Make sure not the entire thing is actually turret though, or it'll be blown off supar-ez.I wouldn't be so sure about this. It would make the beams killable from side which is kinda huge change.
It's kinda too late to suggest turret be placed similar to retail position, right?
Watch out, please do not add details or move stuff around that would break multi, please... that is, if your model gets picked up for next mvpsAvoiding this is wrong way to solve the problem. Either everyone plays retail, or everyone plays same version of mediavps. No mixing allowed.
I see you have good judgement for picking up ships that hasn't been HTLed yet. You should redo the Colossus or the Artemis next.Bite it. You want other ships redone? Fine, do them yourself. Let other people to work on models they like or want to work on. If Hades wants to do a particular ship that is his choice and his contribution is appreciated if the end result is better than the currently used model, regardless of quality of current model compared to others.
Particularly because this compatibility issue only arises if retail and mvp assets are allowed to be mixed in same multi game.
(http://filesmelt.com/dl/frontdeimosbeam.png)
Of course the beams are going to have bigger turrets, these are the ones on the front. May change them up a bit, but yeah. Used the old high-poly model so you can get an idea of how they'd connect to the hull.
The terslashes were upscaled a bit since the last screenshots, and they're probably going to stay that size :p
Why is everyone assuming the entire tube is a turret?
I suspect the very tip is a turret. The placement of the beams looks to be exactly the same.
[...] before the Argo there's the new Karuna I promised BP [...]
Watch out, please do not add details or move stuff around that would break multi, please... that is, if your model gets picked up for next mvps
The Karuna before Esarai cleanup has a staggering amount of triangles, over 50000, with a huge lack of any detail to speak of. Esarai is just going through, cleaning it up best as he can and uvmapping it. He and Battuta both think it is a good idea for me to upgrade the Karuna, so yeah.[...] before the Argo there's the new Karuna I promised BP [...]
Is the Karuna not hi-poly enough yet? And hasn't Esarai been cleaning up and retexturing the current one?
I personally think you're amazing for doing the Deimos.
Also, when you do the Karuna, please help that poor fighterbay.
Most definitely. The fighterbay, bridge, and engine parts have always needed some remodeling the most.
Hmm. I think it's starting to look a bit too round and poofy, but I'm probably just too used to an angular harder looking deimos.
Something else you may want to look into... if you're up for it. The Deimos seen on the FS2 box cover art, has side-mounted turrets, which were not included for the ingame model due to engine limitations. Now these limitations have been overcome (though I believe its a bit awkward to set up) we can now have non-dorsal and non-ventral multi-part turrets. Therefore, you may also want to make a version mounting these turrets, as perhaps an alternate prototype version that was deemed over-armed or something and didn't get produced. Campaigners could make use of it. It's your project though.
The problem about those side turrets here is that they are big, very visible multiparts. Which wasn't the case of the Lucy's side bombardment beams.(http://filesmelt.com/dl/deimosfront.png)
Also, the box art has the side/underbelly of the front as a flat surface. The MediaVP one has a series of 3 wedge shapes, yours is completely recessed. Where and how will that affect the placement of the weapons going there?It won't affect it any differently than before.
I'd sort of prefer going back to the unbroken side armor belt of the original Deimos rather than keeping the segmented look the older hi-poly version had. This would make it look more bricklike without actually changing the basic shape of the model. There any chance for that?Probably, was planning on playing with that part after thinking about it some today.
I do have another suggestion however, but it could be more of a can of worms... though less in terms of overt aesthetics. My suggestion comes down to visual effects, borrowing a technique that so far I've only seen used on the Boadicea... subsystem debris. When for example, a turret is destroyed on a normal ship, there's an explosion, some briefly rendered generic debris chunks that disappear almost immediately, and then you see the destroyed model of the turret (if one was included). Including subsystem debris means that visible chunks of the destroyed submodel will be spawned from the explosion that actually look like they used to be part of it, and they won't disappear after a second or two. The Boadicea used this so that chunks of the asteroid surface could be blown away. The only thing that might need some source code additions would be to give enough outward momentum to the debris, as on the Boadicea they don't fly away at any great pace. The drawbacks to using this (that I know of) are down to the number of polys... though a more informed modeler/coder might have more reasons to shoot down this suggestion.
One issue with debris is how it effects balance. Imagine that a ship has added debris for the cool factor, but it basically becomes giant shrapnel hurling through space and impacting other ships, significantly damaging them.
Subsystem debris is relatively small, but the potential is still there.
