I've been coding a TIE fighter mission converter; i.e. create a "close as possible" .fs2 from a .tie. Maybe when its done it'll form the basis of some sort of Tie Fighter remake in FSO :nervous:I SO APPROVE OF THIS!!! :yes: :yes: :yes: :nod:
(and I don't really have any use screenies at the moment)
Actually i´m working on a set of colored ANI Heads for anyone that want to use in his mod ( if he likes :lol: )
How did you pull that off? It looks like you'd need to basically rewrite the armor type system, or at the very least change the way the damage code calls it. I had some vague ideas involving rewriting a lot of damage code, so I'd be keenly interested in your code, if you're willing to share.
- set-armor-value: A rather minor project, the idea was to not have a zillion armor types à-la-BP for every concievable damage-reduction/increase scenario. I think the SEXP itself is working, but that there was some issue with FRED integration.
Actually i´m working on a set of colored ANI Heads for anyone that want to use in his mod ( if he likes :lol: )
I'm afraid it's not really anything fancy like that actually :nervous:, I just wanted to be able to reduce or increase damage taken by a particular ship or subsystem regardless of damage type.How did you pull that off? It looks like you'd need to basically rewrite the armor type system, or at the very least change the way the damage code calls it. I had some vague ideas involving rewriting a lot of damage code, so I'd be keenly interested in your code, if you're willing to share.
- set-armor-value: A rather minor project, the idea was to not have a zillion armor types à-la-BP for every concievable damage-reduction/increase scenario. I think the SEXP itself is working, but that there was some issue with FRED integration.
I'm afraid it's not really anything fancy like that actually :nervous:, I just wanted to be able to reduce or increase damage taken by a particular ship or subsystem regardless of damage type....Ah. Significantly less interesting (from my perspective, wanting to rewrite damage handling), but much more practical and a lot easier to implement.
The idea was to keep things as simple as possible, so I added an armor_value (and shield_armor_value) attribute to ship and ship_subsys, then factored that in after all other damage calculations when applying damage.
I've been coding a TIE fighter mission converter; i.e. create a "close as possible" .fs2 from a .tie. Maybe when its done it'll form the basis of some sort of Tie Fighter remake in FSO :nervous:very interesting indeed
(and I don't really have any use screenies at the moment)
I've been coding a TIE fighter mission converter; i.e. create a "close as possible" .fs2 from a .tie. Maybe when its done it'll form the basis of some sort of Tie Fighter remake in FSO :nervous:
(and I don't really have any use screenies at the moment)
#Automated Strikes
$Name: auto-strike name
$Type: Shivan SSM Barrage
$Cooldown: 22
#End
And this is as easy as it looks?
*Casts Lesser Thread Necromancy*/me perks up at the mention of SSM strikes
:bump:
Because finishing stuff is overrated, I started a new endeavour: implement a framework for automated SSM strikes through lua, reading off a custom table, switching the strike type to active as needed then feeding it targets through script-eval.
Custom table syntax is as follow (for the moment):Code: [Select]#Automated Strikes
$Name: auto-strike name
$Type: Shivan SSM Barrage
$Cooldown: 22
#End
I remember this model as savoir.pof comes probably from TVWP.
fasterShh, Levi has always been sentitive about his speed.
Hmm, that makes me wonder, did anyone ever HTL the Ticonderoga from TVWP?It's called GTC Ethon in Inferno Alliance modpack and it's based on HTL Fenris. And has different turret setup.
Why is this not stickied is beyond my understanding.
We really need to stop using "It looks like a Blue Planet thingy" as a compliment... It isn't that useful. :PI actually wanted to avoid something like "Yeah, it definitly looks like another ship from Commonwealth fleet" which is obvious and it's obvious why he modelled it. I'm not a pleasant man :P. Federation and Commonwealth shares a lot of of features of their ships. Droid's model would fit to both.
*automated ssm stuff*So, I think I've got what I think is a decent first draft of the framework, however I am now in the process of writing a generic table parser in lua, which will also allow me to convert the text data used by my ship variant script into something that's a bit less of a mess. And possibly rewrite bits of the ship variant script itself in the process.
Aye that was the direction I was thinking of going with them, and agree on having a little structure of some sort on that side; would likely be a thin one that bridges the two braces. May also add a little tube-like part inside of the ladders or following the ladder closely so crew have access between the two parts without getting in the way of the ships within (assume IRL it'd be a turbolift of some kind).
If you want to echo the design of the Abydos, my first idea would be to consider converting the two "ribs" on one side into structures akin to the "ladders" connecting the core to the outer ring of the Abydos. Probably, they should meet in the middle in some kind of structure, so that they appear to have a purpose rather than just existing for existence' sake.
The main structure is, at this point, still pretty simple, so it's hard to give useful feedback. More detail is needed, but that's not going to help you too much since it doesn't tell you where to put it.I had origionally planned keeping those big curved surfaces relatively spotless on the outside minus a couple of windows, but in hindsight that might look a bit naff when textured so shall probably add some elements to them like vents and docking ports (there could be a big warehouse in that top bit for storing materials, so having a dock point or two at that level would made sense).
I'm guessing that you built that part of it mainly from a single, squashed sphere, with some extrudes? Or something like that, anyway. Possibly consider rebuilding it from smaller subobjects? It's easier to build in a lot of detail that way, and you can reuse UV Mapped subobjects to add a lot of detail quickly.Ironically I actually began those big curved parts from extruding a cube then shaped the curves using verts, so am happy to hear you felt a sphere had done them; haven't worked on manually made curves much and was worried i'd muck up trying (would in the past use spheres as you say, but wanted more control of the shape and less cutting faces building the rest of it).
FSO does not currently support hi-res interface files. You can do 640x480 or 1024x768. Before this project becomes worth anything, you'll to convince some coder to basically overhaul the interface code... That's something that has been talked about for a long time but hasn't gone anywhere because that's a big project.
Still a long way to go..
When was it called Apophis? It was called Apothess in the INFR1 release.It's the name on the wiki... must've been the name Stratcom gave it.
Oh hey, it's a Charon-class light frigate (http://halo.wikia.com/wiki/Charon-class_light_frigate).its actually based off of the Remembrance-class light frigate (http://halofanon.wikia.com/wiki/Remembrance-class_Frigate) essentially the same ship but different weapons load-out i think
Oh hey, it's a Charon-class light frigate (http://halo.wikia.com/wiki/Charon-class_light_frigate).its actually based off of the Remembrance-class light frigate (http://halofanon.wikia.com/wiki/Remembrance-class_Frigate) essentially the same ship but different weapons load-out i think
I'm updating an old model.:yes: :yes: :yes:
Wow! This looks like an ultra-enhanced Ticonderoga (http://www.hard-light.net/wiki/index.php/GTC_Ticonderoga) but better in every possible way. Love it!
Wow! This looks like an ultra-enhanced Ticonderoga (http://www.hard-light.net/wiki/index.php/GTC_Ticonderoga) but better in every possible way. Love it!I for one however, would like to see a High-poly Ticonderoga. That said, this is one cool super-Leviathan you're showing off!
Inferno has one [called GTC Ethon] based on Karma's HTL Fenris. It's quite cool, but it's not stricte Ticonderoga. Woolie Wool requested me to make HTL Ticonderoga when I'm done with first requested model for Twist of Fate.... So you may see it one day :).Wow! This looks like an ultra-enhanced Ticonderoga (http://www.hard-light.net/wiki/index.php/GTC_Ticonderoga) but better in every possible way. Love it!I for one however, would like to see a High-poly Ticonderoga. That said, this is one cool super-Leviathan you're showing off!
Anyways, that's one sexy not-fenris ya got there. Personally, with it being based on a fenris, I kinda like it being scaled similarly. it seems weird to have something with nearly the same hull shape only twice as large.That's why we decided to include Midgard/Amalthea in Mystery Project, instead of use this model in it's original purpose. IMHO the Fenris/Leviathan has very unique shape, that's hard to be associated with any bigger ships. What is similar to Fenris, should always be a cruiser :).
<snip>
So yeah, I'm... Tiling o__O.
...retiling to be precise. Before I bake all the ugly tiles into something usable, and do some photoshop magic. Yeah, there is still not many good quality terran destroyers around.
I armored umbilical part with external heavy plating. I guess they are going to be destroyable and untargetable subsystems in final version. I'm also going to bring back some signature features of original Icelus, like big, yellow lights [doctile4] on the rear engine sections.
As this is model from Shadow Genesis, it's gonna be released as soon as it's finished. No exclusives for SG: Reborn this time :P
I assume it'd be a lot of work to do though so it's just an idea to throw out.
