Hard Light Productions Forums
FreeSpace Releases => Asset Releases => Topic started by: Shivan Hunter on October 10, 2010, 11:18:31 pm
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RELEASE! I fixed the pof (those who got it early via PM will need to redownload since the turrets were ****ed up), and finished the shinemap and normal map. The only real issue is that it's not smoothed, and there's no way I'm reimporting and re-POFnig the entire thing. Maybe if I go over all my models later on I'll do that. If someone else wants to re-POF with smoothing or maybe resize it (I made it smaller than I had said originally; it fits better with my other designs and FS ships are frakking huge) I will send over the blend file.
The name is "Prominence", courtesy of Battuta.
[EDIT] Now includes epic smoothing by DROID803!
(http://i.imgur.com/YZLCd.jpg)
Download (https://mega.nz/#!9N0yVaKK!vH5NT0PuSuYodlKgSJfnTPFqXs6OCbIBFnXLSZJx_cI)
Just put the folders in the data subfolder of your mod folder. If you don't have a mod folder why are you downloading ships
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Don't call it a gunship. It makes us TBP people cringe.
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This gunship is not being made for TBP (although of course any mods/campaigns may use it and can call it whatever they want). In the universe this is for, I decided to do away with the Cruiser/Destroyer mix-up and so named smaller military ships "gunships" (along with "jumpships" that carry small fighter complements) while larger ones (FS destroyers) will be "battleships". (A larger differentiated class, "Cruisers"/"Frigates", may also exist).
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You missed the point. Gunships in TBP use an object type "gunship" that the engine doesn't have defined so the AI goes nuts. Thus the cringe at the mention of the term.
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Ah, OK. Good old objecttypes... :P
Yeah it acts exactly like a FS cruiser, so it'll be using "Cruiser".
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Interesting design with the shell idea; reminds vaguely of the Vaygr Flagship from Homeworld 2 (heavy armour shell with the rest of the ship underneath). Shall was watching this space with much interest. :yes:
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Technically, it would be a gunboat, rather than gunship.
"Gunship" (today) refers to attack helicopters, while gunboat is small, heavly armed naval ship.
FS gunship would most likely be a bomber sized craft with sliding thrusters and a lot of primaries.
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I'd called it "Turtle!" :D. Let it not bite our limbs off thank you.
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gtgs undetailed slab
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The Brick
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But Gunship sounds COOLER!!!
:cool:
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If you name small ships after particles, perhaps you can name large ships after something similar? Elements, for example? GTGs Wolfram...
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Wolfram also can be a name of a scientist developed a weapon an special engine or special cloaking tech.
The classname can be a name of an area likes Arizona or Bengal....
Exapmle Name:GTGb(s) Aaron Wolfram Class:GTGb(s) Dublin...... or same other names and classes....
Peter
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If you name small ships after particles, perhaps you can name large ships after something similar? Elements, for example? GTGs Wolfram...
:yes: Wolfram is on my list of names to use.
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Wolfram makes me think of Wolfram Mathworld/Wolfram|Alpha and Mathematica. Therefore, it is truly an awesome ship name and is in consideration.
Any others?
(BTW I probably can't make much progress this week due to uni stuff, but this weekend I might be able to get some more detailing done)
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Wolfram is a sign for higest heat resistance and was chemistry scientist,i think.
If it´s a offence weapon carrier then you can use names of generals on nameplates as GTGb Custer,Nimitz,Yamoto and so on.
Peter
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Useful is: http://en.wikipedia.org/wiki/List_of_Greek_mythological_figures
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meh, ive been naming ships after black metal bands and members there of.
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GTGs Lepton or Quark (unless you want to save the smallest things for fighters, if so then Protium would also work).
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:bump:
So, just started working on this thing again. Got some detailing done, worked on both control towers (upper and lower) and I'm planning to start on the area around the engines.
Showing turret placements and engine design (the engines look skinnier than they should):
(http://img824.imageshack.us/img824/2292/gunship1.png)
Detailing on the underside:
(http://img815.imageshack.us/img815/4144/gunship2.png)
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Interesting.
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I like the style.
Try adding a couple more details on the sides just to break the monotony.
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I may add some smallish details (flat greebling, vents, mostly 2D stuff), but most of the "shell" is going to be taken up by a heavy panelling texture since there's really not much there but armor. Windows will be present in certain sections as well. But none of this (panel lines, windowed areas) really merits polygons of its own since it an be done with normal maps.
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Personally it feels a little too brick-like, but the layout has potential. I think it needs something to break up the silhouette monotony. I suggest giving it a few outer armor shells/jackets/skirts/whatev. Of course, this is coming from the one who made possibly the most jacketed ship ever, who in no way has a bias towards armor jackets.
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Hmm.
I could sort of see something like this having a place in the Crimson Skies project....
