Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Taristin on June 17, 2005, 11:24:42 pm
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Usual bit of info here; I'm not responsible if you do something stupid and break your PC with my file. If you try to sue me, I'll attack you with a spork, yadda yadda yadda, multipart turret by FireCrack, rest of model by me and Volition.
Playtest:
http://game-warden.com/raa/freighter04.pof
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Looks good rah
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Sporks dont make good weapons, the prongs are too short, and it's too shallow for spooning out eyebrows.
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Originally posted by FireCrack
Sporks dont make good weapons, the prongs are too short, and it's too shallow for spooning out eyebrows.
Eyebrows? I'd have a humorous picture here, but for a PSP crash.
Anyway.... it looks oversmoothed in a few places where it should be faceted, but the actual geometry looks pretty solid. Good stuff.
I've got a stis mission here actually - will test now.
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Well, it seemed to work OK - didn't crash FRED or FS2, fired its guns etc. etc. Only problem was in FRED - it wouldn;t let me dock it to any cargo.
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Eh? That's Bizzare...
The only part that I see that needs to be less smooth, is the bit on top, that's bumped out. Silly Max, didn't wanna do that on it's own. Ah well, next revision.
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Umm, i meant to say eyeballs.
Anyways, yeah. Looks nice.
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SCREENIES, you nit! ;)
As an aside, damn sexy HTL job, there.
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Originally posted by FireCrack
Sporks dont make good weapons, the prongs are too short, and it's too shallow for spooning out eyebrows.
Didn't stop me seeing one in the 'deposit dangerous weapons here' box at Stanstead (Alongside a surprising number of switchblades)
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:lol:
Lookin' good, Raa. Nice.... :yes:
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I took a detailed look in MODview and have determined that the shield parameters need to be augmented by 0.1 in all directions. Also, the engine glows need to be moved further back to about -52. I also reset the firepoints on the multi-part turret to 0, -9.7, 0 with a -1 Y-normal. I also did some additional minor changes to the other dorsal and rear turrets, but nothing major. The subsystems needed some re-placement and resizing to match the original. I also raised the dockpoint and its associated path point a bit. Raa, If you want, I could zip it up for you and send it your way. Even if you make some additional gemometry or other changes, you could import the pof data from my copy later.
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Considerring I just used the original pof data anyway (and wasn't aware it had a shield :wtf: ) That could be a good idea. :yes:
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Well, simply importing pof data from the :v: original mesh doesn't always lead to exactly identical placement. If you load up your current copy in modview and compare to the original in subsystem placement and size, you will notice some discrepancies. I've zipped up the file and PMing you the link now.
Later!
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Try the link again. Shading should be fixed, as well as the correct placement of subsystems and the like, thanks to Trivial Psychic.
The legal bits above still apply.
http://game-warden.com/raa/freighter04.pof
DL and be happy. Should you get odd crashes or anything like that, PM flood Strattcom, as he knows how to fix that. :D
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Hmm... the shading looks much better, but itstill can't dock with any cargo. However, neither can [V]s Satis.
Um, is it possible that the Satis was never able to dock with anything? If so, might be an idea to fix that - though it strikes me that someone should have noticed by now...
Can someone else check nd make sure it's not a computer problem at my end?
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I noticed this with the :V: model too. The Satis' docking restrictions make it behave more like a transport than a freighter, despite the flag. When I want a Satis to have a cargo module docked with it, I usually either A), make it a Ma'at, dock the cargo, then change the Ma'at to a Satis, or B ), place the Satis, place Isis, dock the 2, then change the Isis to a cargo module.
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The way i see it is that the satis is it's own container. It was never meant to carry around seperate containers, an all in one deal!
Sure, the effieciency is questionable, but i'm sure the vassies have their reasons!
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Grade A1 quality :yes:
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Originally posted by FireCrack
The way i see it is that the satis is it's own container. It was never meant to carry around seperate containers, an all in one deal!
Sure, the effieciency is questionable, but i'm sure the vassies have their reasons!
More of a transport. If it had cargo attached to it, the Terrans would never have mistaken it for a warship.
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Originally posted by Trivial Psychic
I noticed this with the :V: model too. The Satis' docking restrictions make it behave more like a transport than a freighter, despite the flag. When I want a Satis to have a cargo module docked with it, I usually either A), make it a Ma'at, dock the cargo, then change the Ma'at to a Satis, or B ), place the Satis, place Isis, dock the 2, then change the Isis to a cargo module.
I've always thought that the Satis should have been the Vasudans transport, rather than that tiny Isis.
Then again, I think all transports should be at least 80m long, and all freighters closer in size to the Triton.
Raa, Fist download I tried had messed up textures in Modelview. Didn't try ingame (long story), but I'll try this one (once I get time...)
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Modelview does display the uv data incorrectly. In game it is as it should be.
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I can attest to this. It worked during an HoL strike in FS1 with no probs.
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Originally posted by Raa
Modelview does display the uv data incorrectly. In game it is as it should be.
Good:nod:
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Originally posted by FireCrack
Sporks dont make good weapons, the prongs are too short, and it's too shallow for spooning out eyebrows.
i perfer to use a dull rusty spoon myself
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Some of us are too lazy to have a model viewer.
How about some pics?
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Originally posted by Raa
Modelview does display the uv data incorrectly. In game it is as it should be.
Is the map in non-power-of-2 sizes? IIRC OpenGL (which I believe modelview uses) doesn't like that sort of thing.
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Originally posted by aldo_14
Is the map in non-power-of-2 sizes? IIRC OpenGL (which I believe modelview uses) doesn't like that sort of thing.
Neither does the FS/FS_Open Engine.
It will resize the texture to the next power of 2.
Not using such 2^n size is a waste of memory.
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The map is whatever it was originally. I never touched map files. They are the ones Volition gave out with FS2.
AFAICS, it's modelview's fault. It cannot seem to display UV data properly for any ship that is either high poly, or using larger sized maps.
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Originally posted by Flaser
Neither does the FS/FS_Open Engine.
It will resize the texture to the next power of 2.
Not using such 2^n size is a waste of memory.
Actually, I believe OpenGL doesn't resize, as far as modelviews' use is concerned. I can't remember the place I read that, but I remember seeing it with an 800xsomething map I made when i first started modelling.
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Originally posted by Raa
The map is whatever it was originally. I never touched map files. They are the ones Volition gave out with FS2.
AFAICS, it's modelview's fault. It cannot seem to display UV data properly for any ship that is either high poly, or using larger sized maps.
Well, that is indeed one of the weirdest bugs i've ever seen in modview. Aldo is indeed right - if you resize the map to be 1024x1024, it works fine.
However, mine works fine with 4096 res textures and any high poly model so far, so it sounds like you may have additional problems in your install Raa. :\
Oh yes, and brilliant job on the satis btw. :) :yes: