Hard Light Productions Forums
FreeSpace Releases => Asset Releases => Topic started by: esarai on September 30, 2013, 11:58:08 am
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Okay hi, I have a model for the contest. PCS2 is being stupid and I might not make the deadline.
I have complete textures all ready to go. Hopefully you'll see a finished product by 5 PM EST today or else no joy.
Peace.
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O_o :yes: :yes:
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Is this really meant to be a UEF, or a UEFg?
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Good luck. :)
Even though I cannot see these types of images, the screen is just white to me! :lol:
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That's an embedded p3d viewer, not an image...
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Here, for those who can't use p3d:
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Misc/Mugaran_zps19ae61eb.png) (http://s1169.photobucket.com/user/Dagguerreotype/media/Misc/Mugaran_zps19ae61eb.png.html)
I feel your pain...
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alright, i can see why someone with rather limited time would want to have more than 3 months to create a beast like this one ;)
great job
in my opinion it would take a really strict person to deny you entry into the contest just because you may post it a few hours or even one day after deadline
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Oh my... look at that monster.
I thought it would just be another fighter! Thanks a lot The Dagger! :)
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Welp, the knell sounds for Murugan, Blender and PCS2 have decided they hate each other and that I have to assign a material slot for every image in the UVs (something never necessary before). I don't have enough time to do that before 7 pm tonight.
And if you think I was lying about the textures:
(http://i.imgur.com/PKon6Ph.jpg)
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That is gorgeous! I really wish the judges will give some more time for conversion...
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Welp, the knell sounds for Murugan, Blender and PCS2 have decided they hate each other and that I have to assign a material slot for every image in the UVs (something never necessary before). I don't have enough time to do that before 7 pm tonight.
that sucks :(
i've never had any luck with exporting from blender if i didn't do this, no idea why it has worked in the past for you at all *ponder*
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Outstanding :eek2:
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That is one beautiful ship.
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Verrrrrry nice. :pimp:
How big is it?
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Is this really meant to be a UEF, or a UEFg?
Its the most giant fighter you has ever better believe it.
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Colossus-sized pls.
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Gargant sized plz
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Deathstar sized plz
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'Skybox' sized please.
I win.
That thing. that. that. that. thing, it's awesome.
EDIT: That name is a farce! it has no spinny thingy!
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I would love to see this being finished so i can add it to Freespace Blueplanet at war.
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As far as the model and textures go it's done. I just need to pof and table it but I can't because PCS2 and Blender had a falling out and I didn't get the memo until they set the house on fire. :(
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uhuhuhu, got cannon? :cool:
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As far as the model and textures go it's done. I just need to pof and table it but I can't because PCS2 and Blender had a falling out and I didn't get the memo until they set the house on fire. :(
Cool are you able to give me a pm once its all finished.
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Would have been criminal to deny this beauty entry because of technical glitches - hence the extension. Good luck Esarai!
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Whoa
A million thanks, Black Wolf! An extra two weeks is relieving. Have worked a lot tonight, technical issues persist. Thought I had them solved, but plan failed and I can't see a method to the madness.
- Texture slots missing: Exactly what it says. Murugan uses 5 texture slots: 2 main maps, 2 damage maps and DocTile6 for debris glows. Of these, only two appear, and are mapped onto all objects. I have tried every iteration of the export settings I can think of, I have applied materials to all faces assigned to each UV and still, the problem persists.
- Several turrets are imported with no firepoints, despite having a clearly defined helper-firepoints-firepoint hierarchy. Unsure of cause or possible routes to solve other than manual input.
- Several turrets have firepoints appended as if their helper object had no rotation. This means the non-vertical VLS systems have misaligned firepoints, despite their helper having proper rotation defined.
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Subsystem debris not importing. Solved! Improperly formatted subobject name. Subsystem debris is not mentioned in the wiki and it's been a while.
The 2nd and 3rd item are inconsequential--alternate routes exist. Primary concern is first issue, improper conversion of UV data. Is it against the spirit of the competition to ask for help on this issue? I have just one more idea for a fix before I'm at my wit's end.