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Small indented fringe at the top of the side armor belts with lights in it like the Deimos. (Also useable on the apparent bridge structure. For extra points, don't have it on the back and taper the indent out to meet the regular thickness of the back.) Side turrets on raised platforms so if you want to stick with the popup look it's clear that the turrets do not represent weak spots in the armor belt, but are housed in areas that were built over the belt.
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Looks like some sort of concussion rifle if you ask me :P
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Ok, me wants now.
But I still feel it could use more skirt layers (look at the FD Vexor).
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Personally it feels a little too brick-like, but the layout has potential. I think it needs something to break up the silhouette monotony. I suggest giving it a few outer armor shells/jackets/skirts/whatev. Of course, this is coming from the one who made possibly the most jacketed ship ever, who in no way has a bias towards armor jackets.
Not sure about the armor jackets. The look I'm going for is really the single "sheet" of armor surrounding the topside of the ship (That said, the armor jackets look pure win on the Solaris so I may keep it in mind).
Small indented fringe at the top of the side armor belts with lights in it like the Deimos. (Also useable on the apparent bridge structure. For extra points, don't have it on the back and taper the indent out to meet the regular thickness of the back.)
Not sure what you mean there. If I'm interpreting correctly- I am actually going to put windowed areas in places on the armor sheath (around control towers, near the front, and some in the back), but I don't think they warrant actually indenting the geometry. I'm really going for the 'smooth' look when it comes to the armor sheath, so most of the details are going to be painted on.
Side turrets on raised platforms so if you want to stick with the popup look it's clear that the turrets do not represent weak spots in the armor belt, but are housed in areas that were built over the belt.
The turrets are going to be in areas where something else is behind the armor, and the texture (and some small popup geometry, but not nearly as large as the turret) will indicate that there's even more armor around those areas.
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Thats a very cool gunship, which program did you use to model it?
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Thats a very cool gunship, which program did you use to model it?
Wings3D
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I'd been using Truespace for a long time, since it was the only thing I knew how to work with. Downloaded Wings3D a couple months ago, made the TF Ion model, and I'd never go back to TS now. <3 Wings3D
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Wings does seem to be a good program, but when I've given it a quick test or two, I found it to be rather odd in its modeling approach (I could also say the same of SketchUp). The only program to date I've found to be truly easy to get going places with is AC3D, which I own and would highly recommend buying if you can spare about $80 USD.
In regards to the gunship, it is a bit boxy, but I would like to see more of it.
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The main body of the ship reminds me of a pistol slide, so I can understand why you'd call it a gun ship... :P
As for a name for the ship itself.. well, since your basing the names of your fighters on particles, you could try naming a few of your ships on molecules, elements, alloys, or maybe a physics concept or two?
For some reason, Benzene and aspirin come to mind... I don't know why.
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Aspirin? Certainly you mean acetylsalicylic acid. :P
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Aspirin? Certainly you mean acetylsalicylic acid. :P
Thats the one, Lol.
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i kinda like the design, but i think the armor should have some small holes, where you can see the underlying structure.
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i kinda like the design, but i think the armor should have some small holes, where you can see the underlying structure.
Does that not defeat the purpose of armour?
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i kinda like the design, but i think the armor should have some small holes, where you can see the underlying structure.
Does that not defeat the purpose of armour?
Probably. Depends on the size of the holes ( and i said small), and what's beneath the armour.
Very vulnerable areas should be covered, fuel tanks, reactor, CnC, crewquarters, toilets.
Having a few holes would break the monotony a bit.
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I was just messing with you. Good looks > realism.
However, personally, I like the real smooth look on it.
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quick pic before I start on homework
(http://img838.imageshack.us/img838/3994/gunship1turreted2.png)
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Keep it up! :yes:
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Slowly getting there.
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:yes: is nice.
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In that last pic it kinda reminds me of a pump action shotgun- the front round thingy being like the foregrip.
If all else fails you can use this as an excuse to go with a corny name such as the "Persuader" or the "Nova".
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Hadron Gunship perhaps?
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More pics from different angles once Homeworld's done plox.
I'd suggest a noble gas like Argon or Xenon but stupid X has a monopoly on them. Neon? :nervous:
Hastings?
Wellington?
Or just plain Noble? Nil reach influence honest.
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Reminds me a bit of ships from the Halo 'verse, except the 'bullet shaped' front end (They might be engines though. :confused:)
I thought Icarus for a name seemed kinda nice, that or Canterbury.
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This ship reminds me for some reason of one the first armored ships build.
So my name suggestions would be: Ironclad, Merrimack, Monitor, Warrior, La Gloire, Tonnante, Amiral Duperré.
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Are the tubule things the engines or the guns?
I actually like Warrior. Simple, brutal.
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Engines.
This will probably be a lot clearer when it's textured.
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Engines.
This will probably be a lot clearer when it's textured.
Axem's gonna smack me for this, but I think it should be flipped around. The other boring flat end as the front does the ship no justice.
Those big things as a pair of spinal guns would be badass.
