Wing Commander Saga Klavs Ship Pack

what do you guys think of adapting standoff cockpits to WCSaga?
As a matter of fact, the "Hostile Frontier" assets already use "Standoff's" cockpits. :)
While these are good and very accurate recreations of the original cockpits, they only contain the forward part, so they may be unsuitable if you wish to have things like different view directions, TrackIR (supported by FSO 3.6.12 on which WCS is based) or even VR.
 
I might make some cockpits eventually, but they're a LOOOOOOOOOOONG way off, if ever.

Just wanted to say what a blast I'm having with this mod! Put the difficulty slider back up to hard where it belong and my flight of 2 Raptors just got our butts kicked by those two Krants. Nice work!
 
I will probably try to make the cockpits myself. I have the modeling skills but my texturing ability is pretty limited. If anyone knows any good tutorials on how to make decent textures that would be very useful.

My plan is to make a standard cockpit template then add bits to make it match the exterior model.

After I'm finished with the Bengal I will update the pack to include the Terran cap ships. Hopefully I can get that done in a week (no promises).
 
Bengal update.
Bengal1.jpg
 
Quick update:

Boy is this model big! I have been experimenting with multiple methods of reducing the geometry. I just had a breakthrough. Looks like I can keep the model in separate pieces and as long as they are within the engine limits the whole ship can be imported. I did a test which worked. Now I have to go back and do a proper job so everything looks as best it can. It will be a few more days before its ready. I can also use what I have learned to tweak the other capital ships. On the bright side this should make importing other ships faster and better in the future.
 
Quick update:

Boy is this model big! I have been experimenting with multiple methods of reducing the geometry. I just had a breakthrough. Looks like I can keep the model in separate pieces and as long as they are within the engine limits the whole ship can be imported. I did a test which worked. Now I have to go back and do a proper job so everything looks as best it can. It will be a few more days before its ready. I can also use what I have learned to tweak the other capital ships. On the bright side this should make importing other ships faster and better in the future.
Yep! That's how I did it myself. The limit is 22-23 K triangles for HWRM, so I have in my computer many if not most of Klavs' models already split for this integration.
 
I absolutely loved Saga, will try this out.. but..

Would there be any way to ever re-implement multiplayer back in Saga, or something of an import tool for the older games campaigns? I've asked thesame question to the guys who are building a new engine around X-wing.. I'm pretty sure I''m not the only one wanting this?

Sidenote: I'm still working on(and off) a way for a "single patch" for starlancer but having problems finding the guys who provided some of the minor fixes to allow me to use their work in it. Also someone who knows that game engine itself good enough to allow high-res textures and maybe knows a way to add additional campaigns would really help...
 
I absolutely loved Saga, will try this out.. but..

Would there be any way to ever re-implement multiplayer back in Saga, or something of an import tool for the older games campaigns? I've asked thesame question to the guys who are building a new engine around X-wing.. I'm pretty sure I''m not the only one wanting this?

Sidenote: I'm still working on(and off) a way for a "single patch" for starlancer but having problems finding the guys who provided some of the minor fixes to allow me to use their work in it. Also someone who knows that game engine itself good enough to allow high-res textures and maybe knows a way to add additional campaigns would really help...

I'm afraid I don't know about import tools for campaigns as I'm just working with the models right now. After I finish importing all the models and trying to get better cockpits set up I might look at mission designs/campaigns but that is a long way off.

On the bright side I finally got the Bengal working! She took a long time and I had to learn some new tricks to pull it off. The good news is that I can now import models with much higher polycounts. I will go back and redo the Drayman, Venture and Exter. They shouldn't take too much time. Hopefully it will only be a couple of days until the next release!
Bengal.jpg
 
Might be about to make you tear your hair out here...

FS2Open (and by extension, Saga) can handle more than 40k tris, just can't handle it in one single mesh. So if you break up the model into components, and attach them as submodels to the main mesh, it'll work fine. Unless it's an exporter issue. I've had models in there around the 60k mark, perhaps more at times.

It makes sense anyway - if you want any destructible parts, they'll need to be separated anyway.

Funny - I was almost going to volunteer to do exactly what you're doing!

EDIT: Oh, right. I just re-read your last post. You just figured this out, huh? Doi. Good job anyway!!! Can't wait to see the rest!
 
Soo....TCS Kyoto, TCS Tigers Claw and escorts on the way to Venice
screen0021.jpg screen0022.jpg screen0023.jpg
as you can see - the Hangar deck of the Bengal is missing

also on the back of the Exeter
screen0024.jpg

and a size comparison of Scoobys Bengal he done for me and Klavs ;) To save him - Scooby model is about 1.1km Long ^^
screen0025.jpgscreen0027.jpg
speaking of size and landing - because the Hangar is missing i try it like this
works perfect. I only Need a deck :D
screen0026.jpg
 
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Soo....TCS Kyoto, TCS Tigers Claw and escorts on the way to Venice
View attachment 9085 View attachment 9086 View attachment 9087
as you can see - the Hangar deck of the Bengal is missing

also on the back of the Exeter
View attachment 9088

and a size comparison of Scoobys Bengal he done for me and Klavs ;) To save him - Scooby model is about 1.1km Long ^^
View attachment 9089View attachment 9091
speaking of size and landing - because the Hangar is missing i try it like this
works perfect. I only Need a deck :D
View attachment 9090

I re checked my files and I can see the landing bay.

Can anyone else duplicate the problem?

Please post if you can or if the Bengal is working ok.

I also noticed that the anti-mater turrets are backwards. I will try to fix them for the next version.
 
I deleted the vp from my Saga folder ran the game then extracted the vp from the rar file I uploaded. I still can't duplicate your problem. From the looks of things there is a problem with the textures rendering on those parts of the models. Can you still collide with the hangar bay in the Bengal even though you can't see it?

Also, I know it's basic troubleshooting but is your WCSaga install and your drivers all up to date?

I'm sorry you are having problems with the ships. If anyone else can tell me if they are having the same problem or not it would really help with finding the source of the problem.
 
Yea, latest Nvidia Driver and WCSaga with the latest patch. I go in the VP itself and take a look at the model. There I have no Problems and the Drayman have the cargocontainer. But not in the game.. strange :/
 
I wish I knew what the problem is. My only idea is to try running the debug build of Saga and see if it says anything useful.

Good luck!
 
Nice. :)

Are you planning making the Kilrathi flyable as well? Some missions from the Kilrathi's pov during the WC1 era would certainly be interesting.

Aginor was working on a Kilrathi Mod for Saga called "Sivar's Hand"
https://www.wcnews.com/chatzone/threads/sivars-hand-kilrathi-mod-for-wing-commander-saga.27774/

He also made some Kilrathi HUD concepts:
https://www.wcnews.com/chatzone/threads/kilrathi-hud-concepts.26091/#post-375800

Perhabs it would be a good idea to get in touch with him and maybe ask if he's willing to share some of his assets which may be useful for having flyable WC1 Kilrathi fighters. :)
 
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