-
BETA PACK RELEASE
Go Here (http://www.hard-light.net/forums/index.php?topic=71036.msg1558485#msg1558485)
Ok, If you have spent ANY time in IRC, then you have seen most of this. I like to see how things progress so I'm sharing what I've got here. Also, this is a preemptive cry for help. This bad boy is gonna need textures. Soon. (Everything has been lvlshot'ed)
I shared this image on IRC a while back and Goober replied with "You've got to be kidding me"
[image removed]
Well, I wasn't kidding... as you can see.
[image removed]
I have a few more objects to create, then I gotta texture it. And I'm gonna need help because texturing is not my strong point, not even by a longshot.
-
pr0n alurt, I see arse. :P
But seriously, this is outstanding work.
-
NICE
-
Sheer amount of awesome overwhelming.
-
You never fail to produce epic content, mixael. Excellent job, pilot.
-
Believe me if I could assist I would. This is a worthy object.
-
wow, that's amazing... love how you work and the details you put into it.
pure win :yes:
-
texturing that is gonna be a lot of FUN XD
for sanity's sake, keep to procedurals as much as possible.
-
FRAK YES :jaw:
-
yeeeeeeeessssssssssssssssss
-
This is awesome. Very elaborate way of flipping Goob the finger! ;)
-
This is awesome. Very elaborate way of flipping Goob the finger! ;)
:nervous:
That was not my intention...
-
I literally love what you've achieved.
The whole caboodle.
Cutscenes, this thing.
When you start on MVP assets, I will buy you an internet.
-
This is awesome. Very elaborate way of flipping Goob the finger! ;)
:nervous:
That was not my intention...
I know. I just thought I would make laffs. ;)
-
Heh, I wonder how many other people are working on this. One thing I've done differently though is the fighter tray. It's customizable to fit all the fighters. I was planning to complete a few more bits before starting texturing, but time for a change of plans
(http://i229.photobucket.com/albums/ee67/waternz/mesh/Mainhall-pieces.jpg)
-
My browser choked and died. Quite image heavy.
But holy wow.... I can't believe you decided to do this. I can only imagine the awesome for when this project is done.
As a side note, could you please render these at high resolutions in 4:3, 16:9, 16:10 when you get to finalizing? Might as well address widescreen stretch issues now that you've made the whole scene.
-
Texturing this has got to be simple... there's no UV mapping involved, you can use Max materials everywhere.
-
Except that I need a good chunk of bump mapping which is going to require UVs...
-
Except that I need a good chunk of bump mapping which is going to require UVs...
and? auto-unwrap it so it looks decent, and use procedurals.
-
Max can do bump-mapping on procedurals and tile textures. Why would you need UVs?
-
UV's can provide more control in some cases. and this is not reserved to max, any 3D package which can handle multiple texture projection types and has capability to use procedural textures, can do so.
-
Ooo, I was just thinking, if someone were crazy enough (and the original files were hung onto), this could (in the distant future) lead to a StarCraft 2 -style walkable mainhall :p
-
Ooo, I was just thinking, if someone were crazy enough (and the original files were hung onto), this could (in the distant future) lead to a StarCraft 2 -style walkable mainhall :p
no. just no.
-
c'mon, you know you want it ;)
-
Ugh... no... This way I can cheat.. nothing behind the camera is modelled and I do not want to be forced to add all that extra detail.. this is plenty as it is.
-
c'mon, you know you want it ;)
no, no i dont and i found it utterly redundant and irritating at best and downright idiotic at worst.
-
'scuse me, I think I've gotta go clean up >.> :yes:
-
CAN I HAVE YOUR BABIES
-
Ist it in any (far far) way possible to have something like a 3D-animated menu background? Even if it's just a flash-videoloop or something :shaking:
And with a fixed camera of course.
-
Ist it in any (far far) way possible to have something like a 3D-animated menu background? Even if it's just a flash-videoloop or something :shaking:
And with a fixed camera of course.
what, like FS1 and FS2 had? why bother with in-engine rendered stuff when you can get higher res stuff just out of standard pre-rendered anims (which is exactly what mjn.mixael is doing)
-
Alright.
Now I just lean back and let greatness happen. Not in an arrogant manner :nervous:
-
mjn.mixael, your talent forms of the jewels of the community
-
Details Details... :D
[image removed]
-
I like.
Are we going to get a sample of what the thing might look like on 16:9 or 16:10 ratios, or are those not going to be done?
-
Unless you employ some anamorphic trickery, those aren't going to work anyway, as 1024x768 is the highest possible resolution for interface art.
-
Wow, great work! :D
-
Unless you employ some anamorphic trickery, those aren't going to work anyway, as 1024x768 is the highest possible resolution for interface art.
I was considering that...
-
And I'll be interested to see how it'll work.
-
This is pretty fukken great.
I wonder... if you save all of the assets individually, could one perchance re-arrange stuff and have it look as if it was a mainhall of another ship?
After all, much of the architecture is "standard".
Modelers could just set a new viewpoint, and then play "build it yourself" by copying and pasting stuff (and creating few new ones) so it can be a new design.
-
You would have to be pretty careful where you place the viewpoint though. It's very selective; nothing behind the camera is modelled or textured.
-
Not changing the viewpoint.
Making a new scene out of already existing assets.
Pretty sure modeling a few walls and floors, and then copy pasting the doors, pipes, cables and terminals, would work quite well enough.
-
Unless you employ some anamorphic trickery, those aren't going to work anyway, as 1024x768 is the highest possible resolution for interface art.
I was considering that...
:nod:
-
Not changing the viewpoint.
Making a new scene out of already existing assets.
Pretty sure modeling a few walls and floors, and then copy pasting the doors, pipes, cables and terminals, would work quite well enough.
I am doing this with that in mind. Most of my pieces are built as separate objects and merged into one scene. The walls and floors are custom made for this scene. The piping in the wall is a little of both. The pipes can be used, but the cutout areas in the walls are built into the wall.
My plan has always been to release all the assets when I'm finished. The same goes for my cutscenes if you were wondering (that means, hi-poly character models mostly).
-
That is very good to know :)
-
Sometimes it's the little things...
[image removed]
Also... giant cookie reward if someone supplies the Herc with an open cockpit and maybe some smoothing on the nose...
-
Wow man. Just. Wow. That's like... Whoa.
-
Looking better and better - but I think that the floor is a little bit too rough for the flight-deck of a starship. Maybe reduce the normals on that a li'l bit?
-
Looking better and better - but I think that the floor is a little bit too rough for the flight-deck of a starship. Maybe reduce the normals on that a li'l bit?
It was like that in the original...
-
Then the original is wrong :drevil:
Seriously, I would smooth it a little bit. Just because it sticks to the original it doesn't mean that it looks good IMO.
But the heck with it! First concentrate on the big picture - details line up after that.
-
Well I think it should stay the way it is. It might look weird now, but with the right lighting it'd look very cool. :nod:
-
I have faith in go... mixael.
-
The floor does kinda look like concrete... Granted, it was like this in the original, but wouldn't metal make more sense in a starship?
-
Modern-day carriers have a sort-of concrete deck.
-
The floor does kinda look like concrete... Granted, it was like this in the original, but wouldn't metal make more sense in a starship?
It's called nonskid. They put a thick layer of fire-retardant shock-absorbant stuff on the floor to protect the decks below from minor hanger accidents. For a ship like the Galatea in a major war, with refits few and far between, it would start looking a lot like that.
-
This is great! I was starting to get tired of the really old mainhall looking lousy when everything else looks so good!
-
And I ___ in my pants.
Seriously lovely work. I must also commend the speed at which you work. Just wow.
-
Snail thought is was neat to see the mainhall from different angles. Me too.
This one shows off the Herc that Galemp whipped up for me. He rounded out the guns and opened up the cockpit among a few other things. ;7
-
Pure win.
-
Snail thought that?
I thought I thought that :p
****ing fantastic at any rate.
God damn. I love.
-
It's called nonskid. They put a thick layer of fire-retardant shock-absorbant stuff on the floor to protect the decks below from minor hanger accidents. For a ship like the Galatea in a major war, with refits few and far between, it would start looking a lot like that.
