Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => The FreeSpace Port Upgrade => Topic started by: Galemp on October 21, 2005, 09:43:51 pm
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...requesting immediate reinforcements!"
(http://web.njit.edu/~pjo3/htl/apollo1.jpg)
(http://web.njit.edu/~pjo3/htl/apollo2.jpg)
(http://web.njit.edu/~pjo3/htl/apollo3.jpg)
(http://web.njit.edu/~pjo3/htl/apollo4.jpg)
(http://web.njit.edu/~pjo3/htl/apollo5.jpg)
(http://web.njit.edu/~pjo3/htl/apollo6.jpg)
As you can see the mapping is still kitbashed, and should be adjusted by someone far more talented than me.
Reference pics here: http://www.descent-freespace.com/goodies/gallery/cockpit/
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Ooh, so this is the big secret ;7
Looks sharp.
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Looks sooooooo much better than the original apollo. I like Ash's. I hate the one we got.
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:jaw:
Niiiice... :yes:
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Wow. That is AMAZING!! :)
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Da-ha-ha-ha-am! I LIKE it. It may be kitbashed, but it looks good to me.
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Looks great. Some of the mapping is weird, but I can safely say I'm in love with the cockpit job. :D:yes:
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my favorite ship...
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Can I get a wireframe/non-textured pics of this new, better Apollo?
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Very sharp looking mapping job. :) Unless I'm really missing something, I don't see any major changes to the model besides the cockpit; please correct me if I'm wrong.
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Really. It's jsut the original model with a cocpit and maps from the cutscenes AFAICT. :wtf:
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There's a lot of extra detail there. I think Galemp would be offended if you did a comparison and still thought they looked exactly the same. I can point to just about any part of that ship and see what he's done. The detail in the engines alone should tip you off to this being a complete job.
GE, apparently people don't believe the model's been touched if you don't provide an unmapped render.
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One small detail... if it's going to be the "regular" Apollo then loose the damage detail... they don't make these things half crippled ;)
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:eek:
GE wins
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Interesting that it swaps the position of the guns and missle launchers. I imagine in playtesting they discovered that it was impossible to hit anything with guns mounted so far away from the centerline.
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Which is probably why :v: switched them in the map and on the model in the first place. There's more than one ship like that in both FS1 and FS2.
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Originally posted by StratComm
There's a lot of extra detail there. I think Galemp would be offended if you did a comparison and still thought they looked exactly the same. I can point to just about any part of that ship and see what he's done. The detail in the engines alone should tip you off to this being a complete job.
GE, apparently people don't believe the model's been touched if you don't provide an unmapped render.
If anything, what threw me off is that the nose still looks like it's on the low-poly side. I thought that the engines looked improved, but it's been a while since I've seen the original Apollo. Sorry if I came across as ignorant. I think an unmapped shot would really give a better sense of what improvements have been made.
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Wireframe, original maps and cutscene maps.
(http://web.njit.edu/~pjo3/htl/apollo0001.gif) (http://web.njit.edu/~pjo3/htl/apollo1.gif)
(http://web.njit.edu/~pjo3/htl/apollo0002.gif) (http://web.njit.edu/~pjo3/htl/apollo2.gif)
(http://web.njit.edu/~pjo3/htl/apollo0003.gif) (http://web.njit.edu/~pjo3/htl/apollo3.gif)
Click for animations.
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I think that what would really make the model would be to add in the FLIR like thing mounted under the nose. The lower structure there does seem plain in comparison to the rest of the model.
It does stick out quite a ways under the nose.
(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/gtf0115.jpg)
(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/gtf0109.jpg)
Mind you that's not to say that the model isn't 1000 times better than before, which it is... :)
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All right, those animations make it blatantly obvious enough for me. :p I didn't realize that what I called "low-poliness" was actually present on the cutscene model as well; I guess that's just the way that :v: intended the nose to look. Very nice job. :) Though I'd have to say that, if we could get the above model in-game, I might have to lend my support to that one. :p
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Cool - how'd you get ahold of the cutscene model, GE? Inside contacts at :V:? :p ;)
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Oh, man. That looks freaking sweet, although whoever said that they don't make them half blown up is right. Try 'restoring' the damaged maps, maybe? You can see the hint of a "GTF Apollo" or something on the side there...
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It also looks like it has lil spot lights (on sides of engines and other pod bits), that you can see in the first image posted that doesnt appear to be in the actual geometry of the model.
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If I want this to be a reskin, I'd have to compensate for that in the original Apollo model as well. I'll give it some thought. For now I'll concentrate on getting a skin to Sheepy to touch up, then work from there.
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You could always HTL it...
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It IS HTLed... don't you see??? THis is the HTL Apollo :)
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Where's the dead co-pilot?
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How'd you get that from about 30 seconds of movie?
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Printscreen? :p
There's a relatively long cluseup in the beginning, as it moves from stern to bow.
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Screenshots on the Descent Network, and Max's supercool Camera Match and Camera Map functions.
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If Anyone says this looks "BAD" they need to go to a mental instatute. . if anyone says it it looks "Wicked", Bravo. I think it looks so
"Cool"
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I've attempted to bake these bits onto the standard Apollo texture with mixed results. Maybe someone with more talent in 2D art can fix this up a little?
