Hard Light Productions Forums
Hosted Projects - Standalone => The Babylon Project => Public Development => Topic started by: Col. Fishguts on November 15, 2009, 01:27:12 pm
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I'd like some FRED-capable people to test my HTL version of the EA Freighter 1. It' supposed to be 100% compatible with the old version, meaning that submodel names, paths, etc. are completely identical (with the exception of destroyed subsystems and debris, but those should pose no problem). I've tested most aspects already, but I might have missed something.
So I would like you to try it out in as many situations as possible, where subtle differences to the old version might break a mission. If you find something, please post your feedback here.
(https://share.ols.inode.at/U88NCSZINC5NPFO9SI4R1ZM0KMU4VIRQPZE3SDLF)
(https://share.ols.inode.at/9T6FT7HVPB2M8L06Q7CHF7L1I102G7ZOZ64TCLO2)
CLICK TO DOWNLOAD (https://share.ols.inode.at/ZQIA2PYHHMNEFNQOC77V0ULWFJ1IXGEW8X80M7Q5) (Many thanks to all the people who implemented Collada support into PCS2, this wouldn't have been possible without it :) )
Note: This is a .rar with individual POF and DDS files. If you don't know how to install these, you're probably not the right person to test this, in which case you're better of waiting until I release a nicely packaged VP (which will also contain the container and the EA Freighter 2)
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One thing I can think of off the top of my head would be alternate textures. Are you going to have the other colors (think there are blue and green) available?
I'll check it out as soon as I get a chance.
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:eek: :eek: :eek: !
Impressive!
excellent work, very professional.
What program did you use for model?
And how do you convert it into pof?
Looks soo good.. can I made some normals maps for it? :D
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One thing I can think of off the top of my head would be alternate textures. Are you going to have the other colors (think there are blue and green) available?
Well, I'm gonna release the PSD file of the texture, so everybody can make his own variants. I've set up the UV mapping so that you can have logos and text on the containers and parts of the main hull, so that they won't be mirrored.
@emi: Thanks, it was modeled in 3dsMax, then exported to Collada .DAE, which can be imported by PCS2.
I'm currently also experimenting with normal maps, but since on B5 they didn't use normal maps (not even bump maps for the EA ships), we're getting into territory where normal maps would make the model look less than on the original sources ;) So, maybe I'll do some very subtle normal effects, and maybe none at all.
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Isn't that the point of HTL though? Genuine query. . Nice model by the way. G'Quan next please.
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Warlock. ;7
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Why HTL modells that hardly make any apperance first? :confused:
Looks shiny by the way. And I like the sound of compatible. Many modellers forget that one often.
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My guess is you get 3 for the price of 2. You can use 2 different ships with practically the same model and textures and the cargo containers can be used separately.
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Why HTL modells that hardly make any apperance first? :confused:
Are you referring to the freighter or the wishes from Dekker and Zane?
Because the freighter gets used quite a lot, and as FUBAR noticed, we get 3 and a half models out of this... freighter 1, freighter 2, EA container and a good part of the tanker.
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Well, I'm gonna release the PSD file of the texture, so everybody can make his own variants. I've set up the UV mapping so that you can have logos and text on the containers and parts of the main hull, so that they won't be mirrored.
Nice! :) Sounds good.
@emi: Thanks, it was modeled in 3dsMax, then exported to Collada .DAE, which can be imported by PCS2.
What version of 3dsMax did you use exactly? and with special/s plugin/s?
And what version of Colladadid you use? again...with special/s plugin/s?
I'm currently also experimenting with normal maps, but since on B5 they didn't use normal maps (not even bump maps for the EA ships), we're getting into territory where normal maps would make the model look less than on the original sources ;) So, maybe I'll do some very subtle normal effects, and maybe none at all.
I think the idea of normal maps is add more details, and better lighting for better looking, as cannon as possible :)
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Initial look over in PCS2 looks pretty good. Might need a couple of really minor tweeks. Guessing you imported the info from the old model. Centers are off a hair between the 2 models so things might need moved slightly (and I mean very slightly). Only thing that concerns me is the docking point not being attached to the ship since that area isn't filled in on the HTL version. Won't hurt anything but might not look too good.
I assume you can whip up a version without the pods in a minute. That could be useful. Just add some dock points to the frame and the pods and you can have a ship that is configurable to the number of pods it's carrying.
Now for ingame tests.
Big issue with some of the file names. They are too long for FS2. You have 31 - 4 for the .dds - 7 for the -normal (even if you don't have a normal map FS2 doesn't like it).
