Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: bobbtmann on October 16, 2011, 10:45:30 pm
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Good news! My version of the Sathanas is available for download on freespacemods.net
Special thanks to zookeeper for rigging and importing the model, and to Rga_noris for his shp.tbm and support.
(http://i1211.photobucket.com/albums/cc433/bobbtmann/SJ%20Sathanas/FinalRelease.jpg)
The 4096x4096 version:
http://freespacemods.net/download.php?view.813
The 2048x2048 version:
http://freespacemods.net/download.php?view.812
p.s. freespacemods.net has the correct pof.
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Definitely checking this out. :D
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It has its own feel, no less bad-ass or awesome than the one made by Rga.
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Oh, I was dreading this day would never come. I really liked the design when I saw it in the wip images.
Glad you released it, I'm going to see how high noon looks with it.
Edit: Wow, that looks a little scary. Like a living creature or something. Certainly a unique take on shivans.
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Great work!
As has been mentioned, it does vary from the typical style of the Shivans in so much that the overall design seems to flow in one direction. Also, I've always felt that the general shape of a Shivan ship is made by the some of it's parts, as opposed to appearing as one large, single piece forming the shape... The Lucifer is a great example of what I'm getting at.
But that's not really a critique, merely an observation on the style you chose and then executed beautfully. It looks great!
Oh, and baked glow FTW.
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Out of curiosity, I will be grabbing this later today (maybe, if I have time) and comparing its performance to RGA's :P I suspect it might run a little faster?
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Awesome work.
R
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:yes: I wanna see the GTVA cry when they see both juggernauts.
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Out of curiosity, I will be grabbing this later today (maybe, if I have time) and comparing its performance to RGA's :P I suspect it might run a little faster?
I'm not sure. It has fewer polies, but it has four extra textures which I understand to be a more important factor when determining speed.
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??... You only have one extra set (a set being diffuse, -normal, -glow, -shine).
EDIT: OH I GET IT.
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Yup. One extra set. I was originally going to have five sets, but I felt that five was a bit decadent.
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yes!
gotta test this tonight.
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Edit: Wow, that looks a little scary. Like a living creature or something. Certainly a unique take on shivans.
Yeah, it looks like a bug - that kind of bug that even gives a grown up man a short shiver of primal fear at the first look. ;)
I like that organic, insectoide style for the Shivans. Compared to the utilitarian style of the Humans and the streamlined style of the Vasudans it's Alien.
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I prefer the jagged "technology gone Horribly Wrong" style of FS1 Shivans. It's obviously metallic and technological but extremely unsettling and alien.
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Looks fantastic--this community has built itself a tremendous hoard of riches, particularly with the Shivans of late. Juggernauts for all!
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Alright. Running the 2nd alpha shadows build by Valathil, with its requisite shaders, FXAA off, postprocessing (bloom, contrast tweak) on. 1440x810. All fps readings from ship lab.
RGA:
default zoom: 47-49 fps (min/max. Didn't do average)
Zoomed in all the way: 27-31
bobb:
default zoom: 69-75
zoomed in all the way: 38-42
I dunno... Might just be my 3 year old hardware bottlenecking in a place where newer computers don't. Also might have to do with shadows being cheaper on a model with fewer polies.
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I would definitely be interested in results from a non-shadow build.
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So, it ended up working all right in-game? Cool.
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It uses 4 textures of equal size. Can't they be merged into a single one? Can FS even handle 8k textures?
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It's less about what FS can handle than what most GPUs can handle.
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Well, basically, it's like this. Yes, you could merge it all into one giant 8096^2 map (Actually, I would be interested in seeing how that compares, performancewise).
However, 4096^2 is a safe size, in that anyone who has spent some money on graphics hardware can use them. A n 8192^2 map, especially when combined with shine, glow and normal maps, will take a lot of GPU memory, and on systems with only 256 or 512 MB of video RAM, will cause incredible slowdowns.
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The 2048 x 2048 version appears to be available now. I didn't notice any difference between the 2048 and the 4096 as far as appearance or perfromance. I assume this is probably due to the 1440 X 900 resolution I am using.
