Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: KARMA on January 09, 2004, 01:38:38 pm
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http://www.3dap.com/hlp/hosted/swfs2/wips/fenris.zip
it's the high poly fenris, with a basic texture tiled.
It worked here, I tested it in a mission with 3 models for about 5 minutes, but I'd like others to test it too, to be sure that it work flawlessy.
If it works I'll upload the definitive mesh later.
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ehy ehy, wait not all at the same time!:blah: :doubt:
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Crashed modelview (too many normals defined , Something about 16000) ???
sorry..
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its hi-poly so you're going to need FSO to run it
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;7
in da tech room.
(http://mywebpages.comcast.net/ksickafoose/images/hpfenris00.jpg)
ooo soo purty
(http://mywebpages.comcast.net/ksickafoose/images/hpfenris01.jpg)
(http://mywebpages.comcast.net/ksickafoose/images/hpfenris02.jpg)
just for fun: explodage (http://mywebpages.comcast.net/ksickafoose/images/hpfenris04.jpg)
now....get lighspeed to texture it :D
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verryyy nice. Now apply hi-res remade Fenris textures :)
-edit: And i'm not sure on how to texture it. If i should, I could only texture a non-POF as Modelview's going to crash.
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Why remake them? The FS1 texs are already fairly hi res.
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I agree. Plus the Fenris maps are quite straightforward, it would be a breeze UVmapping that again.
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wow nice, but how will this look textured ? ;7
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Originally posted by Black Wolf
Why remake them? The FS1 texs are already fairly hi res.
Cause I doubt they'd work with that model.
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they should, since I used the textured original fenris as reference, so all you'll need is already in those textures.
they'll need some tweak obviously, since some details may be little offset or little different, but it shouldn't be that hard and it'll be easyer than draw new textures from scratch.
BTW I'll upload the model tomorrow
on a side note, the mesh is around 6k triangles (IIRC 6030), could be little less but I'm just too lazy to spend two hours only to gain 100 polys
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Welcome to the highlights, KARMA. Thanks for the pictures, Drew. :D
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Originally posted by Lightspeed
verryyy nice. Now apply hi-res remade Fenris textures :)
-edit: And i'm not sure on how to texture it. If i should, I could only texture a non-POF as Modelview's going to crash.
not my version :p
make sure you have the latest modview (beta 05 build 28 - http://www.geocities.com/vasudanad/modv32b5.zip )
and then paste the exe in this: http://www.geocities.com/vasudanad/modviw32.zip
version over the one in the DMTOOLS\MODVIW32 folder
it's exactly the same as the regular 05, except it has most of the limits i could find bumped really high :)
the fenris is superbly beautiful Karma. :) weill done. :yes:
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i think that maybe the details are too deep. maybe half as much would to it.
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WOW...that is impressive. How much performance degredation are we talking about here?
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This looks great, it is a good rendition of the ship.
With either the original textures mapped, or with new textures that religiously follow the look of the original ones, this will be awesome.
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Originally posted by IceFire
WOW...that is impressive. How much performance degredation are we talking about here?
i had 1 in mission with a slowdown of about.... 0.1 - 0.5 FPS
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is anyone working on UV mapping it, I started too but ran into some problems, it will probly need to be split in half and re-merged as some of the polys running down the center of the ship are too wide (and therefor run off the texture)
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Impressive, though I agree with Carl.
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I think it looks fine, but the geometry doe need to be modified like I said for UV mapping
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:eek:
Bloody good work! :yes: Now go and do the Deimos. :D
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I think I know what you are talking about bob, some polys in the middle are splitted in half in the :v: original model, don't know if due to a mirrored geometry or by purpose, in order to use only half texture.
The corresponding polys in my model should be splitted too or the texture should be modifyed to map all the polys and not only half
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about the details being deep,
if you mean the amount of the details I just decided a pcount at the beginning (6-8k), and then I tryed to stick around it somehow (the model if built in the traditional way would have been around 10k, probably more).
if you mean instead the depth of the details on zaxis, well yes, expecially in the middel section, but the problem is that there were some pipes in the textures, and to make those pipes of almost the same width, I needed to make em enough deep or they would suck (and the details would be less visible in game), and therefore I was forced to make the other details in the same area more deep. I was wondering instead about reducing the depth of the window recessions.