Looks like just the debris texture. Probably shorten it to just deb instead.
That brings me to the next potential problem. The half destroyed cargo pods. You really need to test the RW mssion with the 109's launching to make sure it won't break it.
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Initial look over in PCS2 looks pretty good. Might need a couple of really minor tweeks. Guessing you imported the info from the old model. Centers are off a hair between the 2 models so things might need moved slightly (and I mean very slightly). Only thing that concerns me is the docking point not being attached to the ship since that area isn't filled in on the HTL version. Won't hurt anything but might not look too good.
Yes, I imported the paths from the old POF. Turret paths were corrected, the other ones I left unchanged since the difference is neglible. The special points for the engines and comms subsytems were also adjusted.
The docking point is IMO the biggest issue at the moment. For now I've left it where the old model had it, but that is hanging in the middle of nowhere there, looking somewhat silly.
I was thinking of moving it either to the underside of the saucer bridge or on the topside of the big main hull cylinder in the front. I'd prefer the latter option since it would allow the freighter to dock with bigger ships without intersecting hulls. But I'd like to hear opinions from FREDders if this could break existing missions?
I assume you can whip up a version without the pods in a minute. That could be useful. Just add some dock points to the frame and the pods and you can have a ship that is configurable to the number of pods it's carrying.
Yes, that would be relatively easy, if someone really needs it.
Now for ingame tests.
Big issue with some of the file names. They are too long for FS2. You have 31 - 4 for the .dds - 7 for the -normal (even if you don't have a normal map FS2 doesn't like it).
Looks like just the debris texture. Probably shorten it to just deb instead.
So that's 20 characters to to be on the save side? In that case I'll shorten the name for the debris texture
That brings me to the next potential problem. The half destroyed cargo pods. You really need to test the RW mssion with the 109's launching to make sure it won't break it.
Already thought of that, tested it, and it works :)
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Are you referring to the freighter or the wishes from Dekker and Zane?
Because the freighter gets used quite a lot, and as FUBAR noticed, we get 3 and a half models out of this... freighter 1, freighter 2, EA container and a good part of the tanker.
You already gave the answer yourself :yes: Of course to wishes like "Warlock next!"
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Your debris geometry needs work.
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Your debris geometry needs work.
As in "it looks crap" or as in "it's buggy" ?
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I like how the one container (front left) has a perfectly circular hole blown out of it.
needs to be a lot more jagged/twisted metal, and remember the outer supports are probably stronger than the panelling material so they won't be as damaged as the rest of the container.
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I like how the one container (front left) has a perfectly circular hole blown out of it.
Yeah... that was the first of the destroyed containers I made, and thought I might get away with a simple boolean ;)
... remember the outer supports are probably stronger than the paneling material so they won't be as damaged as the rest of the container.
That's actually a very good idea... and now that the idea is stuck in my head i must do it.... bastard!
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Finally got around to redo the destroyed containers... made the cut-outs more irregular, damaged the outer supports separately from the rest, removed the red glowing map.
(https://share.ols.inode.at/CPCW4D4ACBWR848M1GNEEMOPA974D05PYGM3TQC7)
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Looking good. Planning on any live debris or anything on those containers?
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Looking good. Planning on any live debris or anything on those containers?
No live debris for this one. It looks pretty good with the explosion ani and the generic debris chunks. Also, I need to stop feature creep on this one so I can get back to the HTL Hyperion ;)
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This looks very very nice. Heartfelt congratulations.
Do you mean the Babylon Hyperion or the. . . . . . Other one?
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Babylon, I presume.
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This looks very very nice. Heartfelt congratulations.
Do you mean the Babylon Hyperion or the. . . . . . Other one?
Thanks :). This one
(https://share.ols.inode.at/BZS1C6G21MMKWN99WRA7ZRMIAV28BGRNGKOSP5UQ )
(https://share.ols.inode.at/QGBN5JV1B78AXTT9PUF1B7ORQCKGGE88VIUZ3Q1D )
I had to put in on hold since I ran into troubles with the 3dsmax POF-exporter. But with Collada support in PCS2, that is no longer an obstacle. So wanted to test the tool chain (DAE exporting, ambient occlusion texture baking and some other texturing tricks I learned along the way) with something simpler (which shouldn't have taken so long... haha), so I started with the container and freighters, but that's now almost 2 years ago ;) Time to finish them up and get back to more important things.
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NICE!
:yes:
...By the way, did IPAndrews ever respond to your freighter development in a friendly fashion? I don't think Kara perma-banned him...
