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No, this is absolutely unity. Just kidding. :-D
Don't worry people. We're still working on it and made a whole lot of progress lately.
This mod is also available on the Steam Workshop:
Diese Mod ist auf im Steam Workshop erhältlich:
"Jedi Academy" anyone?
Is it about a certain captured soldier? ;-)
I didn't think we'd ever see a completed Act 2. Thank you very much. :-)
XWVM is about to deserve the X in the title. ;-)
It's a bit complicated. We do cooperate with XWAUP, we share knowledge and we keep inspiring each other in regards to features.
VR is something we wanted to do quite early on but it's only now that we got it working aside from some bugs.
I think Blue_max started implementing VR and TrackIR one or two years ago, I can't remember right now.
So it's more or less a coincidence.
The VR-implementation of XWAUP and XWVM are quite different. But I'll let one of our programmers explain that one.
(EDIT: MajorParts just explained that one.)
You can watch this video on YouTube as well:
Progress is coming along nicely. :-)
This shows that better rendering techniques can improve even low res/poly stuff. :-)
I'm also interested in a release for the Gog.com version.
That's because the generators weren't totally vertical on the original ISD-I studio model as well. That little detail is also on Rogue One's CGI-model.
For different aspect ratios I assume? :-)
This is how a red zone should look like. :-)
Whatever the super cool stuff is, I'm confident that it's going to be... super cool. :-)
There are many little things I wanted to add, like some smoke/steam coming from the crystals among other things. Unfortunately, my Laptop couldn't handle it so Blender kept crashing.
I'm glad that the SheepIt renderfarm came to my rescue so I could render the scene this realistically in the first place.
In order to have things like haze, I need a PC far stronger than my current Laptop. As I'm just starting a part-time job next month, it may take a while to fund that PC.
(I do have a fundraiser running which should help me a bit.)
But once I have that PC, I'll also have the power to improve heavily upon this cutscene. In fact I've received much feedback on how I can improve things further. :-)
If I revisit this scene again, I'll make sure to tweak the positions a bit.
Not, it's a cosplayer cosplaying as a Visceroid. ;-)
Thank you very much for your compliments. I'm glad you like my little CG-cutscene.
I also like the fiction you guys have written for this cutscene. I feel very humbled. :-)
For the record:
The original photo was taken by Johann Jaritz near Poertschach on the Lake Woerth, Carinthia, Austria, and licensed under CC BY-SA 3.0 AT.
You can find the original photo here:
https : //upload.wikimedia .org /wikipedia/commons/3/31/Poertschach_Winklern_Gaisrueckenstrasse_Am_Kåte_Acker_12032017_6556.jpg
(URL not working properly on ModDB due to use of a special letter.)
(If there's enough interest, I could make a video explaining how I made the cutscene.)
By the way:
This cutscene is just the beginning as I'm currently looking into making live-action FMVs for TI.
Here's an early test video with a few flaws to iron out:
Yes, all our capital ships will receive actual visible turrets.
To keep the original balance intact, the CR90 will only use its main turrets as the smaller ones weren't in use before XWA.
Except for the CR90's turrets and the ISD's shield generators, we do not intend to have components destructable for the X-Wing ruleset. They will be destructable on the other rulesets however.
Afterall, one of XWVM's goals is customizability.
For the new custom mission format, you'll be able to tweak a lot of stuff, including projectile speed and fire rates. :-)
Yes, you can choose between the DOS-models, the XvT and the HD ones already.
A very interesting idea.
We already have an option to change the projectile limit, which can change mission balance dramatically.
I'll talk to my teammates about your idea. :-)
This is just the upscale without interpolation_
I've been thinking.
As you're planning to re-create the original campaigns IIRC, you'd probably also need the original cutscenes.
But how about going a step further?
Nyerguds has been experimenting with upscaling and interpolating one of the Tiberian Dawn cutscenes to 720p 60 FPS using the ERSGAN AI and Hybrid. The results look quite solid.
I think Tiberian Sun's cutscene would look awesome in 720p (or 480p in proper DVD quality) and 30 FPS.
(60 FPS would be too much I think.)
What do you think about using ERSGAN and Hybrid to upscale and interpolate Tiberian Sun's cutscenes for TSR?
I get the reference. ;)
Whatever it is, I'm looking forward to it very much. :-)
These large troopers with the Stouker Concuccsion Rifle are probably the most frustrating opponent in the game.