[Mod request]Macross or Robotech

i know theres a mod being made for Homeworld 2 called Macross Generations, i don't know if anyone here is a macross or a robotech fan or have seen either series but this would be a good mod to do just like a gundam mod

10,249 views 9 replies
Reply #1 Top

I think were gonna have to stick with homeworld 2 for now.  A team tried to pass on HW2s Gundam mod to Sins, but I think the project is dead...  :'(

 

 

Reply #2 Top

don't lose hope on this one Rheinguard, there aren't so many major inhibiting factors (aside from what would likely be some warped scalling, but who cares about that next to the total AWSOME factor)

Reply #3 Top

the good thing about a this is its mostly ship battle unlike gundam where its mostly mobile suit fighting

Reply #4 Top

To make Macross or Gundam mod in Sins, we need code that can make Massive Complex Animation System realized. That make AI and animation blend and make little calculation of physic on PC

Reply #5 Top

if you want i can get started on coding, but there will be some questions

1) what roles will veritechs have

2) what of the amount of ships? some (like the Robotech masters) only have one kind of ship as i remember

3)If we do create these models, will Robotech fans be as nitpicky as Star Trek fans?

warning, i dont know how to model, only coding

Reply #6 Top

I know it has been 2 years since the last post for this, but figured I would toss in my 2 cents. Being a fan of the Macross series myself I would LOVE to see something done for Sins.

First, Sins is all about the Naval Engagements. Ships of sizes from Frigates all the way up to massive Space Stations. So, here goes:

1) what roles will veritechs have
End of quote

The iconic Macross-Valkyries/Robotech-Veritech fighters would have to take a back seat. At the most they would appear as Fighters and Bombers for the Cruiser-Carriers, Capital Ships, Stations and Hangar Defenses. I know we would all love to see them transform and fight, but that ability would most likely have to be sacrificed (why waste time on something so small?). I would suggest leaving them in Fighter Mode since that is the mode we see them engage in more often than not in a space battle. Gerwalk and Battroid modes were left mostly for close encounters.

2) what of the amount of ships? some (like the Robotech masters) only have one kind of ship as i remember
End of quote

One thing that must be said is that Robotech got a LOT of things wrong when they re-scripted and reorganized the three separate series that the USA knows as Robotech. The following link is to a website called the Macross Mecha Manual.

http://www.macross2.net/m3/m3.html

Here lies nearly the entirety of the mecha, ships, and other vessels that appeared in the various Macross sagas. There is a large array of ships that are available within this series. However, in order to grant players a wide range of vessels to choose from I recommend starting in the Macross7/Plus timelines.

There are several races to choose from: the U.N.Spacy, the Zentraedi (males), the Meltrandi (females), the Varauta, and the Vajra.

3)If we do create these models, will Robotech fans be as nitpicky as Star Trek fans?

warning, i dont know how to model, only coding
End of quote

My only response to this is: Who will not be picky? Any fans of a thing will always try to nitpick when they see something they believe is incorrect in an attempt to have some input into a correction.

Anyhow, I would love to see something for Macross brought into Sins. If who has tried to do this mod has quit, then are there any tutorials on how to break into modding? As well as tools...

Reply #7 Top

If who has tried to do this mod has quit, then are there any tutorials on how to break into modding? As well as tools...
End of quote

Check out my weebly  O:)

Modding Home Modeling Home
Placing Mods Modeling Tools
Placing Maps Texturing
Modding Tools Getting Rid of Non-Tris and Non Quads
Modding Basics Creating the UV Map
Developer EXEs Hooking-up Textures to the Model
Hard Code Limits Creating the Tangent Map
Sound Setting-up Meshpoints
Spiral Galaxy Fix Cleaning-up Your Model
Add Planets Exporting your Finalized Model
Add Race Creating a Second Set of Materials
Research Button Import Models
Particle Forge 3 Shared Models
Convert Data Convert XSI

 

Reply #8 Top

Quoting maggol, reply 4
To make Macross or Gundam mod in Sins, we need code that can make Massive Complex Animation System realized. That make AI and animation blend and make little calculation of physic on PC
End of maggol's quote

I'm going to guess at what you're trying to say, because I'm actually rather flabbergasted about what it is.

Anyways, what I think you're saying is that for this mod, someone needs to make code to implement animations into the Sins engine.

Which is impossible.

Before you start saying "but the devs say it's super-moddable", animations of the type you're probably talking about (traversing turrets, transforming fighters/ship components), are hardcoded. Sins does not support animated ship components.

At all.

There are ways around it, but not for something like a gun turret. The iconic Omega destroyer of Babylon 5, for example, has a rotating hull section. The B5 mod team implemented it as a particle mesh effect, so that instead of the section being part of the ship's mesh, the rotating section is actually a separate mesh that is attached via particle effect specified in the mesh file.

And before you try to contradict me by saying "if you can do a hull section, why can't you do a turret?", then understand that the hull section does one thing, and one thing only: it spins around. That's it.

And it also cannot be hit by weapons fire, as it is a particle effect, and only meshes can be impacted.