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We need more of those.
We need a ****load more of those.
I want an Orion, and a Hercules, and Hatshepsut, and an Elysium, and more
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here are the models:
http://www.3dap.com/hlp/hosted/swfs2/wips/fenrismodel.zip
in the archive there are the original high-res textures in bmp, and a scene with 3 objects:
the original fenris model,
the triangulized model converted from the pof I posted above
the untriangulized model, with all the submodels not merged, so easyer to edit/uvmap. (the submodels on the same layer will be merged into a single subobject by PCS)
There aren't turrets/debris: you can re-use those from the :v: model, or you can make new ones, for example if you want to redesign the waeponry of fenris/leviathan
For the LODS, you can obviously use the original lods.
You'll also need to apply autofacet shadings
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Dude Karma, it looks awesome!
I ran it through POF2COB so that I could try and see it in 3DExplorer... and for some reason it went weird and now it won't show up when I open it there. Any ideas why?
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1-download directly the models instead of trying to convert from the pof
2-don't use pof2cob
:)
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well the problem is some of the polys go right off the side of the texture and wrap around the other side, so modifying the texture rather than the model isn't realy an option, especaly when just puting a line around the center would work just fine
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what I meant is that they just draw half of the element, since it's splitted in two halfs in the original model, so if you want to fix it modifying the texture, you'll have to copy the detail, flip it and place it side by side with the other half, to have a complete element.
The other way is to fix it modifying the model, by adding as you said an edge.
The first way will require to change how the texture space is used, I suppose.
The best way just depend by how many polys are we talking about, so how much the pcount will be increased, and if the texture space usage has to be changed anyway.
I'm sure about the area between the head and the middle section, but I don't remember if there are other areas too.
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I don't think it looks much better than the original to be honest. If the basic shape were smoothed out then I'd change my mind, but right now it looks like the same Fenris with a lot of greebling.
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well, if nobody still started I'll texture she.
But I really need someone to at least unwrap the ship, to reduce my job.
Go for 1024x1024 maps, don't spend too much in doing an extremely precise job, I'll do that on my own, just apply the uvspaces and organize the polys
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umm... it just needs to me mapped to the origonal textures, no texturing needs to be done, just uv space
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well I'm not going to draw new maps, except where new artwork is needed.
I'll just change the space usage of the textures + I'll modify them to match as much as possible the model details.
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I would help, but i'm totally crap at UVmapping really detailed ships like this one. :(
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Karma, my dear friend, you've done it again :yes: Way to go man, Way to go.
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:)
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That thing's not just greebled - it follows the details on the original texture. I think she's excellent - hope you succeed in getting her UVmapped, Karma. :)
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Agreed, this is definitely a first step toward entirely remaking FS2 in greater detail.
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nice high poly ship :yes:
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Thanks for telling us what it was, HIG. we'd have never guessed.
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:wtf: oooK
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:lol:
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Originally posted by SadisticSid
I don't think it looks much better than the original to be honest.
I agree actually. Then again, everyone else seems to like it so the problem must lie with us.
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Keep in mind it's untextured at the moment - and of course it'll adhere to the general design of the original model. The idea is to make it more detailed via re-modelling and retexturing - but it'll still stay true to the original.
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Plus it needs to be smooth-shaded. Facets are ugly.
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no, it does not need to be smooth shaded. smooth shadeing looks a lot uglier on models it shouldn't be on than flat shadeing does on models that should be smooth shaded
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When I decided to start this model, I immediatly defined as objective to make exactly the same :v: model, with tons of details and minimal differences, so if the model looks very very close to the old fenris, well this is exactly what I wanted it to be.
There are two order of reasons to do so:
The original fenris/leviathan had custom textures not tiled, and those maps are high res and nice looking. (to me, the fenris is one of the best if not the best texture work on a capship of the entire :v: shipset)
There is no reason then to make completely new maps: this could be needed for other ships, but not for the Fenris.
