Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: StratComm on October 20, 2005, 01:01:48 am
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HTL Pegasus.
UPDATED!!!
The model is now fully finished (hopefully) and officially released (http://www.duke.edu/~cek6/pegasusHTL.zip).
(http://www.duke.edu/~cek6/screen0183.jpg)
This ship still doesn't have shinemaps, and what I did won't be near as obvious without them. And yes, the pilot is to scale. I still have no idea how he fit.
I've also got the Hippocrates and Typhon in the HTL process. Both of those are coming very slowly though.
EDIT: Oh boy, there's some kind of artifact underneath these things that's only visible in certain situations. I'll have to fix that up a bit before this is ready for prime-time. But if anyone knows where a shinemap might be hiding, it'd greatly improve what I'm trying to do here.
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Wow, it certainly looks promising...
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Promising ? That thing is teh hotness ...really needs a shinemap though.
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Uh... why the hell does a spacecraft have intakes?!?
Other than that, it's a good start! :yes:
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They use the dark matter for propulsion of course! :nod:
The design looks pretty good. It was a great looking ship to start with and now it's even better. Just waiting to see this one with animated glowmaps...
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Um... I don't mean to be rude but I feel I should say it...
...aside from the cockpit, I don't see any difference at all. Some elements may look a bit more rounded but generally it looks very very flat (as in... the hull doesn't look like it has any modelling where the textures are).
Perhaps it's my eyesight however, I just can't see any little ridges etc. I don't suppose you could post an untextured version?
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i have to agree, i dont see the hi-polyness.
as for intakes, lets just say they are the freespace equivelant of a buszard collector. or nebular gas postburner apuratures :D
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What are you calling intakes? If it's the two holes above and behind the cockpit, I think those are the primary mounts. If it's the two large scalopings to either side, if you've seen the craft in game those are actually openings in the superstructure of the fighter.
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Holy crap. One my my favorite designs. Though, yes, I don't see much difference other than the cockpit. Has much promise though. On a side note: did anyone ever do a reskin of that ship?
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Originally posted by CaptJosh
What are you calling intakes? If it's the two holes above and behind the cockpit, I think those are the primary mounts. If it's the two large scalopings to either side, if you've seen the craft in game those are actually openings in the superstructure of the fighter.
Oigh vey! I was talking about the large, intake port structures at the point where the superstructure first meets again after the two holes, and although you make a good point about likely being gun-ports, my observation was based on humour. Also, I find it rather hurtful that you'd think me moronic enough to confuse Intakes with giant holes in the sides of the craft :sigh: ...
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Take it as a comment on my confusion rather than your intelligence.
Oy vey. You'd think I'd know better than to post right after waking up by now...
BTW, the ones behind the holes themselves are probably the missile tubes. Nice detailing, there. I don't recall seeing such detail on the original model.
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I think that this is lloking great compared with the original. I'm surprised that you didn't recess the ventral cutouts, though...
Great to hear that you have a Typhon in the works!
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I can't believe people would not download this to see for themselves what I changed. Fine.
(http://www.duke.edu/~cek6/unmapped.jpg)
The reason I didn't recess the ventral cutouts is that the ship is just too thin. I can't recess them all without running in to geometry from the other side, and if I can't recess them all it would be inconsistant to recess some of them. I didn't change the overall shape much at all, though, because I didn't see anywhere (other than the cockpit and some slight work on the engines) that major changes would look better than the original.
And the "intakes" are quite clearly there on the original model, if anyone cares to look it up. Maybe I should compose a comparison shot.
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I think you need to add detail on the underside too, but otherwise tis very nice.
Maybe add in some detailing to those recessed bits, like Bob did with the Hercs engine 'pods'.
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I downloaded it immeadiately ...hence the praise. But it needs a shinemap, so the recessed parts are really visible.
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That was intended to be a not-so-subtile hint to Kalithunder ;)
Originally posted by aldo_14
I think you need to add detail on the underside too, but otherwise tis very nice.
Maybe add in some detailing to those recessed bits, like Bob did with the Hercs engine 'pods'.
I thought about that. Unfortunately, I don't have the depth to work with that Bob did with the Herc so I don't think the detailing would do much more than cover up the glowmap. I'll play with it though, because it does have that pesky in-game artifact still.
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Cool. I never much cared for the Pegasus, but I'm liking it now. :yes:
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I'll admit I looked the model bit hastily for the first, but after a few serious test runs the Pegasus really looked much nicer. After the shinemaps have put in, I'm certain it looks even more impressive.
