Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: StratComm on March 11, 2005, 02:11:25 am
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It's done. Grab it here (http://www.duke.edu/~cek6/bobs_orion.zip). Credit naturally where credit is due; thanks Bobboau for another fabulous HTL upgrade.
(http://www.duke.edu/~cek6/orion1.jpg)
(http://www.duke.edu/~cek6/orion2.jpg)
(http://www.duke.edu/~cek6/orion3.jpg)
No, I didn't touch the tables. It should be 100% compatible. Go, test, and be merry ;)
(http://www.duke.edu/~cek6/orion4.jpg)
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oooo Purty.
You didn't post a link for the model file or anything though...
*Eagerly awaits to replay campaign with all hi-res stuff* :D
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yay!
I knew if I procrastonated long enough the problem (of finishing that model) would just go away :nod:
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I figured you had better things to do than convert a mesh, such as bringing D3D shine goodness back to my Raedon card ;)
Originally posted by Grug
oooo Purty.
You didn't post a link for the model file or anything though...
*Eagerly awaits to replay campaign with all hi-res stuff* :D
That's because it's not finished until I get some debris made (or someone makes them for me). The original mesh is here (http://dynamic4.gamespy.com/~freespace/forums/attachment.php?s=&postid=557051).
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Originally posted by Bobboau
yay!
I knew if I procrastonated long enough the problem (of finishing that model) would just go away :nod:
hahahahah:)
that's my same philosophy
unfourtunately it doesn't work always:blah:
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Awesome. Can't help, but it looks fantastic. :nod:
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It looks dark :no:
More screenshots ;) :yes: :yes: :yes: :yes:
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Am I the only one who doesn't like Bobboau's Orion?
It just seems like a bunch of boxes rammed up against one another, not at all like an HTL upgrade. Even his Deimos is better than this.
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The Orion is a bunch of boxes :p
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...
100 meters longer is not acceptable :p it must line up exactly, unless you put an antennae on the front or something (ALA my hecate)
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Actually I am a tiny bit concerned, not because of the size, but because of the center location. I worry somewhat that the model will appear out of place in some missions, most notibly when the Repulse trys to ram the Colossus. 100 meters should be ok there, unless the center is farther back than in the original model. Nevertheless, I've got the scene set up now so I intend to scale it properly when I have debris. This is more to prove that I'm close, since I'm not actually releasing the conversion yet. I'm on break and away from my modeling computer, so I unfortunately can't touch it for a week.
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Thank you thank you for your effort!! :)
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Originally posted by Unknown Target
The Orion is a bunch of boxes :p
Not really... not like this. This is a bunch of small boxes smashed against each other to create the illusion of a bunch of large boxes.
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Goober: What should it look like then?
EDIT: You and your damned flux capacitor....! :hopping:
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I hate doing lods and debris. :blah:
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I don't like the top of the model, I think it looked better mostly flat.
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Don't shorten it!... just check the axis...
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I'm having trouble seeing any details...
...might just be the screen.
Mind posting a screenie that shows the Orion lit, rather than its dark side?
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Can we see it a bit more lit up? It's quite dark in those missions... hard to decide whether I love it or hate it.
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(http://img.photobucket.com/albums/v517/kietotheworld/HI-polyOrion.jpg)
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definitely not the most flattering shot there
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*shakes head*
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That ship definitly needs a new texture job - the current one utterly reduces the intricary of the model.
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A new texture job would be nice.. and Bob's Orion looks sweet as **** when you see all of it without anything covering it up... even though there isn't any textures. Anyway, Strat, I'm looking forward to the completion... did you set all the turrets right? Because there's that one missing on her chin...
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I'm not a fan of Bob's Deimos or Orion.
The high poly Fenris, Faustus, etc. look nice. But the problem is instead of modelling the 'texture details' (despite the textures being tiled) instead they had to be totally revamped.
Oh well.
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My reskin looks better than before though
(http://img.photobucket.com/albums/v517/kietotheworld/Orion2Hipoly.jpg)
Original \/
(http://img.photobucket.com/albums/v517/kietotheworld/ADV3.jpg)
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sorry to say, but your reskin looks like a turd.
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:rolleyes:
Little crude, but I'd have to agree and say I prefer the original. I don't think you can really reskin stuff by just texture swapping nowadays, unless you redraw textures to fit the existing UV.
Like, for example, the badly stretched lights on the orion; at some points a single light stretches 100s of metres across the surface, because the old UV is different from what you'd need for the new texture.