(http://web.njit.edu/~pjo3/htl/ash.jpg)
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I'd like to see a texture job mid-way between the broken, dark intro version and the ultra-basic white FS1 version. It's not like white ships are common or iconic in FS1, so grey it up, put all the nice red highlights in, and see what everyone thinks.
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I'll have a tinker when i get a chance, can some one do me a favour and post up the original apollo maps, I'm on a mac now with no access to freespace and would be muchly grateful!
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i suggest taking out where the lights are on the texture and putting them on the glowmap, possibly with glowpoints near them
it'll look cleaner
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/*agrees with the bar of turma*/
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*wants one*
Really nice actually, I've been waiting for people to start HTLing the old FS1 fighters (I think Nico did a Valkyrie waaaay back when but he never released it). Glad someone finally did an Apollo.
Nice touch with the cutscene reskin too...
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Call me old school but I think a standard GTF Apollo HT&L would be fine with a normal skin and then a special Lt. Ash version. They may not all have been painted the same way...but the ones were familiar with fit a particular look and feel for some GTA ships.
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I wouldn't replace the original skin with the Lt. Ash version, but it still looks kickass is what I meant.
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By the way, I'm pretty sure it's "Requesting immediate assistance!"
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*plays the video to check...*
Yep, but it's after he requests fighter cover first.
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The exact wording, since we're nitpicking now, is "...requesting immeditate fighter cover and rescue!"
And there's a bunch of stuff before that too.
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Your both wrong, he first says
"Reporting, taken heavy damage"
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*cough*
And there's a bunch of stuff before that too.
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is there gonna be a release soon? :nervous:
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There's a skin there that should be cleaned up for the cutscene version. The original model needs a bit of work done to it in the meantile, though.
wait, what are you complaining about? There's a beautiful new Hecate a few threads over. Go play with that.
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I wanna wait till i get my Radeon 9250. ;)
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Update, I am still working on this; it's gotten to the Glowpointing phase.
(http://web.njit.edu/~pjo3/htl/ap3.jpg)
If anyone has experience with Type 1 glowpoints please contact me, I'm having trouble getting the floodlights to orient properly.
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NNmmf. That looks most excellent. Good luck with the glowpointing; if I knew anything about it, I'd help you out. Here's hoping for an imminent release!
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I'll probably reconvert it, the smoothing isn't coming out correctly.
If anyone wants to do a high-res version of the Apollo maps, you could use this as a base; it's the Ash map overlayed on top of the original one, with Soft Light filtering, to convey the color and texture.
(http://web.njit.edu/~pjo3/htl/compositemap.jpg)
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Do you plan on cockpitting this model?
EDIT - LOLZ, I fail at life. The map looked like it had a solid canopy, so I forgot about the dozen other pics of the cockpitted Apollo. :)
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Done, and released.
(http://web.njit.edu/~pjo3/htl/htlapollo.jpg)
Download me (http://web.njit.edu/~pjo3/htl/htlapollo.rar)
Still needs proper shine maps done and glowmaps extracted from the textures, but I'll leave that to someone else.
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w00t! just in time for me to be playing FSPort! :D (but what's with the mismatched maps from the body to the lower arms? :nervous: )
you need to do the work you should be doing. ;)
[EDIT] it works perfectly fine in-game, although the engines need a little work, as all i see is blue balls.
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Looks quite good ingame for the most part; only beef I have with it is the engines, look:
http://img253.imageshack.us/my.php?image=screen00012xw.jpg
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Kicks ass.
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Eew. I hope someone steps up and does some work on the maps. The mixing of the two is fugly.
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I wouldn't say fugly. It's a good idea; it just needs some hi res-ifying, and a better merge job.
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DaBrain will save us! :D
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i'll save you, if dabrain doesnt get here before im done with the urda
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Turambar did indeed save us.
(http://img357.imageshack.us/img357/5488/apollo12dn.png)
(http://img111.imageshack.us/img111/4548/apollo29da.png)
(http://img357.imageshack.us/img357/3391/apollo31yl.png)
(http://img106.imageshack.us/img106/182/apollo44zf.png)
Now if only Galemp would fix the UVmapping of the engines.
No, I don't have web hosting anymore since HotSnoJ disappeared, so I can't put up a download. Hopefully Turambar will put up a link.
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Ooh pretty. Pretty enough that I'd take the color variation over the "standard" Apollo.
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Ooh pretty. Pretty enough that I'd take the color variation over the "standard" Apollo.
x2. Hey its in the intro video like that. It must be what :V: intended the apollo to look like.
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actually, i'm gonna go ahead and say that that isnt the final, i'll be making some more improvements, basing it off of the cutscene maps instead of the merged ones i started with
that, and i want to try something with those big flat top surfaces of the engines, cause those just look kinda dull
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(http://img153.imageshack.us/img153/461/screen00668xq.jpg)
gave my baby a little touch-up
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All those ugly stupid little lights... could you atleast put a light in the map where the glows are so it atleast looks right?
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And the blue lights on top of the red spots on the hull look kind of funny.
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Wow, that just deserves an original model comparison image. :)
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Misc/OriginalApollo.jpg)
Apart from the slightly out of place glowpoints, I'd say it's a brilliant improvement.
Awesome work to the both of you. :yes:
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I think I still prefer the classic gray/white paint job, but that model is a fine piece of work. :)
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So is this model going to be in the next MediaVP?
Have the thruster glow problems been fixed?