Plus I'm lazy and overbusy, I don't have much time to spend on this, and I already spent too much on the model, so I don't want to have too job to do on the textures (to be honest I hoped to find someone else to do this, so I needed the mapping job to be as easyer as possible obviously).
For these reason I needed a model as much precise as possible to the original :v: model textured, to make it easyer to use the original artwork.
Second order of reasons is how original :v: models should be done. I could have made many changes to the Fenris design, but then we'd have people complaining that it wasn't a fenris anymore.
The Fenris is supposed to be blocky nor I think that just smoothing angles makes a ship looking better, if the design is supposed to be angular, then it must remain angular.
In my opinion to rebuild a model means to make the model as the :v: artits would have done it if they could have used 10 times the polys they effectively used.
The Fenris design is well defined, and I surely could have changed a couple more of thing (expecially in the middle section), but revolutioning the whole concept would led to a fenris refit, rather than just a better Fenris model.
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Originally posted by Bobboau
no, it does not need to be smooth shaded. smooth shadeing looks a lot uglier on models it shouldn't be on than flat shadeing does on models that should be smooth shaded
I dodn't mean complete smooth shading, but rather, just making those pipes look like pipes, rather than hexagonal tubes, and making one face bland ino the others on the same parts, rather than every face reflecting off in it's own way, as the picture shows.
@Karma: You did the job well. and if I could, I'd attempt to cheply UV it too. *Kicks his dead PC*
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i'm giving it a try :)
no pics yet tho.
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bleh, i'll be away for four days starting tomorrow, so i thought i'd post a couple of WIPS now :)
(they're on geocities btw, so if they don't show, that's the reason :p )
(http://www.geocities.com/vasudanad/Karma-HTLFenris1.txt)
(http://www.geocities.com/vasudanad/Karma-HTLFenris2.txt)
(http://www.geocities.com/vasudanad/Karma-HTLFenris3.txt)
(http://www.geocities.com/vasudanad/Karma-HTLFenris4.txt)
(http://www.geocities.com/vasudanad/Karma-HTLFenris5.txt)
i havn't done anything on the bits the map won't cover just yet (the sides of the recesses and greebles inside etc), but i want to try and finish the main chunks first.
after that i can go over it and fix the tiny problems, like that blue band not quite matching up :)
and Karma, you did an excellent job on placing the greebles indeed. most of them line up fairly closely and so only need a slight uv change to get them perfect. awesome job :nod:
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ooohhh fancy:)
it works much better that I expected then:)
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Amazering.
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Looks excellent! :yes: :yes: :yes:
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ok, finished the main texture sections, now i've just gotta finish adding the trim to the portions not covered by the textures. :)
only done a couple of bits of trim up front and sides, but hope to do more soon.
(http://www.sectorfiles.com/ti-file-dump/VasudanAdmiral/Karma-HTLFenris6.jpg)
(http://www.sectorfiles.com/ti-file-dump/VasudanAdmiral/Karma-HTLFenris7.jpg)
(http://www.sectorfiles.com/ti-file-dump/VasudanAdmiral/Karma-HTLFenris8.jpg)
(http://www.sectorfiles.com/ti-file-dump/VasudanAdmiral/Karma-HTLFenris9.jpg)
(the pics are all from one side because there is no trim at all on the other, but at least some here :p )
i'm thinking of lightening the colour of the trim on those mechanical recesses in the front, as the black trim seems to hide the fact that they are recessed at all. :blah:
so, any suggestions?
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you know, I'm starting to think the central bit would look better if it had been smoothed out a bit. but too late for that now.
you might want to give it a bright specular map on the metal parts, while keeping them dark in defuse
exelent job texureing it
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thanks Bobboau. :) and i think i'll try that specular map idea. sounds like it will work nicely.
at the suggestion of Black Wolf, i also think i'll add an option to give it a nameplate. all it will be is a square plane just slightly above the surface of the hull. the texture it'self can just be the words against a pure green bg, so in-game only the words appear. :)
the problem is, i'm not sure where to put it. it can probably go on:
1) the front (on either side) just above the docking port
2) the large blank section the middle tower part (that the second pic shows clearly)
3) the large and nicely flat blank areas on either sides of the engine pod (no pics show this clearly but it's just above that darker recessed areas and below the lights slightly higher up)
i could put the option on all three places as well if needbe.
thoughts?