Probably, was planning on playing with that part after thinking about it some today.
EDIT: Actually, I honestly don't like brickships and I'd rather go with what looks best, so we'll see.
Apart from the technicalities, I find this model not so much better than the original as of yet. Perhaps if you try to think a little outside the "box" that the Deimos currently is... the major gripe I have with the current mediaVPS model is that it's "HTL'd" but not so much so, it still feels faceted. It still feels like a cheap CGI model from the nineties, quake 2 style.Yeah, many people have been telling me to just smooth it over instead of adding detail (greeble, etc) which I'll probably be ignoring. Well said.
This model simply takes that approach and smoothes it a little bit. Not enough of a change to get my emotions firing.
But please go on, it's a very entertaining endeavour, and always a challenge to be met.
The reason I'd prefer is that, basically, an unbroken armor belt gives a much greater impression of durability and power, whereas the segmented instead gives the impression that Terran ship designers are morons who introduce massive vulnerabilities into the design because they can. Since this is arguably the best entry in the field of Terran ship design in FS2, it doesn't really fit.I see, will try something out.
If we were discussing the Hecate, I'd be all for making it look like it was designed by fools because it probably was.*high-five*
(http://filesmelt.com/dl/deimos1.png)
Since the Deimos represents a new generation of battleships, this smooth approach is quite fitting IMO.That's exactly what I'm going for.
Funny thing is, it's, if anything, gotten LESS curvy since before the bottom engine was attached (mainly the body) and no one had a problem then! And now it's as if I've gone and killed all that is holy and dear to the world. In fact, I was told several times by several people to 'make it curvy and not a greeble monster like the Medusa' and that's what I've done, and now some of the very same want it reversed?
Funny thing is, it's, if anything, gotten LESS curvy since before the bottom engine was attached (mainly the body) and no one had a problem then! And now it's as if I've gone and killed all that is holy and dear to the world. In fact, I was told several times by several people to 'make it curvy and not a greeble monster like the Medusa' and that's what I've done, and now some of the very same want it reversed?That's what you get for listening to other people.
All those people complaining about the greeble on the Medusa are retarded. You make greeble great, much better than you do smooth. I'd like to see more greeble on that Deimos.
When you get down to it, the Deimos really isn't a blocky ship. There are many smooth lines going on there.Exactly.
I think you can see I haven't actually changed any of the 'primary' lines at all, except for maybe the one running across the bottom.The bottom of the Diemos was always messed up in my opinion... But now that you mention it, I remember it being very hard to get a beed on the 'chin' engine. Hopefully, what you're doing won't have an effect.
Not unless the subsystem data is changed will its 'destroyability' be different.OOOOhhh... now THERE's an idea, make the entire ventral engine struts the subsystem-submodel, so they blow up completely leaving a sheared off section when its destroyed.
The issue isn't damaged submodels, the SEXP can repair the submodel - but how do you justify an entire sheared off ventral engine section popping back into life when repairs are complete?
The issue isn't damaged submodels, the SEXP can repair the submodel - but how do you justify an entire sheared off ventral engine section popping back into life when repairs are complete?
Awesome dude! :cool:The issue isn't damaged submodels, the SEXP can repair the submodel - but how do you justify an entire sheared off ventral engine section popping back into life when repairs are complete?
Easily. First, the Terrans activate an electron-matter ionizer by plugging into the damaged subsystem's Mjolnir socket. Several small charging tubes are assembled and placed near the broken or missing hull. The nanites are delivered via several gerbils that go through the tubes. The nanites then canabalize the gerbils, using their atoms as the building blocks for new matter. Using several low-level atomizers combined with a few high-level ion synchronizers, matter can be rearranged into different densities and new matter can be formed. Prior to the matter being finished, it usually remains in an invisible gaseous state until the point of completion, in which the newly made matter snaps suddenly into existance. This must be countered by using several magnetron emitters, and as such they are usually fired up prior to activation sequence. The whole device fits in a pen.
So, you're basically saying that he should ignore all relevant constructive criticism ? That's very clever of you my friend.
It's not that, I think he's saying that I should model it how I want the Deimos to look, and if someone wants to try and make me change it so that it is no longer my vision but someone elses, then I should ignore it.
That being said, I have not stopped working on it, it's on the backburner for now, and I've been busy IRL a bit this week and the last (two full exam weeks plus a surgery! yay!), but I am still going to finish it and it's gonna be smooth.