I think this is exactly how :V intended the ship to be.
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I have an idea... Let's recreate the FMV using the SCP goodies.
(BTW, Ash has the best Wilhelm scream!)
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The pods need to merge (colourwise) into the main fusilage(sp?) the dark to white just looks silly. Its not so bad for the head/cockpit as it looks 'seperated' enough to warrent it.
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How'd you get that from about 30 seconds of movie?
Ummm, look behind Ash.
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Forgive me for being nebish, but how do you get this ship to work in fs1 port?
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in the folder. where you installed fs1 port, there is a data folder. Go inside this folder and create two more folders called models and maps...so it looks like following
fsport/data/models
fsport/data/maps
Assuming "fsport" is the folder where fs1 port was installed.
Now place model file ".pof" to the models folder and everything else to the maps folder.
Should work the way...
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(http://img153.imageshack.us/img153/461/screen00668xq.jpg)
gave my baby a little touch-up
is this available from the original download link?
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Hmmm? I got a little confused there myself. After that post regarding the touch up that had been made, there was no indication of whether that was the final product. I like it very much, but since other members had pointed out things that were bothering them, I thought that more was being done to the Apollo to satisfy everyone. So the picture in Kaine's post is not final, right? Just making sure. Thanks.
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i dunno, i like it the way it is
its got elements of the gray-white paintjob and its got the red trim and detail from the model in the movie
the one in the pic isnt in the package
i'll talk to the ppl to make sure it is
anyone sees any detail that they want added or something, just post it
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I like it the way it is too, but Raa suggested the following:
All those ugly stupid little lights... could you atleast put a light in the map where the glows are so it atleast looks right?
It would give the lights foundation I think, but other than that the Apollo looks great.
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Now here comes a truly noobish question:
Where do the differen't files go.
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Model in data/models, maps (and glowpoints) in data/maps. And of course you'll need a mod with the apollo enabled, in which case it will need to actually sit in that mod's data folder rather than the main FS2 one.
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The pods need to merge (colourwise) into the main fusilage(sp?) the dark to white just looks silly. Its not so bad for the head/cockpit as it looks 'seperated' enough to warrent it.
If some one could point me in the right directions for the textures i could have a look at it my self.
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They're in the download.
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you mean the NEW textures or the OLD ones?
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i never really released them cause i have no upload type area
i'll email them to someone if theyll put them up
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I don't usually resuscitate posts like this...But I gotta say it...
HOT D***!!!!
That is one really nice (if a little beat up :D) GTF Apollo. Excellent job! :yes:
And I must say this...even though it's against my better judgement...
It's "This is LT. Ash, Terran patrol, Wing Gamma, three-niner, requesting immediate fighter cover and rescue!!! COME IN ANYBODY!!!"
I can quote most of that intro too...
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Most of us can. ;)
I can actually do the entire movie from memory. :nervous:
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as for my last post on this thread
does anybody want to host my shiny new textures for the apollo?
theyve been rotting on my hard drive
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Email them to me. Taristin at GMX dot net.
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And don't go keeping it for yourself, Raa. We all want the neat new Apollo... :)
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fu**ing awesome!!!!
Is the DL Link on Page 3 the correct version, or do we need a new one?
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http://mekhu.woodentoyandgift.com/files/htl-apollo.rar
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i know its a newbee question but go the .dds .pcx and .tga files in the effects folder or in maps?
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Maps.
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ok all files are in the right place, but how can i get new apollo avaiable in the TechRoom and in Fred2?
i put all files in mein FSPort Folder but i don't see the apollo in the techroom
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You need an appollo table entry, is there a ships.tbl.shp / Whatever the heck its called lying about anywhere?
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yeah i know... a forget about that.... sry :)
In Fsport the Apollo works perfect
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oh noes, it has no envmap
i'll do that later when im done with homework
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Dangit, scroo teh homework, We want an Envmap now!!!!! :D
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Great model, great textures guys. Excellent work!
Err... but the clipping on the thrusters is terrible. :)
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Hmm...I thought a post was there saying the clipping was fixed...
*Waits for someone to fix it*
Well, any volunteers? :D
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Dude, clipping is on every ship. Besides, it's not a big thing, so no one will be fixing it anytime soon. :p
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It's only an eyesore on ships that have recessed engines, like Myrmidon and Apollo and several capships. I don't think it's ever been 'fixed'. It'd be nice if it was... but then it'd be nice to have post-shaders too. ;)
Then again, I'd set the Poseidon thrusters properly if I knew how. There are a few ships with poorly done thrusters (ie, doesn't even fill the textured thruster). It would be 'fully sick' if they were corrected.
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By thruster, do you mean the modelled thruster cones, or the glowing plume that the game draws on the model?
If its the latter, its simple to edit with PCS.
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I... don't... know? :S The circular corona-bit: it clips through the hull on several ships. Is that the easy-to-fix part?
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its the latter
as for envs, well, all i'd do on this is the cockpit really, maybe really light, and with some noise on the dark gray parts of the ship, a little brighter on the 'painted' parts, and none on the white parts
just open up the shinemap, and do that on the alpha channel, its pretty simple
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Nothing major or anything, but I thought I should point this out here. The red lights on the Apollo don't show up in the more recent builds, including RC1, RC2, and Taylor's Y-Targeting fix. The last build that I was able to obtain with working red lights is Karajorma's 5/17 build. Not a big deal or anything, but I was just wondering what changes in the builds has caused this to occur. Thanks.