Okay, carry on then :D
-
Even if we can't have it full explorable in-game, it's still awesome. Hmm... one might even be able to make an FPS mod using the assets :drevil:
-
Even if we can't have it full explorable in-game, it's still awesome. Hmm... one might even be able to make an FPS mod using the assets :drevil:
i thought someone already had the idea for an FS based FPS, would be quite a strong moment for anyone who has played FS1/Port to walk into that view
-
I sincerely doubt that these assets would work very well in-game. They aren't even close to being optimized... They just look good in video/images.
-
Yeah, when it comes to pre-rendered stuff, you can easily have a blatant disregard for performance optimizations with no setbacks.
-
I sincerely doubt that these assets would work very well in-game. They aren't even close to being optimized... They just look good in video/images.
So what? As long as you plan to release the assets (which seems to be the case), you don't have to do the work to optimize it, and it's available if someone with a lot free time wants to do something cool with it.
-
Just because I can...
(This may take a second to load)
[image removed]
-
big is BIG.
I bet even FS will lag to load that one up :P
-
FS hardly will lag, this won't be higher res than 1024x768.
-
Hmmm... That's not too great a resolution at all.
I suppose that's another one of the awful interface issues to be rooted out in the future?
-
Hmmm... That's not too great a resolution at all.
I suppose that's another one of the awful interface issues to be rooted out in the future?
I hope so...
-
The computer monitor easter egg is win :D
As a side note, I'm getting a slight impression from the vanilla main hall that the railings have sheets of glass in them. They go from the ground to the thinner of the two horizontal yellow bars. Obviously, since the interface is like 640x480 or something terrible, I can't be sure.
-
That doesn't make a whole lot of sense...
Either way, I didn't model this straight from a screen of the Galatea. Many of the assets were modelled from other reference images like the 3000x2250 Bastion. I even found some stuff in :v:'s renderings of the FS1 Intro Comm station usefull. I have meticulously poured over all images from :v: to come to the best solutions possible to create these assets.
All that to say that the railings in the Bastion are just a painted yellow bar.
-
You're right, I took at look at http://img692.imageshack.us/f/stillmainhall02.jpg/ and saw that the railings are indeed as you have them.
-
:eek:
...I didn't realize I was important enough to make the monitor Easter egg...
;)
-
Just a fantastic job on all accounts.
Stellar work.
-
You made the little medical cart thingy! Hooray!
-
I'm surprised no one has complained about my textures yet :nervous:
-
ZOMG THEY'RE A SLIGHTLY DIFFERENT SHADE OF GRAY YOU SUCK :hopping:
-
Granted, the idea of having the scene actually displayed as a model rather than the static image + animations we have is cool, since we don't have translation support in animation control, it would be difficult to open the door. :rolleyes:
That would probably be better done using the gr.drawModel scripting function, which does not require an actual ship. Draw the main model, draw one half of the door, draw the other half, etc., all without having to create a single ship.
However, previous conversations about a 3d mainhall indicate that mjn.mixael is primarily concerned with making 1024x768 pre-rendered mainhall art (although, if I understand correctly, he intends to release the 3d assets).
-
I've split out all the useless talk about cables. Let us enjoy this thread of awesome again.
-
I've split out all the useless talk about cables. Let us enjoy this thread of awesome again.
Indeed. :)
-
Wow, far out that's shaping up spectacularly. Awesome work man. :)
(And yes the medical cart thingie is awesome. :) )
-
Well I have finished all modelling and texturing for Galatea. Cobra is still working on the wall textures. Marines are till in-progress.
[image removed]
I've also been working on Bastion at the same time, just not to the amount of Galatea. However, now that all models and textures are finished in Galatea, I have imported and placed them in Bastion, nearly completing the scene. I'll put up a WIP on that as soon as I finish up the lighting.
-
Brilliant.
-
Feels like home. :D
-
Can you take a look at cleaning up the barrels at the bottom/foreground slightly?
The texture doesn't quite flow around the shape, and makes it look like there's a crack in the model.