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Err... Am i the only one that got the impression the proportions are different?
It looks at least 20% larger than the original to me...
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That's not a problem, FreeSpace is known about its big sizes. ;)
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Your reskin does indeed look like...something unbecoming of a star ship.
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MY EYES. MY EYES!
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:thepimp: It looks a helluva lot better in FSO than in FS/ModelView.
Instead of hi-jacking this thread though could you please just :bump: the thread announcing the models' release.
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Darnit, no one is going to touch the debris, are they :rolleyes:. I really can't get it released in a week anyway, but my plan was to finalize size and orientation when I get back to school and release it immediately thereafter.
And I've got the original in the scene with the new Orion, the proportions all match up almost exactly. I had to move the turrets by maybe 10 meters in any direction to get them to line up properly on one part or another of the new hull. I even calculated the size so it would line up in MAX, but apparently there was a small rounding error somewhere that was amplified to those 100 meters. My intention is to have the thing within a fighter-length of the original.
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Well, Strat, tell me how to cut it up, and I'll cut it up.
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Cool stuff, StratComm. I've been dying to fly alongside this model in-game since the first WIP screenshots. :D
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Stratcomm, do you also intend to add the missing radar antennae to the model?
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Will you provide a link to where the model is so people can atleast atempt to cleave it up?
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I can't upload it any more than I can edit it right now. It's the same Orion that Bob released as a hull-only WIP a while ago, cleave up that. And I've added back the radar dishes :nod:
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Thanks a million!! :)
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I did release a version with turrets, though they were just for show.
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I know, that's the one I was refering to. Half the multiparts were grossly out of position though, so I want people to ignore them. I'm using your turrets on the upgrade though, just repositioned them. I really like what you did with the little side guns, too, makes the detail much better.
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I think that Kie's images make it look a lot more squished than it really is........
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Let me clarify, do you have a link to the thread where bob released his orion, because i cant find it.
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Oh, is that all? That link has been available in the "HTL Status v2" thread at the top of this forum the whole time. Anyway, it's in this thread (http://www.hard-light.net/forums/index.php/topic,27491.0.html), page 4 IIRC.
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(http://img.photobucket.com/albums/v36/SadisticSid/03ed19cd.jpg)
I think the model suits EA textures better (the Auriga is a double hangared Orion with EA turrets instead of the old style ones)
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:rolleyes:
IMO that's pretty fugly. No offense to whoever made the EA textures, but it doesn't look right to me.
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Well it's just the 'original' HTL Orion with EA textures applied in place of the old ones. Since Stratt's done a better job of the texturing the model with his version, I hope ours will look a bit better as well if we do the same again with our textures.
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I think it's largely due to a lack of contrast in terms of shade.
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Release time :)
Bob's HTL Orion v1.1 - now with glowpoint goodness (http://www.duke.edu/~cek6/bobs_orion.zip). All POF data created specially for this model and everything should be set up to work correctly the first time around with no table modification, i.e. it's plug-and-play. Debris included at no extra charge :).
Oh, and it was the right length all along, but the lowest LOD was offset by about 200 meters and made modelview read it out as longer than it was. It's fixed now but the actual length is and has always been within 2 meters of the original.
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HURRAH!!!
All hail stratComm!!!
(and mabye bob, juist a bit :rolleyes: )
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Oh, I'm going to add runway glowpoints eventually; should they flow in or out of the bay?
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In the bay would look be more logical imho
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out is what was seen in the comand breifings.
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I also say out. Looks neater.
Also would be nice to have that glowing strip thing on the runway, would probably require a new seperate runway texture though.
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The second LOD looks like the original orion minus turrets. That shows progress!
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Yeah I was an idiot and stuck the low LOD turrets on the wrong LOD level. I may fix that eventually.
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That glowing strip on the runway is absolutely not worth the texture memory costs it'd take to make it glow the way it should. What I've done with glowpoints should be close enough. I didn't go overboard with the things, by the way, just put in a bunch on the runway and a few around the dockpoint. The rest of the ship looks glowy enough without them. Link updated, same place and I'll add it to the first page.
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Excellents.
Thank you Bob and StratComm. :D
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I was thinking you could use a 1x32 or somthing texture of just a dot moving down and tile that across the runway.
And yes, the orion does appear unnaturaly bright for some reason.
