Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: peterv on December 17, 2010, 08:25:45 pm
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From the .tbm: "RNI systems and Ahketon Corporation collaborated to produce Arpyia-class frigate based on demands from the GTVA security council requesting a tactical rapid-response craft with carrier capability. Taking notes from the design of the successful Deimos-class corvette, the first Arpyia class elegantly integrates a a large fighterbay into well-rounded frame. The first Arpyia class vessel launched six years after the Capella incident."
Very special thanks to Droid803 for making corrections to the pof, suggestions for the maps and writing the above text. (He did all that in less than 20 minutes :shaking:)
(http://img692.imageshack.us/img692/6421/nomorepms.png)
EDIT: new link: http://www.mediafire.com/?cnrqpgye8fda1jr
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Dark textures are dark :P
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This model is gorgeoous.
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Normal maps aren't visible in game because the normal map is too flat, needs to be intensified.
The giant black panel behind the middle and lowermost engine could stand to be gray or something, seems a bit out of a place.
Otherwise, great model. :yes:
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Awesome model! That's almost perfect terran next-gen. Will be used in my project. Great work :) :yes: .
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This is an excellent model that has so many uses in FRED I expect it to become a mainstay. Absolutely blew this one out of the park, assuming it performs well.
Modelers - these are the kind of capships we need.
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*goes through every campaign with fighter carrying Deimoses (sp?) and replaces them with this*
EDIT: Demoi if Wikipedia has its Greek grammar correct: :nervous:
<a href="http://en.wikipedia.org/wiki/Ancient_Greek_nouns#Second_declension" >Citation[/url]
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Uploaded to FSMods: http://www.freespacemods.net/download.php?view.662
Cheers.
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Oooh, very nice. :)
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Normal maps aren't visible in game because the normal map is too flat, needs to be intensified.
The giant black panel behind the middle and lowermost engine could stand to be gray or something, seems a bit out of a place.
Otherwise, great model. :yes:
Right on both and needs some more corrections visible to me only after the release. There will be a new one soon.
Thanks for the comments everybody :D
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I didn't fully appreciate the awesomeness of this ship until I got it into FRED and saw the other side from that screenshot. That fighter bay is just plain bad. ass. :yes:
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She is a beauty definately. Love your idea of it being based on the Deimos' design. Shall have to download at some point. :):yes:
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Fits admirably in a Post Capella scenario, as if the GTVA decided to go well beyond the Deimos to develop such a good looking and fearsome beast. Congratulations, peterv!
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Nice ship. Already included it in B.D., PeterV ;D
But I just noticed something strange about the top-back engine seems to have places with mesh holes/empty/inverted faces, or whatever that's called. Look at the top engine at the back at a few different angles.
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It's very shiny.
(http://i867.photobucket.com/albums/ab233/KristianBA/FS2/fs2_open_3_6_12r_INF_SSE22010-12-1816-20-58-90.jpg)
Apart from that it's gorgeous
(http://i867.photobucket.com/albums/ab233/KristianBA/FS2/fs2_open_3_6_12r_INF_SSE22010-12-1816-22-58-19.jpg)
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I swore I told peterv to de-mirror-ify it :P
But I just noticed something strange about the top-back engine seems to have places with mesh holes/empty/inverted faces, or whatever that's called. Look at the top engine at the back at a few different angles.
Oh balls, that might be my fault.
Rather, PCS2's fault, cause I messed with it in PCS2.
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Nice concept :yes:
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Needs new shinemap IMHO.
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It's the normal map that darkens it a lot.
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I likes. I likes a lot.
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Sweet ship :nod:. Found a couple problems with the tables you packaged it with, though. Turret 12 is a TerSlash for seemingly no reason, it looks like it should be a standard flak. Also, the turrets you have set as to use Pirahnas have them listed as Default PBank instead of Default SBank, so those turrets won't work without a table change. Nothing major, just a few simple table tweaks.
Also, +1 for de-mirroring asap :nervous:
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The map looks a little too cell-shaded for typical FS.
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Hawt ship. :D
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You never know but i think it's O.K.
(http://img259.imageshack.us/img259/285/finalhopfully.png)
http://www.mediafire.com/?cnrqpgye8fda1jr
Delta_V i think it's heavy flak. Anyway, I'm sure FREDers will change that.