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That's a pretty awesome model, you have there. Keep up the good work!
If i may suggest the next HTL model...the Omega class Destroyer! ;)
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Looking good. Keep in mind name and number plate options when you get to the mapping stage.
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...By the way, did IPAndrews ever respond to your freighter development in a friendly fashion? I don't think Kara perma-banned him...
That's for Zatharas, so it's not IPA's buisness.
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I'm aware of that. However, he did almost seem to attempt some sort of helpful criticism, though he mostly seemed to be trolling.
:doubt:
How precisely was his work "stolen," anyway?
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Ooh nice work with the Hyperion.
Still dying to see the Warlock in the same fashion.
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How precisely was his work "stolen," anyway?
in one word? It was not :)
PLEASE keep this thread free of this topic, search for the topics regarding that subject. Posts about it will be removed, I've had it with discussing this old crap in every single topic there is :lol: Please don't be offended, I am just stating a fact.
Regarding the model:
NICE INDEED
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But that's three words. :P
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Back on topic.
Docking points, the main dock remains where it is for backwards compatibility reasons, even though it may look weird if a shuttle docks to some girder structure. But since docking points are independent from the tables, I've added two more:
(https://share.ols.inode.at/MKV0QJLNNEMD3D9Z5KR3D5RA8ARZOPHA0DJ1X5NK)
One on the under side of the saucer (for shuttles and breaching pods), and one on top of the forward tank.
(https://share.ols.inode.at/Q4PUJQUHP9MDM6NCW4TZQNRVXQCSYTCOW3JGSDYI )
The one on the tank is to dock the freighter to larger vessels, or another freighter to make a neat sandwich:
(https://share.ols.inode.at/J0XMM7LRQDT5HLFOV7OJV7T6KD6HIS3331OP70GX)
POF-wise, freighter type 1 is done... only the normal maps need more work, and then with some cut/pasting freighter type 2 will be done very quickly.
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:D
...I thought a very large smile would suffice.
...Well, if I could make it 50pt. :P
Good Stuff!
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Looks good, are you planing to make a tanker version too?
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Looking good. If you don't mind when you consider it close to final shoot it over to me in either max or obj format and I'll see about souping it up a little more then just extra docking points. I've gotten rather good at adding features to ships while still preserving compatibility. Could probably get 3 or 4 more uses out of it easily with still a single table entry.
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Looking good. If you don't mind when you consider it close to final shoot it over to me in either max or obj format and I'll see about souping it up a little more then just extra docking points. I've gotten rather good at adding features to ships while still preserving compatibility. Could probably get 3 or 4 more uses out of it easily with still a single table entry.
Can you elaborate on that a bit? Before I let anyone fiddle around under the hood, I'd like to know what he's up to ;)
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Sent you a PM. Don't want to let the cats out of the bag yet.
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Looks good, are you planing to make a tanker version too?
Eventually yes.
@FUBAR: PM replied.
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Freaking awesome work sir, and thank you!
Hmm...this almost makes me want to get back into modeling.
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**** thats real good. Since I have not got any mails from FUB, I assume the thing works like a charm :rolleyes:
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Actually I've only checked it out in PCS2 so far but looks great. I did test an earlier version in game and he's already taken care of the issues I saw there.
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Are there any news on this topic ?
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Normal maps are WIP.... but my RL job and the hot weather are keeping me from continuing since a few weeks now.
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Nevertheless , FAST reply :)
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So, how's the going since hot weather is no longer an issue.... ?
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With the recently rainy weather and the somewhat more relaxed RL job situation, progress has been made. I've added "-destroyed" versions of the containers to LOD1 and made them separate subobjects also for LOD2. So I need to re-convert it once again and then finish the normal map, but one final big push should be enough.
But today Starcraft2 arrived via mail.... so I make no release date promises ;) (though it should happen within the next few weeks, and not months)
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I don't play games. I make them.
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poor fellow
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Ok, SC2 was fun, now back to work.
Normal maps are in progress (no lvlshot in this case, since it eats up all the fine details)
(https://share.ols.inode.at/G270IQHN4WLLDX0QAH1O0UQE0AJNOU46V0EE1W34)
(https://share.ols.inode.at/TOP7LYXVGYJQTA64KOQ0JTEF4TU4PW8IKWP7VN2B)
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Good Sir, ...
You Win.
:D
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We're on our way to having a better model than the show! :cool:
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If someone wins the lottery, we have to hire 150 modelers/texturers who do all the ships for us in 2 weeks... lol