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Nothing major or anything, but I thought I should point this out here. The red lights on the Apollo don't show up in the more recent builds, including RC1, RC2, and Taylor's Y-Targeting fix. The last build that I was able to obtain with working red lights is Karajorma's 5/17 build. Not a big deal or anything, but I was just wondering what changes in the builds has caused this to occur. Thanks.
Not surprising, considering that the reg_glow.tga file looks something like this to the game:
(http://icculus.org/~taylor/fso/pics/red_glow_problem.png)
(ie, it's fully transparent)
One of these days people will stop using those broken graphics programs and this won't be an issue anymore. You can open it (in a graphics app that doesn't suck ass) and resave it as a 24-bit TGA, or 24-bit DDS (DXT1c or RGB8), and it should work ok once more. I don't think that anything in the builds has changed to break this, those images never worked right in the first place. RC2 and newer might show it with a black square if it's still 32-bit, and doesn't have inverted alpha like it does now, but that's not an issue for RC1.
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Does gimp suck ass?
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Does gimp suck ass?
Hope not, 'cause that's what I use. :D
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Thanks Taylor, the lights are visible again.
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Nothing major or anything, but I thought I should point this out here. The red lights on the Apollo don't show up in the more recent builds, including RC1, RC2, and Taylor's Y-Targeting fix. The last build that I was able to obtain with working red lights is Karajorma's 5/17 build. Not a big deal or anything, but I was just wondering what changes in the builds has caused this to occur. Thanks.
Not surprising, considering that the reg_glow.tga file looks something like this to the game:
(http://icculus.org/~taylor/fso/pics/red_glow_problem.png)
(ie, it's fully transparent)
One of these days people will stop using those broken graphics programs and this won't be an issue anymore. You can open it (in a graphics app that doesn't suck ass) and resave it as a 24-bit TGA, or 24-bit DDS (DXT1c or RGB8), and it should work ok once more. I don't think that anything in the builds has changed to break this, those images never worked right in the first place. RC2 and newer might show it with a black square if it's still 32-bit, and doesn't have inverted alpha like it does now, but that's not an issue for RC1.
Would it be possable for someone to give me a resaved version of that TGA file as im having difficulty doing it myself. Resaving it didn't do anything for me.
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I'll mail one to you
update
Wow! DXT1 and DXT5 have horrible compression artifacts! Is it just the gimp or am I being an idiot? And why does it start another program every time I open up a DDS?
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Damn, don't use the file I sent you, it's broken (not that I can figure out why)
Actually, just use the Red_glow.dds
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Wow! DXT1 and DXT5 have horrible compression artifacts! Is it just the gimp or am I being an idiot?
The compression quality, via the GIMP DDS plugin, is directly linked to your video card/driver quality. That plugin uses your video card to do the conversion to DDS so if your card/drivers aren't very good at the compression aspect then the quality of those images will suffer. If it's not good enough then you should be able to use NVIDIA's nvdxt command line tool to convert from TGA into DDS with minimal quality loss.
And why does it start another program every time I open up a DDS?
What do you mean? Your question is rather vague.
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is PSCS2's DDS saver worth anything or?
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And why does it start another program every time I open up a DDS?
I'm sorry, I know that was vauge. When I open a TGA file for instance, if GIMP is already open, it won't start up another window of itself, just of the image, however, when I open a DDS file, there are two GIMP toolbars. I'm not sure that clears it up.
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is PSCS2's DDS saver worth anything or?
No clue.
I'm sorry, I know that was vauge. When I open a TGA file for instance, if GIMP is already open, it won't start up another window of itself, just of the image, however, when I open a DDS file, there are two GIMP toolbars. I'm not sure that clears it up.
Ah, depends on how it's set to open the file. You're using Windows right? On Linux at least there is the gimp-remote command which will reuse an existing GIMP session for a new image or create a new session if one doesn't exist. That's all it sounds like here, the file handler is just set to start GIMP rather than reuse a GIMP session. I have never used GIMP under Windows so I don't know for sure how it works on that side, but you should be able to see what the TGA handler is set to and then make sure that DDS is set to the same thing.
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Bet it works better in its native enviroment :doubt:
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Damn, don't use the file I sent you, it's broken (not that I can figure out why)
Actually, just use the Red_glow.dds
Ok thanks a bunch Mars
EDIT
ok I dint listen to you entirely. I also used the green_glow.dds and white_glow.dds now thoes work nicely. Ironicaly Red_glow.dds still doesnt work. ill try fideling with that file.
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Hmmm... none of the textures seem to be working, I'll reconvert and send them to you.
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Oh for goodness' sake :lol:
Here is the file... not the original, but it seems to be working. red_glow.tga (http://users.tkk.fi/~lmiettun/Kuvat/FS2_Open/HTL_APOLLO/data/maps/red_glow.tga)
I took the green_glow.tga, changed it to gray scale, back to RGB and set its color to red. GIMP is a good tool... even on Windows platform. Granted, it sometimes does weird things (specifically nagging about disk not being in drive at certain actions :nervous: ), but it gets the job done.
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thanks herra and mars all four lights work now
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in the folder. where you installed fs1 port, there is a data folder. Go inside this folder and create two more folders called models and maps...so it looks like following
fsport/data/models
fsport/data/maps
Assuming "fsport" is the folder where fs1 port was installed.
