snapback]

    hehe, I know, you get sore fingers just selecting/deselecting the polys you want to lay out. Tho the uv mapper in Maya is much easier to use than any of the others I've tried. You might want to try using that instead.

  7. isnt there like a defense field frigate in the game, if you need to put something in for that on the UNSPACY side you can probably put in the ships from macross 2, basicly they project a hologram of minmay singing and brodcast one of her songs, distracting the enemy obviously.... i could get some screen shots if you need

    371590[/snapback]

    Uh, why not use it to do a barrier system? Macross definitely has a direct counterpart to the Homeworld-series' Defense Frigate. But that's discussion for later (or, more appropriately, for the mod forums themselves.)

    I don't work in maya. I work in 3dsmax. And those of us that do I believe are hardly up to the skill level required to aid you. Sorry.

    I find that comment offensive. It's not a question of skill, it's a question of having the time.

    (My work relates to realtime graphics development, including modeling & texturing with Maya and Photoshop. This is also what delays me further from working on MDRYL:SWO - I have Maya and everything set up with all configs I need for work, whereas HW2-minded work needs other configs and conventions.)

    371759[/snapback]

    I agree CMDR- I find that offensive- I use MAX to make my models- I don't have some of the skills that others may have but I keep punching away at it. So don't try to belittle anyone who you think is not up to your skill level or above.

    372625[/snapback]

    Lol Lestat was prolly refering to me...hehe. I'm sure he didn't mean any offense by it.

    Making transforming ships in Maya has never been a problem. We just haven't finished the code to implement it in the game yet. Basically because both Cmdr and I are way too busy with non-mod related stuff.

    Btw a new programmer has just joined the team so it's reasonable to expect more progress in this area soon. :p

    Note: If you're only after simple two state (and merely cosmetic) transformations, you don't need the code

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