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The 2nd and 3rd item are inconsequential--alternate routes exist. Primary concern is first issue, improper conversion of UV data. Is it against the spirit of the competition to ask for help on this issue? I have just one more idea for a fix before I'm at my wit's end.
Not even slightly. The spirit of the competition - or at least the intent - was to increase the pool of available models. One way to do that is to increase the skillsets of the community's modelers. Not asking for help would be further from the spirit I say!
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Grate job on the model. The problem your having sounds a lot like the one I had with blender awhile back when I tried to use a newer version. I had to down grade back to blender 2.63 to get all of my textures to show up in game.
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this might sound stupid to a well known modeller like you, but check lepanto's model thread, the dagger and I have pretty much given instructions how to solve that exact exporting problem there
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Right on, BW.
Thanks for the tip, joe. I still have a copy of 2.63 floating around (since I overwrote 2.49 like a derp when I installed 2.68a), so I'm definitely trying that.
fightermedic, thanks for the pointer. Read thread. Had a similar idea while going to bed last night, probably would not have worked--involved using the facetexture (name?) option instead of a legit image texture. Thanks for the proper way to do it. I've been fiddling with the export options and my data shows that by all means Copy should not be checked. In my testing it was one of the options that was certain to leave the model with no textures at all, but this was before proper material application. Might change. And no advice is stupid. I've hit so many errors before, I've come to expect hiccups... just this time seems to have gone maximum derp.
UPDATE!!! UVs successful. And yes, Copy must be selected, otherwise the materials have no UV data input. Now to figure out why the turrets are wonking.
DOUBLE UPDATE!!! Found turret firepoint issues. All helperXX and firepointXX objects MUST HAVE NO ROTATION. Also, it is prudent to set your firepoints helper to the object center of the multipart barrels as PCS2 applies the firepoints relative to the arm, not the turret base.
Also I added a blip on the Blender to POF Conversions (http://www.hard-light.net/wiki/index.php/Blender_to_POF_Conversions#Debris:[/url) page about how to do live debris.
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Right on, BW.
Thanks for the tip, joe. I still have a copy of 2.63 floating around (since I overwrote 2.49 like a derp when I installed 2.68a), so I'm definitely trying that.
fightermedic, thanks for the pointer. Read thread. Had a similar idea while going to bed last night, probably would not have worked--involved using the facetexture (name?) option instead of a legit image texture. Thanks for the proper way to do it. I've been fiddling with the export options and my data shows that by all means Copy should not be checked. In my testing it was one of the options that was certain to leave the model with no textures at all, but this was before proper material application. Might change. And no advice is stupid. I've hit so many errors before, I've come to expect hiccups... just this time seems to have gone maximum derp.
UPDATE!!! UVs successful. And yes, Copy must be selected, otherwise the materials have no UV data input. Now to figure out why the turrets are wonking.
DOUBLE UPDATE!!! Found turret firepoint issues. All helperXX and firepointXX objects MUST HAVE NO ROTATION. Also, it is prudent to set your firepoints helper to the object center of the multipart barrels as PCS2 applies the firepoints relative to the arm, not the turret base.
Also I added a blip on the Blender to POF Conversions (http://www.hard-light.net/wiki/index.php/Blender_to_POF_Conversions#Debris:[/url) page about how to do live debris.
Cool Looking forward for release
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Neat. How big is it going to be?
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Colossus sized.
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Wait, so this is really gonna be a fighter? with turrets and big canons?
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It's UEF for Federation, not Fighter. Just like the Colossus was GTVA, not GTVC or GTVCl or something derpy like that. It can be anything we want.
And while I have neutralized many of the issues, the destroyed subobjects insist on being stupid still, mismapping texture assignments. Process bug hunting continues.
Also having issues with subsystem linking. For some odd reason, a subobject called 'slider1a,' when given $special = subsystem in PCS2 and a $Subsystem: entry in the table specifying the name 'slider1a' throws a 'invalid subobject number, this happens when it's in the table and not the model' error and IT. IS. IN. THE. MODEL.
