3D printed ships - Kilrathi vs. Colonials! Blue is Elephant PLA, pink is Bumat.
3D printed ships - Kilrathi vs. Colonials! Blue is Elephant PLA, pink is Bumat.
Technically, the game is a two-sided sword. On the one hand, the orchestral soundtrack is amazing and adds much to the cinematic flair, although the repetitive one-liners of the pilots’ communication channel can get annoying quite fast. The ship designs are detailed even up close with explosions looking particularly cool, while the game runs much smoother on modern systems thanks to DOSBox, compared to the slideshow or blink-of-an-eye-and-your-dead experience of the first two games. On the other hand, the low resolution of the full motion videos makes them a pain for the eyes to watch at times.The PC version of Wing 3 has heavily compressed full motion video compared to the PlayStation port. We've made a comprehensive movie index from this higher quality source, including some scenes that were cut from the PC edition. Check it out here.
Hey friends! If you follow me at all on social media, you know I recently got a vintage (i.e. 1988-1989) Roland MT-32 Midi Sound Module. Why did I get this? Blame Joe at the Upper Memory Block Podcast (http://umbcast.com/). Also, massive thanks to Joe for helping me get it to work. :) Anyway, he showed off one for his Day of the Tentacle show, and once I saw it was supported by TIE Fighter and the first two Wing Commanders, I had to have it. After a ton of work getting it to properly run, I've been running it in a variety of games. I'm so giddy about it I wanted to share it with y'all, so I hope you enjoy this little jaunt to the past. :) Thanks for watching!
This is a patch release that adds importer support for v9 meshes (CALLISTO.IFF, TERRAIN.IFF, PV256.IFF, SHDALIEN.IFF, SHIELDFX.IFF).
Quick update: started the texturing.... I've finally decided on a hull pattern that I like. Now that I've gotten that out of the way I can finish the texture. It was strangely harder than I thought to get something that looked similar to this, but in keeping with the rest of the Confed models for the MUP. So the paneling is actually a bit understated.
Hey, guys! I want to show you quick video with flight-ready ships. You can see updated models from Klavs81's pack. E.g. I added some turrets for venture and ralari, lights and engines exhausts. Also I made turrets as separate objects so they are fully operational.
"They're not really 'runways'. They're catapult configured tractor beam arrays that we use to accelerate strike craft for launch and recovery. In a standard atmosphere, the fighters would very easily be going supersonic (and then some) due to the acceleration we give them. The pilot doesn't really feel that thanks to their IC rig, but we can save eardrums and spare thermal damage by doing it out in the vac. Even with the added bonus of ramscoops, for small ships with limited propellant, any 'free' delta V we can impart equates to gas they can use to fight, and still have plenty left for rendezvous and recovery."
-Camilla Egans, Tractor Beam Techician 'Airdale', TCS Concordia
This is a brand new single sided reproduction print of a Wing Commander. The paper size is approximately. The condition of this item is brand new - mint condition. No pinholes or tape and has never been hung or displayed. Paper size may not be exact so we recommend waiting until you receive the poster to purchase a frame. This quality reproduction makes a great gift and is perfect for framing.
Wing Commander is a licensed reproduction that was printed on Premium Heavy Stock Paper which captures all of the vivid colors and details of the original. The overall paper size is 27.00 x 40.00 inches and the image size is 27.00 x 40.00 inches. This print is ready for hanging or framing.
I was curious and wanted to get a better idea of what is going on behind the scene during gameplay. So I put together this little program that allows to see some of the data as the game is running; it only supports Kilrathi Saga (WC1.EXE and wing1.exe).
To use it, start the game, then this program (WC1LiveViewer). If it recognizes the running process, it will populate the table with game data. Since the game data is continuously updating, I find the best approach is to keep pausing the game during gameplay.
Using S01M0 as an example, we arrive at Nav1 and we notice three Dralthi ships on patrol (object index 2, 3, 4). The wingleader (index 2) is wandering and is on the look-out for enemies.
The Kilrathi wingleader notices our hero (index 0, our ship is always index 0). The Dralthi wing breaks formation. I order Spirit to attack and she breaks formation while the Kilrathi decide to engage us.
OMG! Look what I found. This model is CALLISTO.IFF, which I was recently able to import into Blender, after some investigation into the v9 mesh format, and a few changes to my Wing Blender importer code.
Work continues in Bartok Designs shipyards... I've added the engines, tachyon and missile emplacements and finished out the recovery deck. All it needs now are some laser turrets and a coat of paint. So that whole 10K limit...yeah, thus far the finished product clocks in at 38K faces. I may have to do some decimation to try and bring that down, but I'm a bit loathe to do it, since it's the most visible cap ship in the game. I'll try it as is and if it causes stability issues I'll revisit it at that point. Granted, @gr1mre4per threw 80K polys' worth of Galactica in the game and it ran fine so we'll see.
Wing Commander: The Game
To call Wing Commander a 3D space war game is a bit like describing a Rembrandt masterpiece as a good painting. After Wing Commander, spaceflight simulations are never going to be the same again. Gone are the bland polygon constructions typical of the genre. In their place are realistic ray-traced models, their surfaces festooned with authentic-looking markings and details.