Make everything roundy is horrible method of making HTLs. Restore the original, sharp edges and now it will be a good one. Otherwise, your version has a lot of pretty details.The Colossus wants to speak with you.
Make everything roundy is horrible method of making HTLs. Restore the original, sharp edges and now it will be a good one. Otherwise, your version has a lot of pretty details.
Make everything roundy is horrible method of making HTLs. Restore the original, sharp edges and now it will be a good one. Otherwise, your version has a lot of pretty details.(http://i293.photobucket.com/albums/mm56/HLPHades/1262457838554.jpg)
The biggest eyesore to me is the way the nose just curves around into an engine. It seems too... organic, almost? Nothing Terran about it there.
It seems too... organic, almost? Nothing Terran about it there.
[EDIT] Also the entire front is smoothed except for that one series of edges about halfway down, might want to do something about thatforgot to remirror out of laziness, ignore.
That part of the model was cut off. That's where all those windows would be.Are those coming back at some point?
You know of course people this is going to make it look even more like it has a face now that you've given it a nose. :pIt always had a nose, but ok.
It always had a nose, but ok.
Dunno what you're talking about, the old one was like a nose that starts way too high on the forehead, which was fairly ugly.It always had a nose, but ok.
More of a nose, then; the other one wasn't nearly as pronounced.
It's bigger.Talking about the old one, bro.
And now you're agreeing with me it's more facey?
Talking about the old one, bro.
Let Hades build the model. If it has a face, and you don't like it, you have a perfectly usable model that's been around for ages.
You post seemed to indicate that you thought I was talking about my own with the 'So you agree with me that it's more facey?' which is why I pointed that out.Talking about the old one, bro.
So let's see.
You said the old one had the nose start up the forehead. And I got that. You indeed claimed you fixed that fact. So now it looks more like a face because it starts lower, which is more like a face.
And it's definitely more distinct; it's raised higher and it's not as broad, drawing more attention by the fact that it's not the vast majority of the front end. So it looks more like a nose.Yeah, because I actually see more of a nose in the older model than mine, that makes me a liar? K.
So apparently, you're just lying.
That part of the model was cut off. That's where all those windows would be.Are those coming back at some point?
Darn, I wish I could do that! Too bad that I have dial-up! ;p
If you guys want ship ideas, I'm your man, but could some one post a picture of the HTL Rahksasha. I hear it is quite extraordinary.
And dude, the massive greebling on the frontal cavity of the rear engine feels a little too noisy.I love it. Gives the ship a sense of scale.
And dude, the massive greebling on the frontal cavity of the rear engine feels a little too noisy.
Disregard the heretic Aesaar. He just mad at your l33t skillz. :pThose are uh, his nozzles. He made them.
I think he's referring to the modelled nameplate :)
I'm thought there was a comment in the thread about being able to change that, but I can't find it :(
I mean may i change the name standing on the model anyhow without modeling experience?Yes the texture replacement feature in FRED that allows you to change the nameplate of a ship. There are a ton of FREDing resources available, and the wiki will show you many of them.
I'm also considering leaving the armor plating on the back undetailed. It gives it a sort of shell look and makes it fairly unique.
I'm also considering leaving the armor plating on the back undetailed. It gives it a sort of shell look and makes it fairly unique.I think it makes it look unfinished. I strongly suggest you greeble it like you did the rest of the flatter bits of hull.
I see what you're getting at, Luis Dias, but here it doesn't work because it produces such a heavy imbalance in the model.
Let's step back for a second and appreciate the fact that the past several posts have been telling Hades to both add AND take away some greebles. :p
NOW she's starting to look detail-balanced. While I like the "intakes" on the side and top of the aft segment, I am concerned that they there may be a few recesses there were fighters could hide, which may have an effect on balance where the player is concerned. You may want to consider reducing the amount of accessible space there by reducing the depth of the recesses.
NOW she's starting to look detail-balanced. While I like the "intakes" on the side and top of the aft segment, I am concerned that they there may be a few recesses there were fighters could hide, which may have an effect on balance where the player is concerned. You may want to consider reducing the amount of accessible space there by reducing the depth of the recesses.I think this might be taking "no upsetting game balance" a little far.
If it becomes an issue, FS has a long and glorious tradition of invisible, collideable faces to keep fighters from going where they shouldn't.NOW she's starting to look detail-balanced. While I like the "intakes" on the side and top of the aft segment, I am concerned that they there may be a few recesses there were fighters could hide, which may have an effect on balance where the player is concerned. You may want to consider reducing the amount of accessible space there by reducing the depth of the recesses.I think this might be taking "no upsetting game balance" a little far.