Will not lie, at first glance I thought the Tengu was a very, very, very shiny Vexor. But nice job :PIt's not a shiny Vexor o__O? Well I... Nevermind :D
Not exactly asset-based but if you were on irc yesterday you may have seen this
https://my.mixtape.moe/vzkale.webm
@Betrayal: is this is stand alone project or will it be used in Inferno? It looks like something tha could be used by EA as their super carrier.This is related to Mystery Project. All the stuff I'm showing here is from Mystery Project or Shadow Genesis: Reborn. Inferno related stuff belongs to Inferno forum. I honestly doubt if this can be used as EA capital due to textures. Vidar, as most of my models has a baked texture. Changing it to EA plating requires remapping it from scratch.
Not exactly asset-based but if you were on irc yesterday you may have seen this
https://my.mixtape.moe/vzkale.webm
Not exactly asset-based but if you were on irc yesterday you may have seen this
https://my.mixtape.moe/vzkale.webm
Wau so how you did that ? It is great. I am looking for this for years since FS2 came out.
As to why I can't make a weapon... I don't think you can do a weapon that can detonate at the exact coordinates. That'd be too complex to create.A missile can be made to home in on a specific set of coordinates, and be set to detonate when it gets within a certain distance of its target.
Interesting, never saw that detail, that is making the Apollo Bomber variant more of an early Hercules it seems!
Ok: new plan then, let's have:
A early Apollo variant, like the one in the Alpha: 2 Missile pods in the center, 2*2 Guns wide
The normal Apollo we all know: 2 Missile pods wide, 2*2 Guns in the center
The Bomber variant: 2 missile pods in the center, 2*3 guns wide, turret/extra gun under the nose
Maybe i am also doing an MK2 variant, hmmm..
Interesting, never saw that detail, that is making the Apollo Bomber variant more of an early Hercules it seems!
Ok: new plan then, let's have:
A early Apollo variant, like the one in the Alpha: 2 Missile pods in the center, 2*2 Guns wide
The normal Apollo we all know: 2 Missile pods wide, 2*2 Guns in the center
The Bomber variant: 2 missile pods in the center, 2*3 guns wide, turret/extra gun under the nose
Maybe i am also doing an MK2 variant, hmmm..
How about putting a gattling cannon under it's nose and some chubby wings with missile racks ? With those big engine pods we could receive a s space A-10 :D
First serious try at texturing the Apollo:Well... Let's say that you convinced me to this model :P.
[snip]
I'm working on hmmmz... Rocks!
(http://i64.tinypic.com/bdjg4h.jpg)
To the other game to be honest, but I really want to make more of them, resize them to various sizes and release as resource package including normal asteroids, and mineral-rich ones [from picture above]. Mining missions can be cool, what we already archieved in Exile :D
creating submodels for turrets and creating LODs for Oddgrims Anuket:
(http://i1293.photobucket.com/albums/b590/lolaldanee/Untitled_zpssgoeyw51.png~original)
creating submodels for turrets and creating LODs for Oddgrims Anuket:
(http://i1293.photobucket.com/albums/b590/lolaldanee/Untitled_zpssgoeyw51.png~original)
I don't recall that fighter in the first image. It looks like some sort of tripped-out Myrmidon D.H. covered in ordinance.
Probably one of the "lego" fighters?Yea, was the first one i released i think, i need to overhaul the textures for pbr anytime soon
And an old design updated to a new Vasuden Super Destroyer:It's not super destroyer. It's a supercarrier. A cool one!
https://p3d.in/dMLiY
Is that based off the ol' PVD Saviour?It's basicly the HTL Saviour. Woolie uses it under different name.
- Hear a whisper from your WiP models folder.
- "Finishhhh meee..." it whispered mysteriously.
- Who are you!? What do you want!? Reveal yourself!
- "Finish meeee... Finish... Finishhhh..."
- A wild PM appears!
- It's Woolie Wool!
- "Wear your shackles, slave! You owe me a model!"... Looks like Twist of Fate is back.
Hours of modelling, mapping, texturing, converting later...
[snip]
TBD: Turrets, LODs, debris, POF data, table.
Several Vasuden designs:
An old Vasuden Fighter design:
https://p3d.in/df99K
- Hear a whisper from your WiP models folder.
- "Finishhhh meee..." it whispered mysteriously.
- Who are you!? What do you want!? Reveal yourself!
- "Finish meeee... Finish... Finishhhh..."
- A wild PM appears!
- It's Woolie Wool!
- "Wear your shackles, slave! You owe me a model!"... Looks like Twist of Fate is back.
Hours of modelling, mapping, texturing, converting later...
(http://i68.tinypic.com/wlf0wo.jpg)
TBD: Turrets, LODs, debris, POF data, table.
- Hear a whisper from your WiP models folder.
- "Finishhhh meee..." it whispered mysteriously.
- Who are you!? What do you want!? Reveal yourself!
- "Finish meeee... Finish... Finishhhh..."
- A wild PM appears!
- It's Woolie Wool!
- "Wear your shackles, slave! You owe me a model!"... Looks like Twist of Fate is back.
Hours of modelling, mapping, texturing, converting later...
TBD: Turrets, LODs, debris, POF data, table.
The only thing that I don't like is sound of a round hitting enemy fighter. Especially with multiple hits, it sounds like a rain falling on metal roof. Rest looks pretty good :yes: !
I'm interested in your model choices, especially which ships you used for each faction. Also if you are looking for plane-looking fighters, you may check out the the Sabre (http://www.hard-light.net/forums/index.php?topic=91248.0).
Finally got around to modeling the Chronos' concept art. Meant to do it for years but decided to start on it today. Good progress on the mesh so far I think. :)
(http://www.hard-light.net/wiki/images/Cronus.png)
Massive congrats on getting a model in game! Lots of people can do one or two steps, but more often than not, people tend to fall over along the way. So props!
A bit hard to tell the details of the model from these shots, could you post a render with more light? Or upload the mesh to http://p3d.in
Wow, someone dug out the Olemus. It's so ancient... But still cool. Especially with it's Sathanas-like power in form on four spinal beams.
Did you remodelled the main hull part, ot just added few polys to engines? It's hard to recognize cuz' of textures, but it look like pretty decent update to mid-poly standard.
...and...
(http://i68.tinypic.com/fly3gm.jpg)
This one is ORC Amalthea, a replacement for recolored Fenris from SF-Junky's project. The first of two almost-finished models for Mystery Project :). The second one is Agneya artillery frigate.
And yup, it's this :D: http://www.hard-light.net/forums/index.php?topic=89073.0
This buggy, wonferful thing called Amalthea? It's not released. Currently one of internal models from Exile and release candidate....and...
*snip*
This one is ORC Amalthea, a replacement for recolored Fenris from SF-Junky's project. The first of two almost-finished models for Mystery Project :). The second one is Agneya artillery frigate.
And yup, it's this :D: http://www.hard-light.net/forums/index.php?topic=89073.0
Is that wonderful thing released?
Is that wonderful thing released?This buggy, wonferful thing called Amalthea? It's not released. Currently one of internal models from Exile and release candidate.
I will probably keep this as pre-release content longside with Agneya. Both models still needs some work. Amalthea requires fixing their VLS missile launchers, and mapping adjustments.
I'm too kind man and release too much stuff :P
And your station is sweet. What are those octagonal, large things? I imagine two of these stations connected to each other by these things.
Sweet work betrayal.Not now. When SG:Reborn already has Barbados in modpack, I doubt if it needs anything from me. 5k polys makes it decent for standards of today, and Oddgrim's tiling job is far better than what other modellers used to do with tiles. Same story goes for Asteria.
By the way, any plans regarding the Barbados?
Also:
(https://s17.postimg.org/5pj7wcbsr/cvibase.jpg) (https://postimg.org/image/5pj7wcbsr/)
Also:
(https://s17.postimg.org/5pj7wcbsr/cvibase.jpg) (https://postimg.org/image/5pj7wcbsr/)
Is that inspired by a base model from Freelancer? http://fl-guide.de/graph/holman_bild.jpg
Wings 2 dogfight mechanics.
Look at all these people, creating one great thing after another.Lemme show You something:
And then there's me... poking around in FRED not even being able to throw a single decent mission together.
Oh well, at least I get a bit better each time I delete a mission from my folder.
Look at all these people, creating one great thing after another.Lemme show You something:
And then there's me... poking around in FRED not even being able to throw a single decent mission together.
Oh well, at least I get a bit better each time I delete a mission from my folder.
(http://i64.tinypic.com/14lq3i9.jpg)
This is the first thing I ever modelled. I'm calling that "The Sh*tthing", I've done this... 3 years ago?
(http://i68.tinypic.com/sg2xki.jpg)
And this is the last. Head's up man! Everyone here were noobs once. Patience, training, making mistakes... Without such things, there wouldn't be any masters :P. However sometimes I doubt if I made any progress since the sh*tthing xD.
Keep Freding!
Lolz. Atleast you've released some stuff. I've got a dozen good models laying around and none of them have even reached the UV mapping stages yet. I find it hard to stay focused with lots of ideas and interests running around.Less new projects, more focus on current ones. Don't take more than 2-3 models at once as it will make you exhausted and causes quality drop of each model.
