Jump to content
COMBATSIM Forum
mikew

Pining for the fjörds

Recommended Posts

On 2012-10-03 at 9:40 PM, Home Fries said:

Is that what I think it is?

:icon_bow::icon_bow::icon_bow:

I doubt it, since it's not a real photo, but a depiction of a Norwegian glacier from a 1995 video game called EF2000.

Get in close, and it appears less real...

efbridge.png.852c4a7bc9101a1662f0d5fb392ebfa0.png

Share this post


Link to post
Share on other sites

Very impressive what you made possible there! The moving map alone is a joy :thumbsup: I wish I had time to fix those clouds and stars, though …

 

Good work, gentlemen!

 

Speaking of fjörds: I always wonder how much that one Ace Combat 3 level borrowed of EF2000’s look:

 

Share this post


Link to post
Share on other sites

Hey, I found the map used by that video in your AC extracted files that you linked to some time ago.

The area is quite limited, but the AC style of gameplay means that you're unlikely to reach the edges.

ac3_26.png.48bb89f5dfe58e99b7b045ecc65dbe21.png

...and yes, it's very EF2000-like.

Share this post


Link to post
Share on other sites

Exactly! 👈 In the meantime, I found out why it’s all so dark: The PSX has a special gamma curve; you probably have to take the square root of each color value to make it look right (i.e. 50 % brightness in the files should actually be ~70 %). I’ll provide an updated file set one day …

Share this post


Link to post
Share on other sites
On 2/3/2019 at 10:07 AM, Krycztij said:

I’ll provide an updated file set one day …

Did you ever do that? The AC world has grown on me since I got AC7. The 'Strangereal' concept is good way to have modern warfare with some fantasy elements and abstracted from the real world. I feel a bit guilty bombing Eritrea in TAW as they've done nothing bad to me. :)

I'd prefer TAW style gameplay though, as AC is just too frantic.

Share this post


Link to post
Share on other sites
2 hours ago, mikew said:

Did you ever do that?

Yes! Download the latest package from http://krishty.com/acecombat_en. I fixed the brightness (the PSX used a very bright gamma of 4 or so), some normals, a few radoms, and some texture glitches.

 

2 hours ago, mikew said:

The AC world has grown on me since I got AC7. The 'Strangereal' concept is good way to have modern warfare with some fantasy elements and abstracted from the real world. I feel a bit guilty bombing Eritrea in TAW as they've done nothing bad to me. :)

I'd prefer TAW style gameplay though, as AC is just too frantic.

Exactly my opinion, too; and in fact something I’m aiming for with my clone.

If you’re into AC7 and like to change plane skins, check out the skins Ostrich made from my extracted files. It’s a pity that AC2 is too old to be directly connected to AC7 (and AC3 is too weird). Except for some familiar place names, maybe.

This guy was very successful at extracting the Assets from AC4/5/Zero (which directly influenced AC7) in case you ever play them.

Share this post


Link to post
Share on other sites

I only played a few missions of AC7 to be honest, then watched damson's playthrough videos for the rest of the story. Playing was a bit painful on the gamepad I was forced to use, as my joystick isn't the AC7 branded one. It's a visually stunning game though.

 

Thanks for the updated AC3 data set. it's a lot brighter now. :thumbsup:

Almost tempted to try writing a VRML->.3 converter so I can fly around it in TFXplorer. Need to be able to produce BSP trees though.

No! should finish the .3->VRML one first. :)

 

 

Share this post


Link to post
Share on other sites

I didn’t play Ace Combat 7 and my primary impression was via playthroughs. Nonetheless, I found this analysis by Argonbolt extremely interesting. It’s very long (2h), but it’s about the shift of focus in video game industry over the past years; about standards in storytelling and scriptwriting; about technology and schedules; about economy and logistics in the worlds you create.

 

While I don’t agree with everything, and without knowing much about Usea and Osea and that other Strangereal stuff, I think the videos taught me a lot about game development. Mostly about how to NOT design your stories :)

 

 

 

 

 

Share this post


Link to post
Share on other sites

He really has got it in for that Japanese writer... :)

 

I'm not keen on his presentation style as it's as frantic as AC7 itself, but the most useful part is the last 10 minutes or so of the 4th film where he summarizes his points.
Yes, the story sounds weak but I probably wouldn't have noticed as I tend to ignore anything in games which involves individual characters.
I suppose the story needs to be so central to the game to offset the 'on rails' linearity of each mission.

 

The open world approach is best for me. There needs to be an overall narrative, but leave it up to the player to decide to follow it or not.
TAW is very good in this regard and for non flight sim we have games like Elite Dangerous, GTA V and RDR2 that you can just explore if you want to.

Obviously AC7 can't do this as only a small part of the world is modeled...although that modelling is fantastic.


I wonder how many square miles is included, and how much of the nearly 50GB of disk space the game occupies is for the terrain.

Share this post


Link to post
Share on other sites

 

16 hours ago, mikew said:

I wonder how many square miles is included, and how much of the nearly 50GB of disk space the game occupies is for the terrain.

 

I haven’t investigated that yet – all I know about AC7 data is, it’s in standard Unreal formats with AES encryption applied. Standard formats are normally not as efficient as data formats specialized on flight simulations, so this might be a factor.

 

Related: Project Wingman has its own city generator now. https://www.kickstarter.com/projects/rb-d2/project-wingman/posts/2590840

Share this post


Link to post
Share on other sites

Looks good! and that's the first I've heard of Project Wingman.

 

I should maybe look at Unreal and/or Unity again. Seem to remember sample projects never working due to mismatched versions though.

Share this post


Link to post
Share on other sites

I doubt they suit our needs. Ace Combat and Project: Wingman having relatively small maps is probably a direct consequence of their using single-precision floating-point numbers, and then there was the Unity-based 80s flight simulator clone over at SimHQ that vanished for the exact same limitations.

Share this post


Link to post
Share on other sites

Ah yes, plus the licensing terms don't 'feel' so good.

Not that I'm likely to produce anything that makes any money so they come after me though. :)

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...