Hard Light Productions Forums
Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: brandx0 on June 04, 2009, 06:49:56 pm
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Without undue pomp and ceremony, I gladly present our X-Wing
Special thanks to Jacek and Herra for the conversion!
(http://img10.imageshack.us/img10/7759/xwingsaturn4.png)
(I'm aware that the thruster glows are wrong, they're default FS)
(http://img35.imageshack.us/img35/4328/xwingsaturn2.png)
(http://img35.imageshack.us/img35/9494/xwingsaturn7.png)
(http://img35.imageshack.us/img35/8470/xwingsaturn3.png)
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YAY!
1rst post
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For any worried fans out there, don't worry those aren't the final thruster colors. They'll be red of course.
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Oh, by the way, thanks to Chief for his part on conversion: Being OCD
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For any worried fans out there, don't worry those aren't the final thruster colors. They'll be red of course.
are those done yet? is someone working on them?
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No, we decided we're not going to do thrusters period. If you want thruster glows in game you'll have to take screen shots and do them in post.
I kid I kid, yes they're being worked on
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Yay
*runs up and down hollaring
great to see brand's awesome work in game.
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Stunning work, looks beautiful! I actually like the blue glow of the thrusters, but for the incredible amount of canon-nazis out there it might be wiser to change them to red.
I have absolutely no knowledge of converting models and stuff. If the model was already finished why did it take so long to get it in game? I'll understand if no one feels like explaining :P.
Keep up the good work! Can't wait to see a screenshot with x-wings, ties, and y-wings going at it.
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Well basically it took so long because A) LODs weren't done, B) the maps weren't converted to DDS, and C) We didn't have anyone willing to do the conversion, and I'm more of an art guy than a technical guy on that front. Remember, I just make things pretty, I don't make them work.
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Jacek only started on this stuff a month or so ago, and even then he had to figure out the DAE export method for Max to maintain smoothgroups. So far we've only got a couple ships, hopefully there's more to come.
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You just had to make the first shot the Yavin beauty shot from the movies, didn't you? :drevil:
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Wikified (http://www.hard-light.net/wiki/index.php?title=Fate_of_the_Galaxy&oldid=22948), if you don't mind. :P
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You just had to make the first shot the Yavin beauty shot from the movies, didn't you? :drevil:
Well that's Saturn on the background instead of just your generic gas giant, but yes, I do admit that I consciously aimed for the similarity.
Of course. :drevil:
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She's gorgeous. Absolutely gorgeous.
...
Is she armed yet? ;7
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Check our news forum and find out for yourself :)
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As i heard "in game" it almost sounded like we could play!
So let me add a heartfelt "WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHH!" to this post! :grins: :lol:
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progress!
awwww
yyyyyeeahhhh
even with thye blue thrusters she's awsome
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nice!
desperately needs a (working) cockpit though.
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ohh I see an R2 mounted!!!! does it move? cause it would be like :cool:
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Lighting in the first shot looks a little odd.
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Lighting in the first shot looks a little odd.
The longitudinal specular "streak" on the starboard side of the nose is caused by how the shaders work on mirror-symmetric models. As far as I know, it can't really be avoided without mapping both sides of the ship separately, which pretty much would double texture memory consumption. It happens on all ships that use mirror symmetric uvmaps (check the GTFR Chronos / Amazon Advanced for example); on some geometry it's more obvious than on others.
Basically it's related to how the direction of the normals needs to be inverted on the mirrored side of the ship, otherwise they would cause opposite effect as intended.
It isn't that distracting in-game, but on some still shots it does tend to look bad.
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I'm sure someone will figure out a workaround for that eventually. Maybe not for a long while though.
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Without undue pomp and ceremony, I gladly present our X-Wing
*silence*
*slow applause* :(
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Lighting in the first shot looks a little odd.
The longitudinal specular "streak" on the starboard side of the nose is caused by how the shaders work on mirror-symmetric models. As far as I know, it can't really be avoided without mapping both sides of the ship separately, which pretty much would double texture memory consumption. It happens on all ships that use mirror symmetric uvmaps (check the GTFR Chronos / Amazon Advanced for example); on some geometry it's more obvious than on others.
Basically it's related to how the direction of the normals needs to be inverted on the mirrored side of the ship, otherwise they would cause opposite effect as intended.
It isn't that distracting in-game, but on some still shots it does tend to look bad.
There's a bug in the shader's. You'll want to talk to Keldor about it. He developed a fix for Saga's special shaders.
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Yeah, it would be nice to see the current FSO shader set fixed.
Most projects use the standard shaders.
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i don't care.
I want R1.
Now.
Fix these insignificant things later.
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Maybe but we have to get all the significant stuff done first. We are working on it though, and there's been a bit of a pace acceleration lately, usually happens each summer it seems.
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wierd, summer is normally the time when people should get out and live a little ^^.
I guess it would take few more summers before we can kill some TIEs eh? I hope I won't die before that :D.