I get about 48 fps in the tech room and it goes to 60 fps if I turn off FXAA. Just for comparison I get about 50 FPS for a Ravanna and 60 fps for a Demon. This is with the Shadows build.
Using the latest nightly build (no Shadows) with post processing and FXAA active, I get 60 fps
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(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/ItShootsSideways.png)
Shortly after this screen the other two cannons opened fire also, trying again a total of five times in which it fired from angles of 90' - 150' each time. I played through this another five times afterwards with the Retail Sathanas which never fired from these angles, restarting after it reached the Colossus's bow. To my knowledge there isn't an actual mission with ships attacking the Sathanas from its flanks, but I haven't played many campaigns recently. Either way, the behavior isn't normal.
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I fixed the 2048 version link.
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This is going into Inferno.
R
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Very nice! The Sathanas actualy looks good now!:)
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Very nice! The Sathanas actualy looks good now!:)
No offense, but have you seen the other one (http://www.hard-light.net/forums/index.php?topic=74203.0)?
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I always imagined Sath as a giant insect instead of something mechanical. I will use this version, nice work :yes:.
BTW. I've noticed wrong vector of main beams' firepoints. One of the main flaks has the same issue.
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I always imagined Sath as a giant insect
Yeah, when I first saw it's briefing icon I thought "it's a giant space flea"
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I always imagined Sath as a giant insect instead of something mechanical. I will use this version, nice work :yes:.
BTW. I've noticed wrong vector of main beams' firepoints. One of the main flaks has the same issue.
:banghead: And I knew that it was something I had to look at before releasing.
Is there anything else wrong with it that needs fixing? Do the barrels on the flak line up right? I can't tell in pcs 2, and Freespace 2 seems irreparably broken. You guys are pretty much my only way of testing it.
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Try runing it in debug mode with no other mods. I get something about the shivan#piranha. Perhaps it's just my end though, my computer right now is all sorts of messed up in terms of freespace.
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I would definitely be interested in results from a non-shadow build.
Nightly build r7904:
(Just to be clear, I used the 2048^2 textured versions for both sathanases)
Same graphics settings as before, fps read in ship lab.
bobb:
98-108 zoomed out
47-57 zoomed in
rga:
72-75 zoomed out
36-45 zoomed in
These settings are obtained without the new shadow code.
4 gigs of DDR2-800E RAM,
mobility radeon 3650 @ 590/790, 512MB GDDR3
core2duo 2.4GHz.
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Very nice. I like the more subtle glow of this one.
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I always imagined Sath as a giant insect instead of something mechanical. I will use this version, nice work :yes:.
BTW. I've noticed wrong vector of main beams' firepoints. One of the main flaks has the same issue.
:banghead: And I knew that it was something I had to look at before releasing.
Is there anything else wrong with it that needs fixing? Do the barrels on the flak line up right? I can't tell in pcs 2, and Freespace 2 seems irreparably broken. You guys are pretty much my only way of testing it.
I fixed firepoints of the main beams and flaks, plus a few small issues.
>>>LINK<<< (http://www.mediafire.com/?avp3yvapjge7va7)
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That doesn't quite resolve the issue in its entirety. I layed out three Colossi in a way that to hit the two to the sides the beams would have to fire at a 45 degree angle outward; the Retail Sathanas would not fire at these two after watching for several minutes, it only attacked the center Colossus. I then used the fixed Sathanas, it attacked all three firing at the most extreme of 90 degrees outward.
This screen is unrelated to the firing arc problem, but rather something else: Its chargeup effect (While stationary) is farther back than the orb itsef. This is with the initial and fixed releases but not occuring on the Retail model.
(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/ShootingSidewaysandFunnyChargeup.png)
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Retail one's beams have fov only 90, this HTL have two times bigger. I haven't noticed this, but it's easy to change in pcs2 and it's the smallest problem. As I see, particles from the beam cannons are spawning in the centers of submodels instead of firepoints. Submodels of the main HTL Sath's beams are much bigger than in low-poly model, they are almost half of the spikes. Submodels of the main beams from the retail model are just sharp engings of the whole arms... I think the centerpoints of the submodels of main beams needs to be moved on the end of the arms, where the beam fires. Needs to be done in modeling program.
