Here's one of the photos from our light fort! Mega-cheers to @AngryJimmyFilms for creating a giant lightbox and taking blueprint shots!
I think I have the map in a pretty good state. I checked for broken lines and found and fixed one in the lower right. I also filled in the missing edges and masked out a lot of blurry text where two or more photos overlapped. It really takes a while to go over the whole map at 100% zoom. If there aren't any glaring issues I'll call it finished for now. I could mess with it forever trying to get lines straighter and overlaps better and stuff like that. Let me know if you have any questions or suggestions. Or if you want the ~600 MB TIFF/~1 GB multi-layer TIFF for some reason.
Another year, another dozen colorful Wing Commander references...
Greetings, Fellow Traders — Good Morning! We only have 12 hours to get the last $7500 pledged! Miku has graciously volunteered to host our Final Day Live Stream, from 2pm to 10pm Central — and perhaps a little later, for celebration! We’ll be bringing in fans from all over to chat and Ryan and I will be there to answer any questions that you have for us. We can only make Star Traders a reality with your help. Thank you very much, David & RyanEdit: They did it! The final tally is $50,850 - just barely past the goal. Wing Commander fans certainly made a big difference!
Freedom Flight by Mercedes Lackey and Ellen Guon, Publisher: Baen Books
Forthcoming (1/2 Ebook available 04/15/16; full Ebook available 07/05/16)
Ralgha nar Hhallas, captain of a war cruiser, noble lord of the Kilrathi Empire—and a rebel. Captain K’Kai of Firekka, first of her winged species to leave her planet for the stars. Captain Ian St. John, call sign “Hunter,” hotshot human pilot—he thinks he’s just in it for the thrill of the chase. Rikik, K’Kai’s niece, hereditary leader of her clan—all she wants to do is follow in her notorious relative’s footsteps and fly the stars.
They were as disreputable a gang of misfits as ever flew between the stars. But together they would free a world!
Set in the world of the Wing Commander computer game universe.
Ebook Price: $6.99
Baen eBooks are available in the following DRM-free formats:
- Sony LRF
- MS Reader
After playing in the first (fourth) Star Wars, Mark Hamill played in the videogame Wing Commander 3.
I'm going on kind of a slightly tense or dramatic approach, a task force scouting a new system kind of thing, not sure if I should have a few fighters or something (they'd be so tiny in this shot) or what exactly it is lacking. Any ideas would be appreciated.
I don't usually post WIPs as I blow through things way too fast, but in this case, I'm kind of stuck. This is an early idea that just isn't coming together for me. The lighting on the ships is wrong - I've since tracked it down to an errant directional light (modo has such lovely scene tools ). The background is from a "early access" piece of software on Steam called "Universe Sandbox 2" (which is tons of fun to goof around with - I've come up with some nice backgrounds and some really terrible backgrounds, but the software is about a year away from release according to the devs, so I'm hoping they add that next level polish).
Hey guys! I apologize for the late notice, but if anyone has any questions for David Ladyman (the man responsible for most of the Wing Commander documentation, as well as arranging deals like the Baen novels) then please post them here. We're going to do a live Q&A after work tomorrow to help promote his game Star Traders.
I rescaled the RCS pods on the fuselage to get it closer to the high-res model and finished adding greebles to the hull and engine pods. I also made some tweaks (long overdue I might add) to Dark Sentinel's awesome F-110 Wasp model. I added the missile and gun ports (I originally asked him not to add them when I was only working with 1,200 tri chunks) and modified the big rings on the side of the missile pods to make them look more like the original sketch. I've also got the start of a texture on it. So there! Enjoy.
I have a long history with Chris, stretching back to my Origin days, and both Ryan and I have worked with him on Star Citizen for the past several years. So we are very honored to have his support for our project.
But we aren’t simply basking in the aura of Chris and his games — we are actively cross-promoting them, with a couple of Trader’s Luck cards referring to Wing Commander and Star Citizen.
Ben Lesnick is the world’s biggest Wing Commander fan. He founded WCNews, which is the premiere Wing Commander news site. Currently he is Director of Community Engagement and Content Strategy at Cloud Imperium Games, whose current project is the much anticipated Star Citizen.
Work in progress. Now I'm importing Klavs81's models to game. For example this is his Venture corvette. I hope soon I'll have working alpha build and start active testing. It is almost 2 years of development now. From this perspective it's like a Star Citizen but unfortunately I don't have $100kk like Chris Roberts has :)
I'm playing an ongoing game of SWC using a G3 Mac PowerBook (Pismo). I use the cheat (Shift-4 -> SWCBuster -> Enter and then click the on buttons) to see how high I can get with my score. Now at 4780 KIL for 392 SOR on the board. FUN NEVER ENDS!!! Hopping back and forth through the missions to maximize fun and score. BTW here is the full cheat for that game on Mac OS7-9:
- Type a "$" (dollar sign) at any point during the game. This brings up a password dialog.
- Type "SWCBuster". This brings a further cheat dialog. Case sensitive.
- The option have these meanings:
- "Bangable" unchecked disables all collision damage (including those pesky asteroids and mines)
- "Killable" unchecked makes you invulnerable
- "Finger of Death" checked enables you to kill any targeted ship by pressing "s". This works only on the enemy.
- "Pickable" checked lets you pick any mission or campaign in the game by cycling through the options in the rec room using the TAB or LEFT/RIGHT ARROW keys until Pick Mission or Pick Campaign comes up, and then using ENTER to select it. Missions and campaigns are numbered more or less in order of appearance and can be rotated through using the LEFT/RIGHT and UP/DOWN ARROW KEYS.