- It also looks like the texture isn't 'bending' at the corners of the barrel, but slightly past each corner. That might be related.
It's only those two that are right at the front, because they are so close to the camera.
-
Hot damn.
-
What about textures in the Ready Room or Campaign Room or Barracks?
-
That looks very good, quite like the original.. but with moar details.
Me likes a lot, you guys are quite good at this :yes:
-
This is very nice - one thing I keep noticing is the water on the floor - it just seems a little like low-poly shapes lying on the floor. The computer is awesome...
-
What about textures in the Ready Room or Campaign Room or Barracks?
The hallways are textured. The I haven't decided how I'm going to do the Ready Room, but it will be a quick job once I finish the pilot to sit him inside the door there.
-
You mentioned you're doing the Bastion now.
If you had to give it a ballpark gut reaction, how much easier would you say Bastion is going to get done, now that you have the Galatea?
-
I've been working on Bastion for a while, getting the layout in and whatnot. Since I modelled and textured everything for Galatea, it's a matter of literally copy and past for the most part. When I modelled things like the Techroom and Optionsdesk, I worked with that in mind. Which means that all of my models are fully detailed for all views.
I have to detail the walls of Bastion (which is a lot on the ceiling), create the elevator exit thing, and the motor vehicle back by the Ursa. Texture those and it'll be done.
Obviously all this is ignoring the fact that I need to finish the Marine, Officer, Engineer, and probably Pilot models to animate and really complete the scenes.
-
Yeah, I would have assumed doing humans would be the biggest ***** to do.
With the rest... assuming someone was making a unique mainhall that isn't constricted by carefully copying some other work in order to make it authentic, and without human animated models...
Sounds very promising.
-
Can you take a look at cleaning up the barrels at the bottom/foreground slightly?
Looking at the original... these should actually have some focal-range blur added to them, which would make the texture issues moot.
-
Good call, I forgot about that.
-
Looking really, really nice :nod:
But why are the cables on the floor so thi- :snipe:
-
Holy crap that is looking sick! Here's hoping awesome work like this and Water's full hangar scheme can be combined to produce custom main halls for mods and other goodness... :yes:
-
Gents. Here is the Bastion WIP I promised. Just need to finish the walls, ceiling, and floor. After that I add the two carts and missile rack.
One thing I want to say that pertains to both Bastion and Galatea mainhalls I'm making. Consider them more like upgrades than simple remakes. There are things that I have deliberately changed and some things that I've improved. Simply put, I'm really trying to capture the *FEEL* of the originals rather than recreate them vertex for vertex.
-
(http://img96.imageshack.us/img96/5111/yessssssss.jpg)
Honestly though, as far as accuracy is concerned, you can put ****ing Mickey Mouse in that shot, and I'd still know where the scene is supposed to be taking place. Changes and upgrades are only natural.
-
Nice use of 1Pt Perspective, really gives the Bastion hangar a sense of scale. Awesome. ;)
Edit: Oh wait, the original did so also (but not as precisely? hmm). Still, it's good work.
-
Gents. Here is the Bastion WIP I promised. Just need to finish the walls, ceiling, and floor. After that I add the two carts and missile rack.
One thing I want to say that pertains to both Bastion and Galatea mainhalls I'm making. Consider them more like upgrades than simple remakes. There are things that I have deliberately changed and some things that I've improved. Simply put, I'm really trying to capture the *FEEL* of the originals rather than recreate them vertex for vertex.
You could add struts or some sort of support under those bombers. It always bothered me that the Medusa was laying on its weapon pod. Granted it's a sturdy design but I doubt it should hold up like that.
I wonder if you and Water could share resources to improve each other's work. He's created a cool "hanger"/"strut" system, I wonder if you could adapt it for the Bastion.
-
Yeah, my question is - what do they do with the Herc 2's? Most of the other ships look like they could support themselves if necessary, or would have the room for a small landing strut (X-wing/Y-Wing style), but the Valkerie and the Herc 2 have some serious 'vertical' to contend with.
-
They get supported in special docking cradles similar to the ones used for the Herc 1, I guess.
-
This is beyond awesome. I have an intense desire to stroll around those hangars now. :D
-
****! that looks great.
-
I second that.