Between missions, new plot developments are presented using beautifully-animated graphics. The player can do things aboard his mothership such as visit the pilots' bar and catch up on gossip or hone his dogfighting skills with the bar's video game. Animated briefings from the squad's leader explain the next mission's objectives in full, followed by a question and answers sessions from the player and his computer-controlled buddies. Effectively, the player is the star in his own movie!
And with Chris, from the first time I met him, I just could relate to him so easily. He's fun to be around. He's incredibly smart, so personable, so knowledgeable and passionate about the project that he was describing. I played games with my children when they were small, but at this point, I really didn't understand what a leap forward the technology has taken over time, so I had no expectation. I thought this was a closed chapter in my life, and when he called and said, I'd like you to do this, I didn't even have to read the script. I accepted immediately because I trust him so deeply.
One of the things that always got me about video games was there was nowhere I could go and just gather my thoughts without being attacked. It was always comets falling out of the sky and holes opening up with quicksand and all that. I just need to gather my thoughts. Can I jump up in a tree and just chill? Well, the answer is no, but not in this version. It's more than a game. It's an all-encompassing experience that you control. I can't tell you how exciting it is to always be at least close to cutting-edge technology. I've been so lucky in my career, not just in Star Wars, but with Wing Commander, and now with Squadron 42.
One interesting conundrum: Fixing cut scene frame rates. In KS WC2, the game will change the frame rate of a cut scene as it is playing depending on whether or not there is any speech. If there's a voice, the frame rate is set relatively low in order to stay synchronized with the audio playback (I can't remember the exact number offhand, but something like 25 fps); if there's no speech, the frame rate is set all the way up at 75! You can see this by just how fast the debris animations are playing in the space backdrops. I have no idea why the devs chose such a high frame rate, but it causes a lot of problems; for instance, in some of the in-flight briefings, the player's ship animates too far into the frame and you can see the entire sprite -- just the nose and cockpit of a fighter completely detached from the rest of its body. To correct for some of these issues, the devs changed some of the timings for scene duration and so forth, but the result is pretty bad. I'd like to set a fixed frame rate for animations, but I can't do that without patching game data, and that's a big dark hole I haven't wanted to crawl down into just yet. To get an idea of the scale of the problem, try comparing the gamedat folders from your GOG install with your KS install. Some of those changes I may want to keep; some (probably most) I'd want to revert. But to know what needs changing, I first need to figure out what all that data means.
I'll probably tinker with the spec map, it's a bit strong for my tastes, but overall it works like a champ. Even the turrets didn't give me too much of a hassle. (I must be getting good at this)
A friend of mine from www.wcnews.com has been making absolutely gorgeous 3d models of Wing Commander ships... His rendition of the TCS Concordia was too great to resist. So I did a paint over (and paint under) and I am super happy with how it turned out. Also paint overs are ridiculously quick to do.. who knew!? :D
My Plan for this week (for now, anyway) is to continue work on Chapter 2.2, filling in as much basic data I have on encounter setups and resolutions, working on the prologue and making route calculations. If I can get feedback this week on Chapter 2.1 from my creative consultant I also plan on starting in on the translation of that text into Kilrathi. The translation could make substantial progress given the circumstances. I've had work on the preliminary design of the Demon's Eye base in the pipe for a few weeks now; this week could afford me a good opportunity to get that work done as well.
I snuck out of bed to add a few details to the Concordia. Then suddenly it was 6 am. Totally worth it! zzzzzzzzzzzzz...
Wow. This is a brief review and game guides for WCP from April and May issues of the monthly game magazine called 'Gamepia' in 1998.
The article, except for a few paragraphs in page 1, provides you with informations of characters, storyline and notable tips for each missions. Page 1 talks about how WCP reflects Origin's efforts to come out of Chris Roberts' Wing Commander concept in making the game after he left (what this 'concept' means is never mentioned throughout the entire article, though), and focused on the aspects of sheer joy in space flight. It says despite the flaws in storytelling, WCP succeeds in offering the pleasure from combat actions in space. Red letters below the page mentions that players may experience a return to Windows 95 after rescuing Blair if the patch is not installed. 95% ratings on the last page doesn't say anything much different from what was written before.
IFF Import Tutorial
- Obtain a VISION engine IFF 3D model from somewhere. You can extract an IFF 3D model from the game (or your favourite WC:SO mod, such as Standoff or Unknown Enemy) using HCl's treman. (You'll need to run it in DOSBox on modern systems, however.)
- Extract the textures for this model. If you are using MAT files, place them in the mat folder, and the 3D model in the mesh folder. If you are using PNG, BMP, GIF, or another high-quality image format, place the images in the same folder as the 3D model, and give them the same name as the 3D model, except with numbers after them. For example, if the 3D model is named GRIKATH.IFF, and you want to use high-quality images as textures, name the images GRIKATH1.PNG, GRIKATH2.PNG, etc.
- Run the importer script to import the mesh into Blender.