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it's fantastic!:)
some suggestions:
-below the radar it is supposed to be a secondary bridge, you may add some windows on the recessed parts.
-in my model the recessions of the window on the engine sections is a bit too deep: you may want to reduce it, you should be able to I think, but if not I can do it
-don't forget autofacet shadings
-I don't see in the pics the barrell of the main turret
-spec maps on the mech elements could generate a nice bump-map like effect
again, excellent job!
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bah, geocities ran outta bandwidth. i'll switch them to the SG server.
anyways thanx, and in answering the suggestions;
- :lol: oops, didn't notice it was a secondary bridge, fixed. :)
- yep i can reduce the window depth quite easily....done.
- i intend to experiment with the autofacet vs total smooth vs total facet to get the best (although i'm fairly sure it'll be the autofacet anyway :D )
- hmm......i d/led the first version you posted, and converted to cob, so i assume it's about that time period that it vanished. i'll have to rectify that....i wonder how it escaped in the first place tho :confused:
- i'll certainly try that with the spec maps, although they would be the first spec maps made by me, so someone else may want to refine them.
and karma, just wondering if you intend to do any other ships up like this, since this one is VERY well done, and i'd love to try my hand at about any other ship if done in this way :)
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well, forget about smoothing, since the bobboau's version of pcs (the one with autofacet working), as quite all the olders versions of pcs, doesn't support smoothing, only autofacet.
About the turrett barrel, well that's strange, maybe check the cob I posted earlyer in this thread to get it.
For new models..well many thanks for appreciation, but for a while I'll work only on SW conversion, since it slowed down a bit while I was working on this, and I'm also working on a new ship (but I'm in a creative crisis at the moment, maybe I'll post a WIP for suggestions), so no new revamped vanilla fs2 ships for a while.
Also, the kind of work I did on the fenris details, can be done only on ships textured with unwrapped maps (fighters-like), and it is worth to only if there already are high res maps.
I'd like to work in future -if nobody else will to meanwhile- on the deimos, but considering the way she's textured I'll probably diverge a lot from the original model: I'll not only just add details using the textures as reference, since there aren't textures that can be used for this purpose.
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Originally posted by KARMA
well, forget about smoothing, since the bobboau's version of pcs (the one with autofacet working), as quite all the olders versions of pcs, doesn't support smoothing, only autofacet.
Odd. I get smoothing to work. :confused:
It looks excellent VasAd. :yes:
Karma... try the Lucifer next ;7
Or better yet, the Faustus. It had HUGE maps in FS1. :nod:
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Originally posted by Raa Tor'h
Odd. I get smoothing to work. :confused:
It looks excellent VasAd. :yes:
Karma... try the Lucifer next ;7
Or better yet, the Faustus. It had HUGE maps in FS1. :nod:
smoothing working with pcs? are you sure???what version?
for other ships... well I need also to like the ships I'm working on, and I don't like many except for fighters, and the lucifer isn't exactly at the top of my preferred. Faustus isn't bad, thought
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So, anyone wanna wanna beef if up to "look" like a Leviathan?
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Maybe he means smooth groups?
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*wants high-poly Apollo*
We need an Orion next.:D
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Yay! Fantastic work :D
And yeah, Orion should be next on the list :)
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Originally posted by KARMA
I'd like to work in future -if nobody else will to meanwhile- on the deimos, but considering the way she's textured I'll probably diverge a lot from the original model: I'll not only just add details using the textures as reference, since there aren't textures that can be used for this purpose.
Just like the one I'm working (slowly) on: the Aeolus.
Very nice model there KARMA!:yes: Be intresting to see how you detail up the Deimos!
And very good work too Vasudan Admiral! Though I will need to redo my Levithan maps for it (I created varient maps to differ the Lev from the Fenris).
Speaking of the Aeolus, someone please give comments on my progress so far here!
http://www.hard-light.net/forums/index.php/topic,19967.0.html
I can't make a ship the comminuty will accept if I don't get comments!:shaking:
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you might want to throw it in a new thread and scream "HIGH POLY SHIPS IN HERE" at the top of your lungs.