I don't think a single ship in the MVP uses anything but its LOD0 as its hitbox. Plus that wouldn't work most of the time due to different proportions due to detailing or changes by the artist.NOW she's starting to look detail-balanced. While I like the "intakes" on the side and top of the aft segment, I am concerned that they there may be a few recesses there were fighters could hide, which may have an effect on balance where the player is concerned. You may want to consider reducing the amount of accessible space there by reducing the depth of the recesses.
That shouldn't be a problem if it uses the same collision box as the default model which is what most HTL models do right?
I liked the previous shape of the multipart turrets much, much more. Theese ones lack the "heavy" look.
Those turrets are too cool to shoot green blobs.Yup, you're right :D That's why I think that more blocky turrets will fit here better. These slender high-tech turrets would look great while firing flak rounds or fast pulse lasers or something like that. THT's are not worth of them ;)
I dunno, I kinda liked the last ones, they looked more streamlined to me. Though I might change my mind if I could compare them, alas, I don't have a screenshot of the previous turrets. :ick:I liked the previous shape of the multipart turrets much, much more. Theese ones lack the "heavy" look.
:wtf: The current ones look like armored high tech cannons, the previous ones looked like they were made of soup cans.
Still prefer the angular ones. These feel too much like light artillery, IMO.
Hy Hades.Absolutely! http://filesmelt.com/dl/DeimosTurret2.3ds
I would prefer the turrets you had used before on the Deimos. The looked more like the rest of the Deimos, more elegant. You know what i mean? :)
These turrets of course look fine, but i would like to see them on my Icini :D
I think they should work fine there ;)
Can i maybe get one for testing how it looks? :D
I hate to be that guy, but: The amount of greebles on this ship IS TOO DAMN HIGH!You're far more likely to see the details of the ship ingame than you are the details of a ship in a movie, but that didn't stop the people who created those models from stuffing tons of detail onto them.
Seriously, most of the work won't even be visible during gameplay... everyone except Quantum Delta will likely be too busy playing the missions to notice the details on the craft.
Mine 2 Cents.
Missions are not always combatcombatcombat. You spend time waiting for the next hostile to arrive, listening to chatter or watching cutscenes (playable and not). During that time I tend to gawk at the various models around, see if I can't get off a screenshot or 2 and just feel that this game is awesome. So no, that detail does not go unnoticed, I promise you.Very much this!
Seriously, most of the work won't even be visible during gameplay... everyone except Quantum Delta will likely be too busy playing the missions to notice the details on the craft.:v: created something very special, and when the final contributor leaves Freespace Open a very big part of my childhood will die. I like to think that when I secure a full-time job I'll find the time to learn how to be a helpful member of the community and create something which others will enjoy. Until then, I'm deeply grateful for every last detail lovingly crafted on into this Deimos. Each bug fix, each new SEXP, each pipe on a model took time and effort. It might not be something that you personally will notice, but it's something which improves the overall quality of the game. I'm sure there's a campaign out there which would have been impossible without the work of the Source Code Project. Did you notice when those necessary SEXPs were created? Did you care? Probably not.
Did you notice when those necessary SEXPs were created? Did you care? Probably not.
You're entitled to your two cents, but it's a shame you spend your time demoralizing those to who you have so much to be grateful for.
I have to say, I like the new Deimos. It's perhaps the most overused FS2 ship out there, and this might manage to make the overuse bearable. :)that's simply because it and the other 2 corvettes are the only somewhat balanced capital ships in the game ;)
have fun UV-mapping this monster though
if a beautiful model is finished but nobody wants to texture it because of Lots of greebles, that's when I say there's too many greebles.I have to say, I like the new Deimos. It's perhaps the most overused FS2 ship out there, and this might manage to make the overuse bearable. :)that's simply because it and the other 2 corvettes are the only somewhat balanced capital ships in the game ;)
and i agree, if there is any ship where those details are not wasted, it's the deimos
have fun UV-mapping this monster though
:v: created something very special, and when the final contributor leaves Freespace Open a very big part of my childhood will die. I like to think that when I secure a full-time job I'll find the time to learn how to be a helpful member of the community and create something which others will enjoy. Until then, I'm deeply grateful for every last detail lovingly crafted on into this Deimos. Each bug fix, each new SEXP, each pipe on a model took time and effort. It might not be something that you personally will notice, but it's something which improves the overall quality of the game. I'm sure there's a campaign out there which would have been impossible without the work of the Source Code Project. Did you notice when those necessary SEXPs were created? Did you care? Probably not.
