Author Topic: Official Robotech Mod Thread  (Read 139673 times)

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Hi all!

Below you will find my 2 new ships:
- The one is the Thuveri Salan (DYRL version) (4500 poly, 12 turrets and 6 Missiles launchers)
- The second one is the Nupetiet-Vergnitzs (7000 poly, 22 turrets more 8 Missiles launchers)

The main difference with the original Nupetiet mod after the number of polygons is the using of more realistics engines and turrets (Turrets from the Scout).

Guys, i've some difficulties to configure Missiles turrets: that's running by chance, but the pof seems correct, if someone has a little idea. :) :confused:







Aldo, thanks for your information. :)
« Last Edit: August 18, 2005, 07:12:04 am by 3004 »
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Offline TrashMan

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Official Robotech Mod Thread
check under subobjects if the turrets you wnat as missiles are set as missile turrets (turret0Misslie turret)

Allso check in the ship.tbl if the turret is set as a secondary bank:
$SBank: (missile)

7200 polys for that Nuppet? Hmm.. a bit too much for that shape if you ask me.

Are those rotating turrets on the sides? FS2 can't support such turrets correcty, so trhy should be fixed.
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Offline TrashMan

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Official Robotech Mod Thread
Hey, GRG - didn't I send you the carrierless SDF-1 version allready?
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 
Official Robotech Mod Thread
Thank you for your help, i just forgot to set the turret as a Sbank!

No, i didn't configure turrets on the side like rotating.

For the Nupetiet, yes 7200 polys, that's big: no lines, only splines curves: that's the reason. So i can't add more turrets, the pof converter crash when i add more. :)
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Offline MetalDestroyer

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Official Robotech Mod Thread
Hey Rowhider, try to launch the mod with this flags into the Fs2 Launcher :
-ambient_factor 75

And then you'll be too excited to play it ^^

 
Official Robotech Mod Thread
Yes that's great: much more realistic, you should post-it on gamekult :)
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Offline Getter Robo G

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Official Robotech Mod Thread
Erg... If it got sent then I must have lost the carrierless SDF-1 in the shuffle (don't kill me please) :(


As for the nupitiet very nice!!!! However that many poly's is kind of a waste. I would recommend goign back to teh original mesh and altering that (refining the turrets) and also teh body shape a bit) better textures also would be the priority IMHO.

  After all I had 30 of them in the final Macross era mission with more warping in as they got destroyed... 7500 poly cruisers would kill it quick..

Instead of continuing the other thread I'll just post some teasers here... Since they are related and all....  The ideas I forge with this will carry over into Robotech or any other "Mecha Mod"

FS GUNDAM - The Myth lives on...

I am Amuro Rey:



Launching from WhiteBase:



Zaku's attacking white base SCRAMBLE!



I got this one, regroup!


That will be all about that for a while he he... I let the cat out of the bag early...
« Last Edit: August 18, 2005, 12:44:03 pm by 2035 »
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 
Official Robotech Mod Thread
Wooo, beautiful models!

Yeah, 7000 polys for my Nupetiet is just a little bit too much :)

Now, my new Bodolza's Fortress (6000Poly):

I designed the model for a direct application in mission:
the destruction of the main canon open a way through the fortress to the Command Center (like the Xwing Alliance last mission). The command Center room is 8km diameter. I tried it in mission, that's really fun but for a realistic final Battle in rapport to the size between the Fortress and the SDF1: we need to display 30 Capital cruisers!
;7



After the main canon destruction


The Command Room
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Offline TrashMan

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Official Robotech Mod Thread
Impressive...Good work on that base :D
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline Getter Robo G

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I haven't been very organized since switching to SCP. I got several mods sharing resources inappropriately otehr wise I would try to show more.  Also booting the old mod up would be pointless as it won't work correctly with some of the chages now so all the missions I made have to be re-made from scratch, only the voices will carry over.

There are a few more issues I will have to deal with but Hopefully I will get some better options by Jan/Feb.


Right now I'm concentrating on the to do list and getting resources packed away into folders for future missions.  In between I work on other mods as resources and inspiration (or help) makes itself available.

BTW those models are from the HW2 team and are average of 8k each! They gave me permission to convert the mod over to FS2. I cant do all of them as some hit the 9-12k mark and cause PCs to crash with vertices errors... If I could get gp01 and 02 in they would look phenominal! I was so disappointed I couldn't get Char's Red Comet to convert...