Now place model file ".pof" to the models folder and everything else to the maps folder.
Should work the way...
Sorry, newb question here. I installed the FSport, and it seems to work fine, but I'm not seeing an "fsport" folder anywhere. It's in the fresspace 2 Folder right? Or is it somewhere else, like in program files?
Edit: Err, um, nevermind. I just placed them in the FS2 folders and it works fine. Great job, by the way. :yes: Now I just need to see if there's an upgrade for the GTF Valkyrie
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Placing the FS1Port VPs in the main folder is a really bad idea. You basically prevent yourself from playing FS2 until they are removed again for one thing. That's why you should make a folder called FS1 port and add them to it. Then all you have to do is select the FS1port folder from the mods tab in the launcher to play.
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Placing the FS1Port VPs in the main folder is a really bad idea. You basically prevent yourself from playing FS2 until they are removed again for one thing. That's why you should make a folder called FS1 port and add them to it. Then all you have to do is select the FS1port folder from the mods tab in the launcher to play.
How does it prevent you from playing FS2? Doesn't the FSPort and the SCP use the same models? I kinda thought that the FSPort was essentially an FS2 mod, you just add the original FS1 ships and briefings and mission and stuff.
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It uses FS2 models yes but it has its own tables and data which overrides the FS2 equivalent in many cases. Just try playing the FS2 campaign with FS1 port as your selected mod and you'll soon see the game crash out with table errors or display otherwise odd behaviour. IIRC the Iceni appears as a GTF Ulysses for instance.
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It uses FS2 models yes but it has its own tables and data which overrides the FS2 equivalent in many cases. Just try playing the FS2 campaign with FS1 port as your selected mod and you'll soon see the game crash out with table errors or display otherwise odd behaviour. IIRC the Iceni appears as a GTF Ulysses for instance.
Ooh! :jaw: That's ugly! Okay, I'll move those files to an fsport folder I'll create!
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you need to read karajorma's FAQ Freespace Freak and set up all the mods you add as mod folders instead of just dumping them in the freespace main folder, it might work but it will cause problems down the road.
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you need to read karajorma's FAQ Freespace Freak and set up all the mods you add as mod folders instead of just dumping them in the freespace main folder, it might work but it will cause problems down the road.
Okay, so just change the .ini folder to look for it in the new mod folder and that's it? Sounds good. I'll check it out when I get to it tonight.
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The .ini should look for your mediavps folder.
You don't need to look for the mod itself as you specify that in the launcher but if you want the mod to use any extras you installed you have to tell it to search for them. That's why most mods have to look for the mediavps folder. Some mods have to be told to look for more than one mod folder but the system can handle that too.
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It is is a mod... all mods (including the Media VPs) should go into mod folders, otherwise, it's a PITA to play multiplayer and you confirm yourself to the church of organizational messdom
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Forgive me for asking, but the link for the newer version on page 4 seems to have stopped working. Anyone have a copy of the file they care to share?
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Forgive me for asking, but the link for the newer version on page 4 seems to have stopped working. Anyone have a copy of the file they care to share?
:welcome:
Declare all foreign space vegetables before initiating docking procedures wuth the Hard Light Installation.
Upon clearance being granted, await the formal HLP welcome speech............
TThat is all.........
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Forgive me for asking, but the link for the newer version on page 4 seems to have stopped working. Anyone have a copy of the file they care to share?
Is this file not in the mediavp yet?
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Not surprising, considering that the reg_glow.tga file looks something like this to the game:
Just read it. I've already fixed this before. It's in the upcomming VP.
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I've experienced an error with this model. Now, perhaps this error is already fixed and I just never got the latest incarnation of this model, but it was causing some CTDs (even in debug mode) during end-of-mission warpout and death scenes, although not completely consistently, but frequently enough to be annoying. Reverting to the default Apollo solved the problem.
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I'll tell you what's even more annoying: only the left half of the Apollo receives any specular lighting, regardless of the directions of the light source.
Why is this so?
I have taken this model apart piece by piece, destoying all the lights, glowpoints, and everything in between and painstakingly recreating them from scratch, but still it behaves in an irritating and badly lit manner. I'm starting to think it has something to do with the textures.
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No one seems to have it, and I don't think Taristin has it anymore either. Since woodentoyandgift is down, I don't know where else to download it. Any chance some lucky bastard who got it can repost it so I can download it? Thanks.
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i have it, whats your email address
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naboo_2 at hotmail dot com
Thanks. :)
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how about one of you uploads it, or emails it to me so i can upload it? tyukei (at) gmail.com
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please put it somewhere where everyone can get it.
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Are they the same maps that INF:A uses for their HTL Apollo?
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Hey Turambar, you haven't emailed it yet. What's up? :(
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PM me. I will put it up on warpcore.
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Me or Turambar? :D
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http://www.filefactory.com/file/c90a96/
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How do I use this?
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put it in your FSPort directory /data/maps
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Is there a model to go with this, or is it just the stock Apollo?
EDIT: Actually, are all the HTL models in the MediaVPs or do I need to install them seperately?
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The high-poly Apollo never made it into the Mediavps as it's for the port and not from FS2 Retail.
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But it doesn't seem to be in the port either. At least it doesnt show up for me when i play it.