But I have one general question:
How do the hangar crews manage not to die in vacuum because of the big open gate back there?
Okay, then you could say: Shield systems! But they had no shield systems before the shivans arrived and there is nobody with a spacesuit running around. Even with shield systems you have to shut them down to a very low level so ships could get past through it. Has this been discussed before?
Despite that small fact: It's great ;)
-
It was never explained, though in the original render, there does seem to be some film of crap over the opening, even though it's transparent for the most part.
Either way, we've seen what Terrans look like in vacuum Zero-G, and we've seen what they wear in pressurized hangar chambers.
Explanation doesn't matter when we already know the supposed behavior. All it takes is simply emulating it and coming up with whatever explanation you want for it.
-
i'm just going to assume they had a "vacuum shield". not good enough for weapons but somehow keeps the air in. :)
-
there was discussion of shield systems in the tech description of whatever the heat seeker was called, and it was in service before the shivans showed up, so the GTA had SOME shielding tech of some sort before the Shivans showed up, it would make sence if it was of a level that would allow air preserving shields.
also I don't know if it has been mentioned, but Styx had a completed GTA Marine model that would probably be useful here.
-
Yeah, a "deflector array" at Ross 128, against which the MX-50 was ineffective.
-
i'm just going to assume they had a "vacuum shield". not good enough for weapons but somehow keeps the air in. :)
Just substitute the comparable Star Trek/Wars tech. I'm sure that's what :v: did. :p
-
also I don't know if it has been mentioned, but Styx had a completed GTA Marine model that would probably be useful here.
Eh? How detailed? Because the Marine I create/use I want to be the same one that I will use for the cutscenes (Hall fight anybody?)
Anyone have this model?
-
it was intended for such animations. you should try to contact him about it.
-
Ya, the Terrans having some sort of shielding tech would only make sense, because otherwise, you wouldn't expect them to be able to reverse engineer Shivan shields that quickly. IMHO anyways.
-
I don't disagree with the shielding stuff, but from my studies of the reference images, I'm pretty sure that open area in Bastion is a window and not a launch tunnel. If it were the launch tunnel, the doors on the right lead outside the ship... not to mention the lack of seeing the runway outside. Also, the hi-res render shows a light gradient over the open area, suggesting refraction of light from some sort of transparent material. I have concluded that the Bastion mainhall is located on some sort of fighter storage deck or something.
If we consider this a window...
http://imagebin.org/index.php?mode=image&id=113113 (http://imagebin.org/index.php?mode=image&id=113113)
it could fit quite nicely.
With all that said... we are trying to fit a square peg into a round hole canonically speaking. The Orion model and the Bastion mainhall were clearly not designed with each other in mind...
-
That'd be a huge-ass window. Just sayin.
-
...it's probably an emergency landing slot, to bring in damaged craft and scramble fighters in case the main launch facilities are taken out.
If I were to design the ship, I'd put a retractable armor over it, and in case the it really hit the fan, the flight officer could retract the armor, blow the "glass" (evacuate all non-suited personal before) and convert the whole staging area into a zero-G vacuum area, so ships can just fly out on their own power.
-
All the modelling (aside from characters) is completed for Bastion! Now on to texturing.
-
Wow, that was fast.
-
also I don't know if it has been mentioned, but Styx had a completed GTA Marine model that would probably be useful here.
I believe the GTVA Marine he did was for MT. Its design is completely different from the FS1 era. I may be wrong though.
-
For a visual reference for the marine, perhaps you could watch the briefing officer from the FS1 Taranis briefing cut-scene.
-
For a visual reference for the marine, perhaps you could watch the briefing officer from the FS1 Taranis briefing cut-scene.
Or the many marines in Hallfight and the various mainhalls, no?
