We've been working on ships for about 2 weeks now, and I've gone back and cleaned up all the ones I made during school. I have finally figured out some things that are quite useful, like saving ship's skins (mat files) as .dds instead of .tga. This drastically cuts the size of mat files -- for example, I had a .mat for some Blood Dargon ships that was 3.00 MB with .tga files. I reduced it to 513 KB by using .dds. So the DL rate will be alittle faster when the mod is ready to be released.
Also, made some new equipment (.3db) models:
- New thruster (maybe more to come)
- New shield generators (as of now, maybe more)
- New CM dropper, modeled but need to figure out how to make it a .cmp that has multiple parts ...
- New ordinace models:
--- ship-to-ship missile (like other missiles, just .. er, a new model ... To be new )
--- gun shells (for ammo-based gatling guns and the like)
--- long-range cruise missile (ideal for large wings of fighters or for gunboats)
--- anti-capship torpedo (bigger than regular torp model, a fat torp. Ideal for cruiser- and destroyer-class ships)
--- capship nuke (fired by - and only by - capships. Meant for capship-to-capship battles. One of these is as long as a Defender. Ship interception of one of these in a fighter is not advised)
Ah, and I love TLR; I trust everyone like I do my family. But just to preserve originality of the mod, some things will not be posted here yet. Taking into account the slim possibility of the idea being implemented before this mod is done should the idea be posted, they'll remain undisclosed for now.
New custom fighters and ships are complete for these factions:
~ Blood Dragons
~ Red Hessians
~ Zoners (actually, still wokring on their freighter, but fighters are ready)
~ GMG (same as Zoners, need freighter)
~ Rheinland mercenray faction. Going to be a lot more merc factions, too, not just Rheinland. They'll have faction-specific stuff, and also be the only ones to offer high-paying missions (up in the 400k range).
> Each house will have a "CIA" branch, comparable to LIberty's LSF, which will have its own advanced Light and Heavy fighters. Advanced = higher equipment abilities, batter handling and speed, etc. The VHFs of the Houses, basically.
~ LSF (Liberty) and RIA (Bretonia) are not complete. Still WIP ...
~ KSS (Kusari) complete
~ RSB (Rheinland) complete
awts0c, our head shipmaster, has ships for these factions more-or-less complete, last time I checked:
~ Gaians, LF so far
~ Mollys, LF so far
~ Golden Chrysanthemums, LF and HF
We are still working on ships, with some more still on the drawing board. After a while, we will begin actually 'modding' the game. But hey, gotta have a little extra umph to add to the existing universe, right? Everyone needs a set of engines to cause a little mayhem, so we're ensuring that
A lot of other factions are slated for ships, equipment, and weapons still. Some probable changes are shield modifiers (recharge, capacity, like many mods now), armor enhancers, mass reducers, possibly cargo pods (increase hold size. Still concept, not tested or coded), new shield types, altered weapon class system - I don't personally like the current (rather arbitrary, IMO) classification, so there are some probable changes to be made.
Ah, and The Order. This is probably one of my favorite factions, just because they pwn N0m4ds1 Or rather, they can be made to (actually pretty weak in regular FL, disappointingly so). I am hoping to make The Order a major faction, one that has ships, weapons, equipment, bases, missions (vs Nomads Watch it, you dirty parasites), and a system or two under its vigilant guns - er, watch
Well, this update is not complete, excatly, but basically, we've been churning out ships and equipment so that we have a nice, wide array from which to build the mod. I am going to try to figure out how to post pics, and once I do, I might be able to release some eye candy ...
Well, for the moment, that's all folks. Will report in when next report is ready
Edited by - Ro9ue on 6/12/2005 7:17:38 PM