Actually, is there a list somewhere of what models are in the mediaVPs and which arent? I looked at the HTL Status thread, but i think some of the models in there are in the mediaVPs even though it doesnt say so there.
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Can anyone provide a new link to the model and textures?
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The INF:A Apollo you mean? Or the modified version-the wonderful Latona?
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Where can I get apollo textures like in FS1 Intro?
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http://www.filefactory.com/file/c90a96/
You can covert it to .pcx? Fred does not show .tga maps :S
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In the thread right next to this one (http://www.hard-light.net/forums/index.php/topic,44574.0.html)
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But it doesn't seem to be in the port either. At least it doesnt show up for me when i play it.
Actually, is there a list somewhere of what models are in the mediaVPs and which arent? I looked at the HTL Status thread, but i think some of the models in there are in the mediaVPs even though it doesnt say so there.
you have to put it in the ports' data folder. the data folder has the same structure as the vp files do; however, data in the data folder overrides what is in the vps if it has the same name. Place the files inside the data folder in the correct subfolders and you'll see the new apollo. It's like this for every mod - each one of them will have a data folder, even the mediavps.. this way you can override what's in the vps by putting stuff in the data folder of the mediavps directory. You should never put anything in the Freespace2 data folder; it might work but it can break retail and it's just a messy way of doing it. You can use the Freespace2 data folder for an idea of the general data folder structure for each of the mod "data" folders tho.
If you get really advanced, you can create your own vps of those datafolders and give them names starting with a_ so that they override the mediavps or mod vp files, this way you can modify your stuff without affecting the data, and throw the vp files you created away when a new version comes out that incorporates some of your additions / changes (this happens to me often)
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The INF:A Apollo you mean? Or the modified version-the wonderful Latona?
Either/both
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The link someone put up for the newer apollo textures are dead does anyone still have them? I strongly suggest for the fsport team to create a new vp for hi res fs1 models that are created so it simplifys evreything and people can dl that at their own convienience and put that in the fs1 folder or take it out. Ill repeat this at the fsport forum.
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the link is dead. Is there something more perminant?
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In the thread right next to this one
The link doesn't work :/
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ok
btw, someone was me, the person who made the textures, and apparently the only person who can keep them
seriously, stick them in a vp or something for the fsport
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Ok, can someone give me a link to the latest revision of this thing? Heck, my email is joshuap <underscore> richards <at> yahoo <dot> com
I can upload it to FileFront and post a link; I know FileFront's not the greatest, but I've got stuff that's still there from when I originally posted them months ago.
Quick, before Turambar's hard disk crashes! :nervous:
Side note:
Okay, I think it should be required ( :D j/k, strongly suggested) that all ppl who work on any project at Hard Light register an Xdrive http://www.xdrive.com/ and post their data there: it's 5 Gigs of free space. If you feel like paying $9.95 a month, it's 50 Gigs. That would prevent hard disk crashes from affecting them. (Xdrive has a built in backup function.)
If anyone knows of a better service, let me know.
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ok
btw, someone was me, the person who made the textures, and apparently the only person who can keep them
seriously, stick them in a vp or something for the fsport
so was it already made? and did it have the fixed light textures? If i recalled correctly There were problems with the red and white glow lights showingup in game.
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If someone will give me a link or otherwise get it to me, I can upload to FileFront and then post the link here. Better than nothing, anyways.
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Here is... in .vp
just place it to your Port Folder and everything is fine.
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Do the glowpoints work right on this one ? I have one where only the blue glowpoints show up.
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If only the blue ones show up, check that it isn't the red one that's broken as the green ones should also show up.
There is an issue with the red_glow.tga which is fixed and floating around here, even though it seems only to be a problem with this model, the corrected TGA does not introduce any problems for other models.
And if necessary, I'll vp the apollo (original grey/white and Lt. Ash variant) with fixed TGA and whatnot.
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red glows? where? as far i know the Apollo uses the blue one for nomal, and the green one for afterburners...
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Thrusters are seperate from glowpoints, which is what the question was about.
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Here is... in .vp
just place it to your Port Folder and everything is fine.
Note: This is no this original version, this have the Tumbar maps.
(Image)
(URL)
ShivanSpS, is this the same Apollo that's provided in your FS2 SCP download?
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no, this one have the Tumbar maps...
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OK I found the Red glow tga for the apollo that works. Ill put up a link but this can only be temporary. Someone please replace this with the old one in the media vp and release the new vp.
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ShivanSps your link doesnt work any more. did you take it off?
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yeah i was updating it... to add those working red glows...
So, here you have... a 100% working HTL Apollo in .vp pack, this is the Galactic Emperor one + Tumbar Maps + Working glows.
Have fun :P
(http://i18.tinypic.com/2mhfm1h.png)
http://files.filefront.com/Apollo_HTLvp/;6656316;;/fileinfo.html (http://files.filefront.com/Apollo_HTLvp/;6656316;;/fileinfo.html)
(Place it intro your main FSPORT folder)
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Thats great! thanks!
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Shivan, you rule. :)
EDIT - watlol! No red lights? :shaking:
EDIT2 - watlol! It didn't work until I removed the redglow from maps. Strange?
PS the whiteglow looks AWFUL on the Apollo. They're supposed to be forward-facing headlights or something, but they're just lame white sparkly things. The map doesn't look anywhere near as 'clean' as the green and red ones, and I think it'd be better off without the map and just a white lightsource anyway.