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Actually, I had an interesting animated texture idea while fooling around with time compression (where animations start to look jerky and bad). Add into the engine the ability to display two frames at once, but gradually fade between them (by varying the alpha channel). For runway lights and such, this would be perfect as you could simply have one frame per light set on at a time.
It looks like the Orion has 18 lights, arranged in sets of 2, so 9 frames wouldn't be too bad.
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I feel like it needs more blue lights for some reason. Weird. :blah: :doubt:
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This thing needs screenshots, Badly :)
(http://www.xs4all.nl/~joost5/bastion/bastion.jpg)
(http://www.xs4all.nl/~joost5/bastion/bastion2.jpg)
(http://www.xs4all.nl/~joost5/bastion/bastion3.jpg)
(http://www.xs4all.nl/~joost5/bastion/bastion5.jpg)
(http://www.xs4all.nl/~joost5/bastion/bastion6.jpg)
(http://www.xs4all.nl/~joost5/bastion/bastion7.jpg)
I realise those are over 3MB together.... So if it's too much, please say so and I'll make them plain links
oh, and the High-res versions:
http://www.xs4all.nl/~joost5/bastion/bastion2high.jpg
http://www.xs4all.nl/~joost5/bastion/bastion3high.jpg
http://www.xs4all.nl/~joost5/bastion/bastion5high.jpg
http://www.xs4all.nl/~joost5/bastion/bastion6high.jpg
http://www.xs4all.nl/~joost5/bastion/bastion7high.jpg
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Excuse me while I "ACK! UGLY!" over those turret textures...
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Please use Lightspeed's shinemap pack. It features my high-res Orion maps.
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I've tried those... but they don't fit with the lighting in the mission in which took those screenshots... Could redo the turret screenies with them though
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you can realy see the nameplates in those images, notice how they blend in perfictly with the rest of the ship, that's how nameplates should be implemented, useing an alpha blended map.
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Very nice indeed *Downloads*
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Originally posted by wolfdog
I've tried those... but they don't fit with the lighting in the mission in which took those screenshots... Could redo the turret screenies with them though
Could you explain this a bit more detailed, so I am able to fix it?
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Strat, I remapped Bob's turrets; I can send them to you, or you can send me the MAX scene and I'll reconvert.
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Send them over and I'll plop them on. The glowpoints aren't imbedded in the scene but rather manually added, so it's going to take me a bit to get them replaced.
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It's beautiful. Fantastic work. :yes:
Highlights! Highlights!
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Originally posted by DaBrain
Could you explain this a bit more detailed, so I am able to fix it?
Not sure if I can explain it any better, I think it's merely a matter of personal taste, but IMO, the stock textures look better with the amount of lighing used in these screenshots, as long as you don't get close that is:D
some screenshots for comparision:
in this screenshot, lot of the detail get's lost... (taken from a distance)
http://www.xs4all.nl/~joost5/bastion/bastionhighmaps.jpg
More up-close, looks a lot better:)
http://www.xs4all.nl/~joost5/bastion/bastionhighmaps2.jpg
http://www.xs4all.nl/~joost5/bastion/bastionhighmaps3.jpg
This is just.. messed up... (taken from a distance, with strong lighting)
http://www.xs4all.nl/~joost5/bastion/bastionhighmaps4.jpg
The turrets look much better though:)
http://www.xs4all.nl/~joost5/bastion/bastionhighmaps5.jpg
So, with strong lighting, and/or more distant shots/views, the detail get's lost...:( :confused: (and no, it's not only because of LOD's. because with the stock textures, it's not happening, at least not this strong)
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So the shinemap is the problem?
I'll take a look at Lightspeed's shinemap. It should be ok though.
Edit: Try this: http://www.8ung.at/dabrain/orion_test.rar
It's only a test, but tell me if it looks any better.
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I have to say, I really don't like this Orion.
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mine looks fine normaly.
But anyways, i have one thing to say, tripple barreled turrets should not be shooting beams, it doesnt make sense! beams should be shot from beam-discs.
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That's got nothing to do with this model. :v: assigned a beam to the underslung turret and so a beam is there, no matter what we may have to say about it.
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SWEET! Fly-through hangars!!! :D
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Originally posted by FireCrack
mine looks fine normaly.
But anyways, i have one thing to say, tripple barreled turrets should not be shooting beams, it doesnt make sense! beams should be shot from beam-discs.
Blame :v: for it. They assigned beams to multi-part turrets.
As far as that Orion is concerned, it's too different from the original. Why is the nameplate there, not on the other side?