You're entitled to your two cents, but it's a shame you spend your time demoralizing those to who you have so much to be grateful for.
(http://puu.sh/mjwSN/51c412ad04.png)Hades found it buried in his sandbox? :P
I look forward to seeing how this turns out. Always a shame to see nice models lie unused due to lacking textures *cough*Apollo*cough*
Is all that greebling on the bottom thruster really modeled, not just a normal mask?
Please don't change any subsystem/turret/dockpoint namesWasn't planning on it.
It's all modeled, and it was probably a ***** to UV map, much like the girders on the Orion (Thanks HADES). Anyways, I've already tweaked the weathering to an ideal level.I imagine so.
And the Apollo just needs to be UV Mapped afaik.Kinda what I was saying. There's a few finished models still awaiting complete textures, and I was under the impression the Apollo hadn't gotten any texture work at all.
It's all modeled, and it was probably a ***** to UV map, much like the girders on the Orion (Thanks HADES).Actually, I'm pretty proud of the UV map :pimp:. It wasn't so hard to do, just really tedious. Luckily, this one doesn't really have much curves. Overall it took less than a week IIRC.
And the Apollo just needs to be UV Mapped afaik.Hades, gib me.
Is there gonna be a version with the side-mounted multi-part turrets to match the one on the box art?
I'm not entirely happy with out parts like the main body came out, plus I need to also redo the canopy to be more bubble-like to fit the original Apollo.Quiet you.
Also, the fact that everyone says this thing is pretty even though I haven't even gotten to masking each color to specific parts of the model and doing the detail work surprises me. All I did was slap a Molybdenum and Thick Machine Paint material on! (With some masking work of course)Well, I at least only said it was better, but then I am salty like that.
Hypothetical question: If Rga Noris were to finish his Moloch. Would anybody be interested in seeing a rerender of the FS2 box art using PBR materials in the Cycles rendering engine?Very much yes, though what i've really been hoping for is a remastered FS2 opening cutscene so that someone can do a remake of the trailer
Also, the fact that everyone says this thing is pretty even though I haven't even gotten to masking each color to specific parts of the model and doing the detail work surprises me. All I did was slap a Molybdenum and Thick Machine Paint material on! (With some masking work of course)The model is just that good, I suppose. :) That's probably what is being praised, without textures you can see all the fine detailing, which becomes very subtle once textures are applied.
(http://www.hard-light.net/wiki/images/Freespacebox-1a.JPG)Is there gonna be a version with the side-mounted multi-part turrets to match the one on the box art?I was honestly unaware the Deimos had those on the box art. Learn something new every day I suppose.
It needs some weathering and space miles on it so it won't look like a toy. Right now all the panel lines grab my eye and fire it around about 15 places and then off away from the model. It's like a flowchart for how not to look at itself.Shivans will not know where to aim!
It needs some weathering and space miles on it so it won't look like a toy. Right now all the panel lines grab my eye and fire it around about 15 places and then off away from the model. It's like a flowchart for how not to look at itself.That's not why it looks like a toy, it looks like a toy because it looks painted. Weathering and space miles on it at this stage would just make it look like a used diecast toy. It needs paneling, it needs more than a base coating to make it look less toy-like.
It is Gallente.
Yo dawg. Whatever happened to the blunted darth?Engineering school happened.
Imported into QS and smart materials made. Now it's time for detail work.
(http://puu.sh/msCAc/551c11053d.png)
(http://puu.sh/msCTv/94dcd91bca.png)
Holy crap that is nice. When are you planning to finish this?1. QS 2.0 is the latest version of Quixel Suite, a Photoshop plugin that contains a fully scanned PBR material library and tools to paint directly on models using these materials with specially designed brushes as well as generate many different types of maps including normal, AO, cavity, etc. It's what the painted Deimos images were taken in.
Btw what is QS 2.0?
Btw2 what software do you use for modelling, blender?
:bump:
(https://i.imgur.com/xobTZ58.png)
(https://i.imgur.com/E56k70J.png)
(https://i.imgur.com/G5PEtQ4.png)
Obligatory necro for obvious reasons. It's ready and shall be available in upcoming MediaVPs.
And no :P. She has green beams by default. This one is Inferno variant.
I say publish it. If meanwhile someone has a better texture map, send it.
It seems to me that as a community, we *might* have a bit of a "face-ship" (or ship-face?) problem.