Stupid brain, why you no focus!
Deora11, there's always the option to release such models as you think are ready to be UVmapped to the community and let someone else have a go at them.
I have the impression that UVmapping is the biggest bottleneck in the entire process. A lot of models stall at that point, and there aren't many people who are both good at, and dedicated to, the art of UVmapping.When someone is good at both modelling and mapping, the second task is not really a Nightmare. I mapped the Eurynome in... 2 hours? I guess. Texturing was more time-consuming.
...but really it's just an excuse to have myspace Takao - i know it's silly stop laughing at me :(
Interesting design...
Third top cannon is pointless due to it's very small angle of fire. I would go for full Bismarck config here. Also something is wrong with the spinal... Boxes? They needs some more detail or remodelling into something less boxy.
That upper design looks like it could be some kind of mobile communications ship.Mobile communications ship? What race it belongs to?
That upper design looks like it could be some kind of mobile communications ship.Mobile communications ship? What race it belongs to?
Nozrak? Who are they? Are they hostile or friendly?That upper design looks like it could be some kind of mobile communications ship.Mobile communications ship? What race it belongs to?
It belongs to a race in a campaign which hasn't been released yet, since I need to finish another one first.
The race's name is 'Nozrak' by the way.
Nozrak? Who are they? Are they hostile or friendly?That upper design looks like it could be some kind of mobile communications ship.Mobile communications ship? What race it belongs to?
It belongs to a race in a campaign which hasn't been released yet, since I need to finish another one first.
The race's name is 'Nozrak' by the way.
And what campaign?
*snip*
You're alive! Thank god! Anyway, I complement you, Esarai. :D*snip*
Holy crap, instant detail-boner. Epic work!
Plz, don't move the tower. It looked much better where it was before. Galatea is already so cool and doesn't need big changes in overall shape. Just details. Lots of details.
I fully support upgrading of that model as it was always cool, and they were also two attempts of HTLing this thing. Both failed -___-. I can make some greebles and other stuff if you want some small collab.
Edit:Personally, I think his smooth plating looks a lot better than your haphazard shotgun greebling. He seems to have a good understanding of where and how to do greebling, which is armor paneling is generally smooth and clean or simple while deeper more mechanical bits of the ship are more visually noisy and industrial.
whitearrow, Did you think about remodelling base shape and adapt the details into new model? It's quite noticable that this ship is your first model, and the whole process of learning how to make cool starship is visible there. From ugly big plates and randomly subdivided sections, to breathtakling greebles and turrets. Looking at skill you gained since the first WiP shot I think you just need fresh start of something new :P.
As for whitearrow's frigate, I hold up what I said before. He's greebling work is admirable, but lots of sections are underdetailed and modelled in typical newbie style similar to what Jadehawk shown us before. His frigate would benefit a lot from remodelling base shape, or at least some sections.
I appreciate all cricism and I agree with lot of points, but I've never seen a finished model all by yourself so I doubt if you know how much work a single, high poly model require to be finished all by yourself. You are experianced modeller, but I never seen If you can do anything more. I also don't know how your personal situation is, neither do I care but mine is forcing me to use worse looking, but time consuming solutions. The whole and neverending tilemapping bulls**t came from people who lack basic understanding that finishing a model is more important than polishing it. Grim legend of failure projects with tons of unfinished assets is well known here.Nice attempt to delegitimise Hades' opinion. But I have finished models all by myself, and I held off on commenting because Hades said basically what I wanted to say. I agree with what he said completely.
I respect Betrayal's attitude of "I just want to finish these models and get them in the game" a great deal, I have to say.
which is based on exactly that model :PI said earlier, it's based on the AF Corybant from the model dump of Act 3 of the Ancient-Shivan War. It's the first of many assets created specifically for my campaign/mod.
After more than three years of inactivity, I've decided to release the first pic of the newly-remade version of the hi-poly GTS Hygeia. Showing a two-seater cockpit. A true step towards hi-poly.I'm back at finishing my model that was the first I ever started three years ago. This time I'm at the right direction of most modelers take, namely being hi-poly.
(http://i68.tinypic.com/2nu8ba.png)
Slowly working on starfury.
https://drive.google.com/open?id=0B1CsRdAF3LrFNnhfUlVSQkpKX0U
Deneb right it is ;7Nice! I always wanted to be part of this, but no one ever recreated it in actual mission. I guess it's gonna be BoE-type mission, right? Make sure you have specified goals for player, and set majority of fighting warships as background. Big battles tends to be really messy in fanmade campaigns, so try to avoid that.
Deneb right it is ;7Nice! I always wanted to be part of this, but no one ever recreated it in actual mission. I guess it's gonna be BoE-type mission, right? Make sure you have specified goals for player, and set majority of fighting warships as background. Big battles tends to be really messy in fanmade campaigns, so try to avoid that.
On Monday, I reviewed some of the side stories for The Lost Generation - AshcroftDefinitly not :P
On Tuesday, I started a draft for a new campaign (not Of Shivans and Men-related), wrote some scenes to develop some characters, the rules for the scenario and the essential plot lines.
Today, I am drew up concepts for 5 missions, out of 12-16.
Tomorrow, I could replay a certain section of the Freespace 2 main campaign for research into canon.
Do I need to be stopped?
I remember one of your project that was especially interesting. FS1 era, Ancients and two Orions on the blockade of Knossos portal [one slayed by pair of shivan beams]. Plz tell me it's something similar :D.
What I liked in the Shard of Infinity was the feeling coming from it. Clearly FS1 style with some mysteries like Ancients, beams in shivan ships, Knossos, new warships designed in FS1 style... I guess it was set in Reconstruction era, huh? Or even alternate timeline? I'm kinda tired of shining, next generation warships like TEI fleet. With addon of dyson sphere from one screenshot and some coherent writing, it made me extremly curious what story and secrets lies behind this particular setting.
ps. Did someone make a mainhall for a Typhon?I would welcome this.
ps. Did someone make a mainhall for a Typhon?
Looks cleaner, than the version I played the last time. I guess there are still no chances to save the convoy?
ps. Did someone make a mainhall for a Typhon?
Indeed someone did, albeit for FS1. Check out the Vasudan Flight Deck from here (https://web.archive.org/web/20060210025156/http://archives.volitionwatch.com:80/fs1/mods/interface.php3).
Pretty much done with this, just gotta do debris and PBR conversion. Hoping to release it in a few days.
That's a really rad mainhall but the Myrmidon stands out pretty badly.You're not wrong, but there's not really a better Myrmidon available as far as I know, and I definitely want a Myrmidon in the shot.
That's a really rad mainhall but the Myrmidon stands out pretty badly.
You're not wrong, but there's not really a better Myrmidon available as far as I know, and I definitely want a Myrmidon in the shot.
(http://i67.tinypic.com/jk8tv9.jpg)
I remember it was supposed to be called AC Iraklion but was dropped from ASW. I added some thing here and there... Pure recreationally done stuff and I doubt if it ever go through baking stage.
The Minos super-destroyer, that I called as the Svaamin-class warship in my original TC mod Shattered Stars, is cool. I think it should include PBR maps, as well as AO.I just cannot resist :P. This ship is sooo cool!
Merge all submodels into one. Delete all turrets except for one big beam. Now get all UV isles, separate them into 3 different materials, average island scale, pack islands and bake them. You will need to redo LODs and debris, if it had them.Thanks for the tip. Because I'm upgrading this because I felt inspired by The Last Jedi's First Order Dreadnought.
What's a uv Isle? :confused:
those turrets look cool, i would be interested
That is great. Looks like homeworld beast ships.
Yeah, all those boxes and other random stuff deserved to die. Especially with Arcadia tiles slapped on. It looked like mosaic of somekind. IMHO this model needs completely new detail work to be pretty.Agreed. I'm working on it.
Anyway first models of Esarai were still better than mine :P
"Suggested" is a proper word here.
Try to differentate your surfaces a little. Avoid approach of making make large, flat surfaces and than filling them with numerous genereric plating and stuff. Don't be afraid of flat surfaces and breaking main lines of your ship with details. Less but well placed details are better, than numerous generic hull plates.
But how? Like spires? Like the First Order Dreadnought (see below) from Star Wars The Last Jedi?"Suggested" is a proper word here.
Try to differentate your surfaces a little. Avoid approach of making make large, flat surfaces and than filling them with numerous genereric plating and stuff. Don't be afraid of flat surfaces and breaking main lines of your ship with details. Less but well placed details are better, than numerous generic hull plates.
Also. When you make chunks of details, try to use various heights. Let's say, make one plate and another one next to it with different height and shape. It will be more eye-catching
But how? Like spires? Like the First Order Dreadnought (see below) from Star Wars The Last Jedi?"Suggested" is a proper word here.
Try to differentate your surfaces a little. Avoid approach of making make large, flat surfaces and than filling them with numerous genereric plating and stuff. Don't be afraid of flat surfaces and breaking main lines of your ship with details. Less but well placed details are better, than numerous generic hull plates.
Also. When you make chunks of details, try to use various heights. Let's say, make one plate and another one next to it with different height and shape. It will be more eye-catching
(http://vignette.wikia.nocookie.net/starwars/images/6/63/FirstOrderDreadnought.png/revision/latest?cb=20170925003110)
(http://vignette.wikia.nocookie.net/starwars/images/a/ae/Orbital_auto_cannons.jpg/revision/latest?cb=20170824103454)
IT'S ALMOST HAPPENING
[snip]
I can not wait to get this out there!
I'm Still polishing it, I gotta make sure it's absolutely ready, Legion's Demise should be out soonish though!
IT'S ALMOST HAPPENINGHidden Text: Show
IT'S ALMOST HAPPENINGThat's cool.Hidden Text: Show
I can not wait to get this out there!
I'm Still polishing it, I gotta make sure it's absolutely ready, Legion's Demise should be out soonish though!
Yeah, looks cool! Did you model this guy yourself, or found it and just animated it?
hello!
i am working recently on this one:
it has about 15k polys (tris) and 1x 4096x4096 (for the main hull) and 1x 1024x1024x32 (for the superstructure) but i guess i need to add more, because this one is a larger ship (about 150m long)
it has no LODs yet unfortunately, and needs more texture work. it would be better with bumpmap, but i do not know if it is worth the work doing all little things in 3D on this corellian type ship... :)
i also thought of making an EP1-3 mod (i did not saw any, maybe i missed something?) but there are so few blueprints from these ships... i used a front and bottom view blueprint (i could not find any more views) for making this one. if someone has some blueprints (especially of CIS ships) or would like to work on such a mod, please contact me, thanks!
[snipI see you have very fancy skybox here. I'm wondering where did you get it :P
Thinking of new ways to utilize the space stations we have for gameplay purposes. I think you can guess what I am planning here :D (hint: there will be no big explosion(s), even the NTF holds to safety standards)
Now I only need to add a few secondary installations and then see how to add sentires. And cargo containers. And cargo moving drones...
I see you have very fancy skybox here. I'm wondering where did you get it :P
Is this Of Shivans and Men related content?
It worked! I used another program because the one coffeesoft mentioned wasn't able to recover in free mode, but now I was able to get my notes and starmaps back! Thanks guys :)
Holy **** dude, welcome back for starters. Been waiting on this for awhile.ohai *waves*
I've been working on some mini-projects as mental exercises or as a form of killing boredom. In particular, my focus is upon writing, model editing or learning to better FRED. Not expecting them to culminate into much but I guess you never know what might result. Anyway, one mini project I have ongoing and do rather enjoy is introducing glow-pointing to Exile's ORC Amalthea (Cause I'm a sucker for Fenris/Leviathan family cruisers). Obligatory W.I.P view included:Looks awesome! I would be glad to include her in upcoming patch for Exile :].
[snip]
Also, why do I keep making faces on my textures? :confused: Must be some kind of curse.
Looks awesome! I would be glad to include her in upcoming patch for Exile :].
Dayyyyyum, Oddgrim! These new Vasudan models are worthy of mad respect. Very glad to see them in great form and getting that needed loving.Also, why do I keep making faces on my textures? :confused: Must be some kind of curse.
The answer is easy. Because everything Vasudan needs to stare into our souls in eerie silence. Or maybe to psych us out in battle. Take your pick! :D
*SNIP*
Thinking of new ways to utilize the space stations we have for gameplay purposes. I think you can guess what I am planning here :D (hint: there will be no big explosion(s), even the NTF holds to safety standards)
Now I only need to add a few secondary installations and then see how to add sentires. And cargo containers. And cargo moving drones...
*SNIP*
Thinking of new ways to utilize the space stations we have for gameplay purposes. I think you can guess what I am planning here :D (hint: there will be no big explosion(s), even the NTF holds to safety standards)
Now I only need to add a few secondary installations and then see how to add sentires. And cargo containers. And cargo moving drones...
Noice. But if you wanted a modular look, isn't there a modular station out there already? I remember someone making one.
Also this:
https://www.hard-light.net/forums/index.php?topic=92858.0
Wait... What? I have Scroll badge o___O?
...and internal access??
How drunk I was a week ago?
Wait... What? I have Scroll badge o___O?
...and internal access??
How drunk I was a week ago?
Anyway, perhaps I should make some usage from this :P. Ladies and gentleman, ISF variant of NuUdjat:
(http://oi65.tinypic.com/24fitjn.jpg)
(http://oi66.tinypic.com/67r1xe.jpg)
Your copy is waiting for you in Dock 63 (https://www.hard-light.net/forums/index.php?topic=94217.0), NyctiYards, Altair system. Thanks to special offer, special forces variant is added gratis! Hurry up before it expire!Wait... What? I have Scroll badge o___O?
...and internal access??
How drunk I was a week ago?
Anyway, perhaps I should make some usage from this :P. Ladies and gentleman, ISF variant of NuUdjat:
[snip]
Swwwwet.
I've been meaning to try my hand at HD Udjat, but I see someone beat me to it. And done and a helluva good job.
Where can I gets it? I wants it, preciousssssss.
Your copy is waiting for you in Dock 63 (https://www.hard-light.net/forums/index.php?topic=94217.0), NyctiYards, Altair system. Thanks to special offer, special forces variant is added gratis! Hurry up before it expire!
Workers of my shipyards are reeeeally busy recently :P
So I've been working on something special...Turtle strikes back!
(https://i.imgur.com/M8DlISu.jpg)
Damnit! shoo! go away turtle! the bes is done already, go there!
How about "Anteros"?Approved :]
It's the name of smaller deity from Greek Mythology who is both patron to requited love and the deity you would have turned to as a scorned lover. Anteros is also identified as brother to Eros (today more commonly known as cupid) and part of the Erotes, a retinue of Aphrodite made up of winged gods - all of which are in some fashion associated with the ancient Greek views on love, sexuality and (non-marital) partnership.
(https://cdn.discordapp.com/attachments/319576035626844162/392478359029940225/Przechwytywanie.JPG)
Anteros is almost ready. Basicly I wanted to go for post-capella era first, but Poseidon painting is soo ugly and so tempting [at once!] so I guess it will be T-V era dropship.
I tried using those texturing tools a few time (Substance Painter 2 and another one), but it always derps on me for one reason or another and (like inverting half the faces on the mesh on import or some other weird things).I may say switching from PS to SP wasn't easy. Mostly because in SP you paint directly on the mesh, and controling the program may be tricky at first glance. But controls are fully adjustable so you can rotate and to other things the same as Blender or whatever U use.
It's a pitty, since my texturing skills are lacking.
I tried using those texturing tools a few time (Substance Painter 2 and another one), but it always derps on me for one reason or another and (like inverting half the faces on the mesh on import or some other weird things).I may say switching from PS to SP wasn't easy. Mostly because in SP you paint directly on the mesh, and controling the program may be tricky at first glance. But controls are fully adjustable so you can rotate and to other things the same as Blender or whatever U use.
It's a pitty, since my texturing skills are lacking.
To understand true nature of SP, you need to understand nature of PBR. As for the soft itself, notable things to understand are: First: No more specular as metal/rough or spec/gloss are PBR equivalents and they are much better. Second: You need to know which channel is for what. Third: Adjustable materials with tons of options. Fourth: Mixing various materials in different ways. Fiveth: Procedural effects.
It won't be :P. Texture artist is currently the rarest profession here, with no active texture artists currently involved in the community. People with texturing skills here are all also modellers. Actually I decided to learnt how to texture things because there is noone here to do it for me :P.I tried using those texturing tools a few time (Substance Painter 2 and another one), but it always derps on me for one reason or another and (like inverting half the faces on the mesh on import or some other weird things).I may say switching from PS to SP wasn't easy. Mostly because in SP you paint directly on the mesh, and controling the program may be tricky at first glance. But controls are fully adjustable so you can rotate and to other things the same as Blender or whatever U use.
It's a pitty, since my texturing skills are lacking.
To understand true nature of SP, you need to understand nature of PBR. As for the soft itself, notable things to understand are: First: No more specular as metal/rough or spec/gloss are PBR equivalents and they are much better. Second: You need to know which channel is for what. Third: Adjustable materials with tons of options. Fourth: Mixing various materials in different ways. Fiveth: Procedural effects.
I'm getting to old for this ****. Literally.
Might be faster to find a good texturer to help me finish some of my ships.