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It's on both sides.....
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Oh? Barely noticeable from the pics.
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I still hold that this ships needs a new texture job to bring out the potential in the model - 'till then it will look weird and substandard.
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Greyish, metalish textures would fit this model the best.
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But Greyish, metal textures would not fit the Orion. Quite frankly I don't see why everyone is complaining about the textures, they are an almost identical match to the original except where they had to be changed for detailing reasons. Are they perfect? No, of course not. But given the geometry and the maps that the Orion uses, I don't think they can be applied any better.
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I don't have any beef with most of the texture stuff... however... someone needs to do something about the weird bits where the spikey things start.... they're all stretched out lengthwise and squished topwise. It's hard to describe, but it sucks.
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I never got quite done with the spikey biuts, if someone wants to do something with them that would be great.
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I hadn't even noticed those. I'll fix them when I get those retextured turrets.
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Originally posted by StratComm
But Greyish, metal textures would not fit the Orion. Quite frankly I don't see why everyone is complaining about the textures, they are an almost identical match to the original except where they had to be changed for detailing reasons. Are they perfect? No, of course not. But given the geometry and the maps that the Orion uses, I don't think they can be applied any better.
That's exactly the problem: the textures are identical while the model is not.
You can't use the same generic armor texture for all those added parts - it would look weird and tacked on geometry.
You need new textures to make the additions seem useful or just real - make it so they look like parts with a reason and therefore their texture should be different.
Beside IMHO those generic armor textures are way overused - especially the blue texture with lots of lights.
TopAce I disagree - the purplish blue paintjob is what sets the Orion apart - though it would be indeed better if it were properly armored in a sensible manner (not this overtiling) and then painted.
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The model really is close to identical though. The purplish lots-o-lights map is actually less-used than it was on the original orion, and almost every region that was blue before is still predominately blue; every place that was primarily lights is still primarily predominantly lights, and everywhere that was the purple lights tile still is as well. There's a little more in the way of cut-out places and such, but everything's about the same nonetheless. The maps are tiled more, though, but that is something I can easily correct. As for added parts, they look more like layers of armor than anything else. Maybe it's the trim; Bob kept the number of maps to an absolute minimum wherever he could, so the trim is using the same light strips that line the runway texture. I also don't like the idea of adding another texture into the mix, simply because I frankly don't think it would fit (unless it was to replace the trim. But that's neither here nor there).
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Methinks you should UV map it...
I know, I know, easier said than done...
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Nah, it's easily done, too. Just a pain in the ass to map.
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Nah, the mapping is not that hard, but texturing it close to the original will be hard.
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*Points at Da-B* That's what I meant. Copy & Paste doesn't work as well as you might guess...
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Originally posted by TopAce
Blame :v: for it. They assigned beams to multi-part turrets.
As far as that Orion is concerned, it's too different from the original. Why is the nameplate there, not on the other side?
but does that mean we should replicate :v:'s flaw?
I'm not saying the model should be redone because that is'nt worth the effort unless it's being redone anyways.
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Placing beams to somewhere else impacts the gameplay badly.
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Just redo the turret so it has a cauldron or mirror or something in place of the guns.
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^exactly what i'm saying. It's obvious that V wouldve put a beamdisc there if the model was new or they werent so lasy as not to rework it.
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I can't have been the problem. If mounting beams on Old ships were possible, it's also possible that they change some turrets completely. How many Orions did they have? At most 5-6.
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5-6 Orions at most?
Excuse me, but where did you get that figure? It seems quite unlikely.
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It looks bigger and chunkier than the original, which i like. Its impossing now, like a destroyer should be. :grin:
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Originally posted by Flaser
5-6 Orions at most?
Excuse me, but where did you get that figure? It seems quite unlikely.
Not impossible.... it's never really made clear how many destroyers the GTA / PVN / GTVA actually had/have. If you put it at 1 per fleet (the flagship), and IIRc there are about 12 fleets mentioned for the GTVA (lots of ambiguity over battlegroups and fleets, and whether Vasudan fleets count towards the total vs the Terran...), then 5-6 isn't too implausible. Offhand, I think we only see about that many in FS2; the Repulse, Bastion, Messana and Carthage, plus a few mentioned in cbriefs by icon.
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As alpha 1 you destroy at least two yourself besides the Repulse. And there are at least four other destroyers mentioned by briefings that are presumably Orions, as most are indicated as such by their CBani.