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I would like to say exactly the opposite, I think those are great engines but would be ubersilly as guns. The last thing we need is another ship that is a huge beam cannon.
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I think it needs an armor jacket over the middle section just above the artillery tower. It looks imbalanced, and as if firing the engines will cause it to spin out.
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Going by the shape of it, and a play on the word "gunship" (that has been pointed out), how about the name: Bullpup or Herstal (http://en.wikipedia.org/wiki/FN_P90).
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Well then, I feel something needs to be done to the front so it isn't so "flat-faced".
Change the shape of the front armor skirt, or have some of the insides protruding. As it is it looks like the front got chopped off.
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Due to the bevel, the "flat" front is incredibly difficult to do anything substantial with. And there's kind of a point to the armor jacket covering the beam cannon and sensor array, since they're both relatively important subsystems that would be exposed otherwise. I tried moving some of the sensor module out so a bit was exposed, but it looked kind of dumb IMO.
The "flat" front with the inset subsystems there has been a big part of the concept pretty much since I drew it the first time, so maybe I'm a bit biased, but I'm also not sure what I would do with it.
I'm only at 7436 tris, but most of the detail I want to put in can go on the texture (which I guarantee WILL make the armor sheet more interesting), so this is one of the last things to decide.
I'll put up a few more views including some orthographic stuff so people can make overpaints if they want to.
(http://img835.imageshack.us/img835/5573/clipboard1l.png)
(http://img72.imageshack.us/img72/4351/clipboard2.png)
(http://img575.imageshack.us/img575/7480/clipboard3.png)
(http://img200.imageshack.us/img200/7499/clipboard4w.png)
(http://img261.imageshack.us/img261/9084/clipboard5.png)
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(http://filesmelt.com/dl/clipboard4w.png)
I' not very good at paint. >_>
Though I still feel the back is a bit unbalanced but I'm not sure how to do anything with it by using paint.
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What Hades did looks good.
Also the logic of the beam cannon and sensors being "fairly important subsystems" and not having them exposed, then having the engine assembly exposed is kinda contradictory, seeing as the engine is probably more important than both the beam cannon and the sensor array combined.
The engine susbsystem is probably the most important of them all, cause well, if everything else goes to hell you can still bail.
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quick pic before I start on homework
(http://img838.imageshack.us/img838/3994/gunship1turreted2.png)
Another ship of yours that reminds me of a gun :P
But I like ;)
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I'd suggest to cover the engines, or at least 60-70% of the engines with a thin armor layer.
Keep a bit of distance ( room enough for Uly ) between the armor and the engines and connect them via two struts.
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(http://filesmelt.com/dl/clipboard4w.png)
I' not very good at paint. >_>
Though I still feel the back is a bit unbalanced but I'm not sure how to do anything with it by using paint.
I'll probably take most of those suggestions. The front point defense turrets might need to be moved back if the difference in the shell is going to be at all large, but we'll see where that goes. Still not sure about extruding the armor on the top area but I'll see what it looks like.
What Hades did looks good.
Also the logic of the beam cannon and sensors being "fairly important subsystems" and not having them exposed, then having the engine assembly exposed is kinda contradictory, seeing as the engine is probably more important than both the beam cannon and the sensor array combined.
The engine susbsystem[sic] is probably the most important of them all, cause well, if everything else goes to hell you can still bail.
True, until you consider that the reactor and most of the sensitive areas connected to the engine are actually in the area directly beneath the back turret, and the engine tubes that you see are mainly for directing/focusing the ignited fuel. As such, they're pretty much giant chunks of high-melting-point metal already and therefore count as "armor".
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Very cool. :yes:
Looks kinda Nordera... :nervous:
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It... does, loosely. Hadn't noticed that. Well, I'm basing my Terran faction roughly on the Star Fold Confederacy from the Infinity project, and SFC ships are always angular/utilitarian/boxy, so they'll probably look similar.
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This ship is coming along really well. :yes: I love the design of the top turrets with the armour over them; am i right they're meant to retract when its not in combat?
My one concern is those boxes on the sides; are they multi-part turrets? i've heard that FS2 really struggles to get them working when they're sideways.
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FS2 doesn't, but I will. I must brave the eternal horror of fvec and uvec...
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FS2 doesn't, but I will. I must brave the eternal horror of fvec and uvec...
/me salutes your courage
I fought that foe only once and got my ass handed to me to the point I remodelled the ships the turret points.
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I come to aid thee in thy tribulations! Ensure all off-axis turrets face forward. This way, you can have uvec be 0,0,1, and you don't have to bother with making the fvec values negative.
Easiest way to defeat the enemies. Also, before you apply the turrets, record what the rotation about the forward axis is (I dunno what program you're using, so I can't tell you which axis for sure). You'll need this in order for your LRTrigBeams to acquire target successfully.
[EDIT]
Huh... I wonder.... can you mount a multipart gun on a rotating subobject? I must try this, for great justice.