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Hmm, I notice (eg, in Halo) that different lighting effects (eg, the Warthog lights, and the helmet light), and other effects such as water, or grass even, vary greatly depending on your installed graphics card. Give me another few days and I'll post a few pics to show you. Might this be the same with the Apollo headlights?
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What no thanks for me :D!
Oh well I think the white headlights lookfine. to me they look the same as the pic above the dl link
Does the lowring of ambient lighting have an efect on the glows?
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The whiteglows look fine to me.
Check to make sure that you're not using some terrible spec lighting settings like the ones DaBrain recently posted that were way, way over the top.
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Why is this newer higer res version not inculded in the HTL thread?
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because the man who maintains is not a machine, and can not do 200 things at once.
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I'm not suggesting that he should drop evreything and focus on this. Its been a couple months and I was ensuring that it was reconized and not ignored. Also if there was a legitiment reason for not puting this on the HTL thread. There is absolutly no need to take that tone.
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The HTL thread is a farce. It's missing a lot and is quite outdated. it shouldn't be used as anything more than a rudimentary tally list.
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The HTL thread is a farce. It's missing a lot and is quite outdated. it shouldn't be used as anything more than a rudimentary tally list.
It is a list that was created by me, in my spare time, which I seem to have less and less nowadays.
Now you could quit bitcing, go thread diving like I do time-to-time and assemble the list of the stuff missing....
....and I would put it into the list ASAP.
....or you could go on *****ing and moaning.
....and I could wonder why the modders (who are actually bussy modding, you know stuff that is actually MADE) don't fill out the form theselves
.... or why any of their great "fans" can't seem to find the 5 minutes to fill in the form I provided with info that takes thread divers a lot more to assemble.
BTW good day to you as well.
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Necrod
Any updates? ;) I really want this good Apollo done. :P
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erm... it IS done... check previous page :P
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I wish we could get something like that cutscene paint for every model out there...
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I wish we could get the cutscene models. :P
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A HTL model with the gunturret under the nose of the Apollo would be very cool. ^^
I was always wondering, why the turret wasn't on the original model. o_o
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Because the one you see in the cutscene is a bomber variant of the Apollo, not the Apollo itself. Thats also why you have 2 pilots on the scene, and thats why the weapon hardpoints arent the same as in the in-game model
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Because the one you see in the cutscene is a bomber variant of the Apollo, not the Apollo itself. Thats also why you have 2 pilots on the scene, and thats why the weapon hardpoints arent the same as in the in-game model
Hey can some one make that? :P I would love a Apollo bomber in Fsport. :P
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anyone have my texture and can send it back to me?
i'd like the model too, if its possible.
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Bomber Version? o.O
This can't be a Bomber Version... it just carries some Fury Rockets... thats all.
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Fury rockets can be used as bombs if you have enough of them.
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I can see 12 of them... :wtf:
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And? What do you want me to do about it?
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12 Fury's just can't replace a single bomb ^^
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Well of course, bombs replaced the Fury missiles, not the other way round. The only reason we used Fury missiles was because Tsunamis and Harbingers weren't available.
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Alright... Point for you. ^^
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Well of course, bombs replaced the Fury missiles, not the other way round. The only reason we used Fury missiles was because Tsunamis and Harbingers weren't available.
The idea that we didn't have bombs before 2335 is complete and total bull****, especially since the Vasudans had them long enough to build a bomber (the Amun) and replace it with a new generation of bombers before the start of FS1!
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Probably crappy bombs... What about the Phoenix IV?
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The Phoenix V doesn't have enough oomph and you can't fit enough in to compensate for the reduced power. A Phoenix IV would be even worse. I use a light bomb in Twist of Fate that does 1000 damage compared to the Tsunami's 1500 and has a shockwave radius of 25 to keep it from nuking interceptor pilots.
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Watsitcalled?
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I dubbed it Demolisher, although you're going to need quite a few of them to demolish anything bigger than an Aten.
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Because the one you see in the cutscene is a bomber variant of the Apollo, not the Apollo itself. Thats also why you have 2 pilots on the scene, and thats why the weapon hardpoints arent the same as in the in-game model
Where did you get that?
I NEVER heard that there was a bomber variant of the Apollo. What makes you even think that it's a bomber variant? 2 pilots?
For all we know 2 pilots might be a standard, as the original model doesn't have a visible cockpit.
Now it could be a training version, but what would a ship like that be doing in comabat with vasudans?
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The weapons configuration is reversed (primaries and missiles and missiles are primaries)
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Because the one you see in the cutscene is a bomber variant of the Apollo, not the Apollo itself. Thats also why you have 2 pilots on the scene, and thats why the weapon hardpoints arent the same as in the in-game model
Where did you get that?
I NEVER heard that there was a bomber variant of the Apollo. What makes you even think that it's a bomber variant? 2 pilots?
For all we know 2 pilots might be a standard, as the original model doesn't have a visible cockpit.
Now it could be a training version, but what would a ship like that be doing in comabat with vasudans?
The FS reference bible identifies the intro ship as a bomber.
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THANK you.
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Someone should make a bomber version..... just because I love the Apollo, and a bomber variant would rock even more!