RRRRGGGGHHHHH :mad:
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Part name ending in 'a'... nub guess: maybe it's interpreting it as a LOD thing?
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Even if its interpreting it as a LOD thing, the LOD0 subobject is still [subsystem name]a, and that is the name that goes into the tables.
The only reason FSO should be confused about it if it was [subsystem name]b etc, but seeing as if you "accidentally" put $special = subsystem for alt LODs and omit them from the table, FSO will complain that you forgot to table in some subsystems (aka. this happens when it;s on the model and not the table), I doubt this is the issue at all.
It seems to be the reverse, FSO can't find the subsystem (listed in the tables) on the model.
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Which is strange as hell because the names are identical.
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Something that helped with similar bugs in the Ravenna:
Go to PCS2. Purge Cache. Delete everything in the subobject property box. MAKE SURE you delete the stray paragraphs that sometimes crop up. Write it again. Save.
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What happened to the trench like opening at the prow? I thought this would be some sort of launch bay.
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Hello BSP my old friend,
I've come to purge you yet again
because an error softly creeping
left its seeds while I was loading
and the text that was planted in my log
still remains
amid the sound of warnings.
About the trench, this ship was never meant to have a fighter bay, although that could make for a very badass launch sequence.
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So I purged them BSPs and rewrote the subobject properties and no change. I'm not hallucinating, the names are identical in table and pof and FSO doesn't like them. Possible extra characters sneaking into the pof subobject name?
UPDATE! It really helps if I remember to move the updated model INTO the game's model folder. Subsystem issues are solved. Now gotta figure out why the point defense turrets' barrels track their targets orthogonally.
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Now gotta figure out why the point defense turrets' barrels track their targets orthogonally.
Hmm, you didn't happen to leave some subobject rotation in (unapplied to the mesh) before exporting?
Nice ship, BTW :)
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So I purged them BSPs and rewrote the subobject properties and no change. I'm not hallucinating, the names are identical in table and pof and FSO doesn't like them. Possible extra characters sneaking into the pof subobject name?
UPDATE! It really helps if I remember to move the updated model INTO the game's model folder. Subsystem issues are solved. Now gotta figure out why the point defense turrets' barrels track their targets orthogonally.
HAH! Enioch, troubleshooter extraordinaire to the rescue!
Did you flip the x normals in the turret's uvec?
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Yeah I handled extra rotations with extreme prejudice this time around. EXTREME. The only rotations that snuck up on me were those in the helpers. They have been dealt with.
And yes, the normals are flipped. Turns out it was how I defined the rotations. The base must have fvec and uvec defined, and then the barrel must have the axis about which it rotates defined as well, if it's not a non-global axis.
So basically yeah I have the pof figured out, gotta fiddle with the main model a little bit more, but we should be golden.
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About the trench, this ship was never meant to have a fighter bay, although that could make for a very badass launch sequence.
Ah, my bad then, still I like the design.
Good luck.
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What's the proposed armament of this ship?
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What's the proposed armament of this ship?
Kitten Cannons that shot nyan cats
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Deadly armament right there.
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Deadly armament right there.
damn right
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Does this pretty thing have to do with Shambala?
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Of course. Those kitten cannons aren't just for show, you know.
And why (http://youtu.be/BeGjTiUqw8U?t=56s) do you think Axem has just finished developing a dubstep beam?
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Of course. Those kitten cannons aren't just for show, you know.
And why (http://youtu.be/BeGjTiUqw8U?t=56s) do you think Axem has just finished developing a dubstep beam?
Good one Darius
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Does this pretty thing have to do with Shambala?
spoiler alert: shambala will turn everyone into laporte
except with an obsession with cats and dubstep
:nervous:
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So Esarai hows it all going down?
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Just throwing out reminders about this being the last day of the competition. I saw Matththegeek's pics in the CoFS thread, so this is obviously ingame - please remember to release before midnight tonight GMT so we can consider it for the comp.
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Yeah, no point witholding it anymore. It's good enough, it can be fine-tuned later if needed.
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FINE TUNE EVERYTHING.