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O HAI
So after spending quite a while not working on this, I've finally got back to it. The armor piece over the top isn't very extensive, but it's all I'm going to do up there. Most of the detail will come from the texture. May still need to do something at the very back of the armor sheath on the top, but I think most of the detailing on the front is done.
(http://img526.imageshack.us/img526/8607/clipboard1c.png)
(http://img143.imageshack.us/img143/4351/clipboard2.png)
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Hades asked in irc for the .wings file so he could show me some concepts he had in mind, so I'm putting a .wings and a .3ds up here so anyone can have a look. There's no hierarchy whatsoever yet- that'll come after finalizing the mesh, UVing and texturing.
3ds (http://www.box.net/shared/bqaq9iq9nf)
wings (http://www.box.net/shared/cp4edou4an)
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I'm not too fond of the extra long pointy things that slopes downward. Good job so far.
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Very impressive work there.
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Wow. That looks impressively good. Would you mind if I messed with this to create something non-Terran for my own mod?
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Most Impressive.
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Wow. That looks impressively good. Would you mind if I messed with this to create something non-Terran for my own mod?
Go ahead, just make sure to credit me for the original mesh :D
I think I'm going to tidy up the model and then start on UVing. I've got it pretty much where I imagined it would be wrt the mesh, and it's been delayed enough IMO.
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certainly came a long way from an undetailed slab since i last took a peek at it. pretty good now.
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Very cool. :yes:
Looks kinda Nordera... :nervous:
Looks too high tech to be a Nordera ship, Snail. =p
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/me really looking forward to seeing this done.
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It's awesome! :D It's excelent for some fenris-styled cruiser maybe for post-GW Sol. Good work :yes: .
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Wow. This is quite impressive. I can't say I'm a fan of the flat nose, but other than that, this is awesome.
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Quite nice sir :yes:
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So. . . . Named it yet :D?
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That's an irrelevant detail that can be left until the tbling stage. In other words, I'm too lazy. :P
And the end-of-semester crunch is hitting hard at the moment, so I have to put this off yet again... and besides, Wings3D's UVMapper leaves much to be desired. You'd think it would be simple to select a bunch of polies and map their projections on the x-z plane exactly as they look on the xz plane, but noooo, they're all separated into piles that make no logical sense whatsoever.
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I only asked as I thought it was part of the subject title. ;)
I agree. UV mapping's a bloody chore. The biggest hindrance to me putting ideas into practice.
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just rendering it out for great justice :p
(http://img607.imageshack.us/img607/7902/gunship1.jpg)
(http://img222.imageshack.us/img222/7493/gunship2.jpg)
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Tiny cuts have appeared all over my body just from looking at that thing. Looks great.
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peci: thanks! Looks great on a render. Might look better once it's textured. :D
so I've started UVing. None of the square turrets are visible, and I'm going to delete all but one anyway so I can UV that one and then copy back to the other locations.
(http://img816.imageshack.us/img816/4351/clipboard2.png)
Not nearly done yet, still have to UV the greeble and that's going to be painful. At least texturing is fun, UVing is just tiring.
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Wings3D's UVMapper leaves much to be desired. You'd think it would be simple to select a bunch of polies and map their projections on the x-z plane exactly as they look on the xz plane, but noooo, they're all separated into piles that make no logical sense whatsoever.
Blender. It does zis and more. Use .dae or .obj to import.
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the saber
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Wings3D's UVMapper leaves much to be desired. You'd think it would be simple to select a bunch of polies and map their projections on the x-z plane exactly as they look on the xz plane, but noooo, they're all separated into piles that make no logical sense whatsoever.
Blender. It does zis and more. Use .dae or .obj to import.
Meh, I got it working through Wings3D. I had to combine all the polys on some segmenting thingy.
the saber
?
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the saber
?
I think it was a suggestion for a name.
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Hmmmmmm. Will consider that one. UVmapping is ev1l
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This is going to be a great asset to the post Capella fleet.
Very nice job so far :yes:
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I herd u liek progress
(http://img835.imageshack.us/img835/6412/derpderpderpderpderp.png)
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yes it was simply a suggestion :)... i don't know why but reminds me the nautilus... the blade of the seas... :pimp: consider it! ;)
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well, "Sabre" actually sounds very nice for this thing :D
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eheheh ok :drevil: forgive me.... and my ççççççççç english :hopping:
:wakka: :wakka: :wakka:
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methinks this goes well with the Vexor, armor plates and all. mmmmmh
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methinks this goes well with the Vexor, armor plates and all. mmmmmh
huh you're right
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Well I'm only planning on using one map, and several LODs
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That's good. :)
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Derpity derpee durr
(http://img195.imageshack.us/img195/3373/uvmappingfhtagn.png)
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YYYYEEEEAAAAHHHH MUTHA****AS IT'S TIME TO TEXTURE THIS BIYATCH
(http://img31.imageshack.us/img31/2944/uvuvuvuvuvuvuvuvuvuv.png)
I know it's all supposed to be on the one grid square, I UV'd it on 1x2 since that's what the texture will be. I'm scaling it down to fit right now.
