Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Bobboau on December 24, 2004, 01:33:39 am
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http://freespace.volitionwatch.com/blackwater/HTL_herc.zip
new thread becase the old one got locked
there is still a small amount of room for improvement but I think if I keep going on with it I'll never get done. it has been glowmapped, in a way that few models are glowmapped, I realy like the way it turned out, shine maps have an alpha chanel (or it should anyway) so those of you who use alpha_env will be ok (though I only spend a minute on this, if someone wants to tweak it go right ahead)
all I have left to do is makeing the LOD and debris, I am not going to do that right away though, so if someone else wants to do it for me go right ahead (you will need to retexture the low detail models)
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I've got a question on a sort of related note, you can only get alpha in TGA (of the formats implemented) right?
(i'm not talking 1 bit alpha, i'm talking full alpha)
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yeah
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Originally posted by Bobboau
all I have left to do is makeing the LOD and debris, I am not going to do that right away though, so if someone else wants to do it for me go right ahead (you will need to retexture the low detail models)
Why that? Aren't you using the lods of the original model?
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yeah, but not the origonal textures, so it'll probly be one to three hours of copy and paste with the new texture into the old, and it'll still take an hour or two to get it all set up and everything in TS,
don't feel like doing it all right now.
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and given that no one ever seems to care about anything other than screen shots
(http://freespace.volitionwatch.com/blackwater/htl_herc00.jpg)
(http://freespace.volitionwatch.com/blackwater/htl_herc01.jpg)
(http://freespace.volitionwatch.com/blackwater/htl_herc02.jpg)
(http://freespace.volitionwatch.com/blackwater/htl_herc03.jpg)
(http://freespace.volitionwatch.com/blackwater/htl_herc04.jpg)
(http://freespace.volitionwatch.com/blackwater/htl_herc05.jpg)
(http://freespace.volitionwatch.com/blackwater/htl_herc06.jpg)
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had a mess around with it ingame, damn bob, you've outdone yourself.
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seeing as the other thread is closed, could one of you admin types redirect that highlight to this thread?
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Gorgeous ship, but do get some better backgrounds for those shots :p
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it's one of my test missions, that one is used for testing animations ant skyboxes, and it just happens to have a herc available.
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Beautiful, and now makes the others :p
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yeah, what should I do next, I was thinking about maybe the Medusa.
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Perseus, Medusa, Hmmmmm, Myrmidon, Zeus.
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wonderful. And those glows are very nice, I only disagree with the position of the 2 on the nose, I think it'd be better to have two glows on the top of the engine and only one on the nose.
But I'm nitpicking:)
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well that's how it was in the texture...
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i find the glows very appropriate, all fightercraft have running lights after all.. kudos again bob.
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Thanks again for a great model. :)
I'd vote for Medusa or Loki next!
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no, the ursa! :D
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Nice job. I would have just worked more on the plates over the engine exhausts, and I would have added some kind of TADS on the end of the nose, but that's coz I like mechanical stuff for that kind of things :p
The only thing I think you should give more time is to redraw the end of the guns, the map there is not that great.
I assume the glow mapping thing you're talking about is the highlights of the navlights? It's a nice touch indeed, would be cool to have a shot in very dark ambient lighting, from the dark side, to see how it shows, probably gives a neat "mood" effect.
Pah, anyway, it looks very cool, that's how a high poly model should be ( no useless curves, etc ). I love the way the nose looks, the canopy shape, etc.
Oh, and for the next one, I vote Herc2, coz that's a ship you see often. The others are cool, but are less common in missions.
Originally posted by MetalDestroyer
Perseus
I might sound arrogant saying that, but I think my Perseus is good enough for the job :p
Would be cool if it had navlights too, tho.
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Originally posted by Bobboau
well that's how it was in the texture...
'doh! sorry then:rolleyes:
btw I like those glows, I'm just saying it'd probably look better with a single one one the nose and 2 on the top of the engines each:)
with a different background that herc could be a nice wallpaper:)
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I should be downloading now.
But there is something strange in here.
I AM NOT INTERESTED WHAT THAT STRANGENESS IS!
I WANT THIS ASAP!
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what does the link not work?
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totally awesome, bob!
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That's the first time I've seen glowpoints in a long time...very nice, can't wait til the rest of the LODs are done.
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If only I had the skill to complete this...or the programs necessary, for that matter.
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i.. wanted to do the ursa... :(
oh well, im working on the hecate for now :)
nice, once again, bobb. :yes: though you know, my compys video card is screaming at me in agony for this...
BTW, if that pilot isnt in the right scale i will skin you alive...
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Could the Loki be next?
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I've already started on the medusa, got the engines mostly done.
and the pilot is to corect scale (or just about)
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Awesome work! :D Can you do the glowpoints on the other models too?
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you sure its right? the herc is like 35m long IIRC... the pilot looks like hes maybe 4 meters tall... meh, ill beleive you.
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if anything he's a little small
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ok, ill take yer word for it. im too tired to check ATM, and i dont feel like arguing.
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Originally posted by Nico
I might sound arrogant saying that, but I think my Perseus is good enough for the job :p
Would be cool if it had navlights too, tho. [/B]
Lol, i didn't see your Perseus Cockpit. Give some screenies :p
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it looks just like the herc one, really >_<
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Awesomness.
Bet you'd have trouble making the Erinyes though. Blackness is tough to match correctly, what with all the insane cyan lights, etc.
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Originally posted by Nico
I might sound arrogant saying that, but I think my Perseus is good enough for the job :p
Would be cool if it had navlights too, tho.
The high-polyness is good enough but from the way I understand it you've got the cockpit arranged slightly differently from the way Bob did it (the glass is a seperate submodel) and that screws up the shines and the transparancy.
I'm sure this could probably be fixed in a couple of minutes by someone who knew what they were doing. Might be worth doing it to the other two cockpitted ships you released too.
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Could you put some screenies about the perseus from Bob and Nico ?
^^
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Wowww! Bob comes down the chimney... Hey, but wait - where are those shadows?? ;) ;) ;)
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Originally posted by karajorma
The high-polyness is good enough but from the way I understand it you've got the cockpit arranged slightly differently from the way Bob did it (the glass is a seperate submodel) and that screws up the shines and the transparancy.
I'm sure this could probably be fixed in a couple of minutes by someone who knew what they were doing. Might be worth doing it to the other two cockpitted ships you released too.
Well, IIRC, it's bob who converted it in the end, and it worked fine. But if not, well, anybody should feel free to correct it.
MetalDestroyer: the perseus is 100% mine, save for the maps ( Volition maps, or daBrain upgarded maps ). As for pics, since swooh seems definitively dead, I don't have any online anymore, so it's up to someone else.
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i wouldn't mind seeing the HercMk2 get a bit of a facelift, the ship looks a little bland, personally.. if i had any modeling skill, i'd do it myself :)
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Originally posted by quadrophoeniX
Wowww! Bob comes down the chimney... Hey, but wait - where are those shadows?? ;) ;) ;)
Puts on a beard and swiftly strokes it *the issue is so old, so oft visited....
The shadow build was merely a test to see if the thing could be implemented - on the other hand it was an extreme resource drain, and hackish so it would never make it to CVS in the form it was - currently the team works on more pressing matters that will allow a better implementation.
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it'll take me more than a month to get shadows working properly, at the very least, and thats once I start working on it, I want to do stuff that is't just generic eyecandy for a while (like the nearly complete animation system)
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Sorry if I was confusing... I thought 3 smileys should be enough to point out it was not meant dead serious. As much as I liked to play FSport and ST with that build (it worked fine for me and I am actually still toggling between 365 and stencilshadows) and see future impleme.ntation, I understood clear from Goober and Bobboau that it is not on the to-do list right now due to several reasons... I will behave myself in the future (as good as i can) and post no more stupid jokes...
essence: this Herc is fantastic!
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I think shinemaps + stencil shadows is unrealistic, because you have already shadows with shinemaps and shadows + darker shadows is unrealistic, IMO.
And the herc is superb :yes:
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Err... shadows aren't cast, though, with shinemaps.
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I meant where no shines are, is shadow.
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Not really, where no shines are, is devoid of light.
Shadows would be what my fighter casted on the Colossus in that thread Bob made.
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And that's ignoring the fact that you can have shadows in shadows, too :p
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Yes, but they have the same intensity so you can't see any difference between the shadows. At least shadows casted by one lightsource (the sun).
