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Author Topic: WC Piranha preview.  (Read 9187 times)
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Scooby_Doo
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« on: March 20, 2006, 08:12:40 pm »

Heres a preview shot of the Piranha that Starman01 wanted.  Its far from done yet, I got nearly all the texture detail work converted now just needs tweaking, dirtying and detailing.  Its hard to get a good of whats what on a blurry 256*256 texture.

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Cobra
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« Reply #1 on: March 20, 2006, 09:02:04 pm »

It's already dirty and detailed. are your eyes going bad? that is high quality maps you have there.
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Taristin
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« Reply #2 on: March 20, 2006, 09:27:22 pm »

It's already dirty and detailed. are your eyes going bad? that is high quality maps you have there.

Wow. Just wow. You can't even show enthusiasm for something without making an insult.
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Cobra
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« Reply #3 on: March 20, 2006, 09:57:07 pm »

um, i was trying to say that his maps were really good, and wondering why he thinks they're blurry?
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Scooby_Doo
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« Reply #4 on: March 20, 2006, 10:11:01 pm »

Sorry about the confusion 

This was the 256*256 blurry texture I was talking about.


I do all my large texture mapping at 2048*2048 then resize to 1024*1024 for in-game.
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"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"
Goober5000
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« Reply #5 on: March 20, 2006, 10:55:47 pm »

Wow, Scooby, that looks awesome.
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Starman01
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« Reply #6 on: March 21, 2006, 11:33:07 am »

Awesome

Two minor nitpicks though there are not absolutly necessary. I would round up the nose a little, and give the turrets in the sidepylons some more cylinder like appearance. There were just blocks in the old WCP model because of the poly-limitiation, but it shouldn't hurt SCP to be a a little more detailed (and also the laser and the stormfire-cannon below the nose).

The fun part is, with your awesome model I don't have to make myself a headache in creating an uv-map, so thanks Big grin
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« Reply #7 on: March 21, 2006, 01:06:33 pm »

Wow, you need to come do some of your UV mapping for the BSG project. Big grin
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Scooby_Doo
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« Reply #8 on: March 21, 2006, 04:39:56 pm »

Heres an update.
LOD 0 is becoming rather heavy with the polycount... little over 3000      Fortunately Lod 1 returns back to little over 1000
« Last Edit: March 21, 2006, 04:54:55 pm by Scooby_Doo » Logged

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« Reply #9 on: March 21, 2006, 05:01:37 pm »

Sorry about the confusion 

This was the 256*256 blurry texture I was talking about.


I do all my large texture mapping at 2048*2048 then resize to 1024*1024 for in-game.

Bah, I'm not a skinner, so I didn't see what you were talking about.
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« Reply #10 on: March 21, 2006, 09:07:02 pm »

It can be a side-effect of texture baking sometimes, bump-mapping doesn't lend itself all too well to baking, you'll see the most pronouned effect with diagonal lines, which can look very non-aliased and jagged, especially on smaller maps
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« Reply #11 on: March 22, 2006, 12:01:14 am »

pretty good work there.
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Scooby_Doo
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« Reply #12 on: March 22, 2006, 12:17:45 am »

UGH I would so screenshots but now whenever I go to weapon selection the whole game crashes.  This is going to be a pain finding the cause   


Edit: ok fs2 debug is asserting on this:
Assert: currline_dest < WEAPON_DESC_MAX_LINES
File: c:\fs2_open\code\missionui\missionweaponchoice.cpp
Line: 3294
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_d-20060306.exe 00a216c5()
    fs2_open_d-20060306.exe 00a1f933()
    fs2_open_d-20060306.exe 006e437f()
    fs2_open_d-20060306.exe 0089b821()
    fs2_open_d-20060306.exe 006e57e5()
    fs2_open_d-20060306.exe 006e5a69()
    fs2_open_d-20060306.exe 00b64887()
    kernel32.dll 7c816d4f()
------------------------------------------------------------------

I've set all the +Tech Descriptions to XSTR ("", 3247)$end_multi_text
and +Description:  XSTR ("", -1)