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:bump:
Begun texturing. Haven't worked on this thing all vacation. Derp.
(http://img651.imageshack.us/img651/5715/derpts.png)
Not sure whether to keep the tiles on the armor sheath, keep it relatively uniform, or scrap it and change that whole part of the texture
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I approve of the tiles. Not so happy about the yellow panels that appear to be windows. Other than that it looks bamf.
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Agrees with Esarai, whole texture looks good but that yellow windows/panels looks bad. If it supposed to be FS ship, you should try to make something like some lights from FS.
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I like it. It's a refreshing change from all those Deimos-textured ships around here. Pretty good job on those textures !
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The yellow on the turrets is (probably oversaturated) markings. The yellow on the top is very, very WIP windows.
It's actually not for FS, and I wanted to do something a bit different from FS, but I agree they look awkward (As always, feel free to modify parts of the texture- or the whole frakking thing :P- once I release it). :)
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I'd like to see darker armor plating on the main sheath, but maintain the light metal texture about the rim of the structure.
Fo windows, I'd like to see small slits, perhaps up to a foot in height when not in areas essential to the vessel's operation (such as crew quarters). If you could then get normal maps to sink those windows into the hull, I think you'd give the impression of having a very tough, durable ship.
Lastly, having marking which cut across the hull laterally or horizontally would do a lot to boost the appearance of the vessel, I think.
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:yes:
Lookin' good.
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Has this thing settled on a name yet? For some reason "Armadillo" comes to mind.
Also, I know you mentioned it's a cruiser, but how big is it in relation to the others, and what kind of role do you envisage it taking?
I think it's look pretty awesome :)
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It's about Fenris size, although much tougher, and it's a general-purpose warship that's good at both offensive and defensive positions, although the frontal beam weapon makes a pack of them great for Serkr-style strikes.
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Random update! Progress is very slow because mudkipz and uni
The engines are very WIP at the moment. I'm probably going to tone down that tile texture and do most of the detailing myself. The blue parts are going to be part of the glowmap, not the diffuse map, and I might try and animate them like the Shivan glowmaps but more... fiery. I dunno (I would obviously also include a non-animated version).
(http://img26.imageshack.us/img26/8509/clipboard1y.png)
The beam on the front is either going to be 2 meters wide or three times as wide as the gunship, depending on who I feel like pissing off (j/k)
blargh
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That engines are fugly... I haven't noticed it before. They're too big. Don't fits to that ship IMHO.
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They're not "fugly". IMO they look pretty good. They give the ship a unique industrial feel.
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inb4 cables are too thick
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inb4 cables are too thick
The least you could have done was follow that up with something else to actually say about the work presented. Some form of related observation, question, compliment or constructive feedback.
That was more than useless.
Shivan Hunter: I have no idea if that shot presents us with 2 very angry beam cannons, or the engines. If they are engines, given the side plating we see, I find it odd that they would be so exposed. But I'm not familiar with (or even know if) what Universe that design may be from or inherited. Maybe some plating armor 'tent' structure (akin to what we see on the sides) can 'drape' over the engines, allowing for a cool (if limited angle) view of the works while providing some semblance of design intention for survival.
Otherwise, a nicely detailed model. It has a crisp sort of look to it.
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The least you could have done was follow that up with something else to actually say about the work presented. Some form of related observation, question, compliment or constructive feedback.
That was more than useless.
Get that stick out of your ass, would ya ?
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I've moved the engines in a couple meters in response to Zacam's (and Betrayal's rather blunt) post (and yeah, those big
series of tubes are the engines), but having them exposed like they are is a design decision I made early on in the concept drawing. I could defend it with technobabble about radiation of heat or whatever, but it's a design aspect that I've been using on all my concepts for ships in this style.
[EDIT] Oy you kids stop fighting
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MOAR WIP STUFF and I really should be doing my Combinatorics homework right now
(http://img27.imageshack.us/img27/2699/clipboard1v.png)
Textured the beam cannon, part of the sensor array and some bits on the missile turrets on the sides. Also separated some stuff out into a glowmap; what you see here is the diffuse map + glow map, in the diffuse channel. I'd put an actual glowmap in Wings but Wings isn't cooperating.
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I do see one minor problem all that nice roughed up darker plate armor may be difficult to get a good normal map for.
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On the outer hull plating? It'll be harder than you think... I have the base tile for the techy texture and some of the detailing, but I no longer have the base tile for that one. It looks like crap now anyway IMO so I may subtly redo it.
One more update with the stuff I've done today before I go study for my three frakking tests next week. Frak
(http://img407.imageshack.us/img407/4193/clipboard1r.png)
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Ya the techy tiles.... it'll almost have to be hand painted bumpmap otherwise you'll get the caught-in-a-hailstorm-effect.
BTW you're not using symmetry for the uvmapping on the main hull?
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When it comes to getting good normal maps, the pen/polygon tool in whichever program you're using will come in very handy. If you've already used it in drawing some of those hull plates, it'll make things even easier.
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Omg. Why do I keep putting this off?!
Well, I've finished up some minor detailing and reworked the armor shell so it goes a bit better with the TF Ion's armor plating- it's a theme I'm going to implement in most of my Terran ships. The other texture didn't fit at all with what I had planned.
(http://img14.imageshack.us/img14/5261/clipboard1fy.png)
(http://img560.imageshack.us/img560/6945/clipboard2s.png)
(http://img651.imageshack.us/img651/2581/clipboard3p.png)
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Looks more like a heavy military freighter / transport or some kind of escort frigate - but a damn good looking one! :yes: :yes:
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I really like this. Doesn't fit as Freespace terran at all, but that in no way makes it a bad looking ship.
Is this the final texture? Will it be released so we can play with it along with the Ion?
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This is near the final texture. The black stuff (nodule thingy at the back + bottom turret) still need to be done, and I'm going to rework the engines as those were a half-assed job from 5 AM. And yes, it will be released. :)
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I liked the old armor shell better. :nervous: But when juxtaposed with the Ion I'm sure the new shell will look much better. Keep up the good work!
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Wow, looks like the perfect fusion of a StarLancer design with a League Destroyer or Dreadnought from Colony Wars 2. It doesn't really fit in FreeSpace with all those spikes, IMO, but as Black Wolf said it sure isn't a bad looking design. Keep it up! :)
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Spikes make it very UEF-ish IMHO.
Make it a Gef cruiser
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Spikes make it very UEF-ish IMHO.
Make it a Gef cruiser
IIRC the Gefs already use the Ion so this is probable... :nervous:
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It looks very much in-line with the 'Buntus and Gefs from Blue Planet.
I'm liking the large solid plate that covers most of the ship, like a tortoise.
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Even though I was just about done texturing this thing, I've decided that tilemapping it would just be easier on everyone. It may not look as good, and it'll use about 5 to 7 textures instead of 1, but I think this is in the best interests of FS.
Also, the turrets look like multipart turrets, but due to hierarchy issues I think I'm just going to make them singlepart turrets. I'll leave the models, of course, since remodeling them would be too much work, and I'll just have the firepoint on top of them. I'd retexture them so it would look like there's an emitter there, but like I said, I'm tilemapping it and that would just be impossible.
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.
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Awww, but this
was IS so good. Please no tilemaps.
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Even though I was just about done texturing this thing, I've decided that tilemapping it would just be easier on everyone. It may not look as good, and it'll use about 5 to 7 textures instead of 1, but I think this is in the best interests of FS.
Also, the turrets look like multipart turrets, but due to hierarchy issues I think I'm just going to make them singlepart turrets. I'll leave the models, of course, since remodeling them would be too much work, and I'll just have the firepoint on top of them. I'd retexture them so it would look like there's an emitter there, but like I said, I'm tilemapping it and that would just be impossible.
Good choice. :yes:
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Finally! Someone recognizes the beauty of tile mapping. :yes: It's not gonna be uglier. In fact, it's gonna look more like a warship instead of an art show.
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What an excellent decision. Tilemapping clearly outstrips UVMapping in both efficiency and looks.
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Hey, what you had so far looks good... Make a UVmapped and a tilemapped version?
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Hey, what you had so far looks good... Make a UVmapped and a tilemapped version?
(i don't think you see what he did there)
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Even though I was just about done texturing this thing, I've decided that tilemapping it would just be easier on everyone. It may not look as good, and it'll use about 5 to 7 textures instead of 1, but I think this is in the best interests of FS.
Also, the turrets look like multipart turrets, but due to hierarchy issues I think I'm just going to make them singlepart turrets. I'll leave the models, of course, since remodeling them would be too much work, and I'll just have the firepoint on top of them. I'd retexture them so it would look like there's an emitter there, but like I said, I'm tilemapping it and that would just be impossible.
NO.
N.
O.
Don't throw out all the work you've put into this, especially when it looks THIS good! If you're having trouble, you should ask for help. There are plenty of people here who are willing to assist you. As such, I humbly request permission to assist in completing this model.
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Even though I was just about done texturing this thing, I've decided that tilemapping it would just be easier on everyone. It may not look as good, and it'll use about 5 to 7 textures instead of 1, but I think this is in the best interests of FS.
Also, the turrets look like multipart turrets, but due to hierarchy issues I think I'm just going to make them singlepart turrets. I'll leave the models, of course, since remodeling them would be too much work, and I'll just have the firepoint on top of them. I'd retexture them so it would look like there's an emitter there, but like I said, I'm tilemapping it and that would just be impossible.
NO.
N.
O.
Don't throw out all the work you've put into this, especially when it looks THIS good! If you're having trouble, you should ask for help. There are plenty of people here who are willing to assist you. As such, I humbly request permission to assist in completing this model.
bro. please.
look at the post date
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Oh ffs.