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It's the dynamism that's important with shadows.... yeah, it's nice having accurate shadows (drawn on maps) from the ships turrets etc etc, but it's the sight of a Sathani or Collosus' shadow slowly drawing across the surface of an Arcadia that has real impact.
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Originally posted by Overlord
Yes, but they have the same intensity so you can't see any difference between the shadows. At least shadows casted by one lightsource (the sun).
No, that's like completly wrong? Not like I even feel like explaining, just look up at light refraction and similar stuff, and learn by yourself.
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Yeah, I know I'm late, but I finally got around to download the model and chex0r it out :)
Except for one minor detail and one huge problem the model really, really is amazing. It's absolutely beautiful the way you worked in all the pwetty detail. And you're the first person to my knowledge to get the cockpit to work correctly, which is another bonus :yes: :nod:
For the model itself, I would've preferred if the little pipes on the engine pods (in the recessed part) wouldn't be modelled in, but only textured. It's a bit of a waste of polies and it would look more detailed(!) if it'd be textured in. However, that's only the minor problem.
The rather unpleasant thing is the textures. It is unclear to me why you preferred to go with a completely new UVmapping when the original one did a rather good job. On your last version of the hi-poly Herc it was almost perfect already (save the few stretching issues), so why throw it overboard and go with a worse UVmap? This is the only real problem with this model. I can see why you added the second (cockpit) texture thingy, and that's fine, but changing the base texture IMHO wasn't a very good idea.
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because its better now!
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becase (more than) half the texture was waisted with the origonal UV map.
now granted the UV map I gave it wasn't perfict but it was quite a bit better than the origonal.
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And in your version, parts of it get reused/mirrored all over the ship instead of having individual texturing like they used to.
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yeah it's more efecent
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Could you at least whack together an optional one with the original mapping? :(
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Sorry for bumping this thread up, but ive got a problem with this herc. I just copied the files from the zip-file "D:\Gamez\Vollversionen\Freespace2\data\models" and run the game. But the only thing i see is the engine glow, nothing from the fighter. Im using standard SCP 3.6.5, the latest official build. Any hints or tips?
Thanx!:nervous: :wtf:
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Seems you are either lacking the map files, or you are not enabling the jpg and tga maps in the launcher.
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Well i got one pof-file, nine tga's and three pcx-files in the zip ive downloaded and everything should be in the right folder.
JPG and TGA textures are enabled in my launcher, only 32bit-textures is disabled, cause i got white texture squares in menus then.
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Are you sure you have the image files in the /maps/ folder?
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*jumps from the next bridge*
Well uhm, i think that means no^^...
I had the tgas and the pcxs in the models folder too. I thought they were right there cause the texture-files from the new Erinyes-fighter are there too and this model works. Why that?
*noob-alert* ;) ;)
P.S. Herc works now^^...
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The Erinyes works because it's using the outdated textures from the VP, probably. Try moving those textures into the maps folder and see if there's a difference :)
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Ahh yes, thats possible, thanks. I see a difference^^.
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Not to throw confusion into this, but at one point in time having the maps in models (or wherever) would have worked. This particular combination (maps for POFs MUST be in maps) was enforced because when ani textures were introduced some of the missiles were getting their techroom ani as their texture instead of the map as the two files had the same name.
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Great model, but a small prob. Shouldn't the fighter06-02b.pcx be in 256 color?
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FS2open should have support for PCXes > 8 bit...
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Well, I get an error running a debug build when it tries to load it. Error goes away when I convert it to 8-bit.
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That looks awesome! Now Whispers... (Apollo or Zues, you KNOW you want to :D )...
BTW is there a tutorial for making blinky lights??? I can make basic glowmaps, but not glowpoints yet. I was more intersted in making docking or nav lights that blink, Like on the Uly.
(Thanks for any info) - Still a newb modding-wise so please keep it simple. Took me a whole year to make a turret (and longer to spell it correctly!)
*Cough* Turrent *Cough* he he...
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Open the Ulysses or another glowpointed ship in PCS and look at the values there. Glowpoints are also documented in the Wiki, and you can search the forums.
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:yes: Will this be implemented in the next VPs?
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It's been in the VPs for awhile now...look at the dates of the posts in this thread. :p
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*smacks head* My bad.. :o :nervous: