Although there is still work to be done for Armada, I have decided to skip ahead to WC3. I have been looking forward for a while now to start picking this game apart and it will probably involve plenty of work since everything changed in WC3: the tree archive format is different and so is the pack file format; a new compression scheme was introduced (big thanks to @Pedro for pointing me to functioning code); the shapes use a new image encoding and even the palettes are also encoded differently; and of course the addition of video. ...
For a little while now, I have been hacking away at these hashes to reverse them to their original file names. I have managed to reverse all of them and I am 98-99% confident on the names. Although in some cases I may not be able to determine the original name, the name that I use is correct in that it will produce the same hash value. Included in the download is a directory (.\external\wc3-hashes\) with text files containing a mapping of hashes to file names. So this update to the toolbox is small: tree archive extraction with reversed file names; but one that will greatly facilitate working with the large amount of data.
At first I didn't even know how to start. Then I found an AI-assisted coloring project and used it as the first step. Fortunately, the following works seemed easier... a bit. Jukaga‘s eyes are really difficult to paint. The eye color should be dark, but totally dark is not... so good. So I painted his eyes with gray. I know there are still many problems, technically with color matching. Please criticize and correct me.
And I've started working on the internals, starting with the ready room. Small level of detail as of now, since I'm not sure yet whether I'll have to redo a lot of stuff to stay within the hull limits (for example, I'll have to reduce its depth to get the payload computers closer to the briefing room's door before spending too much time on getting the lighting and the details right).
The doors to the briefing room are working, though I haven't linked them to logic systems and buttons yet, same for the glass door leading to the stairs set going down to the flight deck. Next step will be the briefing room and the CIC, then the elevator linking the various decks in the conning tower.
DefianceIndustries: Are those rivets done via texture or physically modeled?
Klavs: I do both nowadays, if they're flush they get bumped, if they're proud they're modeled. The rivets on the Hornet are all flush except in a couple specific cases. The panel lines are likewise modeled.
Some minis based on the 1990 PC game Wing Commander. Working on some rules to turn it into a mini game.
"Va ka garga ka naru ha gara. Those not of the blood must have their blood spilt. "
Work on the toolbox has continued. Took a little longer than I was hoping for, but this release begins support for Wing Commander Armada.
This update adds the ability to create or edit many of the Armada file types: IFF, PAK, PAL, SHP, TEP, and TRE. Most of the file types are common to Privateer and therefore make use of the same command format; you can view previous posts for examples. At the moment, there is no support for the 3D models.
The outer hull is finished! The first fittings were a pretty large generator and ion engines to keep the ship from falling down below, so if spawned in space, it should remain there.
Well - A little update in short. Had the feeling I needed a perspective bottom view.... So here it is.
Remember: the love arrow always loves you. Hope you have a happy day!
I am not a professional painter. Actually, I haven’t been serious about drawing for a long time. My past experiences mainly came form graffiti on the notepads and class posters when I was a middle school student. I really love some scenes of Action Stations, and this book gave me the enthusiasm to pick up the pen again. Due to my lack of basic painting skills training, it is not surprising that these portraits have some technical problems. I would be grateful if you could give me criticism and guidance.
"My Emperor, my brothers of the other clans, I urge you to consider one point yet again. Now is not the time to wage war upon the Confederation."
Perhaps most notably, the usual cartoon rule that everything has to be wrapped up nicely by the end of every episode… is not in force. Academy isn’t afraid to end stories on a downer, or present war as something other a cheery, glorious adventure. In one early episode for instance, one of the main cast has to blow up a comrade who recently declared his love for her. In another, a legendary hero turns out to have taken a turn towards Nietzsche. In others, the show plays with the fact that the cast – as fighter and bomber pilots – aren’t privvy to the high-level tactical decisions being made elsewhere on the ship, and often have very distorted ideas of what they’re risking their lives for. None of this is desperately earthshaking for fiction as a whole, but for this timeslot, it’s good stuff. It’s also a rare case where this kind of spin-off has both slipped into canon, and generally been embraced by the fans.
Fun show. Sometimes, spin-offs really do get it right.