You got me.
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Isn't 2nd of April a bit late for Fool's jokes ?
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you people and your timezones :P
It was April 1st (albeit a bit late) here when I posted it.
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Hah, I was wondering why everyone was acting so weird. :D
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Hey, what you had so far looks good... Make a UVmapped and a tilemapped version?
(i don't think you see what he did there)
His post date says April 02 for me, so meh...
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(http://img638.imageshack.us/img638/3750/latef.png)
Nuff said.
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You guys are smart enough to know about time zones.
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(almost)
Still, I found it amusing, even though I missed it at first.
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Don't try to find him excuses. An April Fool's Joke fail is a fail ;p
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Don't try to find him excuses. An April Fool's Joke fail is a fail ;p
Re: Starting a gunship (needs a name)
« Reply #133 on: April 01, 2011, 08:04:33 pm »
(http://www.tedhickman.com/wp-content/uploads/2009/05/crying-eagle-98.gif)
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Oh well. Any particular reason why he posted that pic?
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hahahaha I forgot about you guys getting all uptight :P
Anyway, I've just about finished the diffuse texture. Next up will be creating LODs and debris, then doing hierarchy in Blender if I can figure out its silly interface. Pics:
(http://i.imgur.com/1g2oy.png)
(http://i.imgur.com/v2b0o.png)
(http://i.imgur.com/Q3PSh.png)
(you can also see another fighter I started modeling in here as well).
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Can I just say that this is an extremely sexy ship.
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It looks like a giant handgun! (without the trigger and the trigger guard) I...like this ship.
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Thank you guys! At the moment it is in PCS2 awaiting POFing, although I do have to reimport after rotating the turrets so they're pointing upwards instead of forwards. After that there's just TBLing and the spec and normal maps to do.
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Looking forward to this so gosh-darned much.
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It's POF'd.
It's turreted.
It's fvec'd and uvec'd.
It's subsystem'd.
It's... whatever else you do to get a capship ingame.
(http://i.imgur.com/HCUGD.png)
Diffuse and glowmap are pretty much done. Shinemap and Normalmap are coming, probably after finals (so sometime the week after next).
If anyone wants the POF, tbl and existing maps early to FRED with I will be happy to provide, unless I test it tonight and find out that it crashes FS and eats my PC whenever I collide with it. Or something crazy like that. To avoid clutter I'd only release this preliminary version to someone in a PM- I don't want to release it publicly and then have a bunch of people not download the final version.
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PM to Darius plz
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GEF cruiser? :P
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Yes please.
*spams ctrl-click*
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Fixed some terrible errors in the POF and discovered some truly disturbing things about FS.
Subsystem debris must appear before all other debris in the header or it will not appear when the sub is destroyed, instead acting like normal debris.
And, the coordinate system is screwed up in PCS2. I had to set the turret normal and uvec like this: http://i.imgur.com/0g2Wf.png to get the turret to rotate correctly.
Anyway, POF is fixed, shinemap is mostly done, normalmap is... preliminary. I did a normalmap directly from the shinemap and this is the result:
(http://i.imgur.com/WYwWc.png)
(http://i.imgur.com/g5YMu.jpg)
(http://i.imgur.com/bmwEj.jpg)
(http://i.imgur.com/666pe.png)
Noise needs to be reduced. Some parts need to be edited. Probably won't be that difficult, but I have exams coming up and can't work on it for a while.
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Looks great!
And don't worry about PCS2 and multiparts turrets. Firing normals never work the way they should, but not an issue when using fvec and uvec.
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Omg I want that HUD!
Nice ship too. :D
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Omg I want that HUD!
Nice ship too. :D
Oh god the HUD. :eek:
*Commander Zane wants too*
Awesome work on the ship too. :)
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/me looks at the HUD...
<Gollum>Wants it we doessss...precioussssss</Gollum>
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Bah, can't see em on workcom/terminal.
Fakkin imghosts XC, i'll have a bootchers on mah phone later.
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That looks ****ing beast.
(Mondo cool HUD too)
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Meh. The HUD won't be released until it actually works.
1) The speed indicator is shaped differently than in FS2. IN FS2, the number that displays your speed always appears right next to it. This is hard-coded, and it doesn't fit with mine. The weapons percentage that displays under a certain percent does this too.
2) The size of the radar cannot be set, so for the purposes of drawing the little dots, the radar is still FS2 size, so they're all out of place.
3) the weapons gauge doesn't work at all. There's no way that I've found to set the distance between two entries, so they're all squashed together (see pic). This is more of a bug than a feature request since the tbl looks like it should be able to do this.