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Ahh..but as you say yourself, this is what they THOUGHT it would be...I can see fro mthe REf Bible that some things were changed, or dropped.
the intro description mentiones a bomber - that doesn't mean that when work on the into ani actualyl started that it was still a bomber. Maby no one really cared. Maby that just put the model of the most detailed terran craft they had (Apollo)...
Or maby they did plan a bomber version...Strange that it wasn't in the game :(
This part is missing:
[cut to/from another flashback]
Pilot: [making frightened noises]
Comm: Pilot, what is your status? We’re not receiving your data…
[Cut to pilot’s face, then to him fumbling with damage controls.]
Pilot: Status is… oh, man… [fumbling with controls… everything is damaged]… lost both stabalizers, port engine is hanging on…. [gasping]… environment controls, weapons, primary heat sink offline… subspace generator gone, O2 exchangers gone, oh god… gunner is dead… he’s dead!
Gunner? GUNNER?
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i guess they were going to use the ursa/medusa.
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Someone should make a bomber version..... just because I love the Apollo, and a bomber variant would rock even more!
The Apollo is my Favorite Cannon FS1-2 ship.
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The Apollo is my Favorite Cannon FS1-2 ship.
Canon.
My fav. is the GTF Ares.
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My fav. is the GTF Ares.
Seconded! :D
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i prefer the GTF Clothespin :D
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My fav. is the GTF Ares.
Seconded! :D
PO-TA-TOE!!!!!
:wakka:
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PLEASE! call it be the name command gave it!
"GTF Turkey"
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"GTF Turkey"
You mean the name that akenakashi gave to it? It's called the potato. Shut up!
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Potato of DOOM (tm)
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no help then?
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Ahh..but as you say yourself, this is what they THOUGHT it would be...I can see fro mthe REf Bible that some things were changed, or dropped.
the intro description mentiones a bomber - that doesn't mean that when work on the into ani actualyl started that it was still a bomber. Maby no one really cared. Maby that just put the model of the most detailed terran craft they had (Apollo)...
Or maby they did plan a bomber version...Strange that it wasn't in the game :(
The Apollo was going to be a bomber, but it was changed to a fighter. If you notice the selection screen in FS1, the render of the Apollo shows the guns and missiles switched around.
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Don't see how that is proof of anything...I mean, switching them makes no sense!
How was that supposed to work? Having a plasma cannon for a secondary and fury for primareis?
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He meant the hardpoints were switched. :wtf:
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And really, when you think about it, the locations of the secondaries on an Apollo are ass-backwards because there's no room for missiles. However there is room for guns on those pods beneath the engine.
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And really, when you think about it, the locations of the secondaries on an Apollo are ass-backwards because there's no room for missiles. However there is room for guns on those pods beneath the engine.
It's fed via magazine? :D
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That makes sense, Saying that, where are the rounds kept in an AH-64's mounted nose pod? I've been playing too much quake, no one person should be able to carry ludicrous amounts of guns and ammo.......
Except maybe a Royal Marine :nod:
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The primary/secondary hardpoints on the Apollo were switched because it was too hard to hit anything with the guns that far apart, IIRC.
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The Apollo looks like it can handle a few more hardpoints ;7
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The primary/secondary hardpoints on the Apollo were switched because it was too hard to hit anything with the guns that far apart, IIRC.
Whether you can really hit anything isn't all that relevant in a bomber, so the change likely came during the switch to being a fighter.
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The primary/secondary hardpoints on the Apollo were switched because it was too hard to hit anything with the guns that far apart, IIRC.
Whether you can really hit anything isn't all that relevant in a bomber, so the change likely came during the switch to being a fighter.
Yeah, well, dont remember me the Osiris primary...
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hello together....are these maps somewhere available?! i really would need them for the cutscene as the apollo maps i have are not really sufficient for a high quality render....
thanks!
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Should be at this location:
http://files.filefront.com/Apollo+HTLvp/;6656316;/fileinfo.html
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The high-poly Apollo never made it into the Mediavps as it's for the port and not from FS2 Retail.
Project politics for the fail.
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Well what's the point in including it if it's not going to be used? :doubt:
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aww. i liked that texture :-(
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Should be at this location:
http://files.filefront.com/Apollo+HTLvp/;6656316;/fileinfo.html
thanks.....unfortunately the mapping of this one is not without errors :( i cant use them.....
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don't care about the engine glows... i'm using the Babylon 5 TC ones with some custom settings...they have much better quality and rock! :P
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The high-poly Apollo never made it into the Mediavps as it's for the port and not from FS2 Retail.
So why not put it in FSPort?
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Why, with the power of the Death Star, did you have to necro this ****ing thread?
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because maybe he wanted it to be put in FSport
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Then why didn't he post in the FSPORT forum? :wtf:
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Hi there.
It's for this reason that I'm putting together an FSPort media VP, for all the ships and weapons that aren't in the main FS2 campaign. So far we have the Apollo and Karnak, and improved textures for the Anubis and Athena. The weapons are being upgraded too, and more is on the way.
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Ooh, can you post screenshots of the Anubis, please?
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I assume the HTL Valk will go in there too once it's done? :P
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Valkryies = shw33t. :)
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It's all in the FSPort forum. Most of the texture stuff is being done by FreespaceKing.
I'm waiting for the official 3.6.10 MVPs to come out first so there's no duplicated work. There's a couple collision detection issues that are being worked out first.
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The A-nub-is is the only Zodcraft i'll fly apart from the Sekhmet.