-
Another general question about the Bastion mainhall:
Where's the rest of the ship? You should clearly see the starboard-side of the Orion through the hangar gate. And it surely isn't flipped upside down - there are two hercs flying from the right to the left outside the hangar if you wait a few seconds. So there can't be the ship's hull because they would either crash into or 'come' out of it (if it were flipped - but that'd be stupid anyway). :nervous:
-
Another general question about the Bastion mainhall:
Where's the rest of the ship? You should clearly see the starboard-side of the Orion through the hangar gate. And it surely isn't flipped upside down - there are two hercs flying from the right to the left outside the hangar if you wait a few seconds. So there can't be the ship's hull because they would either crash into or 'come' out of it (if it were flipped - but that'd be stupid anyway). :nervous:
Mjn_Mixael's theory (and one I agree with) is that this hangar deck is somewhere else on the ship, facing 'out', and that it is not the main launch hangar as seen on the Orion model.
-
Hm, well... so volition just f****d this up, k :D
-
It could be under the deck/runway, facing starboard. that would make room for the idea that the specific launch facilities are behind the mainhall viewpoint. It would also explain the Herc flyby.
-
Here is a quick video to show the crane in action.
Crane Test (http://vimeo.com/14835382)
-
If I can make a suggestion, you seem to have created a good bit of dead space in the hanger by either making it longer or posistioning the view lower in the shot (I would not have put it past :V: to make a perspective-bending mistake about that).
Dump a Ulysses on the floor somehow to take some of it up, or moar greebles in that large empty area behind the control station.
-
You forget how much dead space is in the original and that there will be a floor texture that will drastically change the way the scene looks.
-
LAUNCH THE TC CRATE AGAINST THE SATHANAS FLEET
IT IS THE LAST HOPE
-
You forget how much dead space is in the original and that there will be a floor texture that will drastically change the way the scene looks.
Actually, I made this comment having just looked at Petrarch's ultra-high-res Bastion mainhall. There's definitely an increase in the amount of empty space, but I'll wait on the texture.
-
Here is a quick video to show the crane in action.
Crane Test (http://vimeo.com/14835382)
I don't know why, but for some reason that clip seems lulzy to me.
-
People identified some texture issues that apply to at least the Medusa. It might be worth looking into the fix (when it comes out) and use it in your main hall render.
-
I identified those issues because Mike sent me the Medusa to touch up for the render. :)
-
lol. My bad.
-
Back on topic...
This Galatea is refitted with the much nicer walkways that I made for Bastion. it also includes some lighting fixes and a few other minor changes. Aside from the wall textures it is very close to a final version.
-
Damn.... Hot stuff.
(Any ideas you have in mind for widescreen?)
-
I've changed my mind a bit and will not be worrying about widescreen versions until it is supported by SCP without anamorphic trickery. When that happens it will simply be a matter of altering my camera res in the scene and re-rendering.
-
One question.
The puddles really don't look like puddles at the moment because their borders are so clearly defined. Do you plan on blurring their edges a bit with the floor?
They really look more like shards of broken glass lying on the floor.
-
hmmm looks very well done..but i wanna say it looks almost...too clean....
-
Aside from the human models and animations, looks done to me.
Rock on.
-
They really look more like shards of broken glass lying on the floor.
Thats how puddles look in an impermeable surface. They look like what they are supposed to be (I'm assuming the floor is made of some kind of metal, not concrete). :)
-
hmmm looks very well done..but i wanna say it looks almost...too clean....
What you mean to say is that it looks too clear. Without all the compression artifacts covering everything it DOES looks cleaner.
-
Don't forget to blur the barrels, Mike. (Should I split the off topic discussion?)
-
Hurr.
(http://img185.imageshack.us/img185/8560/valkm.png)
Tech room screens, part one.
-
Hum, looks awesome, but does it really belong to this thread ?
-
Since it's part of the mainhall project, yes. :P
-
Both Cobra and Galemp have done a lot in furthering this project. Galemp has worked over each fighter you have seen to clean it up and open the canopy. Cobra has worked on some of the more important textures including the floor, walls and computer screens.
Both have been a great help and have done a great job.
-
Woo, .ani text you can read without squinting!
-
I'd recommend using the retail Valkyrie for the wireframe. It's much more legible.
-
These really aren't going to be front and center enough for it to really matter.
-
If it doesn't really matter, then why did Cobra spend so much time on it? :p
-
If it doesn't really matter, then why did Cobra spend so much time on it? :p
:nervous: Good question....
Attention to detail...? like WETA & it's work with LOTR...?
-
Who can the tell the difference!?
(http://img375.imageshack.us/img375/8635/0previewb.jpg)
-
:eek: That's no Herc!
-
I like it; a mainhall we can use before the Herc was invented. :p
It'd be kinda cool for the ship to change as new ships get introduced in the campaign.
-
And no one notices the shingles or the new wall panels as well? D:
-
ZOMG SHINGLES AWESOME!
-
I like it; a mainhall we can use before the Herc was invented. :p
It'd be kinda cool for the ship to change as new ships get introduced in the campaign.
:O
Maybe we'll get a hangar mainhall without the Ursa too! (Replace with athena?)
-
I like it; a mainhall we can use before the Herc was invented. :p
It'd be kinda cool for the ship to change as new ships get introduced in the campaign.
:O
Maybe we'll get a hangar mainhall without the Ursa too! (Replace with athena?)
Way ahead of you... ;7
-
As to be expected from someone like you :D
-
*T-LoW cavorts like crazy
Want it so baaaaaad!
-
Be mindful that both the Herc and the Ursa were in use before the player got their hands on them.
The fact that the player got authorization and access to use them, doesn't mean they weren't used for quite a while before that special moment.
99th Skulls had access to the Erinyes loooooong before you got your hands on one. For example.
edit: Not to be confused with the fact I'm all for exchanging the ships and modifying the mainhalls. Rock on. That's what I really wanted to see. If I wanted the default mainhall, I'd boot up FS1.
-
I remember the Ursa's introduced as some "omg, hot off the production line 1337 bomber that isn't fully through field testing yet. You can haz", but that doesn't work as well if your main hall half a dozen missons earlier shows one of these bombers in plain sight.
-
Well, the command briefing from FS1 DOES list the Hercules as a "new weapon", so that does imply that it wasn't available until recently. Its only in FS2 when the command briefing specifically states "you are now authorized to use the XXXX"
-
Its only in FS2 when the command briefing specifically states "you are now authorized to use the XXXX"
And even here it was only for the first batch of ships/weapons. Most of the ships were new technologies.
-
Everything except the Apollo and ML-16 has been introduced during the main campaign, if I remember well. It's quite weird. :nervous:
-
Everything except the Apollo and ML-16 has been introduced during the main campaign, if I remember well. It's quite weird. :nervous:
Also, the MX-50, Fury, and Disruptor.
EDIT: I always found it odd that by default in the techroom you can see all the Vasudan fighters, minus the Thoth. However, when the campaign starts there are no Terran counterparts.
-
Bad writing :p
-
Terrans were in the middle of a replacement cycle to match the Vasudans. It doesn't have to be bad writing. :P
-
Bad writing :p
your mum
-
My mum's dead...
... no she's allright but I just wanted you to regret for a second :D
But seriously they should've went more for the classification way rather than introducing so many fighters/bombers in that little time. Because despite the Angel (that existed only in text-form in the original game) there was no forerunner to all these ships. So it's simply bad writing or a lack of effort. Still love(d) the game though :p
-
Back on topic?
-
The Deck Chief won't be wearing lipstick in this one I trust?
-
n00b question: when this gets released, will it just be included in the MediaVPs or will we have to do something special to get it?
-
n00b question: when this gets released, will it just be included in the MediaVPs or will we have to do something special to get it?
Seeing as it's for the Galatea, one would expect it to be in FreeSpace Port.
-
Makes sense to me.
-
Updates! A few minor changes here and there. Mostly this is to reiterate that I haven't given up on this project.
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/0previewa.jpg)
Galatea
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/1previewa.jpg)
Bastion
-
looking good mate
-
Man those look awesome.
-
yeah they look really good, so what's missing from those to be usable right now?, specially with the Galatea one...only the marines?
-
Mixael still has to be in their base, modelin' their dudes.
-
HD rendering for great wallpaperness please! :shaking:
(but I'm still not confident with the damn Bastion-2nd-Hangar-gate theory :D :( )
-
Galatea needs modelled marines, officers and engineer. Then I need to animate their movement and what not.