Fine-tuned pof iteration 1 done, testing now. Made a few updates to the textures, gotta recreate the DDSs, once done will release the insane resolution version, followed shortly by the sane version.
UPDATE! That was easily the smoothest test run I've ever done. On to textures.
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OKAY. Get your Murugan here (http://www.mediafire.com/?01ghgc4945qs4dc).
Murugan v0.9 is released. All maps are 4096s because I hate you all and have no qualms about sacrificing your GPUs on the altar of the graphics gods.
As usual, this model is hereby released under a creative commons, non-commercial, attribution, share-alike license. Feel free to use as you see fit.
Now, for what's inside:
- 1 really big gun frigate
- Ship, muzzleflash and weapons tables
- Several effects borrowed from the BP mod pack for weapons
- A few effects from my own modpacks, for MORE weapons (made before contest, please do not include in judgment)
- A missile model I made a while back because I felt like it (same deal)
The UEFg Murugan features 2 gigantic railguns for maximum sniping, four three-gun mass driver turrets for intense bombardment, 12 CIWS guns for swiss-cheesing fighters who suffer extreme cases of the dumbs, and 3 RAM vls-launchers to tell bombers to piss off. Comes with a lot of debris, destroyable engines, destroyed submodels for engines and turrets, a few destroyable armor plates, 4 LoDs, nameplates and a cup holder.
And I'm gonna go ahead and call out a glitch in the model I haven't been able to eradicate: the side-mounted CIWS guns' destroyed models' final resting position isn't the one the turret died in. No idea how to correct this, attempts have failed. Solved and updated.
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:D
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lel null MoI
might wanna hit Recalculate
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MEGA DERRRRRP. File updated.
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Oh Esarai, my 3d god, mm...may I dare to speak to you? Semper laudata tua magnificentia, semper laudata tua tridimensionalis sapientia... but two couples of those inverted russian-like fore missile launchers seem to be obstructed by the ship's structures! :o ... :) (if they are launchers of course...). Anyway it's a fantastic ship! congrats for your victory in the modelling contest! ;) :yes:
A little OT: I had a look to the Horizon on p3d.in and I saw the big reactor you placed inside and it's full of warped pipes and other curvy stuff. How did you manage to keep the overall poly count at acceptable values? I'm struggling with warped pipes on my ship, because they push the number of facets to unacceptable values? Your p3d poly counter says the Horizon is 85400 and that's a dreadnought; my ship (here: http://www.hard-light.net/forums/index.php?topic=84699.0 (http://www.hard-light.net/forums/index.php?topic=84699.0)) is a frigate and it's over 125000 polys. What am I doing wrong?
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That reactor was a) unfinished and b) detailboxed, iirc
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I think the primary difference is how many longitudinal subdivisions we used. I'm looking at several of your forward railguns and there are a lot of subdivisions length-wise, but given the nature of their design there's not much to be done about that without making them look really derpy. I'd watch out for any unnecessary subdivisions. On their front-most faces there's an edge cutting a ring in half that doesn't need to be there.
Also, looking at the engine/subsystem greebling, that's a bloody fantastic job you're doing in there, just don't have 12 subdivisions down pipe segments that are straight. Those can all be represented by 1 continuous cylinder until they reach the curves. Also, you can dial back the azimuthal edge count for smaller pipes and it'll still look fine.
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Thank you for your advices! I fixed the cylinders' subdivisions where they were unnecessary. I'll soon address the railguns issue too.
OT closed, thanks! :D
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i hope one day knows something to make that class of giant and beutiful ships, for now.. i stay with my blender cube.
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I've released a shielded pof version of the Murugan, as well as the PBR reflective map (the reason I don't make unlit/AO maps that I don't have any raw PNG textures, including Blender-generated AO, that Esarai have). When Esarai first made the post three years ago, FSO didn't implement PBR at the time. Now, with PBR, realistic things are happening. It is available here in my Dropbox:
https://db.tt/Ay3pPwMyyJ (https://db.tt/Ay3pPwMyyJ)
EDIT: It requires the full pack, which can get it here (http://www.mediafire.com/?01ghgc4945qs4dc).