Btw, is the "HTL - Status v.2" thread updated on regular basis, or when something new pops up. Wouldn't it hurt to put a link there ?
Keep up the impressive work !!!
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Ok, so I figured out what the strange geometry is. It's the insignia. Unfortunately, I don't know of a good way to get around this short of not having any insignia at all.
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i got some nice hires textures to go with that
the glowmaps gonna be a ***** though, i dont know how to do that animation stuff
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Originally posted by StratComm
Ok, so I figured out what the strange geometry is. It's the insignia. Unfortunately, I don't know of a good way to get around this short of not having any insignia at all.
Which is fine. I don't see why a sleek, dark, stealth vessel should have a large pink square on it's side anyways.
Oh, and I did DL the model and look at it. I agree with aldo, but at one point, I did the same thing, and attempted to HTL it only to find that the top and bottome will crisscross.
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I was going for something like Nico put on his Ezechiel; a small, unobtrusive placement that doesn't compromise the dark nature of the ship. But I'm inclined to agree; squad logo rendering has not kept pace with the rest of the graphics so they're out of place now on anything.
I've already cheated and made the top thicker. I'm still trying to figure out the bottom, so until I figure out the best way to do it this will remain a WIP.
Originally posted by Turambar
i got some nice hires textures to go with that
the glowmaps gonna be a ***** though, i dont know how to do that animation stuff
The textures I want. The glow I'm not too worried about right now, though it would be nice to get them back later on. Right now, the resolution is, to put it mildly, terrible.
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Nice work, StratComm! I like what you've dont to the mesh.
I've always like the Pegasus's design, but I've never been a fan of the textures it was given. Maybe it just the shade of Blue... heh.
Than again, I've completely failed at ever finishing my own textures, so its not really an issue I have the right to bring up too often :)
Cheers!
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Looking very nice. And a hi-poly Typhon in the works? That has to be a hard ship to HTL-ize, but I'm looking forward to seeing where you'll go with it. :D
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Why don't you extrude those areas instead of recessing them? There's no reason to make it thinner than it already is. :p
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Originally posted by StratComm
I can't believe people would not download this to see for themselves what I changed. Fine.
Sorry man, I don't have FS2 installed right now (it doesn't look so good without shinemaps and since my 9800 Pro can't do shinemaps for FS2 there's little point. Anyway.. that's why I didn't try it for myself :)
That said, I'm glad that I did indeed miss the detail that's clearly there. In that case it's the textures letting the model down. Also, it might be nice to have the details extruded as Galemp said... as the blue elements look like piping of some sort that should be jutting out anyways.
All just my 10 cents, but still :)
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From what little bit od detailing that is in the textures (it's not much) the parts that are recessed are clearly supposed to be underneath the superstructure. When I said I cheated, what I meant was that I'm actually making the frame thicker around the recesses (I extruded the man body around the holes, not the other way around) so in that sense it is thicker than it was. The blue elements could potentially be elevated segments above the plate of the recesses, though. I'll have to play with that some.
Also, I did go ahead and recess the holes on the underside. I should fill them up with techy stuff, but the thought of doing that quite frankly scares me. I want to see the high-res maps before I go and make the model completely incompatable.
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Beta 2. Link in the first post has been updated. The insignia is gone, and the underside has some detail added in.
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(http://img485.imageshack.us/img485/7990/fighter2t01a7ly.png)
thats the texture, FS2 isnt happy with me at the moment, so if one of you guys could turn it into a .tga, load it into FS2 and disable the glowmaps, then take a screenie it'd be appreciated
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(http://www.duke.edu/~cek6/stealthy-highres.jpg)
It's not perfect for what I did, as you changed the cockpit edge so much that my model no longer fits. Not much I can do about this, as the shape's pretty important and I'm not reworking the cockpit. There are also some changes in the width of particular sections of blue stripy bits, as I'm now getting blue outside of the recesses on my model. But if we want to accept this as "canon" then I can adapt that detail.
If I send you a .3ds of the model or something, can you adapt the texture to suit by chance?