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There is?
Oh well.......been that long since I played FS2. I'll dig up Sandwiches definitive list, that'll sort it out.
EDIT; yep :)
http://www.brainzipper.com/fs2/notes/ship_list.txt
It's 8. And only 2 Hecates.
+0-5 destroyers of unknown type.
EDIT2; although, do the Neried and Bastion count? It's not clear if they're in-service or not; my suspicion would be that they do, but it's maybe worth considering.
anyways, there are at least 6 Orions and almost certainly more.
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Are you counting all the NTF Orions in that? They were in service in the GTVA until 18 months before the start of FS2 and almost certainly would have been upgraded too.
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Yes, that's counting NTF Orions. The Repulse and the other two you destroy are in that count.
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I think it's awesome, so there.:p:ha:
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I know this number is unbelievable, but this is the truth. Yes, the GTVA needs more destroyers! Perhaps money was in building the Colossus and bringing new designs into the GTVA during the Reconstruction period. Who wants to spend money on an obsolete destroyer class if there is a new one available?
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In terms of raw firepower, I'd actually take an Orion over a Hecate any day. That's why the Orion is used as the yardstick for the colossus's armament; it is the second most powerful weapon in the Terran arsenal.
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Originally posted by StratComm
Yes, that's counting NTF Orions. The Repulse and the other two you destroy are in that count.
All the NTF's destroyers were Orions (it's never stated once that they have a single Hecate and the fact that Koth is on an Orion rather than a Hecate also seem to point to that.
So the Orions lost by the NTF in the FS2 alone are.
NTD Jacobus
Does not appear in any missions
NTD Orion class destroyer*
Destroyed at Deneb jump node in Alpha Centauri* by 11th Vasudan Battle Group*
NTD Normandy
Does not appear in any missions
NTD Orion class destroyer*
Destroyed in Epsilon Pegasi during sm1-08
NTD Repulse
NTD Orion class destroyer
CO: Rear Admiral Koth
Led an attack on the GTVA 6th Terran Fleet in Epsilon Pegasi between sm1-07 and sm1-08
Arrived in Epsilon Pegasi in sm1-10 to take out the GTC Rampart
Attempted to ram the GTVA Colossus after refusing to surrender
Destroyed by GTVA Colossus
NTD Andronicus
NTD Orion class destroyer*
Does not appear in any missions
Destroyed near Epsilon Pegasi jump node in Polaris by GTVA Colossus between sm1-10 and sm2-01
NTD Uhuru
NTD Orion class destroyer
Attempts to reach Knossos portal in Gamma Draconis in sm2-04
Destroyed by GVD Hedetet, GTCv York, GVC Unut, GVC Warwick, 5 GTSG Mjolnir RBCs and 64th Raptors Squadron at the Capella node
NTD Vindicator
NTD Orion class destroyer
Attempts to reach Knossos portal in Gamma Draconis in sm2-05
Destroyed by GVCv Hyksos, GTCv Diomedes and 64th Raptors squadron in Gamma Draconis
NTD Vasa
NTD Orion class destroyer
Does not appear in any missions
Attempts to reach Knossos portal in Gamma Draconis between sm2-03 and sm2-04
Destroyed by GTVA Colossus and other GTVA warships in Capella
NTD Cyrene
NTD Orion class destroyer*
Defended Sirius from GTVA 11th and 13th battle groups between sm1-04 and sm1-08
Held off the 13th Vasudan Battle Group at the Deneb jump node in Sirius during M-SB (M)
Destroyed by GVD Psamtik and 13th Battle Group between sm1-10 and sm2-01
NTD Alsace
NTD Orion class destroyer
Dispatched by NTF forces from Regulus to assist in the attack on Sirius III in M-04b
Destroyed by two GTVA fighter and bomber wings near the Regulus jump node
That doesn't include whatever they lost during the other 18 months of the war.
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Nice list. Shame on me that I don't remember the NTD Alsace.
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It's entirely possible that the NTF lost very few destroyers before FS2 started. They were on the verge of winning at that point (see the debriefing for mission 1).
I like to think there was at most one Orion per fleet during FS1 -- c.f. especially the FS Ref. Bible description of the Orion. And I think it's safe to assume there's at most one Hecate per fleet during FS2, which is supported by one or two Orions.
The NTF has only six fleets but probably has more ships per fleet (including destroyers) than a normal GTVA fleet because of all the defections.