Latest workings? Briefly mentioned on the HLP Discord, I've been working on improving some of the dialogue in Exile. Damn happy to be helping out too. It's been a fun process and I hope others will appreciate what's being put into the missions I've been assigned when I finish them. Also, I finished glow-pointing the Amalthea and salvaged previous work in order to apply lights to the Syr Darya (Sagittarius). Appropriate timing considering 'tis be the season for blinking, colorful lights xD...and I may say he's doing a hell of a good job :yes:
I'm getting to old for this ****. Literally.It won't be :P. Texture artist is currently the rarest profession here, with no active texture artists currently involved in the community. People with texturing skills here are all also modellers. Actually I decided to learnt how to texture things because there is noone here to do it for me :P.
Might be faster to find a good texturer to help me finish some of my ships.
I hear you there, things have changed quite a bit since I started.I'm getting to old for this ****. Literally.It won't be :P. Texture artist is currently the rarest profession here, with no active texture artists currently involved in the community. People with texturing skills here are all also modellers. Actually I decided to learnt how to texture things because there is noone here to do it for me :P.
Might be faster to find a good texturer to help me finish some of my ships.
We really need to draw in some talent (more texture artists).
I'm past my prime, I'm not learning as fast I once did.
Wicked!
You gonna make one in a flight suit?
Is this Blender sculpting tool? I wasn't aware it's that powerful tool. Spectacular work :yes:
Thanks for letting me know. I'm about to start my adventure with sculpting and I wonder if Blender sculpting tool is any useful. I want to start with Sculptris so far to learn basics, than switch to ZBrush.Is this Blender sculpting tool? I wasn't aware it's that powerful tool. Spectacular work :yes:
Thanks, yes that's the sulpting tool for blender or more specifically the multires modifer, however it's nowhere near powerful as Zbrush when it comes to polygon editing and handling. For instance if using multires you cannot do any editing to the base mesh or the multires layer risks at becomes distorted.
What I'm more concerned about was lack of ingame screenshot ability....? You mean in FSO? Printscreen button shouldn't have stopped working (although like most things they now get stored in appdata).
What I'm more concerned about was lack of ingame screenshot ability....? You mean in FSO? Printscreen button shouldn't have stopped working (although like most things they now get stored in appdata).
Is there suppose to be an entry in appdata for screenshot saves?%APPDATA%\HardLightProductions\FreeSpaceOpen\screenshots\
HardLightProductions\FreeSpaceOpen exists, but it's empty. I just did a complete reinstall of fs2, didn't solve the problem but at least the brightness issue I was having is gone, probably a remnant from Saga.Is there suppose to be an entry in appdata for screenshot saves?%APPDATA%\HardLightProductions\FreeSpaceOpen\screenshots\
May I reign in this thread again :P?
Basicly I started something infuenced by Anan from OTT modeldump...
(http://oi67.tinypic.com/1zx1lhg.jpgp)But it quickly become something different xD. This is terran-shivan hybrid interceptor. One step further of researching shivan technology after Loki.
The funny thing is, I can see it as either a warship or a fighter. How's it scale?(http://oi67.tinypic.com/rtkolc.jpg)
Good grief, how do you get all this stuff done so quickly? You've put out a ton of awesome content lately, and what with the semester beginning and all...Thank you! Whatever I do here is just a part of my overall work. I share my modelling time between HLP, 2 gaming projects and sometimes other commissions. If I have a break from work, I execute my will to bring you folks the best stuff I can make for usage in potential projects. In short: I love modelling, I hate idling and I hate wasting time.
Ah, no, I meant, would it look good scaled up to ~Fenris size? Because in the screenshot you posted, my first thought was that it was a warship, until I realized it was the same interceptor from before.I doubt so. It has lots of details distinctive for fighters, especially cockpit. This one is for upcoming Starwolf's project, but if I have a moment I may make cruiser sized ship in the same style.
Thank you! Whatever I do here is just a part of my overall work. I share my modelling time between HLP, 2 gaming projects and sometimes other commissions. If I have a break from work, I execute my will to bring you folks the best stuff I can make for usage in potential projects. In short: I love modelling, I hate idling and I hate wasting time.
...and no. I actually do have social life :P
Problem's fixed now, and it was only the small drive (containing only my modeling and texturing programs) that was wiped. The bigger one with the files themselves is untouched, so thankfully the only thing I lost was an unfinished capship model in Blender.
The original GTC Bellerophon was about 350m, bit larger than Fenris; dunno if it's still that size, for I almost didn't recognize it as good as it looks now... :)And it's still a cruiser. In the project it's gonna be used, it's light cruiser of one of Post-GW terran factions in Sol, so it's gonna be a little bit smaller. 280m is enough for a ship for it's type.
It looks super cool! I'm a huge fan of massive cannons and this ship really has an artillery look to it. I'd like to see this in a mod.
The Nova class dreadnought wip. I need advice. Currently turret barrels uses 12 edges cylinder, the missile launcher has 8 edges cylinder. It's ok or can be more polys? I'm thinking about 16 and 12.
Modeling a zod pilotsuit. heres a quick helmet articulation test. c:
Since Majorvador released his Sins of a Blue Planet TC for Sins of a Solar Empire in an alpha state, I've been playing with the game files, adding abilities, but also borrowing effects from the Distant Stars mod and enhancing the weapon effects, which as stock are all but invisible at any kind of range.
https://steamuserimages-a.akamaihd.net/ugc/920295477558447225/263ADAFE6C35C3DC4EC95D421D2331E87E945EE5/
https://steamuserimages-a.akamaihd.net/ugc/920295477558446816/A140B03FFD6B026F78E8B803762BA284F943EEB0/
https://steamuserimages-a.akamaihd.net/ugc/920295477558446009/EDBEC4C819F303629CBAF54F5712E383DC58CABB/
https://steamuserimages-a.akamaihd.net/ugc/920295477558520421/A49195D04FC9EF6C7F9500ACC31360FA9C39CEDB/
https://steamuserimages-a.akamaihd.net/ugc/920295477558445572/3555FC27BD630B57C88D53868917639433918C27/
https://steamuserimages-a.akamaihd.net/ugc/920295477558550384/26984AD072DF471746BA07B423773018E86E4F9B/
I've been trying to reach him to see if he'd like them, and some help to move it along, but haven't gotten any reply after a couple weeks as of this writing. So until I do hear back, it'll sit safe on my hard drive and my dropbox for me to enjoy. :P
I have several current projects for several mods. BtA, Inferno... Among them, there is this:
(http://oi68.tinypic.com/5bwvp1.jpg)
(http://oi66.tinypic.com/91j75s.jpg)
It's in pretty good shape, so it's about time to show this. Some of you may remember this. Original is Venom's work, and I'm reworking it into Asgard - terran superdestroyer and flagship of one of terran factions from Starwolf's secret project.
Clone Wars era mod for Freespace :O !?
YES YES YES.
That ship looks familiar somehow. Should I recognize it from somewhere?The base model was from the old Wing commander Sheffield class destroyer. It was one of my first re-models (and keeps being that too). As for the nacelles, ya I've been playing STO a lot. Been merging the two worlds together.
As for the shaders, I had one designed for the Unreal engine. Basically you would have the shader combine multiple textures on different UV channels to form a detailed texture. First layer would be the plain ship texture on a texture atlas. On the second layer there would be more detailed transparent textures (like ambient occlusion). You could even do a third with just normal maps to produce a detailed skin.If you say "different UV channels" do you mean that each vertex has multiple UV-coordinates assigned to it? The other features should already be supported by the FSO rendering engine.
As for the shaders, I had one designed for the Unreal engine. Basically you would have the shader combine multiple textures on different UV channels to form a detailed texture. First layer would be the plain ship texture on a texture atlas. On the second layer there would be more detailed transparent textures (like ambient occlusion). You could even do a third with just normal maps to produce a detailed skin.If you say "different UV channels" do you mean that each vertex has multiple UV-coordinates assigned to it? The other features should already be supported by the FSO rendering engine.
Yeah, that's a little too much for the FSO rendering engine to handle :nervous:
I would like to have a material system as flexible as UnrealEngine but there are a lot of reasons why this doesn't work in FSO at the moment :(
One wonders if we should update the game to a new rendering engine as unreal? Start a GO FUND ME site? Just wondering.I thought about this some times already but I always arrived at the conclusion that it's too much work given the current state of the rendering engine.
1.) multiple uv channels (this would require both the engine and psc2 to be updated). It would probably have to be stored either at the end of the POF file or as a seperate POF2 file (for compat sake).If that would be implemented it would be better to just use a better format (such as glTF) which supports flexible vertex formats by default. The biggest problem I see here is performance. Since the current format is static all the model data can be uploaded into a single GPU buffer and while rendering the buffer binding doesn't have to be changed. If we allowed dynamic vertex layouts then optimization would be delegated to the modder and in most cases that will probably not work well since any documentation would be outdated as soon as the rendering engine is changed again.
2.) Ability to load textures other than the ones assigned to the ship (since shaders can use other textures)This could probably be solved by creating a generic rendering material system but I have no idea how much work that would require.