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i'll just eyeball it ( i havent got any modelling skillz)
i'll fix that right up for ya
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allrighty
i sent you an updated version of the texture, mostly to see if everything fits right now
if its all good, i'll touch it up a bit more and make it look more pretty
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now one of the most deadly fighters has some more style. when the terran gauntlet first was released for FS2 back when :v: was pre THQ. I used to play that mission with the stealth fighter with the right guns she owns as long as you keep moving. if you can't pick them up then you don't know someone's about to shove something up your tail pipe. :drevil:
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(http://www.duke.edu/~cek6/stealthy2.jpg)
Much better. I can clean up the rest in the model. You have a shinemap to go with that high-res texture? ;7
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How about an animated glowmap to go with this redux?
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i'll see if i can cook one up
you oughtta show everyone the bottom, what did you do with it? does it work with what i did?
edit: i still see some bad bits in the texture too, let me clean those up too
(some blue bits still sticking out)
i'll take care of it tomorrow/saturday
i got a chem test, then im going to the fair with my girlfriend
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(http://www.duke.edu/~cek6/stealthy-bottom.jpg)
The bottom has much wider margins of error. Everything matches up well, for now. It's still TBD how well I'll be able to microdetail that though.
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Now we're talking, I can really see the detail there. She looks great :)
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You ought to bump out those pipes. It doesn't have to be much, but have the cross section like this --^-- and make sure it's smoothed properly, it should look great. See how I did it on the solar panels of the Faustus. Don't forget to map those extruded edges, too; the hi-poly Fenris used a seperate map but you should be able to include it in the main Pegasus hi-res UV.
Overall, though, it's fantastic! Great job. :) Keep it up.
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Originally posted by Turambar
edit: i still see some bad bits in the texture too, let me clean those up too
(some blue bits still sticking out)
i'll take care of it tomorrow/saturday
Don't worry about that on the wings, I've adjusted the UV space to fix that and changing it back will be more trouble than its worth. The only spot that bothers me is the little chunk of blue that's climbing out of the recess near the nose; the foremost of those lines needs to be pulled back a little bit. Since you're obviously very good at eyeballing things, I'm posting a closeup of the affected section here.
(http://www.duke.edu/~cek6/maperror.jpg)
And if you get the chance, could you put in a long and narrow "bevel edge detail" along the top-right corner of the map? It shouldn't be used by anything on the model, and it will allow me to map the the recesses more appropriately. Preferably there'd be two; one darker and one slightly lighter (to match the extrusion color on the underside). They don't have to be very wide, as they're mapping to a surface that's very small even if you're right on top of it.
EDIT: I've modeled in the major pipes on the underside. I'm waiting for Turambar to get the blue stripes finalized before I touch them, though I'm really inclined to say that, because they glow, modeling them in is probably a complete waste of time. Not that I won't try ;)
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Wow. It's unfortunate how mapping always covers up detail, but I still like what I see.
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Mapping doesn't always cover it up, it just makes it less blatent.
Turambar's done some excellent work with the maps. A matching animated glow will be later in the making. And I've started to do the unenviable task of bumping out each and every one of those blue veins on the top surfaces.
(http://www.duke.edu/~cek6/screen0180.jpg)
(http://www.duke.edu/~cek6/screen0181.jpg)
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whoa.......thats sweet
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:yes: link updated?
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No, I had some trouble compiling the scene so that isn't even a picture of the complete POF. I'll update the link when it's finished, because right now it's very close.
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Lovely work :)
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This definitely deserves a highlight :)
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we can title it "hey, we managed to squeeze a guy in there!"
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I'm down to one (!) panel. This should be done sometime tonight.
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oh my, that's awesome. :yes:
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Finished!
Get it here! (http://www.duke.edu/~cek6/pegasusHTL.zip)
Credits to :v: for the original model, Nico for the pilot, and Turambar for the maps.
(http://www.duke.edu/~cek6/screen0183.jpg)
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:yes:
Something nice to render with when I get bored with schoolwork!
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That looks fantastic! Downloaded it and will be testing it out shortly.
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Make sure you deactivate the animated glowmaps. The new maps are not 100% compatible, and there's a lot of ugly artifacting on the old ones.
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'till we make new ones
or till i get Da B to do it cause i dont know how
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Great job, Strat. Its still one of my least favorite fighters, but you've taken it from rip-my-eyeballs-out ugly to something approaching damn good. :)
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A great improvement indeed, but you might want to double-check the actual main map file you included in the zip. ;)
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Well I feel like an idiot :lol:. The link's been updated.
EDIT2: Fixed one other minor detail. This thing is getting absolutely trivial to reconvert out of sheer force of habit. Is that a bad thing?