« Last Edit: March 22, 2006, 12:52:34 am by Scooby_Doo » Logged

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« Reply #13 on: March 22, 2006, 01:20:30 am »

do you have models for weapon select enabled? you might have too many gun and missile points.
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Wanderer
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« Reply #14 on: March 22, 2006, 01:45:27 am »

Do you have $end_multi_text lines in proper places? For example after the +Description:  XSTR ("", -1) entry?
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Scooby_Doo
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« Reply #15 on: March 22, 2006, 02:33:56 am »

I think I might have found at least one of the reasons why I'm having this problem... I ripped up nearly everything...
I noticed that if I replaced the custom weapons  the original ones (keyser and prom) in the ship table file everything worked ok.
I then took a Sidearm weapon data and slightly adjusted it bit-by-bit into this

This works:
Code:
; ----------------------------------------------------------------------------------
; Tachyon Cannon
;
$Name: @Tachyon Cannon
+Title: XSTR("Tachyon Cannon", -1)
+Description:
XSTR(
"Standard Issue
Level 3 Hull Damage
Level 3 Shield Damage", -1)
$end_multi_text

+Tech Title: XSTR("Tachyon Cannon", -1)
+Tech Anim:                     Tech_Subach_HL-7
+Tech Description: XSTR("", -1)
$end_multi_text

$Model File: none
@Laser Bitmap: newglo9
@Laser Glow: 2_laserglow03
@Laser Color: 250, 0, 0
@Laser Color2: 0, 0, 250
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.90

$Mass: 0.2
$Velocity: 1000.0
$Fire Wait: 0.3

$Damage: 45
$Armor Factor: 1.2
$Shield Factor: 1
$Subsystem Factor: 1.2

$Lifetime: 2.0
$Energy Consumed: 5.333
$Cargo Size: 0.0
$Homing: NO

$LaunchSnd: 192
$ImpactSnd: 85
+Weapon Range: 100000

$Flags: ("in tech database" "player allowed" "stream")

$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none

#end

This doesn't
Code:
; ----------------------------------------------------------------------------------
; Tachyon Cannon
;
$Name: @Tachyon Cannon
+Title: XSTR("Tachyon Cannon", -1)
+Description:
XSTR("", -1)
$end_multi_text

+Tech Title: XSTR("Tachyon Cannon", -1)
+Tech Anim:                     Tech_Subach_HL-7
+Tech Description: XSTR("", -1)
$end_multi_text

$Model File: none
@Laser Bitmap: newglo9
@Laser Glow: 2_laserglow03
@Laser Color: 250, 0, 0
@Laser Color2: 0, 0, 250
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.90

$Mass: 0.2
$Velocity: 1000.0
$Fire Wait: 0.3

$Damage: 45
$Armor Factor: 1.2
$Shield Factor: 1
$Subsystem Factor: 1.2

$Lifetime: 2.0
$Energy Consumed: 5.333
$Cargo Size: 0.0
$Homing: NO

$LaunchSnd: 192
$ImpactSnd: 85
+Weapon Range: 100000

$Flags: ("in tech database" "player allowed" "stream")

$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none

#end

Notice the +Description..

Is this my fault or should this go into mantis?
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That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"
Windrunner
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« Reply #16 on: March 22, 2006, 03:35:34 am »

  dude you have skills no doubt about that. This is going on the first page. Keep up the awesome work 
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Cobra
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« Reply #17 on: March 22, 2006, 09:19:57 am »

Scooby_Doo, try putting spaces throughout the tables, like $Name: @Tachyon Cannon

and put the line after +Description with +Description.
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Scooby_Doo
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« Reply #18 on: March 22, 2006, 03:33:59 pm »

Oh my! Thanks Windrunner! people actually like my work LOL

As for the Description problem... for the moment i just pasted the weapons name into the description.. that seems to solve the problem.

Heres some in-game shots in windowed debug mode. One thing I've noticed at least with the ancient Geforce 2 it's not the polycount that kills it, it's the multi-texturing.



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That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"
Scooby_Doo
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« Reply #19 on: March 22, 2006, 11:15:43 pm »

The Pirahna seems to rather sluggish in-game... at least with Surrender Bel... course this computer fits into the "too slow" category.


Also question...is there an easier way to create/modify vp's instead of doing vpmake then vpmage?
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That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"
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