3.) Finally good shader support. I know shaders are there, but I don't know the state of being able to use your own.FSO actually "allows" to override the shaders used by the engine but they are no included in the backwards compatibility guarantee since otherwise we would never have been able to add things like deferred shading or shadow mapping. Customizing shaders would either result in very little customization in order to allow future changes to the rendering engine or it would require a very complex system that is somehow designed to be future-proof. UnrealEngine doesn't have this problem since the shaders only target one engine version and if some new feature is introduced in an update it's possible that your shaders get broken.
well I hope this one is acceptable next to Scoobys awesome work..ahem! :P
My version of the Boreas...
Thanks for the input! As it is now, I'm pretty much open what to do with this. I'll take a look at the Sirona which I have myself.
As long as the wings are separate submodel, they can be made to move using the animation code (http://wiki.hard-light.net/index.php/Animation_Code). You can either set it up so that they're moved by the FREDder making the mission, or you can link it to things that happen in mission, like firing the weapons or using the afterburner. Those probably aren't quite right for a Firespray though - you likely either want them to be just shifted manually (since they'll spend 99% of their time horizontal) or link them to the engines being in use.
That is a tiny bit trickier, because you'll need to use a lua script, but it's already written, so it's essentially just a matter of using one extra file and changing the ship it references to the Firespray. Grab my GTFg Jupiter (https://www.hard-light.net/forums/index.php?topic=93336.0) and use the -sct.tbm included as your base (or just leave it for FREDders, as above :)). NB, if you do use it, credit Xenocartographer for the script, not me.
Everybody too busy to post? (i hope so) :D
finally, after a long time, i managed to texture the Slave One, it is painted as it was used by Jango Fett, i hope You like it:
HEADZHEADZHEADZHEADZ
SO MUSY TITCHY TASTY
Code: [Select]HEADZHEADZHEADZHEADZ
SO MUSY TITCHY TASTY
STRIKE FIRST
203RD
Take a cue from the Germans and call it the Athena-Z.
(https://i.imgur.com/T0NFqSV.jpg)
Too spooky. :shaking:
Too spooky. :shaking:
:wtf: What are you cooking up with Axem?!?! :p
Too spooky. :shaking:
:wtf: What are you cooking up with Axem?!?! :p
:eek2: wha wut? Planning something? With Axem? Who is Axem? What _is_ an Axem even? Are I Axem? Are we Axem??? :headz:
Wait... am I... am I BRYAN SEE??
:headz:
:eek2: wha wut? Planning something? With Axem? Who is Axem? What _is_ an Axem even? Are I Axem? Are we Axem??? :headz:
That's just a little bug in that old background from... 10 years ago...
Meanwhile:
But why is there a subspace whirl appearing every time one of these meteors shows up?
But why is there a subspace whirl appearing every time one of these meteors shows up?
That's just an oversight with the testing envoirment:
You see the "meteor" is actually just a missile covered in particle effects, so to control when it is spawned via weapon-create I set the events condition to a has-arrived-delay of a reinforcement ship, the ship then get ship-vanish'ed but I keep forgetting setting the No Warp Effect-flag on arrival.
Modeling a shivan. so so so many legs. (https://i.imgur.com/sAEGNcB.png)
Modeling a shivan. so so so many legs. (https://i.imgur.com/sAEGNcB.png)
Do you plan to export it as in-game modell as well when you're done? ;7
$Created: 08/03/07 at 22:02:57
$Modified: 09/04/18 at 16:31:39
Quote$Created: 08/03/07 at 22:02:57
$Modified: 09/04/18 at 16:31:39
It only took 11 years, one month, 18 houres and 28 minutes to fix the traffic pattern around Luxor Station in The Light of Antares - PROGRESS!
One question that comes to my mind: Do you still get small particle fountains spewing out of it when I shoot it or did you replaced that with something awesome?
Does it use detail boxes?
Do larger tiles with repeating UV maps save more memory?
QuoteDo larger tiles with repeating UV maps save more memory?
I don't know how to check... The flag " show memory usage " is ticked, but i don´t see any info on the screen.
Anyway, repeating UV maps seems to work really good
That flag was functionally removed two years ago but the option still showed up in the launcher. There should have even been a big warning popup telling you that.
This should be fixed in the next nightly.
It looks like some kind of triple dry-dock.
If it's to become a shipyard, how big is it then, and what kind of ships are being manufactured there then- fighters/bombers? As with all these details it looks rather small.
So there's no chance seeing TI anytime soon...ish or...?
This is what I'm messing around with in my (rare) free time in between baby duties:
*cut for time*
Textures are still deeply WiP
I found a mission I'd previously balanced pretty well is now impossible. So I'm nervous that a whole bunch of it might need rebalancing and I think that's kind of scared me off it.
Bryan, if you can make models of your own why do you have ones from BSG?Because it may be similar, but the Shattered Stars storyline has something to do with it. :)
As already mentioned, I do hope you've got permission to use them.As I said, they are placeholders, and hi-poly versions of them will be forthcoming, I assure you.
Permission still needed for placeholder use.The user in question is zxthehedgehog. You might want to reach him via Dragon's Lair Fans forum.
No, it's you who needs to reach this guy since you are the person using his/her content.
You have some basic modelling skills, and overlapping your placeholders even with some stretched tiles is 1-minute job.
So now it's his Raguel... Interesting. I'm wondering what author of this model may have to say. I think I remember that guy.You have some basic modelling skills, and overlapping your placeholders even with some stretched tiles is 1-minute job.
Bryan is a master 3D artist. He made the Raguel from scratch all the way to its shiny PBR maps and did it alone; he says so here:
https://www.hard-light.net/forums/index.php?topic=93638.0 (https://www.hard-light.net/forums/index.php?topic=93638.0)
R
It me. Bryan See. I started it when I realised at that time there was shortage of hi-poly Shivan models years before the release of Inferno: Nostos. When you took over, I started another Shivan ship, the Shivan Battleship/Dreadnaught Sariel and two years later I started work on the Shivan juggernaut Amritaya. All of these, including the Raguel, will appear in my mod, Shattered Stars, as well as another crossover mod. I plan to re-do the Vinaashak and the Shiamak.So now it's his Raguel... Interesting. I'm wondering what author of this model may have to say. I think I remember that guy.You have some basic modelling skills, and overlapping your placeholders even with some stretched tiles is 1-minute job.
Bryan is a master 3D artist. He made the Raguel from scratch all the way to its shiny PBR maps and did it alone; he says so here:
https://www.hard-light.net/forums/index.php?topic=93638.0 (https://www.hard-light.net/forums/index.php?topic=93638.0)
R
So now it's his Raguel... Interesting. I'm wondering what author of this model may have to say. I think I remember that guy.C'mon, you can make models so quick that you don't even remember them afterwards. ;)
Maybe. Or even perhaps.So now it's his Raguel... Interesting. I'm wondering what author of this model may have to say. I think I remember that guy.C'mon, you can make models so quick that you don't even remember them afterwards. ;)
Thanks for that, Nyctaeus. In return, I use your models in my mod, Shattered Stars.Maybe. Or even perhaps.So now it's his Raguel... Interesting. I'm wondering what author of this model may have to say. I think I remember that guy.C'mon, you can make models so quick that you don't even remember them afterwards. ;)
Bryan barely started it. I had to redo basicly everything, except for the tail and parts of the arms. In the end only those and few details on the engines are his job. Majority of geometry, mapping, texturing, conversion and everything else were done by me.
I don't want to sound like crazy about my stuff. Raguel is also using parts of Cain and Bhaal, so c914 and half of ED Team contributed to this as well. Also this is community asset I don't claim, but only developed and published for general usage. Anyway, let's keep things as clear, as it's possible. Bryan, don't ever take full credit for collab work. Especially when your contribution was about 10% of the job. I don't deny your participation, but Raguel is mine.
So I've been piling up ship model after ship model in my "Unfinished Ships" folder, always forgetting to texture them. But I've recently started working on said pile, starting with probably the biggest piece o' work.Properties -> Modifiers -> Edge Split :D
So I've been piling up ship model after ship model in my "Unfinished Ships" folder, always forgetting to texture them. But I've recently started working on said pile, starting with probably the biggest piece o' work.Properties -> Modifiers -> Edge Split :D
Nice, I like it! Needs turrets though. An LTerSlash will do nicely. ;)
I wants it, I needs it.
tilemapped(https://i.ytimg.com/vi/m7E-NFJaAgk/maxresdefault.jpg)
If anybody has any request for certain skins, I gladly offer my services :]
Can be done.If anybody has any request for certain skins, I gladly offer my services :]
Maybe one that is less "busy" than the current crop of the Inferno-EA textures? Perhaps closer to the Fenris or Black Wolf's textures for the GTFg Jupiter (https://wiki.hard-light.net/index.php/GTFg_Jupiter), so it would not look out of place next to those?
