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Ideally if any attempt were made to update FS I'd still want to be involved in some capacity, if someone were to approach me with a credible plan to make this happen I'd certainly be open to it.

I just don't want there to be some half arsed attempt to update the mod, meaning there would need to be updated models,maps, textures, etc. because the old one really don't look good these days.

I'd be happy to do some of the work myself just not all of it, and I'd like to retain overall creative control of any possible future projects.

But honestly speaking I don't really believe there are enough talented and dedicated individuals still around to make this a reality.


Still, if anyone thinks they are up to the task they're more than welcome to contact me, my email addy hasn't changed since I first released FS, so by all means give me a shout.
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LizardBz2: I think interest in BZCC is likely to die off pretty fast, the community is horribly fractured, people who bought the GoG version don't have access to the mods and maps that the few MP players seem to be playing. Hell I can't even post on the Steam forums which is where the only real activity is taking place.
I agree. I'm actually sad that I purchased on GoG instead of Steam for that reason.

That said, I would be happy to lend what help I can to updating FleshStorm in the future. I'm mostly a programmer, but I would be willing to dedicate some time if we could ever get a team together.


That said, I would be happy to lend what help I can to updating FleshStorm in the future. I'm mostly a programmer, but I would be willing to dedicate some time if we could ever get a team together.
That's encouraging, thanks for the offer. :)

One of the things I wasn't looking forward to was converting the mission scripts to LUA, I'm no programmer and I really struggle with stuff like that.

Even with the programming side of things taken care of I'd still need help with the 3D side of the mod, I made over 500 models for the original FS and they would all need updating, that's quite a tall order.
Haha, yeah. I am somewhat competent in Blender and Maya, but probably not enough to be useful, and certainly not enough to make 500 good-looking models.
I guess you can see why I am somewhat reluctant to commit myself .

It would be a lot of work for one person, even if they were working on the mod full time.

Not all of the models would need to be recreated from scratch but a lot of them would.
Turns out "a few days" wasn't far off. 3D models have been released - http://steamcommunity.com/games/624970/announcements/detail/1649880641809976728
Well it turns out that I can't even import the .fbx models that have just been released.

I'm still using Softimage which has sadly now been discontinued by Autodesk, I can import and export .fbx files but obviously not any of the newer versions, so I guess this is the end of the road for me.

Yeah I know I could probably use Blender and it's free, but it's no easy task switching from one 3D package to another and the way in which Blender works is way too unconventional, I've tried using Blender in the past and it just ended in frustration.
Post edited March 28, 2018 by LizardBz2
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LizardBz2: Well it turns out that I can't even import the .fbx models that have just been released.

I'm still using Softimage which has sadly now been discontinued by Autodesk, I can import and export .fbx files but obviously not any of the newer versions, so I guess this is the end of the road for me.
Nielk1 has been pointing people to Noesis as a conversion tool. Warfreak has reported success using it to convert the models to older versions of the format, so it may be of help here.
Thanks alot, that seems to work ok after a bit of fiddling around. :)

Also I tried to import the Scion Lancer model and the geometry imported without issue (no need to use Noesis) although the materials seemed a bit messed up, I had to delete the existing materials and create a new one and then it was fine, the UV's were preserved etc.

I had a similar issue with materials on the converted ISDF tank that I tried, I hope this doesn't mean that I'm going to have material issues with any custom models I make.

I'm going to have to check the animations next .... fun .
I was working on an update of the BlackDog Sabre tank model before the BZCC assets were released, I've now had a chance to compare the models and I've taken a very different approach to the one taken in BZCC.

I was attempting to recreate the detail hinted at in the original textures using geometry, whereas the BZCC model is much smoother relying on textures to create much of the detail.

In comparison my model looks much more angular and ( in my opinion ) meaner.

The difference in polygon counts between the 2 models isn't all that great - at present my model uses roughly 200 more polys than the BZCC one, although this is subject to change as I still need to do some cleanup work on my model which could potentially raise or even lower the poly count slightly.

Anyhow I've attached a couple of images to heighlight the difference between the two approaches and I'd really like some feedback on this if possible.
Attachments:
bd_sabre.jpg (84 Kb)
I definitely like the style of yours, it looks a lot like an elite version of the Sabre.

I bet their Sabre uses normal maps to achieve a lot of the detail.
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Protocol114: I bet their Sabre uses normal maps to achieve a lot of the detail.
Yeah BZCC models now use normal maps, they also use specular maps and for the lights they use emissive maps.
Post edited March 29, 2018 by LizardBz2
I've been working on a mesh for the Black Dog scout ship, this one was quite tricky but I think it's getting there now.

I've attached an image of it for anyone who's interested, it still needs a little more work but it's mostly done.

This one is a little more detailed than the sabre model, the poly count is around 1900, I'm assuming that with it's fancy new rendering engine BZCC should be able to handle some reasonably detailed units.


I think my plan for now is simply to update the assets used in the first Mission of the FS campaign and try and get that to work, then I'll take things from there.

These new units still need a lot of work such as texturing etc. so progress is likely to be quite slow.
Attachments:
bd_scout.jpg (108 Kb)
Hey, glad to see you back. If you need any help with things, or have any Q's, drop me a line. A PM via Discord would get you the fastest reply.
GeneralBlackDragon I presume.

It's good to see you're still around. :)