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that means shooting down the fangs on the newer will be easier because the submodel is bigger?, I don't have a clue so I have to ask.
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Yes, that is most likely correct. By a lot actually.
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I'll see about moving the centre point.
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(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/ShootingSidewaysandFunnyChargeup.png)
This shot is terrifying. :shaking: An excellent show of bob's skills. :D
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I like it, the overall form looks organic, but the individual pieces are all very hard edged and metallic.
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I tested the latest version with fixed main beams. It seems to work! Look at this, he's just slayin' my capships :D
(http://i54.tinypic.com/34zeu4j.jpg)
And as you can see, now particles works fine.
(http://i55.tinypic.com/qz3w3s.jpg)
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hell yeah!!
link?
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Here's a link:
http://www.mediafire.com/?76nadnv9abedfhb (http://www.mediafire.com/?76nadnv9abedfhb)
I also attached a link to the first page, in case this post gets buried.
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Files updated.
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(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/ShootingSidewaysandFunnyChargeup.png)
This shot is terrifying. :shaking: An excellent show of bob's skills. :D
Agreed. Bloody hell!
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i never put things like this in my freespace folder. were do you put the pof file? data models? :confused:
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The vp on freespacemods.net has been updated with the correct pof. Just follow the link on the first page. :)
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i know that, but when you download it were do you put it?
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I think you put it into its own folder in your main FreeSpace2 folder. Then in the launcher you select that folder (the one with the vp) as the mod you're running.
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or drop it in the mediavps folder and play some real kick ass fs2 campaign missions.
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I was thinking about merging those four maps into a single one and I was thinking so hard that I did it. I did not know what to do with it so I decided to simply leave it here (http://www.2shared.com/file/bA3GM2rP/wings3d_10.html). It is in dae but it is definitely not ready to be converted to pof and needs some work on hierarchy and smoothing, since they most likely weren't preserved. If anyone cares much enought to take care of it.
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This spaceship sports a truly threatening visage. Every element of this masterpiece screams malice, and the level of detail emphasises its enormity. I cannot congratulate bobbtmann enough.
I flew around it earlier in Bearbaiting, running Valathil's shadow build, and found that some of the flak turrets can shoot through its own hull. I do not know whether this is the case with the retail model.
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I don't know for sure, but it wouldn't surprise me if that was the case on the retail model as well, since that happened with several of :v:'s models. Those two main flak batteries always seemed to have some pretty significant angular range.
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Yeah, they've always shot right through its "face" I know.
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Small Nitpick: There's a part on the glow map that looks a bit unnatural to me. I was examining the model, but couldn't figure out where the highlighted glow is "projected" from. It's not in any direct line of sight of any of the red glowy "windows", as far as I can tell.
Did anyone else notice this?
[attachment deleted by a basterd]
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Well, it had to have come from somewhere. Is it in view of the engines? I know they cast a big glow on the front legs.
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I was actually wondering if the lights placed for the red slit right under it might have been too high or bleeding thru the geometry. The glow might be coming from the engines as well, but parts of the hull closer to the flame/light are dark.
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I tested the latest version with fixed main beams. It seems to work! Look at this, he's just slayin' my capships :D
*snip*
I absolutely love the Sathanas in these shots, great model. I also love the color effect (or lack of) in these shots, are those specific for "shadow genesis" or are you using specific shaders? Can't really tell if it's just the backdrop that gives it this unique feeling or if there are specific shaders at work ;)
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Its just the background. SG has no dedicated shaders.
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Any Chance we are going to be seeing a new version of the Demon? it's my favorite ship in the shivan fleet, but nobody has touched it yet!
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Very nice
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Any Chance we are going to be seeing a new version of the Demon? it's my favorite ship in the shivan fleet, but nobody has touched it yet!
Maybe next year? If nobody has started it by then, then sure, I might re-imagine it.
Very nice
Thank you.
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TrashMan had started on one a few years back, but I think he lost it in an HDD crash.
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Any Chance we are going to be seeing a new version of the Demon? it's my favorite ship in the shivan fleet, but nobody has touched it yet!
Yes - in 2020 😜