Nice ship :yes:Same as original Askelpios. About 750m
Size?
How accurate. Maybe I'll try that. On every UIMS model. And UGSF's. And possibly SOC.Nice ship :yes:Same as original Askelpios. About 750m
Size?
Can be done.If anybody has any request for certain skins, I gladly offer my services :]
Maybe one that is less "busy" than the current crop of the Inferno-EA textures? Perhaps closer to the Fenris or Black Wolf's textures for the GTFg Jupiter (https://wiki.hard-light.net/index.php/GTFg_Jupiter), so it would not look out of place next to those?
So do I.Can be done.If anybody has any request for certain skins, I gladly offer my services :]
Maybe one that is less "busy" than the current crop of the Inferno-EA textures? Perhaps closer to the Fenris or Black Wolf's textures for the GTFg Jupiter (https://wiki.hard-light.net/index.php/GTFg_Jupiter), so it would not look out of place next to those?
On behalf of the S.A.R. Teams of the Scylla and the Avicenna, thank you.
As usual, I'm working on the UIMS Hammerhead, based on the Starblade version, taking cues from Galaxian 3 and Star Ixiom.Somebody else already uploaded the video (for those who can't play the game):At the 00:18 mark, there's a UIMS Hammerhead from Starblade/Galaxian 3/Star Ixiom. This model is now under renovation.
(https://i.postimg.cc/sMXpfFB9/WIP-UIMS-Hammerhead.png) (https://postimg.cc/sMXpfFB9)
I'm brushing up on my Fred skills which really aren't that much more current than retail / BWO era. It's still data/missions right :nervous:
I tried to make one in Nostos under the inf1/data/missions but it didn't show up in the tech room.
Also revisiting blender as elsewhere mentioned. Keen to get UV mapping beaten.
The video is showcasing how critically your mod is broken. And you take it as a showcase of anything? You're so ignorant that I'm actually impressed.That model is just a temporary. What I am making is intended to replace that. As I've said, it will incorporate cues from Galaxian 3 and Star Ixiom.
I think the missing textures are of a higher priority.Create from hi-poly -> bake them into normal and height maps -> and then make PBR assets from here. Add turrets.
I would really like to see you doing so.I think the missing textures are of a higher priority.Create from hi-poly -> bake them into normal and height maps -> and then make PBR assets from here. Add turrets.
Are you explaining how you'll do it, or what you expect from us? :confused:By remodelling into hi-poly.
Gapemp, the aft section of your cruiser doesn't feel Vasudan to me. It seems more trek or Babylon 5.
@TrivialPsychic: Yeah, the Trek feel was intentional but as I'm moving along it's feeling more out of place. I'm working on the outboard pods now.My thought was something more linear, say taking inspiration from the Anuket
Does substance generate texture and UV realtime?Nope. But I do :D
Looks quality by the way.
Is this Clone Wars mod related to FotG in any kind? One way or another, I'd LOVE to see this thing in-game one day. ;7
One issue here: Although your polycount is impressive, it does not look like 100k poly model. Mostly due to the coloring of all the greebles. Try to make them darker than main sections maybe? Or use both lighter and darker shades? It will highlight all the greebles.
My mistake. I thought it was grievous flagship.
Awwwww, man, no engines on pods? That was one of the signatures of the Claymore line!Family is growing, design envolves. And sharp edges of the wings give it... Predatory look :)
So this is the second child of the Claymore family?Ye, it's Clay II. I work on all three at the same time.
(https://i.imgur.com/tysyErZ.jpg)
Infurrno!
Ye, whole Claymore family is being reworked by me and Rampage. Ramp is doing modelling part, I cover everything in PBR glory :]
Chuditch.
Chuditch.
Dasyurus geoffroii?
This new model I'm calling the GTC Avalon, and it's supposed to be the smaller, less armored cousin to ED's Atlantis.
Esarai made a Terran juggernaut (https://wiki.hard-light.net/index.php/TSJ_Amaterasu) a long time ago. Since there's not much utility for such things outside of a specific campaign centerpiece, I grabbed the mesh and remixed it into something more viable. It's supposed to be a counterpart to the GTC Atlantis. (https://wiki.hard-light.net/index.php/GTC_Atlantis) What do you think?
something pre-FS1 IMO.
something pre-FS1 IMO.
Too many turrets
I like that a huge gun-bearing ship bears a lot of guns.
I also prefer to associate with the victorious Royal Naval Fleets over some Spaniards Armada ;)
Meanwhile, following folding the bonus mission TLG-J back into the campaign via an easy branch, I am writing Hammer of Light-scripture/mythology which can exist with openly acknowledging any kind "Chariot of Gods"-buisness.
(It is actually quite consistent that all three canon species have their main weapons in FS2 oriented around one axis each. - Terrans, lateral; Vasudans, dorsal>ventral; Shivans, anterior>>posterior; notable exceptions being the Hecate and the Demon)
Hmm, is that Vasudan?
More The Lost Generation inbound?
So for the fun of it I tried translating it (using Walking on Ashes as reference), here's what I got.Hmm, is that Vasudan?
Yes.More The Lost Generation inbound?
No.
That doesn't sound good :nervous:
trying to figure out 3D Coat...seems promising for UV Mapping.
finish up the successor
finish up the successor
And that would be?
$Created: 08/01/07 at 13:29:56
$Modified: 04/16/19 at 00:03:07
Quote from: HG_03.fs2$Created: 08/01/07 at 13:29:56
$Modified: 04/16/19 at 00:03:07
11 years, 6 months, 14 days, 10 houres, 33 minutes and 9 seconds. Talk about a delay between original creation and update, but had to squeeze it somewhere.
Well, I haven't played "Memories" in pre-Knossos era, so its reworked version is one of the campaigns i'm really eager to play.
A good chunk of the INF missions also has dates like that. I better hope for you that you can deliver the same quality. :p ;)
Is that green thing part of the model?
Oh I love these!! Please share once you're done!
Always anticipate the worst - then you will be constantly positively surprised.
Well, i'm still young,
I'd presume that Orpheus plans to get it done earlier...
Always anticipate the worst - then you will be constantly positively surprised.
Making a good mod is like building a cathedral. :D
If it wouldn't be in bad taste, I would have an architecture joke for this.
It's a light Vasudan cruiser, definitely glass cannon material. I intend to mount two SVas on the front teeth, Rakshasa-style, with an underslung AAAf. Flak turrets on the tail. Compatibility with, say, Petbe cargo containers is a nice thought.
I think I probably should be posting this in my thread on the other side of the forum
Cool. Clearly A-10 inspired, but the twin booms look to have come from the P-38 or HD Vampire.
This is a modding community, so pls show off your work where a significant number of people can appreciate them! The Arts & Talents board is plain dead aside the single RPG thread that seems out of place there due to activity.
These cannons on the nose... Dear God...
This is a modding community, so pls show off your work where a significant number of people can appreciate them! The Arts & Talents board is plain dead aside the single RPG thread that seems out of place there due to activity.
Well, I happen to be on that forum game too! Looks like I'll be posting ships here in the future, then. Thanks.
Just got back to looking at this site after a few years of college and I am loving the work I see here! :D My only complaint is that Esarai hasn't been seen for the last couple years. His art was some of my favorite in all of FSOpen. :sigh:
From the top view it looks more like an ant TBH. :nervous:
Didn't you wanted to work on a certain different Shivan ship anyway? ;7This ship deserves some practice before I take it on my workbench, if it ever happen :P
Didn't you wanted to work on a certain different Shivan ship anyway? ;7This ship deserves some practice before I take it on my workbench, if it ever happen :P
If you'd give only 1 of them 1/10th the love you gave to the Nemesis, the whole community would be eternally grateful.I would like to, but project of this magnitude would require several weeks from me. A weeks I don't have because my game, because Inferno and because making money. Let's hope and pray to ancient spirits of subspace and beams that Esarai will one day finish his one.
*cut for time*
Now with Black Wolf's blessing I can officially show this. I made shivan cruiser as testbed for PBR shivan textures, than Nightmare proposed... Something better for my experiments.
It's Vasudan Admiral's design - the same guy who made HTL Hades or the model that later become UEI Kumari. I just provided it with some fancy lights and polygons :]
(https://i.imgur.com/ZHOMtFJ.png)
Will it be in Inferno mod?
It looks to me like it could be some kind of fighter drop-carrier. A number of fighters are docked to the underside of the wings. The ship jumps in, fighters undock and engage, then it jumps out again, or sticks around and provides long-range fire support.
It looks to me like it could be some kind of fighter drop-carrier. A number of fighters are docked to the underside of the wings. The ship jumps in, fighters undock and engage, then it jumps out again, or sticks around and provides long-range fire support.
We need to take out the Arsenal Bird!
Lel, Nyx and Rampage are trying to copy Ragingloli!
