[Mod] Omega Fleet Reborn

[quote=“Faction_Red029, post:14, topic:561714”]
dont know if i want to use HW2 squads or have it as single ships?
[/quote]I feel funny for recommending this, but the way things are now you would probably be best off with squads. Your guys are supposed to be Hiigaran offshoots, as I remember, so their fleet deployment would probably be more HW2-ish anyway. Right now, without functioning formations, the only real reason to even consider single build is if you were trying to make HW1 era content, it seems to me.

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after reading your comment i feel the same way about it :smiley:

still working on getting my ships INTO the game…i dont know why im having trouble doing it My brain just says Dafaq to the new file setup XD

It’s in places like
scripts\races\vaygr\scripts\def_build.lua

Yea i have all that setup…idk…it just dont work

i think for a while ill just stick to modeling and then ill do some modding when i have ships to put in :smiley:

Well there’s nothing wrong with that approach. At least I hope there isn’t because that’s basically my approach, lol.

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basically im doing all the models first because im trying to make a style + i feel like i need a break from modding and try my hand at Game Creation…i have a basic Fps in the works but hell its not even a shooter atm all you can do is walk around XD

[quote=“Faction_Red029, post:20, topic:561714”]
its not even a shooter atm all you can do is walk around XD
[/quote]Just make it an FPW - First Person Walker. I think it would be ahead of its time.

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heheh yea i could…but i think i can do better :smiley:

Wow look what i did to my ship!


https://forums.gearboxsoftware.com/uploads/short-url/8dOv6iideWj0irZGP0vvJO3mcxa.png
thats cool…gotta love blender

Whoa, be careful though… that’s got to be a lot of polygons!

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Its within HWR set limits :smiley:

Well, that’s one consideration, but you have to be mindful of all the ways high poly counts effect things. It might make texture mapping a lot harder (though admittedly I don’t know what Blender can do in that department), and plus, since it’s a fighter, there will be lots of them, and so those faces are going to add up pretty fast, resulting in performance drops. There’s also the matter of aesthetic; the hyper-rounded look is pretty snazzy, but even the most rounded-off looking ships that are already in the game have SOME hard edges; this might stick out more than you would like. Anyway all of that may have already occurred to you, but I do like to advise caution. It is a good look for the ship, but most of that aesthetic could probably be achieved on a more controlled polygon budget. Maybe use the hyper-rounded variant as a guide. IDK.

wasnt thinking on putting it into game but i was thinking of using it for a little fun animation

Oh, well, if for animation, then in that case by all means, go crazy, lol!

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Well you simply just don’t mesh smooth game models.

Also, you have an FPS in production?
OK, I take it you’re still learning, so you’re trying all you can, branching in all directions, figuring out how things work. But even then your approach is still very shallow, you haven’t even textured anything yet. Sooner or later, you’ll have to commit all your time and effort to one project, whether it’s mod or game. You will have to actually UV map a model, texture it, give it normal maps or specular…
Are you even capable of sticking to it? Can you finish something? Anything?

Alright, let me shift this into a constructive direction. If you have trouble finishing a project, set your project smaller. You started what, three, four mods? Instead of whole mods, maybe shift your focus on a smaller portion of that. Set yourself on building a ship. Just that, one ship. And finish that. I may again sound harsh, but again I mean well.

  • Setting smaller goals willl motivate you better, you’ll see things grow faster, you’ll complete your tasks.
  • You’re still learning. Your first ship is not going to be as good as the second, your second as good as the third. Why start working in large scope with assets that are not on the level of standard that you’ll have with better practice? Practice first.
  • How do you even want to make a mod, when you haven’t experienced what it takes to make a smallest portion of it -the single unit? You can’t even have a realistic expectation what is ahead of you.

Also, watch this:

I mean it really well, I’m concerned you’ll burn out with disappointment and you won’t ever get anything done, because you’re doing it wrong. You have an approach that really doesn’t help you.

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Sniff Soob

Every one is so helpful here :smile:

any way yes i have got a small plan setup for my Fps…nothing Extreme just a basic fps with 1 map basic box players and multiplayer! iv got script from a friend to enable online games…but its via IP only atm

Edit: Also i have watched the making your first game vid Loved it :smiley:

I have made a bomber variant of my interceptor



Lets hope she flys when the time comes :grin:

Well, I hate to totally overload you with constant advices, but I find it wiser that when modifying a chassis to create multiple variants, ya oughta have it UV mapped first, so you don’t have to map all the faces on all the variants, only remap the faces that are new/different.

Also, @Pouk, that’s a pretty good video; I’ll have to see if they have any advice vids on how to make your own miniseries, lol, surely they have one.

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yea i could make a whole new Variant of this ship…but its just mostly a place holder till i release the mod

Further to what @Pouk said, I would highly recommend reading this:

http://forums.relicnews.com/showthread.php?28537-So-You-Want-to-Make-a-Mod

I found it very helpful when I was considering whether to commit to starting up a mod.

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