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Did Alpha 1 ever destroy an Orion? I can't remember.
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Originally posted by Luigi30
Did Alpha 1 ever destroy an Orion? I can't remember.
NTD Uhuru.
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Originally posted by Goober5000
The NTF has only six fleets but probably has more ships per fleet (including destroyers) than a normal GTVA fleet because of all the defections.
That's a point of interest, actually. I'd imagine it would be more than a little difficult for a ship with a crew of 10,000 to up and defect. I'd imagine that most of the ships (by volume, not just numbers) were cruisers and corvettes, because assembling a loyal crew would be much easier on ships of that size.
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I found a minor problem with this model. There appears to be a tiny transparent section on the right hand side of the model, towards the rear, behind the fighterbay. \/ See below \/
(http://www3.sympatico.ca/daniel.topps/SeeThroughOrion.jpg)
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Originally posted by TopAce
Nice list. Shame on me that I don't remember the NTD Alsace.
Opps. Accidently included that one. Look a the mission number in which it appears :D
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lol. Rebel intercept counts as canon now, eh? The modified one of it, to boot! :D
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Originally posted by karajorma
Opps. Accidently included that one. Look a the mission number in which it appears :D
Oh, Multiplayer. I should still remember it, I actually played that mission twice or three times.
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I wonder if you darkened the textures a lil', would it give it a little more of a military look/feel?
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(http://img.photobucket.com/albums/v517/kietotheworld/HI-polyOrion.jpg)
Note the yellow...thing...going through the square surrounded by lights over the run way. Why is that there? It transitions from the blue to the yellow in several places, so it looks ugly. And the square is one of the more 'trademark' parts of the Orion (IMHO).
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That yellow band was a detail that Bob added in; it's actually a raised panel rather than a cutout or whatever it appears to be. I agree though that it breaks continuity, and I actually have changed it so that the square is unbroken. Again, I'll commit that fix with the others.
Ulala: for the last time: I am not, I repeat, am not changing the textures other than select placement. It's an Orion, first and foremost, and should inherently use the same maps as the original.
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Is this better?
(http://www.duke.edu/~cek6/orion5.jpg)
Zip updated; first post or here (http://www.duke.edu/~cek6/bobs_orion.zip)
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Originally posted by StratComm
Ulala: for the last time: I am not, I repeat, am not changing the textures other than select placement. It's an Orion, first and foremost, and should inherently use the same maps as the original.
I wasn't asking you to, it was just a suggestion in response to the posts before about the texture scheme. Besides, it's your work, so it should be the way you think is best.
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Hey, that's hot.
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I'll be honest, I think th'biggest improvement was cuttin' down on th'tiling. The blue map was really overtiled in Bobboau's original, an' I think a lot o' th'texture complaints were comin' from just that. Galemp requested th'scene, so he may have an update a little later, but it'll just be texturin' (and maybe some better radar dishes). It can hie in th'VP as th'version posted above.
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I think we should ban this model for being too awesome.
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May I ask as t'why thou art all usin' pirate language? For sooth.
EDIT:: ahhhh what th'hell... what kind o' crazyness be this? April Fools, I'm assuming?
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you assumed correct dear ghost...the pirate language is this years april fools.
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Nuts to that. Is that why HLP was down earlier? So they could get this in?
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No, that was unrelated.
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Pirate's aside, looks good. :yes:
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Yeah, the Orion's in the mediaVPs, which means that the final versions will be online sometime soon.
Good stuff. :yes:
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The beauty of a ship is more beautiful then ever !
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I've a little error with the Orion...
Well... There's a "thing" (looks like a rock?!?!) attached...
And it doesn't matter if I re-install it or delete the ibx-file...
I used the newest cvs-tree-build (03 April 2005 - ~14:30 CET)
Here are two images:
First one (http://home.arcor.de/mr_maniac/Bilder/OError1.png)
Second one (http://home.arcor.de/mr_maniac/Bilder/OError2.png)
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Have you tried re-downloading it?
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Unfortunately this doesn't help, too...
Redownloaded it, unzipped it several times, deleted the cache (*.ibx)...
But still the same, scary, big "rock" is attached ;)
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Originally posted by StratComm
Galemp requested th'scene, so he may have an update a little later, but it'll just be texturin' (and maybe some better radar dishes). It can hie in th'VP as th'version posted above.