Rearment complete when? ;7Soon™
Mmmhh you could just rename the -shine maps to -reflect~ ;)A Very Special Someone approves :yes:
Ya know what would be nice? Them re-supply ships have some kind of a turret to defend themselves. a turret with twin Kaisers equipped would be nice.
Just a thought! Lovely ship by the way!
*cut for time*
Lel, I don't make simple textures, I mentioned it several times and I won't change my mind. If anybody wants simpler maps, I encourage to download Gimp.
Hidden Text: Show
I don't even know how to paint stuff that is not believable and [almost] reliastic to me :P
Hidden Text: Show
BTW. Yes, she has turrets xD
Soon™
(https://i.imgur.com/uyOWT1Q.png)
Thrusters went piździec. You will get her today guys.
BTW. Yes, she has turrets xD
*cut for time*
Obvious place to look is obvious (https://www.hard-light.net/forums/index.php?topic=95789.0), if you know this forum well
Obvious place to look is obvious (https://www.hard-light.net/forums/index.php?topic=95789.0), if you know this forum well
The only "obvious" place to find things is the forum search, atleast mostly.
From many people who wanted to make whole HTL fleet on their own, me and Rampage will be the first who succeed :]:yes:
No ammount of detail or paint is going to the make Lindos not a pain to frame ... Looks good though.Believe me, development process was as wicked and twisted, as the design actually is... And equally satisfying.
not associated with any project
I'm seeing a vague Colossus/Hecate/Solaris hybrid.Colly and Hecate are probably only original inspirations. The design is much older than Solaris, as it was released in modeldump probably in 2005.
Tell that to a Hecate. :DI like to think of the Hecate's panels as being a sort of extra layers of armour to protect critical systems in the front or something from attacks to the side. The wing-like panels towards the back? I dunno. Well, you get to take off from them at one point I guess.
what's an antwerp?
(http://www.lionsgi.com/blender/recusant_b4w_1.png)
74k of polygons + 10k of pimpgons :) uses one 4096x2048x32 and one 1024x1024x32 texture, they are 40M uncompressed.
74k of polygons + 10k of pimpgons :) uses one 4096x2048x32 and one 1024x1024x32 texture, they are 40M uncompressed.
I am quite out of the loop, is this model to be used ingame? Can FSO display it in that detail or do you make use of a LOD system?
What is the current polygone limite per "Scene" / Area of engagment currently?
AHHHHHH IT'S TOO GLORIOUS!!! MY EYES CAN'T TAKE THE EXCELLENCE OF THE ANTWERP!!!!
HYPE!
. . .
what's an antwerp?
74k of polygons + 10k of pimpgons :) uses one 4096x2048x32 and one 1024x1024x32 texture, they are 40M uncompressed.
I am quite out of the loop, is this model to be used ingame? Can FSO display it in that detail or do you make use of a LOD system?
What is the current polygone limite per "Scene" / Area of engagment currently?
PS: Models looks very nice. Is there a reason the brigde is bright green?
74k of polygons + 10k of pimpgons :) uses one 4096x2048x32 and one 1024x1024x32 texture, they are 40M uncompressed.
I am quite out of the loop, is this model to be used ingame? Can FSO display it in that detail or do you make use of a LOD system?
What is the current polygone limite per "Scene" / Area of engagment currently?
PS: Models looks very nice. Is there a reason the brigde is bright green?
thank You!
Lucas thought (i agree with him at this) it would look cool to have a "glowing" bridge, i have gone a bit far wih that - maybe :) It has no reason, droids do not need lights anyway, nor hangars; but Star Wars is fantasy, no Sci-Fi :)
I love SW, because Lucas let design spacecraft from junkyard scrap and actual parts. if You look at (some) SW ships, You actually think they could work if You put them together. :)
i do not know of a polygon limit in FSO, but for sure there is one. Or maybe none (or memory limit of the machine that is running the game), i have not looked at the source code. I guess one might hit the FPS limit first :D
One can do wonders with detail boxes in FSO, but it must be a hell of a work. Unforunately i did not had any time to do LODs for my models or convert them for the game (i did it once just to try out); i hope some people will join this project and help me with the work...
And i thoght i was getting too far with 74k polygons, and it turns out it it just LOD3/LOD4 object for the "New EASD Nemesis" - LOL :D
0rph3u5 is correct on the source of the name, but not quite there in the reference. Antwerp was a key city near the end of WW2.
LOD0 of NuMesis is 56232[parent] + 149278[children] = 205510 tris in total. The polycount doesn't really matter as long as mesh is properly mapped. Nemesis uses 5 unique textures, but it's not about polycount. I made shivan corvette of about 70k tris and she still use single texture. You just need enough UV space to keep your maps sharp. Amount of unique materials depends fully on amount of surfaces and size of your ship.
Also you don't need detailboxes. I like them, but it's not a neccesity. If your mesh is more than 65536 vertices+normals in total, you can just split the middle part and include it in hierarchy as child of LOD0. See HTL Hades for example.
Huh, and LOD1 of Nemesis is 61488, LOD2 is 18346 and LOD3 is 4902 :P
There's a matter-energy replicator instead of a magazine. It replicates the round in the chamber.
Bear with me, I did spend time figuring out how to fit so many bullets into the thing before I did it.
If these drawings are to be trusted, the ammo drum for the GAU-8 is actually not as big as one may think. Also, the Marauder gun fires 30mm caseless rounds, so in theory the size of a cartridge would be smaller than the 30×173 mm used in the Avenger, thus allowing more rounds to be carried in the same volume. I estimate the ammunition available for each gun to be same as that of the A-10, 1350 rounds. Total sustained firing time is about 17 seconds. (possible bad maths warning!)
The rest of the fuselage is completely taken up by the shock rifle, its mechanisms, generators and ammunition storage. Although it can fire 1000 rounds per minute, only 500 rounds can be crammed into the ammunition bay (it literally fires 200mm mild steel ball bearings), meaning it has only sufficient ammunition for 30 seconds of sustained firing. (possible bad maths warning!)
The Retribution is thus extremely dependent on ammunition resupplies compared to, say, a Herc, but it isn't abusing hammerspace. Yet.
:yes:Hah! Thanks for the heads-up. I completely forgot I could do that.
A small note: HTL Fenris has separate debris texture, but this one also fits to main hull. If you use Texture Replacement and replace FenrisMain with FenrisDead, you will get awesome-looking hulk :]. All of my newer PBR models have this feature.
Remember about changing FenrisMain-reflect to FenrisDead-Reflect :P. Same with -normal.
Unfortunately the skybox's reflection is amplified when I changed them to the dead-reflect versions. Looks pretty nice with main and greeb replaced though. :yes:Remember about changing FenrisMain-reflect to FenrisDead-Reflect :P. Same with -normal.
Results count in the end; doing above is a good way to achive results, but you can experiment on that. When I made a derelict ship I mixed alive and debris Textures intentionally, the dissonance between the maps created a more unique look. You'll have a chance that it looks totally broken too.
Now I'm even more excited for Scrolls 2. :nod:
That's just damn gorgeous
(https://i.imgur.com/e8H0uqq.jpg):yes: :D
I guess it's self-explaining, so I just leave it here :]
Um....
SQUEEEEEEEEEEEEEE
EDIT: A point has been made on Discord...
He who tries to upgrade the Demon shall vanish from HLP forever
Rip Oddgrim.
*random shivan noises* :p
(https://i.imgur.com/JgDdpf6.png)
(https://i.imgur.com/KM1LEIn.png)
Splendid FSU week for sure~
Graphic designers are mostly powered by beer, but even we have to eat from time to time.Splendid FSU week for sure~
Call your localrepresentativesmodellers. There's plenty of work to be done. Nyx and Oddgrim don't have to do it all.
Call your localrepresentativesmodellers. There's plenty of work to be done. Nyx and Oddgrim don't have to do it all.
He lost his WiP during some unfortunate HD crashCall your localrepresentativesmodellers. There's plenty of work to be done. Nyx and Oddgrim don't have to do it all.
if DahBlount is reading this and has some spare time, now would be a nice time to get started on finishing that Orion please. . . :p
Next!
More dangerous or not the Aeolus is sexier. Other ships are lining up to dock with it.
More dangerous or not the Aeolus is sexier. Other ships are lining up to dock with it.
I really like those turrets.They look backwards though.
I really like those turrets.They look backwards though.
Ahhhh that's the kind of christmas decoration that warms my heart~ :)Well you're not wrong ;p
Shivan Borg?Not quite, its part of the new demon maps. c:
Shivan Borg?
boschShivan Borg?
Ohhh NOOOOOOOOO......we're screwed now...unless we getSeven of nineon our side! :-D
It reminds me of some freighter or carrier designs I've seen.
I mean, you can always strap the colossus' engines onto an Arcadia and call it a day...
Hold up, I have a sketch of a gta space station that has no purpose. I can redesign one side and see what happens.
Alas, I see no image upon which to click.