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Looks way past cool, thanks a lot for your efforts !!!
Oh, By the way...you might want to "Upgrade" the status of Pegasus in HTL - Status v.2 thread from Beta, to Fully Released or something.
Good luck for the Typhon...
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Sweeett...
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wow, this turned out better thatn i thought, it was looking a little weak at first but you managed save it. nice work.
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:yes: :yes: :yes:
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Is it possible to see the cockpit from the inside? I thought it was possible with one of Venom/Nico's Perseus models, but half an hour of searching gave me nothing.
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yeah, but search is broken right now anyway. Try going back several pages in the SCP forum and finding the thread(s) on visible cockpits.
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Add "show ship" to the ship flags. And while the eyepoint is at the pilot's eye in this thing, there wasn't room to make the pilot actually able to see out; the first cross of the canopy will be directly in front of you.
I actually tried to make it work, but it just wasn't happening with this model.
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's what happens sometimes. just make the pilot a little shorter. :p Like 5'9 or something ;)
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Actually I ran into this while doing the Apollo. Seems the forward canopy strut on the in-game model was removed for the cutscene so you could get a good look a the pilot, and vice versa. I think there's precedent enough there that we can remove some canopy supports if we want actual visible cockpits.
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Thanks for the answer anyway, I was plugging around with random command lines. :D
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Looks great minus one complaint:
The blue lines in the glowmap have rough edges, so it doesn't look as good as the old one in a low light scene...
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I'm assuming you're refering to the animated glowmap. That map is garbage, and it doesn't line up correctly with the new map or the mesh itself. I -highly- recommend deactivating that map before using this mesh, and Turambar has provided a DDS static glowmap to be used until we can get a matching animated glowmap for the new base maps.
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A minor (though work intensive and troublesome thing to do if it ain't so...) thing:
Does the main map have inactive glows? (Ergo glassy, dark tubes in place of the blue parts.)
This ship would be marvelous for the use of activate/deactivate-glow sexp in stealth missions.
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It does not... yet. Removing the blue from the standard maps shouldn't be difficult I don't think, especially if Turambar still has the photoshop file. The maps are still a bit of a WIP.
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i'll darken them for ya no prob
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Taylor's going to kill me for abusing the .eff code :p
I updated the zip, but it's minor so don't waste your time downloading it again if you already have it. If you do have it, add this eff file (http://www.duke.edu/~cek6/Fighter2t-01a-glow.eff) (right-click, save-as) to your data/maps directory. It's a hack to get the static glowmap to override the animated glow in mv_adveffects.vp until a new animated one gets made.
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I need to play the Transcend campaign again... The model would look awesome.
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Grr. how dare you steal my cockpit glass texture ;)
Anwyays, she looks quite good, but that link to the new Eff isn't working
Great job on a great model!!!
I would've darkened out the glowing parts in the main map though, so the ship looks nice should some fredder decide to turn off the glowmaps, or should we get code that turns off glows on debris.
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Originally posted by FireCrack
Grr. how dare you steal my cockpit glass texture ;)
Anwyays, she looks quite good, but that link to the new Eff isn't working
Great job on a great model!!!
I would've darkened out the glowing parts in the main map though, so the ship looks nice should some fredder decide to turn off the glowmaps, or should we get code that turns off glows on debris.
Fair enough, since that glass texture is used on the Ares too ;)
The link's been fixed (it's a glowmap, duh). And Turambar said he'd darken the stripes at some point. Probably around the same time as getting to that animated glowmap...
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I thaught the ares used it's own texture, owell, mine wsa better ;)
Anyways, that's good to hear! How was the animated glowmap done for the original?
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Originally posted by StratComm
I updated the zip, but it's minor so don't waste your time downloading it again if you already have it. If you do have it, add this eff file (http://www.duke.edu/~cek6/Fighter2t-01a-glow.eff) (right-click, save-as) to your data/maps directory. It's a hack to get the static glowmap to override the animated glow in mv_adveffects.vp until a new animated one gets made.
What if one doesn't have the mv_adveffects.vp?:p
& BTW, that is one cool looking pegasus. Haven't yet tried in game (been to busy messing with BSG stuff) but it looks great.
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It's a 21 character ASCII file for a "1-frame animation". Does it matter? :p
The old animated map was an ANI, done by lightspeed back in the day IIRC. Unfortunately it doesn't line up perfectly with the new map, so that's why I posted up an override.