Also added engine sound and changed it's behaviour a bit.
So, my dear test pilots, thanks in advance for the second round. :pimp:
EDIT: don't try to launch Ursas from her when she's moving. They penetrate the fighterbay in a magical way. When she's stopped, it's O.K.
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Ooooh, that is nice.
One question: what's that business on the bottom? Big beam? Ram scoop? "Docking" clamp?
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Dude. Awesome.
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Ooooh, that is nice.
One question: what's that business on the bottom? Big beam? Ram scoop? "Docking" clamp?
It's the bottom engine and the base for the bottom beam.
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After some testing in fred, I must say the anti-fighter weapons are quite deadly, and all those Pirahna launchers are pure evil :mad:
One problem I noticed was the tendency of its forward beams to get killed every time it went head to head with another ship. The turrets take up almost the entire front of the ship, and tend to get hit in the opening volley of beam fire, not to mention they are quite large targets for fighters and bombers. The turrets themselves don't seem that big, but the destructible parts that are a part of the turrets make them larger than necessary. I would consider making those parts smaller, but other than that nitpick (and the shininess), I think you have a terrific model :) I can't wait to see this thing in a campaign :nod:
Looking at your pic, it doesn't seem nearly as shiny as it does in game (it seriously looks like it's made of giant mirrors in game). I'll have to try some different lighting settings to see if that's the problem.
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After some testing in fred, I must say the anti-fighter weapons are quite deadly, and all those Pirahna launchers are pure evil :mad:
One problem I noticed was the tendency of its forward beams to get killed every time it went head to head with another ship. The turrets take up almost the entire front of the ship, and tend to get hit in the opening volley of beam fire, not to mention they are quite large targets for fighters and bombers. The turrets themselves don't seem that big, but the destructible parts that are a part of the turrets make them larger than necessary. I would consider making those parts smaller, but other than that nitpick (and the shininess), I think you have a terrific model :) I can't wait to see this thing in a campaign :nod:
Looking at your pic, it doesn't seem nearly as shiny as it does in game (it seriously looks like it's made of giant mirrors in game). I'll have to try some different lighting settings to see if that's the problem.
My settings: "-ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5" (actually Zacam's settings).
Now, as for the turrets, they were designed for a special campaign where they needed to look destroyed, that's the reason for theme being so big. Adjusting them via FRED might be a solution to this.
Thanks for the feedback :)
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Even with your settings, I still am getting bad reflections. It seems to happen in all the different environments I tried, but it was very obvious with the nebula in the background. It just kinda sucks that the shinemap is covering up what otherwise appear to be really awesome texures :(
Screenshots are attached. The second one is from inside the hangar.
Hope it's not too difficult to fix.
[attachment deleted by admin]
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Holy mirror house.
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O.K. I'll fix it. :)
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So if we do end up with somekind of mod spotlight (http://www.hard-light.net/forums/index.php?topic=73522.0), as the most awesomest moderator of dis board (aside from HT), I'd nominate the Arypia to be the first one spotlighted.
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While I haven't had the chance to mess with this (Broke-dick computer and all), how does it handle itself in battle?
Am I right in saying there aren't any ventral mulitpart turrets as well?
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No ventral multipart turrets.
I'm working on a version with smaller models for AAAfs. Will be released with the new shine map.
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It occurred to me (and perhaps others) that this model could be used in an upgrade/redux of Blaise Russel's "Homesick", taking the place of the retired Deimos serving as the player's home base ship. The explanation could be made that the Deimos design was the winning design from a competition, much the same way as fighter competitions will yield some designs that get discarded while another is chosen. This design could have been a failed competitor to the Deimos, sold to the mercenaries and converted for fighter-carrying.
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Well, I've made the Hestia for exactly that reason, but that model needs serious upgrade (it was my first one). Anyway, moders will do anything they like, I'm sure of that :lol:
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Final (hopefully) : http://www.mediafire.com/?cnrqpgye8fda1jr
The turrets are fixed just a bit, couldn't do any better without changing all the submodels.
If you still don't' like the shine map it's very easy to fix, don't hesitate to ask :pimp:
EDIT: THIS is the right shine - map : http://www.mediafire.com/?1xd47msmhrw43y6
The one in the VP is the WRONG shine - map.
(No, i'm not drunk, why do you say that?)