:yes: :yes: I thought it might sound churlish to ask for better radar dishes, so I'm glad to see that you are already thinking about upgrading them. The textures on them don't really seem radar like, and they are a very basic shape. Thanks again for all your effort in bringing this model to life!
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Okay... The "rock"-thing happens under Windows, too...
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Any VPs installed? It looks like the spacehunk remapped.
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The orion is a bit weird anyway:
For over 30 years, the GTD Orion class was the largest ship in the Terran-Vasudan armada. Over two kilometers in length, bristling with dozens :wtf: of death-dealing turrets, the Orion is as awesome in repose as it is in battle. All GVTA:wtf: Orions have been retrofitted with the latest anti-warship beam weapons, as well as flak:wtf: and AAA turrets for dealing with fighters and bombers. The Orion's cavernous hanger bays easily accommodate more than two dozen fighter or bomber wings.
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Death-dealing? Didn't kill the Colossus...
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Well.. I HAVE media-VPs installed... All media-VPs (3.6.6beta)
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Originally posted by Mr_Maniac
I've a little error with the Orion...
Well... There's a "thing" (looks like a rock?!?!) attached...
And it doesn't matter if I re-install it or delete the ibx-file...
I used the newest cvs-tree-build (03 April 2005 - ~14:30 CET)
Here are two images:
First one (http://home.arcor.de/mr_maniac/Bilder/OError1.png)
Second one (http://home.arcor.de/mr_maniac/Bilder/OError2.png)
Can you do two things for me? Try it under an older build, first, and if it still happens then get me some more screenshots of the specific points at which the "rock" connects to the ship. There's a very small chance this is a triangulation error gone horribly wrong, and since I can't reproduce it I'll need to see exactly where the error is originating.
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death-dealing? Didn't kill the Colossus...
DUH.
Death-dealing to everything else, though. :p
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Didn't kill the Sathanas
*ducks*
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Have you done these textures from scratch?
Just wondering, it looks very nice.
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I think he's using the textures DaBrain made, based off of the originals.
(which is arguably a harder thing to do than making them from scratch)
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It'll use whatever textures you had on the old Orion. I've got mv_textures installed, so they are the Lightspeed/DaBrain upgrades. The biggest difference between the earlier shots and that last one was that I halved the tiling on the maps; made it look tons better.
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Here are seven screenshots...
But I fear that they're almost useless...
It is VERY hard to see, where this thing connects...
The screenshots are big (most are over 1 MB), because I wanted to bring them in the best visual quality...
Screenshot 1 (http://home.arcor.de/mr_maniac/Bilder/OrionE01.png)
Screenshot 2 (http://home.arcor.de/mr_maniac/Bilder/OrionE02.png)
Screenshot 3 (http://home.arcor.de/mr_maniac/Bilder/OrionE03.png)
Screenshot 4 (http://home.arcor.de/mr_maniac/Bilder/OrionE04.png)
Screenshot 5 (http://home.arcor.de/mr_maniac/Bilder/OrionE05.png)
Screenshot 6 (http://home.arcor.de/mr_maniac/Bilder/OrionE06.png)
Screenshot 7 (http://home.arcor.de/mr_maniac/Bilder/OrionE07.png)
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Okay... Now I've been able to test the Orion with three different builds:
fs2_open_C20050318
fs2_open_C20050226
fs2_open_3.6.5
On fs2_open_3.6.5 it looks right... But on any other build (ok ok... I've only tested two other builds) it does have this big rock-thing...
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This may be a bug. I'm using a build slightly older than 2-26, but nothing should have changed to make this a problem. I'll download a newer version and take a look.
EDIT: 20050318 works perfectly for me. There may be a problem with the ibx generated out of the bleeding edge build; kill it and try running an older build again.
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IBX files are only generated once; after the first try, the same ibx file should be used no matter what build is run.
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I deleted the ibx for every build...
It doesn't matter...
Very strange...
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Originally posted by WMCoolmon
IBX files are only generated once; after the first try, the same ibx file should be used no matter what build is run.
Which is why I wanted to make sure it was getting deleted when he tried older builds :) I doubt it's a problem with ibx generation, but I thought I'd give it a go nonetheless. I'm really leaning toward a corrupt download; does the model look ok in FRED? There shouldn't be any points out there for the model to extend to, so I'm a bit clueless as to why that's happening. Looks a little like the classic Shards-o-Death behavior, though I was under the impression that bug had been squashed long ago.
Somewhat unrelated, but is the blob on the side solid? Can you ram it like you could any other part of the ship?