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Hopefully not too many more, and you should see why I think that within a day or two.
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Hopefully not too many more, and you should see why I think that within a day or two.
there goes my ability to sleep.. :shaking:
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I wouldn't get too excited. I'm just talking about more pretty shots for now.
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I wouldn't get too excited. I'm just talking about more pretty shots for now.
phew, that just means ingame screens of TIE's then tomorrow. :rolleyes:
zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz zzzzzzzzzzzz
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That is one purdy fighter y'all got there! :yes:
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Good to see this. I must say the blue almost seems familiar: I think the old X-Wing game had blue engine exhaust for this particular bird.
Just curious about another thing: I've seen a few WIPs for other fighters with 3D cockpits (at least for external views). Is there any chance of seeing this in the future?
-Thaeris
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Which X-wing game are you thinking of? If you mean the sims, they were either flashing lights, textures, or actual engine glow, but none of which were blue.
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The great "X-Wing" which had its origins in '92 as a DOS game, I believe. I had the Collector's edition for the Mac. Heck, if that old iMac was still up and running, I'd still play it! What a great game... often very hard, actually. They don't make 'em like that anymore...
-Thaeris
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Aye, the original X-Wing was a really hard game, especially to fly through perfectly (fulfilling all goals and not just the necessary ones). Or to survive, for that matter... :nervous:
However, regardless of the previous games, the Incom T-65 X-Wing starfighter has red engine exhausts. Just look at the image below for irrefutable proof:
(http://pvonelling.files.wordpress.com/2007/10/x-wing-launch.jpg)
Therefore, the X-Wing exhausts will be red in this game. :p
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It's not that hard anymore...I'm playing it all the way through at the moment :).
It's ****ing fun.
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Considering SMF has a built in (and toggleable) word censor, you should probably just spell out profanities and leave it up to the user whether they want to see it or not.
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It's not that hard anymore...I'm playing it all the way through at the moment :).
It's ****ing fun.
I made it harder by trying to keep all my wingmates alive, otherwise it'd be too easy with all the skills I've developed playing flight sims. Now that's hard!
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The original X-Wing was extremely easy. You could destroy the Star Destroyer in just about every mission. All you had to do was get the fighters to chase you with all power diverted to engines so they couldn't keep up. Then when you were far enough away turn back on them, fly past them at full speed and assault the cap. The cap wouldn't launch any more fighters if there were any in game.
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The original X-Wing was extremely easy. You could destroy the Star Destroyer in just about every mission. All you had to do was get the fighters to chase you with all power diverted to engines so they couldn't keep up. Then when you were far enough away turn back on them, fly past them at full speed and assault the cap. The cap wouldn't launch any more fighters if there were any in game.
I once went through the game blowing up the star destroyers every time one appeared, but the way I did it was just taking out the fighter waves over and over until they run out (they eventually stop launching - plus you get lots more kills on your record this way). Once it was just me and the big brute I'd make attack runs on the shield generators until they blew, then disable it if I had Ions. Took slightly longer in an X-Wing without the Ions, and much longer in an A-Wing with only concussion missiles, but I could do it just as well in any craft.
Wow...I was a big nerd back then. I can't believe I spent that much time with X-Wing...
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you really have too much time on your hands :D
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It's not that hard anymore...I'm playing it all the way through at the moment :).
It's ****ing fun.
I made it harder by trying to keep all my wingmates alive, otherwise it'd be too easy with all the skills I've developed playing flight sims. Now that's hard!
I must agree. I would send off my squadmates when they reached critical damage. I try to do the same with FreeSpace. Unfortunately the game never seemed to recognize or reward your good intentions/skills in keeping your allies alive. It seems this will not hold true in Diaspora, which I've heard will keep track of the fighters and pilots available as a whole in the battlegroup's inventory. This concept could also work well for FotG, where the Rebels are commonly undergunned and undermanned.
-Thaeris
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Yeah, it will be interesting to see what innovative mission concepts FotG will implement. We've seen orgasmic ships, hopefully we'll play orgasmic missions too.
Ahem. :nervous:
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For now the only things orgasmic I need are the X-Wing and TIE Fighter models :).
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I recognize that normal map problem from when we were putting normal maps into Homeworld 2.
They solved it with a modification to the conversion process, which i assume modified the model data in some way. Perhaps i can ask around at Tanis Shipyards and we can modify PCX2 the same way.
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It might need the model itself changed, I think some solutions involved running a narrow row of polies down the centerline of the ship.
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I think their solution involved changing the W coordinate for half of the ship, if the ship was symmetrical. When we mirror in max, the W coordinate gets flipped, and we need it to remain the same. Their program changed it in the model data, i think, but i'm not really sure how to do that manually.
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Maybe that centerline thing was just a hack to trick it into not flipping the W coord. Would be good if we could force it not to do that. It could happen at any stage really, in max before export, applied directly to the dae, or on dae import to PCS2 (or, maybe even directly on a PMF).