In anticipation of Bob's animation code I am workign on a secret weapon. Alone it will work (in theory) even without the code, but if it can be implimented to it's full potential, well, it would eb a cool thing.

I have like no skills what-so-ever, and only get to make things based off the hard work of others. I just may use them in unexpected ways...


Nice improvement on the base!  I was in discussion with Raptor not long ago of makign teh fortress a background, and the entry control area alone the model to interact with (trying to fool you optically to make believe it's all one huge model).  My idea was to have the player escort SDF-1 inside the fortress.  

Remember how you had to destroy asteroids so the bastion or aquitaine could warp out ?  Well in this case you had to destroy support girder sub-models before sdf-1 ran into too many of them so it could reach the inside and let loose it's reflex missile barraige.

One tiny point, the player MUST be within the shield perimiter after the strike so they are protected as the sexp event will destroy everything else around for 5-15km... Going for the effect in the episode... Only by being at the center will you survive.

l8tr!
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 
Hi!

My Queadol Magdomilla in LapLamiz version: 6000 Polys, 11 Turrets and 8 Missiles Launchers.

Last week i've made a first model in two parts: the head and the body to get the molular function of this ship. But i get a collision bug and some others. So i made an other one in only one model.







The main problem with this ship was to do a realistic shape without using 10k polys! :)
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Offline Getter Robo G

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Official Robotech Mod Thread
Hmmmm maybe you should take a look at the HW1&2 models for "reference" as they basically nail the shape with 1/3 of the pollies. I really like those meshes but the textures used look too "plastic" for my liking.

If I can find an old pic of a test I did I may post it though I dont want to get anyone mad. I was awaiting permission from the HW1 team at the time. The work is still pendign for HW2 but as far as HW1 goes those meshes are off limits.  (I'm not nitpicking about RT R1 as I'm not informed about what may or may not have happened it was the past and had nothing to do with me.) There are about 4-5 zent cap meshes though that should point you in the right direction for realistic enough low poly ships. Once modeled it would be best to concentrate on the texture.

As for me I like a more realistic look and not the cell shaded "cartoony looK" that's just my preferance.

You can use the analogy of me liking Live action Guyver versus animated Guyver. (Though the anime has a cooler storyline, I like the real one more visually.)
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 
Official Robotech Mod Thread
Thank you Getter, but i don't know Guyver.

The Texturing is my big problem, i think than i'm not a bad modeler but the texturing...

Question for modders:

What kind of universe do you want for the ships? Macross the serie or DYRL.
I prefer DYRL, that's why i think than i will work on Meltran Cruisers.
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Yo!
My first Meltran ship: the Flagship
With a general design close to the StarDestroyers.
2700 Poly, 15 turrets and 4 Missiles Launchers







This ship is configured like Vasudan to make a third force.
« Last Edit: August 23, 2005, 09:43:28 am by 3004 »
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Offline MetalDestroyer

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Official Robotech Mod Thread
Wouaaaw, it looks realistic ^^

 
Official Robotech Mod Thread
Lol that's why Star Wars ships are the easier to make: low polys, only textures...
« Last Edit: August 23, 2005, 01:50:58 pm by 3004 »
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Official Robotech Mod Thread
Hi!

My gun destroyer Monitor class
11 turrets (1 Reflex) and 6 Missiles Launchers: 3700 Polys






I think than the shape is realistic. That is not easy to have good pictures of this ship on all points of views. :)

Now, i will try to make a special SDF1 model with the interior: city and acces ways, but i don't know how the AI will react. With my Bodolza Fortress (ultra-big ship) , the AI crashs the ships inside the fortress and can't find the way itself. I don't know if it would be playable...
« Last Edit: August 24, 2005, 09:25:18 am by 3004 »
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Offline Col. Fishguts

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Official Robotech Mod Thread
Wouldn't all this stuff look better with the -cell option ?
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Offline aldo_14

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Official Robotech Mod Thread
Quote
Originally posted by Col. Fishguts
Wouldn't all this stuff look better with the -cell option ?


I think you may be opening a can of worms there...........

From what i know they don't seem keen on cell shading.  shame, because IMO we not only need more cell shaded mods, this is a perfect one to use it (because, frankly, reshaded FS2 stock maps aren't all that impressive).

 
Official Robotech Mod Thread
Maybe but the Cell take a lot of power
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