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I'd like that engine to have an actual engine in it. Not sure how the ship flies with the BrickWallâ„¢ thruster :)
Else than that, I like it :D
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Is there any poly difference at all between the Fenris and Leviathan?
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Karma: PCS 1.1 and 1.3.4 definitly support smoothing- i use them all the time, especially considering the new lighting in FS, where a faceted ship can look...odd to say the least. especially during it's own explosion. smooth shading seems to make the light illuminate the right bits naturally, whereas faceted faces light up differently, often highlighting the fact that it is a model
Karma... try the Lucifer next ;7
:lol: funny you should say that:
(http://www.sectorfiles.com/ti-file-dump/VasudanAdmiral/HTL-luciferWIP1.jpg)
(http://www.sectorfiles.com/ti-file-dump/VasudanAdmiral/HTL-luciferWIP2.jpg)
A few smaller details - so it doesn't take over the thread (http://www.sectorfiles.com/ti-file-dump/VasudanAdmiral/HTL-luciferWIP3.jpg)
and a final shot showing where the foreward red bit went (http://www.sectorfiles.com/ti-file-dump/VasudanAdmiral/HTL-luciferWIP4.jpg)
i began work on this secretly for TI a long while ago, before Woomeister did his one, so as you can imagine, i was quite surprised when he came up with the same thing later on. :D
i made the additions and changes after a looong time scrutinising the fs1 cutscenes, the decent network images and a bit of guesswork :D
it's nowhere near finished yet, and nowhere near the quality of Karmas fenris, and i'll probably end up stripping off the textures to do some real geometry editing (actually modeling some of the textured detail) before re-applying them, but that's it so far :)
back on topic:
Lightspeed:
well, i was trying to keep to the original maps as best i could, and the bit i used for the engine is actually from the radar surface. i will change it when i find something better to replace it with, but till then it does look better than the original single colour used :p :D
LLL:
no difference at all
Raptor:
there wouldn't be much to change between the maps, but you would have to reposition a couple of small details here and there that no matter how much warping i did i couldn't get to sit in the right places. :)
edit: oops, last link went to the same shot as the one above it. fix0red
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The Lucifer is just ugly... Make a mk II model and give it a new name like...
Phlegethon
Cocytus
Malebolge
Acheron
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...I may be an extreme minority, but.
[size=500]Anubis!!!![/size]
Make that. :D
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Originally posted by Raa Tor'h
...I may be an extreme minority, but.
[size=500]Anubis!!!![/size]
Make that. :D
The what?
Hmmm... PVF Anubis... Where have I heard that name before?
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Make the PVF Anubis!!! That is one of my favorite ships.:D
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that Lucifer is greate, I think more detail should be added to the arms though, try to break up the simle shapes so it doesn't just look like an extruded triangle.
and the facet build is the most up-to-date version of PCS that will ever be made, there is nothing in that build missing that is in any other build, the changes made were minor but quite spectacular
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The whole damn thing is dull, grainy, and blocky...
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Originally posted by Bobboau
that Lucifer is greate, I think more detail should be added to the arms though, try to break up the simle shapes so it doesn't just look like an extruded triangle.
second that.
the arms just suck, except them you are making that ugly ship looking pretty nice, so good work so far:) Unfourtunately also the textures suck and they'd need a revamp too.
and the facet build is the most up-to-date version of PCS that will ever be made, there is nothing in that build missing that is in any other build, the changes made were minor but quite spectacular [/B]
:blah: then I don't understand, to me the last pcs version that supported smoothing was 1.1, and I'm pretty sure (may be wrong, but improbable) I tested smoothing in the autofacet build too, with no success. Should check again.
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Originally posted by Vasudan Admiral
Lightspeed:
well, i was trying to keep to the original maps as best i could, and the bit i used for the engine is actually from the radar surface. i will change it when i find something better to replace it with, but till then it does look better than the original single colour used :p :D
The original at least looked like some sort of hole. A brick walled-engine will not have any chance of putting out thrust, though. better have a solid black area there than that brick wall :blah: :ick
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thanx :)
i'll see what i can do about the arms, although they are uv mapped in a really odd way that i think will be difficult to copy at best. :nervous:
but i have an idea of what to do with them geometry wise.
edit: (lightspeed posted just before me :p ) - i will put something in it's place, don't worry about that :)
just gotta find something that looks better than four thruster nozzels :blah:
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I haven't added anything to the thruster hole since I just supposed it was going to be covered by thruster glow, so it would have been a poly-waste.