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Okay... I will try the model in FRED, when I'm in Windows (maybe tomorrow)...
This "Thing" isn't solid... I can fly through it...
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how can you call it a "thing"?
i'm gonna try this out...
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The "thing" isn't the Orion, it's something that his machine seems to tack on. Mr_Manic, do I interpret from your post that this is happening in a linux build? This may be a bug if so.
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Well, I've submitted my remap for Strat to convert as well. I thought
a model this detailed could benefit from some texture variety; many
areas were also painstakingly UV mapped to take advantage of the
texture map instead of simply tiling them.
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i normally don't say this about the orion (my fav capship, even with the newer, sleeker, more powerful ships.], but that variant of orions is HORRIBLE. i don't like the way it's modelled.
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I like the textures, that would have taken a while to do those.
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nice....
But there's a GTD Galatea logo on the right.
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The pointless comments aside.
Galemp, you ****ing WIN.
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FUC*ING AWESOME :yes:
Galemp's version looks even bigger and more detailed, even if it's "just" remapped.
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Good model, but I prefer the old, low-poly one. Hull builded from few huge blocks fits Orion more than large number of smaller 'boxes' IMHO.
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The turrets are ugly. But even though I wrote this, the model itself is superb. Two thumbs up, at least
:yes: :yes:
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I'm secretly scheming to add the new turrets to my old Orion...
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*drools*
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That is just outstanding! :)
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i gotta give this the photoshop treatment (read, make sweet eyecandy out of) when i get home.
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OOHHHHHHHH SHIIIIIIIIIT... let me download!!! *breaks down and cries*
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Galemp's still has UV messings on the antennae masts on the bottom.
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Would someone please [size=999]HIGHLIGHT[/size] this beautiful piece of Galemp's work?
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^Lends BlackDove eyes so he can see the current state of the forums.
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There is also an error just to the lower left of the "GTD Galatea." It's blank.
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Originally posted by Galemp
Well, I've submitted my remap for Strat to convert as well. I thought
a model this detailed could benefit from some texture variety; many
areas were also painstakingly UV mapped to take advantage of the
texture map instead of simply tiling them.
Glowpoints!!!!!111111oneoneone
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Originally posted by Ghost
There is also an error just to the lower left of the "GTD Galatea." It's blank.
If you mean the lower right... well spotted! I must have missed that. *fixes it*
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I intend to do something nice with this when I get back.
Amazing! :D
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you know one of the things that the model realy needed was better antenia greebleing, I just sort of threw them together hapazardly so I would have something there, it could realy use better anteni, both in the one spot were there is that big com center in front of the fighter bay/launch ramp thing, and a few other places along the hull, also it'd be nice if this model would eventualy make use of the detail box code (detail object, only render when your close enough to them) but I guess I'll have to do that myself because I doubt anyone else knows how to do it.
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I think I do. I don't know the table semantics, but I think I have the general idea of what I'd need to do to the model. I just haven't had time to poke at this stuff recently. As of right now, most of the antenna are configured as destroyable untargetable subobjects, though I didn't make a table alteration to take this into account and so they don't do anything at the moment. My big goal was to have a working version in mv_models 3.6.6, and that's been accomplished. Beyond that, I'll get to it eventually but it isn't the highest thing on my priority list right now.
Oh, and since the Orion has no less than 28 such objects, I'm going to need the limit on subsystem total hp removed. I don't want to weaken anything else in order to have these extra things around.
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Originally posted by Galemp
If you mean the lower right... well spotted! I must have missed that. *fixes it*
Er..yeah...I'm dumb. Hush.
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Finally I was able to test the Orion in FRED2...
Well... Same "rock"...
Two different Windows-Builds: Same rock...
My Linux build (always newest CVS-Tree): Same rock...
3.6.5-Release build: No rock...
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I have NO IDEA what might be causing that. I can't seem to find anyone else with a similar problem, but when I get the chance to convert Galemp's remap you may try that as well.
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I'm considering doing a full-body ship UV map, actually, and making it really outstanding. That would take a while with Photoshop, though, so don't hold your breath.
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(http://www.hostedimage.com/usr/1576/screen0003.jpg)
(http://www.hostedimage.com/usr/1576/screen0004.jpg)
Yeah...These appear wherever I fire at the Orion...
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that's ur rendering, not the orion. :p
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Originally posted by Cobra
that's ur rendering, not the orion. :p
Whuh?
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TIME WARP