The FFED3D Thread

hey all, update on the new 'pit,

flc54x.jpg


just need some hosting somewhere for the files and you guys can try it out.

finished pit will come with several colour schemes, this would be the white/grey scheme. but there will also be dark, green & red skins available at some point.:)
 
I really like the updated icon set and the new cockpit as a whole, I don't know why but the cockpit reminds me a little bit of Doctor Who.
 
looks Brill

i have downloaded an installed and i dont have the red and yellow cables nor the 2 tanks rendered - dont sweat it as i think it is linked to other texture/rendering problems my system has with the game (which makes my planetary rings white - hmmm, not my best choice of words!!)

great work though Steve

Rob
 

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
That looks fantastic. will be downloading that!!
 
Update for FFE3D and Linux/Wine

Linux/Wine users can get a taste of what it's like.
You can view the intro, But the game isn't very playable.
Even just watching the intro looks GREAT.

Download the main archive file and the patch (Previous post)
*Note* The "models" directory in the patch is lower case.
Rename it to upper case and copy/overwrite the files
in the base version with the files in the patch archive.

Download Winetricks http://wiki.winehq.org/winetricks

Run winetricks and install the d3dx9 component.
ie.
sh winetricks 3d3x9

Execute FFE3D and enjoy.
ie.
wine ffed3d.exe



Note,
For a playable game under Linux/Wine try the GLFFE version.
 
yep i think spacegamer is right, i think i misnamed the folder for the geometry so its likely thats happened... I'll put up a fixed zip at some point.

I'm still surprised it worked at all for you guys, this is the first mod for anything i've released entirely by myself. Thanks for the feedback.

Noticed it has some attention on the Russian site, which i've read via google translator. I'd join up but i can't get the verify image to load up, and i can't seem to create an account there. Headhunters comments did not seem too impressed, but then its not all that well translated. If anyone from the FFED3D team is reading this, I'd be happy and honoured for this model to be included with the main archive as long as i get a mention in the credits / readme. The reason why i haven't offered thus far is that:

1, i can't create an account, due to the verify image issue.

2, i wanted a working, tested version to offer rather than something they'd install and find the geometrys all twisted up and inside out - you guys were my guinea pigs, thanks:D

But assuming it works now, this is something i'd like to contribute to the project.

one other issue with it, there might be a couple of icons that haven't been re-drawn, there's certainly room for improvement... one thing that i saw mentioned at the other site regarded the 3 coloured domes at the bottom of the screen to the left of the scanner.

In the original pit these are conical, not to mention spikey looking lights, and looked kinda dangerous and unfriendly for a cockpit. i know they light up and change state somehow, but was not sure why or how... so essentially i just softened them with a mesh subdivision and left them at that. i haven't even changed the UV's for those parts, and they take up a huge amount of texture real estate for their size.

Anyway, tbh, i don't totally mind how they look, and i think its 'safe' to edit that texture some more (the texture space they use up could be uses for a few more detail items that could be added) but i'd like to know what state triggers the lighting of each one. I've found the PNG textures that are overlayed but without being able to trigger the on state, i'm unable to test them to make sure that my new textures are overlayed on the correct place. Oddly, though i'm really familiar with the games, i can't recall ever seeing those lights trigger.. maybe they're just too low down on the screen to really be noticable?
 
Headhunters comments did not seem too impressed, but then its not all that well translated.

Yeah, don't rely on online translators where Russian is concerned. They don't do a good job :(

one other issue with it, there might be a couple of icons that haven't been re-drawn, there's certainly room for improvement... one thing that i saw mentioned at the other site regarded the 3 coloured domes at the bottom of the screen to the left of the scanner.

In the original pit these are conical, not to mention spikey looking lights, and looked kinda dangerous and unfriendly for a cockpit. i know they light up and change state somehow, but was not sure why or how... so essentially i just softened them with a mesh subdivision and left them at that. i haven't even changed the UV's for those parts, and they take up a huge amount of texture real estate for their size.

Anyway, tbh, i don't totally mind how they look, and i think its 'safe' to edit that texture some more (the texture space they use up could be uses for a few more detail items that could be added) but i'd like to know what state triggers the lighting of each one. I've found the PNG textures that are overlayed but without being able to trigger the on state, i'm unable to test them to make sure that my new textures are overlayed on the correct place. Oddly, though i'm really familiar with the games, i can't recall ever seeing those lights trigger.. maybe they're just too low down on the screen to really be noticable?
The red light comes on when you're under attack, the green when your undercarriage is lowered and the blue when your autopilot is engaged.
 
aha... i thought it was something like that, but my experiments never caused them to illuminate.

have they been disabled in D3D or is it just me? I've checked again and they don't light up under any circumstances.

To be frank, i'm sure i could just remove them, they seem superfluous for everything but the attack warning - since there are other indicators that show autopilot and landing gear status on the panel to the left... and even in attack, well, the buzzer, the drop out of stardreamer, the text and the hull rapidly disintegrating is a pretty big clue that someone is shooting at you.
 
yeh to be honest i'd remove them, but i bet in the next release they'll be working again... though the png's which overlay the console when the lights are on could just be blanked so they'd never show... i dunno, no one seems to have noticed that they don't work...would anyone miss them if they were permanently removed?
 
Probably not, but you don't know what the Russian guys have up their sleeves for the next release. It might be an idea to have them in (maybe optional) in case they're fixed in the future.
 
i don't think they could practically be optional... its a real shame i can't talk to the developers directly i've a bunch of q's for them regarding shaders and models.. I think i'll just have to carry on reading their discussions and see what i can glean from interpreting the google translations... ugh.
 
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