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here:
(http://www.sectorfiles.com/ti-file-dump/VasudanAdmiral/Karma-HTLFenris10.jpg)
any better?
i always imagined it to be all engine rather than any actual nozzels or such, so i borrowed a bit of the faustus solar panel texture i think :)
and Karma, i think this is just for those missions where a fenris may get disabled :)
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doh' yes, me stupid, I could have made it different then
btw, a little suggestion: the window recessions on the engine section are that wide for pcount (originally there was a recession for each window group). It could look better if the windows cover at least 60-70% of those recessions (I'm thinking expecially at those on the top area), maybe using parts of other textures.
about the engines: it's up to you obviously, btw I remember I made a little different thing than the :v: model
The black texture with those grey stripes at the beginning and at the end of the engine section just suck in my opinion, and I modifyed (compared to :v: model) the areas where it was going to be applyed.
I imagined a rounded part surrounding a blocky nozzle, but I admit I haven't realized it very well, the blocky extrusion of the nozzle was too thin and short.
btw the engines could be done narrowing the hole of the nozzle (a little wider blocky extrusion) and making a deeper hole
Now, it seem that you modifyed a bit this area of the model, removing the blocky extrusion, and you probably modifyed also the other part where this texture is used, at the beginning of the engine section.
It's not a problem to me, as said it's up to you, and the result isn't bad (I just don't like that texture in the original model too).
I said that just to let you know how I imagined those areas, if you need some inspiration
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KARMA: Beautiful Fenris Will there be glowmaps for this?
Vasudan Admiral: an idea for the lucifer remake (if you are remaking the model) is to make certain parts stick out (kinda like what KARMA did with the circle in the middle of the fenris and other areas of the ship
Next Remake Should be the Orion or the Arcadia
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How about good old faithful Apollo? Though not many people fly her.
It should be the Valkyre! That's everyone's favorit ship from FS1 - or the Orion since the Leviathan is already in progress.
BTW there's also another issue you may consider:
REGUNNING
Giving capships some anticapship firepower.
What I thought of is slow moving, slow firing high caliber guns WWII style.
In FS1 capships are just big hulks sitting there and doing nothing - of course without shields they're a nightmare for fighters. The problem is they pose no rela threat to any other capship.
Only the Leviathan, Orion, Typhoon and Aten should have actual firepower - I don't know about the Shivans though.
The Fenris would have only one medium gun or a small caliber anticapship gun turret for harassing other cruisers.
The Leviathan could have one high caliber - or two medium turrets.
The Orion could have 2 high caliber three barrel gun turrets in place of its current plasma batteries, and 3-6 medium turrets.
The Typhoon should have more high caliber turrets - 4 two barreled turrets and less antifighter ones.
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That might be nice for a different ship altogether, but not for remaking the original capships in hi poly. The point is to make the same ship but using more polies, not make one that won't be compatible with the original campaign.
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Fine.. I'll try the anubis myself... after I make the thingy for TVWP...
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Karma:
engines
yeah, i redid the geometry of the engine sections a bit because i had no idea how to go about texturing what you had, sorry. :(
whatever textures i tried on it - and i tried about 3 things, looked silly and too different from the original. besides which i had always liked that bit of the fenris for some reason, so i reverted to it.
it doesn't really matter, since no pilot in his right mind would go wandering around in the engine wake of a fenris for long, and there shouldn't be too many missions where fenris' get disabled either, so i think it should be safe to stay as is. moreover, i don't think i could make anything better than that texture, although if you'd like to try (and i have the utmost faith that you'd be able to work wonders with it), i'll send you the newest version of that texture. :)
windows
yep, i think that should be easy enough. :) i have already needed to modify the original fenris textures slightly, so slightly more won't harm anything, and will look better.
chris_2xtreme:
that's exactly what i intended to do with the lucifer. :) - bring the large parts of the 2d texture into 3d.
