The FringeSpace Project

Project Summary

This project is designed to duplicate, as closely as possible, the “feel” of Tachyon: The Fringe, in a modern game engine. We’ve chosen the Unreal Engine to work with, due to proven multiplayer reliability, scaling capabilities, space-sim friendliness, and industry-standard development environment.

Tachyon always deserved more than it received – and remains the best multiplayer pilot experience ever seen in a space combat simulator. This project is an attempt to update, improve, and revitalize that playing experience for Tachyon fans – old and new alike.

As the project continues to unfold, we’ll be putting up more information, and sharing our progress with you. Should you wish to help, please check the Help Wanted section, and we’ll consider your application carefully.

Currently, the design plan is as follows:

Benchmarks: (These WILL be revised as the project moves forward)

1. Export of existing TTF models.
2. Conversion of existing models to various formats for manipulation/blueprinting.
3. Recreation of fighters, captital ships, and other models/media
4. UVMapping and texturing of recreated models
5. Identification/Collection of ship statistics/ship file schema, to facilitate tabling of new ships.
6. Full conversion of ships into Unreal (rigging)
a. Models
b. Shields
c. Weapon points
d. Engine Points
e. Miscellaneous statistical matching/conversion
7. Modification to duplicate flight model characteristics
8. Weapon conversions
9. Multiplayer conversion
10. Multiplayer checks
11. Work on bases
12. Base wars mission creation and testing
13. Examine possibility of large-scale co-op missions

Benchmarks Complete:

1. Models exported from .paks (Complete)
2. Models converted to various formats for manipulation (.3ds, .obj, .cob) (Complete)
5a. Identification/Collection of ship statistics – all Tachyon .des files decrypted. (Complete)

Leave a Reply

Your email address will not be published. Required fields are marked *