Object of the Game
The game begins on your mother ship, the TCS Tiger's Claw. Onboard, you move from room to room to learn about your comrades-in-arms and your combat mission. Once you know your flight mission, you're off to fight the Kilrathi. If you fail, the dreaded Kilrathi will prevail as overlords on all human worlds. So get out there and kick some tail!
Current stats: 2.5 million resources, 142,344 blocks. I need to finish part of the bottom and then put the bottom engineering sections as well as all engines. Then the tedious part of interior decoration will start. Expect a 200,000 blocks blueprint once I upload it.
The most important realization for me is that Victory is BIG. It's a really, really big ship, which doesn't appear that clearly (at least it didn't for me) in the original game, considering we're mostly seeing it from the PoV of a fighter. Hell, I could put two dozen subs in the flight bay, or an Arleigh Burke destroyer laid on its side.
My latest cover painting! I've been sitting on it waiting for its release! Hällas is an Adventure Rock band from Jönköping/Linköping Sweden. If I understand correctly this art will be the cover for one of their upcoming singles.The painting above is cool and all, but something like this would have been pretty awesome too:
It's no mystery that this cover looks eerily similar to the Ultima IX cover given that Lord British himself suggested that the band get in contact with me! Their covers have a fairly consistent set of elements: a wide landscape, a ruined castle, an armored figure, and a glowering moon. This was a lot of fun to do, with some nice color contrasts and landscape practice. And the only thing that makes this not an Ultima cover is the lack of an ankh!
I've been waiting impatiently to be able to show this to you, and just got the word I can release it.
We are BACK! The latest episode of ALL WINGS CONSIDERED is live now! All Wings Considered is the CIC's first ever streaming variety show which features news, conversation and gameplay relating to our favorite series. This week's Nav Points include:
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Probably a little TOO subtle with all the effects, streaks, rivets and fasteners, but here she is!
Bathrooms are treated really weird in sci-fi. Plenty of shows, movies and games just pretend they don't exist at all. Sometimes you might get a sink and mirror aboard a space ship, but almost never a toilet. AD recently noticed that Wing Commander once again broke new ground by including one aboard the Tiger's Claw. Some viewers may have been distracted from the background, since it's in the middle of the Rosie/Maniac romance scene, but there it is! There's even a toilet paper holder with a Confed logo on it, which is amazing. Wouldn't that have made for an amazing collectible/merchandising?
Since everyone loves toilets in space, here's one from the Wing Commander movie. In shot 2 you can spot a TP holder behind Holder's head. Shot 3 shows some junk in Maniac's medicine cabinet. The last is the original opening to Maniac and Rosie's bed scene...
From The Depths is a pretty nifty voxel game (construction à la Minecraft) that is designed around building ships, submarines, aircraft and spaceships with armament, subsystems, sensors, etc., to have them fight. After building some other stuff, I've just started a quite ambitious project: a full scale recreation of the mythical TCS Victory in her 720 metres glory. Here's the current ship, pretty barebones but recognizable already.
As of now, I've got the internal flight bay (without details) and two thirds of the top part of the external hull (everything forward of the Bussard scoops top-side), the first step being completion of the outer hull to start working on internals, first the flight bay, then the conning tower as well as the turrets and finally elements not shown in the game (maintenance bay, engineering, that kind of thing). Of course, as soon as the external hull will be finished, I will upload the ship on the Steam Workshop to allow any Wingnut to walk around inside it.
3DO Company Video Sampler #5 VHS demo/sampler video from circa 1996. I believe this was issued to Electronics Boutique and/or Babbage's. Tried to list the included titles below. Video begins with an explanation/demo of the 3DO system's capabilities, then on to the titles below. I am pretty sure some of these titles never saw release, especially since they are referencing the Goldstar 3DO, which was at the end of the system's life.
Games featured include:
- Blade Force
- Killing Time
- Captain Quazar
- Battle Sport
- Star Fighter
- Golden Gate
- Phoenix 3
- Snow Job
- Primal Rage
- NHL Hockey '96
- Space Hulk
- The 11th Hour
- Flying Nightmares
- Foes of Ali
- PGA Tour Invitational
- Shock Wave 2
- AD&D - Deathkeep
- Ballz - Director's Cut
- Wing Commander III
- Slam N' Jam '95