Flaser:
as J3Vr6 said, these are just extra detail versions of the standard ships, where no guns or anything else that could unbalance current missions, or significantly change the appearance would be added. the sole aim, like Lightspeeds uber cool effects, is to make the original stuff much prettier :D
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well we can do this way: just finish all your work, then send me the cob. If I'll have enough time (and if I'll be not too lazy) I'll try to improove a couple of points.
Then I'll send the model back to you for pof-edit etc
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an apollo made to look like the one outta the FS1 intro would be nice :)
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OR a medusa like in the credits pics from FS1 ;7
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The medusa from the credit pics is the low poly mesh, with bump, self illu and spec maps. Go get a look at the descent network site, you have a huge pic of it ;).
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Everytime I check the descent-networks site, I get broken links all over the place.
Oh well... if/when my board comes today I wana start work on the TV-war vasudan ships, and try a high poly anubis (Just panelling, I guess, but oh well. Everyone has to start somewhere. :D
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actually, the Anubis would be cool ( for some reason, I like that worthless piece of junk a lot ).
Bob, you plan on making a detailled cockpit for the herc (kind of my test on the valkyrie )?
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Originally posted by Nico
actually, the Anubis would be cool ( for some reason, I like that worthless piece of junk a lot ).
Good. ;) Then if I do successfully make my TVWP fighters you should be pleased. ;7
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ummm...I wish to use the Hi-poly fenris, but when I download it off hte main page (not from this thread), All i get are a .pof and a texture........
how do i get it in-game with FRED itself?
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Thinking about this the other day, I was wondering how the remapping is coming along, and what are the planis for the turrets?
I would be willing to rebuild the turrets, and maybe have a slightly different for the Lev.
Stems from me considering re-tabling the pulse weapons for capital ships (like I did with the beams).
I'll post a new thread about it if people are intrested.
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I want this to get finished, along with the hi-poly mjolnir and herc :)
So... get working on those texxies :D
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Mmm... hi-polyed goodness... but I have realised that the textures from the Fenris are always ugly, and I liked the un-textured one better for some reason... bah, I think the textures just looked nasty when playing Freespace 2...
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You have FS1 don't you Tin Can. Download VPview (link in my FAQ) and copy your FS1 textures into your Freespace2/Data/maps folder. Instant texture upgrade for all FS1 era ships.
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Indeed, the FS1 textures are much more detailed. Suddenly you'll be saying "wow, it doesn't look like someone smeared vaseline all over my cockpit".
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yeah, is this done yet or not?
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I haven't heard news from vasudan admiral, so I suppose no
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any answer to the original question of how to use this? Will table edits be required to make FS2 look for this model?
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no just make sure it uses the same name as the origonal
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Originally posted by Bobboau
no just make sure it uses the same name as the origonal
just re-name it to that? ok.
what about the tile? which texture should it be renamed to or is it not required?
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it's just a place holder so the game will render sometyhing there leave it as is
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sorry, kinda been working on 2 other more pressing ships that i can't show, and am still getting used to some nasty school timetables again, but i am still working on it. not enough progress to warrent a new pic tho. :)
i think i'll try and do a lot of it this evening actually.
the lucifer will be a lot longer i think tho.
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Actually, since we seem to have a precedent where FS1 era ships are the first ones recieving hi-poly upgrades (Fenris, Herc, Cerebrus, Manticore, Lucifer), perhaps it might be a good idea to round out the FS1 cruisers, proceeding from the Fenris with the Cain/Lilith... but that's just my opinion.
Later!
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Well when you upgrade the fenris you get a leviathan upgrade for free :D
Same with the Cain/Lilith :)
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I was hoping that when work started on the Hi-poly Fenris, that a separate version would be created, visually different from the Fenris, as the Leviathan. Say, make the connections between the center segment, and the front and rear segments, be a bit thicker to account for the extra mass (thus reduced speed) and hitcount. Also, I suggested the addition of a few single barrel deck gun style turrets on the forward upper hull, and on the dorsal and vental flat surfaces of the rear hull. Combine this with the blue side light of the Port Leviathan with a slightly darker primary hull tone, and now you've got a better looking stronger brother of the Fenris.
