Author Topic: BSG Turrets. (@ Omniscaper)  (Read 8533 times)

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Offline Turambar

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BSG Turrets. (@ Omniscaper)
i had an idea for the old Gal
just wait for it, i'll show it tomorrow, i say screw tiles, i m gonna make a huge-ass map

you said "most detailed ship ever", im gonna go all out
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline WeatherOp

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BSG Turrets. (@ Omniscaper)
Wohoo, I'll wanna see it tommorow. So, expect me to ask.:D
Decent Blacksmith, Master procrastinator.

PHD in the field of Almost Finishing Projects.

 

Offline Deepblue

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BSG Turrets. (@ Omniscaper)
Heh, I can't texture worth beans yet. You should go ahead and texture it.

 

Offline Deepblue

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BSG Turrets. (@ Omniscaper)
Does anyone have a reference shot of the Viper opening up with its guns?

 

Offline Deepblue

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BSG Turrets. (@ Omniscaper)
And BTW, you can delete the box on the left of the turret middle. It shouldn't be there.

 

Offline Taristin

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BSG Turrets. (@ Omniscaper)
Deepblue:



Turumbar:  If you're using one large map for the ship, you're going to lose detail. Your best bet would be to do several large maps, much like the Leviathan, but to the maximum size allowed. (My card, for instance, only handles a 2048^ map, and I think most people's are the same way.)
Freelance Modeler | Amateur Artist

 

Offline Deepblue

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BSG Turrets. (@ Omniscaper)
@Turambar:
Could you use some of the shots (http://www.starshipbuilder.com/ubb/Forum3/HTML/000001.html) to do a UV map?

Using those pics I got a good top down view of the turrets. Go ahead and redownload the last file I posted.

 
BSG Turrets. (@ Omniscaper)
I just wish FSO supports detail textures. In that case we can have both UV and tiled details overlayed on top of each other. Bob, any possibility to such a feature? Thats how I apoach texture creation in photoshop. I have a 128x128 layer of tiled texture underneath a larger map to give it details up close. Its getting difficult keeping all the tilable textures consistant in size.

 

Offline Turambar

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BSG Turrets. (@ Omniscaper)
I'm using the reference shots to make really big, really detailed textures of various parts of the ship

yes, there will be multiple maps
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline Goober5000

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BSG Turrets. (@ Omniscaper)
Bobboau hasn't even posted in this thread, yet he's got 5 questions directed at him. :lol:

 

Offline WMCoolmon

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BSG Turrets. (@ Omniscaper)
Rule of thumb #1 about texturing: the more models a ship has, the slower it renders.

If I were making the BSG though, I'd probably go for making the each bay and then the main hull separate subobjects. That way the submodel animation code could be used to extend and retract them, and each one of them could use the submodel LOD code. The Galactica's large enough that you might be able to get away with having one pod at one LOD, and the other, more distant, one at a lower LOD.
-C

 

Offline Turambar

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BSG Turrets. (@ Omniscaper)
ok, the texture won't be see-able tonight, its too friggin' big
its the top of the Gal, and the side struts for the pods

then im gonna have the very front and some tiles

next texture will have landing bay interior, runway, and launch tubes

then the last one will be the bottom

the rest will be tiles, which will be included in the textures


what have i gotten myself into
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline Deepblue

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BSG Turrets. (@ Omniscaper)
lol. A crapload of work.

 

Offline Roanoke

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BSG Turrets. (@ Omniscaper)
Quote
Originally posted by Goober5000
Bobboau hasn't even posted in this thread, yet he's got 5 questions directed at him. :lol:



maybe that's why he hasn't posted :p

 

Offline WMCoolmon

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BSG Turrets. (@ Omniscaper)
Code: [Select]
Assert( Num_Bobboau_requests < 5);
-C

 
BSG Turrets. (@ Omniscaper)
Is there a way I can increase the rate of fire on a capship turret?

 

Offline Deepblue

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BSG Turrets. (@ Omniscaper)
Yes...

In the area called $fire wait: put a time that you want to pass before each new shot is fired.

So for fast firing weapons you put a small number in.

For slow firing weapons you put a big number in.

 

Offline Black Wolf

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BSG Turrets. (@ Omniscaper)
You'll also need to increase its Accuracy rating for its particular AI level.
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
Burn the heretic who killed F2S! Burn him, burn him!!- GalEmp

 
BSG Turrets. (@ Omniscaper)
Thats 73 turrents implemented, thats 60 percent done and still going.






Still tweaking alot with this. You should see this baby in action. Screens don't do squat for these scenes. If you saw the enemy supression barrage in Mini-series, it looks pretty much the same. We now need a custom graphic for our ammo.

 

Offline WMCoolmon

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BSG Turrets. (@ Omniscaper)
:yes:
-C