Thanks though! I've wanted a 1080p HUD for a long time. :D
[EDIT] just thought I'd post a pic that Hades might like
(http://i.imgur.com/9EiPp.png)
That's actually the beam firing
not a missile trail or something
[EDIT2] Here's a pic that people who are not Hades might like
(http://i.imgur.com/fhwa0.jpg)
(http://i.imgur.com/HUGXQ.jpg)
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It would look so cool if all the lights would go down when the beam charges :)
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ahhh!! big beamzz ftw :yes:
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ahhh!! big beamzz ftw :yes:
He's actually joking, he's already told me that he'll be making the custom beam for this cruiser reasonably sized. :P
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fat beamz yay
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Awesome ship, and incredible HUD (how do we get our hands on both?)
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[EDIT] just thought I'd post a pic that Hades might like
Ahaha! I didn't know laser pens could be mounted on warships.
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Awesome ship, and incredible HUD (how do we get our hands on both?)
Meh. The HUD won't be released until it actually works.
1) The speed indicator is shaped differently than in FS2. IN FS2, the number that displays your speed always appears right next to it. This is hard-coded, and it doesn't fit with mine. The weapons percentage that displays under a certain percent does this too.
2) The size of the radar cannot be set, so for the purposes of drawing the little dots, the radar is still FS2 size, so they're all out of place.
3) the weapons gauge doesn't work at all. There's no way that I've found to set the distance between two entries, so they're all squashed together (see pic). This is more of a bug than a feature request since the tbl looks like it should be able to do this.
A lot of it works and I could probably get some other stuff working as well, but those three are the main code-side impediments to finishing it up.
The gunship will be released (and probably named) after Finals are done, so expect it sometime next week. Still have some tweaking to do on the normal map.
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I love glowmap of your ship, big beams, cool hud, and whole your work! Nicely done :yes: .
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If you still want the engine subsystem in the armor skirt in the front, you should add an 'exhaust port' subsystem at the back of of ship where the engine subsystem would normally be. Destroying the exhaust port would cause a small damage spike to the ship from containment failure and maybe slow it down a bit (can't focus the exhaust as well), but won't completely disable it.
That might eliminate or reduce the number of people thinking 'the engine subsystem isn't where it should be!'
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A little late for that maybe :P
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the engine subsystem in the armor skirt in the front
The beam cannon is at the front. The engines are at the back. I have already said this.
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the engine subsystem in the armor skirt in the front
The beam cannon is at the front. The engines are at the back. I have already said this.
Humans tend to think 'fire out of longer side', especially when your gunship is a very, very, very pretty handgun-shaped gunship.
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(http://upload.wikimedia.org/wikipedia/commons/8/8f/FN-P90.PNG)
Last time I checked, this weapon was designed by a human.
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A "tendency" tends to have exceptions.
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There isn't a P90-ish handgun I know of, too.
...although, I wonder if the gunship will have color variants, like blue or green for the hull.
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RELEASE! I fixed the pof (those who got it early via PM will need to redownload since the turrets were ****ed up), and finished the shinemap and normal map. The only real issue is that it's not smoothed, and there's no way I'm reimporting and re-POFnig the entire thing. Maybe if I go over all my models later on I'll do that. If someone else wants to re-POF with smoothing or maybe resize it I will send over the blend file.
The name is "Prominence", courtesy of Battuta.
(http://i.imgur.com/9aziu.png)
Download (http://www.box.net/shared/ipf53eq4r2)
Just put the folders in the data subfolder of your mod folder. If you don't have a mod folder why are you downloading ships
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DROID803's VERDICT:
NEEDS SMOOTHING
SOLUTION:
CLICK HERE (http://dl.dropbox.com/u/126554/FS2/prominence_smth.pof)
WARNING: DROID803 IS NOT RESPONSIBLE FOR ANYTHING THAT MAY BE BROKEN.
(even though he probably totally is)
yep thats right.
I reimported it and repoffed it in five minutes.
Droid803 loves global import.
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Awesome! I'll check this out as soon as I get my other thread up :D
[EDIT] only issue was the thrusters no longer tied to their respective engine subsystems. No metter. Fixed that, and I'm uploading a new version with your POF. Thanks muchly!
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I just noticed that there is no "nameplate" texture, could you please include one, or can someone please tell me how to do it myself?
Other than that, Very Good Work Shivan Hunter!!
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Very very original ship and beautiful too. You should be proud!
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I just noticed that there is no "nameplate" texture, could you please include one, or can someone please tell me how to do it myself?
Other than that, Very Good Work Shivan Hunter!!
That would require a bit of new geometry, which is doable since I'm planning on reimporting from Blender anyway to do some resizing. Unfortunately it'll be a while before I get around to it since I'm a lazy sod and I'm up to my ears in CS projects right now :P
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I just noticed that there is no "nameplate" texture, could you please include one, or can someone please tell me how to do it myself?
Other than that, Very Good Work Shivan Hunter!!
That would require a bit of new geometry, which is doable since I'm planning on reimporting from Blender anyway to do some resizing. Unfortunately it'll be a while before I get around to it since I'm a lazy sod and I'm up to my ears in CS projects right now :P
No worries, will be waiting! :)