Later!
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No no no. This is making the originals higher poly. Not changing them. It wouldn't be the same ship in your case...
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Fine...
...but I still think it would look cool. ;7
Later!
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Raa Tor'h, I think he was talking about the Leviathan, and the diffrences between it and the Fenris, not about changing this lovely Fenris model...
It's spooky really, as the turret suggestions TP made about the heavier armarment for the Leviathan are very simular to the ones I was thinking about...
Maybe I ought to konck up a couple of images to show off turreting ideas...
Fenris would be the same really, submodel wise, but the Leviathan...:doubt:
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I know what he said... I disagree with him. By putting more and different turrets on the LEviathan, you'd essentially change the ship. IMO atleast.
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I'd give it a bit of a different paint job, but nothing more.
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Ditto.
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The leviathan/fenris and cain/lilith are the same because V was lazy. Absolutly wanting to keep them the same... ah well, I'm wasting my time, never mind.
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Why are we all upgrading the ugly ships? Why not make the Deimos high-polly? That ship is sexy...
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cause they need it?
And if you ever insult the Fenris again I shall smite you with my fellow shivans ;7
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And I'll help...for all it's worth...
The Fenris is a cool ship, of course I'd rather have a hi-poly Orion, but that's not the point.:D
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...How could you make an Orion high poly? :wtf:
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How could you make a Fenris high poly?
All those little grooves and bumps could be modeled, better looking fighterbay, high poly turrets, etc...
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greeble!
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...Gratuitous tile greebling. I'd not want to do that... :blah:
Raptor did the turrets already. :p
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Yes I know, but there's so much that could be done. Granted it take forever, and it wouldn't be that useful, but I was just making a general remark...
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Originally posted by Raa Tor'h
Raptor did the turrets already. :p
And I'm thinking of redoing the secondary turrets again, making them diffrent types etc...
Continuing thoughts about new capship plasma turret weapons...
Instead of two(three), have eight diffrent grades, with variations! (weapons sounds are the main problem though...)
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if this isn't going to get done could the progress work be relesed so someone else can finish it?
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Maybe I should just go for the "Long ago, in a galaxy far far away..." approach.
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i've finished my part and sent it off to karma for his improvements a while ago, and i think he's currently very busy with other things. after his improvements it should be done fairly soon after, as all the pof and tbl data is there already.
so it is comming, just taking a while due to busy-ness. :)
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yeah it's sitting in my hard disk since some weeks now, and I really never found the time to work on it, and I doubt I'll find it before the 19th, when I'll have to leave for some weeks for military service. If I'll not be able to do it before I leave, I'll post the model as it is, so someone else can pick it up.
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ohh well, ok, I don't have time for this.
I changed only one uvmap from what VA gave me, she would require some model/texture modifications around engines, expecially where there is the suckying :v: black/grey texture, but...she already looks nice enough
She need turretts, hierachy, conversion
http://www.3dap.com/hlp/hosted/swfs2/wips/htlfenris.zip
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holy **** on a stick it's cool
http://freespace.volitionwatch.com/blackwater/HTLFenris.zip
still needs destroied main turret and radar dish and I need to ad LOD and debris (would someone like to make the debris and destroied submodels?)
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I don't think anyone is reading this, so I'm gona make a new topic for it
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Well you did only give it half an hour, during perhaps the least active part of the day...
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but I'm tired and cranky!
...damnit
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Will this crash FRED like Bob's high-poly Odin?
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not sure, but OGL FRED ought to do it, IIRC. there's only one way to find out...
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Excellent work, both of you VA and KARMA, I've been waiting a long time for this, and she's a beauty!
Working with those maps could not have been easy (I know since I've been messing around with Hamamno's Ticonderoga:nervous: ), but this is a work of art!
Once the LODS and debris are added (could simply use the orginal debris and LODs, with the LODs bumped down one...) then she will be ready to rumble!
I'll start thinking about how to make the Leviathan distictive... hmmm, just use textures, or maybe add extra guns? :doubt:
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That Fenris is damn amazing dude. I can't wait until this thing is released.