Dear WingNuts, as my brother have already informed you, yesterday we were interviewed by Brian Rubin from SpaceGameJunkie. We spent more than one hour talking about Wing Commander stuff and truly we had a great time with this guy. For those who are interested to know what was said, just watch the following podcast. Beware it's a lengthy one! We hope you like it.
Fixed the Tbolt turret issues. Turns out that the mass laser fire was caused by a PEBCAK error. When I exported the mesh, I somehow failed to check all the hardpoints. So the turret barrel actually had all the gun hardpoints that the base mesh had (all 9 of them in addition to the two for the turret) so it was a mega-turret of death! Once I cleared out all the hardpoints except for the two for the barrels, the ship started firing as expected.
I also fixed the rotation issue, the hardpoint that joined the barrel to the base mesh was off causing the barrel position to shift off the mesh as the turret rotated. There is still a clipping issue (see image) caused by the fact that the original barrels were mounted on the turret dome and not in a swivel mount beneath the cupola. I'll tinker with the rotation matrix and see if I can iron that out. (@gr1mre4per 's turreting tool to the rescue!!)
A couple of last errata on the Tbolt: The original WCP scaling was waaaay of on it. The Thud should have a length of 34 meters, but the original mesh is only 16. The new Tbolt is sized properly at 34 making it slightly larger than the Excalibur at 32m. I also tweaked the specular map a bit, the cockpit was waaaay to shiny for my taste, so I dimmed it up a bit.
Happy birthday to the Wing Commander movie, which hit theaters 17 years ago today! We've taken several dozen high res detail photos of Chris' Wing Commander map... any Photoshop aces out there want a puzzle/project? It was created for the intro/credits of the Wing Commander movie, though you only see part of it (with glowing FX) there! I think it's super cool that it uses the same sector layout as the WC Prophecy Universe Map, but styled like it was made by explorers.
Go Behind the Scenes of the making of Squadron 42 with a look at Randall Graves, played by John Rhys-Davies.
kilrathi capital ships spotted in vega sector! I'll give you progress shots on this one.
...this is the *only* scene. I created it as a promotion and an intro for a new web series I'm starting. While my upcoming videos will be (hopefully) interesting and fun, they won't be nearly as dramatic as this. :)
Roberts had also planned to work on a third person action-adventure title called Silverheart, set in a universe created by famed English fantasy author Michael Moorcock. “[Moorcock] was one of my favorite fantasy novelists. It serendipitously turned out that he’d moved to near Austin, so I’d contracted him to create this world and write a script for me. I actually had Silverheart in early pre-production while we were doing Wing Commander IV. Silverheart was going to be my project right after Wing Commander III.” Electronic Arts came knocking for a fourth Wing Commander game immediately after the third title in the series, however, which ended up pushing back Silverheart’s development.
Roberts negotiated to get the rights to Silverheart back from Electronic Arts while doing the deal for the Wing Commander movie, and planned to produce the fantasy game after Freelancer’s completion. “Of course I never got around to doing Silverheart, because I sold Digital Anvil to Microsoft and went off to do movies,” Roberts said.
In the fall of 1995, Grease Monkey was pitched as an animated TV series to several networks and studios, including MCA/Universal. Producer Ralph Sanchez took a shine to it, particularly the artwork on my presentation boards, and he offered me a job on a series in development called Wing Commander Academy (based on a PC game starring Mark Hamill).
The timing couldn’t have been better. Things were getting rough in the comics industry because not enough had been done to broaden the audience (ah, you could cut the irony with a knife), and animation was the next logical stomping ground. I didn’t have any practical experience in animation storyboarding, but Ralph and Universal took a chance on me anyway, and I didn’t let them down. I ended up storyboarding several episodes of WCA and serving as a character designer for the series during the summer of 1996. The show debuted on USA Network that fall, and it gave me my first official screen credits.Readers who are into classic Japanese animation or graphic novels may also be interested in this lengthy audio interview with Tim Eldred from about a decade ago.
- Confirmed capship turret limit increase no longer causes a crash.
- Capship gun turrets now use the refire delay from BULLET.IFF instead of being fixed at 1 second.
- Privateer 2 style random refire delay on gun turrets. Impossible to chain all turrets together for a true P2 style. Refire delay calculated using refire delay from BULLET.IFF and a random number gen so high refire guns don't refire too fast.
I made this! #spaceship
MUPdate time! Firstly, I'd like to thank everyone who's helped out on the project thus far (you know who you are!!!). Getting a Runner Up honor is awesome! So thanks again and also thanks to the community for the encouragement!
I'm back with more model updates. I'm rounding out the last of the "legacy" Confed ships with the HF-66 Thunderbolt VII. Here are some Blender renders. For the paint, I chose the WC4 version with some modifications: I liked Sean Murphy's lightning bolt nose art, and I also used the more traditional shark mouth paint on the Excalibur; but I felt that it needed a Confed roundel on it as the original doesn't, so I borrowed a bit from the WC3 texture. And speaking of, when I get some time, I'll add the other schemes so soon you can have your Thunderbolt in "Heart-of-the-Tiger" Grape and Spicy Piratical Cinnamon.
There's something fishy about how the turret acts in the simulator though, the barrel will detach from the mesh and when it fires, it shoots a crazed volley of laser fire, enough lasers to wipe out a Vampire in one hit. :) I'll get around to it tomorrow, along with giving it a proper entry in the ship viewer...