Bastion needs wall panels, floor texture, character models and a lot of animation.
Character models are in progress. Also, Cobra and I are still finalizing the wall textures.
EDIT: As of this the Galatea is basically finished except for character models and some animation.
-
Yeh, that character modeling is just a huge pain in the ass.
I hope you manage to get through it.
-
Yeh, that character modeling is just a huge pain in the ass.
I hope you manage to get through it.
BWO mainhalls: confirmed!?
-
Voila- New hi -res render.
Really really big image here. lvlshot isn't gonna cut it. (http://www.lunardigitalproductions.com/images/0preview.jpg)
-
I love the hidden Port credits.
-
You're not using the Mjolnir Beam texture for the tops of the barrels? Interesting.
-
You're not using the Mjolnir Beam texture for the tops of the barrels? Interesting.
:wtf: Why would I use that texture?
-
Because that's what was used in the original main hall, and it has a few more details than the thing you're using.
-
The *Mjolnir Beam* texture was used in FS1? Good story.
I'm feeling like the texture used on the top of the barrels adds or takes away about as much overall quality as the thickness of the cables...
-
Whee! It's in-game! Animations and properly working masks (hey galemp, you were right about the masks being for clicking stuff) not included.
(http://img834.imageshack.us/img834/325/screen0290.png)
[EDIT]Mask working properly now. Booyah.
-
Lights on the left have really really bad aliasing for some strange reason. Scratch that. All the lights have jagged edges, which is kinda odd if the image was produced by downsampling.
-
The *Mjolnir Beam* texture was used in FS1? Good story.
I'm feeling like the texture used on the top of the barrels adds or takes away about as much overall quality as the thickness of the cables...
Technically, the 'mjolnir beam' texture is the docking texture (seen on the Faustus, Fenris, Leviathan, Elysium, and Centaur) from Freespace 1.
And I do see where Galemp is coming from, the texture you're using now is fairly detailess when compared to the dock texture, however it is in no way a gamebreaker for me.
-
Newest Bastion now with MUCH wall details. This one has over 4 MILLION polygons and has to be rendered in regions.
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/1previewa-1.jpg)
The *Mjolnir Beam* texture was used in FS1? Good story.
I'm feeling like the texture used on the top of the barrels adds or takes away about as much overall quality as the thickness of the cables...
Technically, the 'mjolnir beam' texture is the docking texture (seen on the Faustus, Fenris, Leviathan, Elysium, and Centaur) from Freespace 1.
And I do see where Galemp is coming from, the texture you're using now is fairly detailess when compared to the dock texture, however it is in no way a gamebreaker for me.
Too bad, so sad. You could see the barrel texture way back on page 4 and nothing was said then and as such texture replacement is now out of the question.
-
I'm amazed that people can even note what the hell texture was used on barrels in the first place. :p
*drools yet again over new eyecandy*
-
Too bad, so sad. You could see the barrel texture way back on page 4 and nothing was said then and as such texture replacement is now out of the question.
Yeah I personally don't care either way, I was just saying I see where Galemp comes from.
also the wires are too thick :nervous:
-
Too bad, so sad. You could see the barrel texture way back on page 4 and nothing was said then and as such texture replacement is now out of the question.
Yeah I personally don't care either way, I was just saying I see where Galemp comes from.
also the wires are too thick :nervous:
Also, your naked people are ugly.
:nervous:
-
Been following progress on these for awhile; they're both looking spectacular. I'm glad Freespace 1 is getting the attention it deserves upgrade wise (this among other things).
-
Awesome work on the Mainhalls, keep it up! :yes:
Too bad, so sad. You could see the barrel texture way back on page 4 and nothing was said then and as such texture replacement is now out of the question.
Yeah I personally don't care either way, I was just saying I see where Galemp comes from.
also the wires are too thick :nervous:
Also, your naked people are ugly.
:nervous:
They get boobs later. :P
-
:lol:
No worries, Mike, I just hadn't seen a render that hueg before, so I didn't notice what had been done. Great job.
Are you gonna show us the Act I Bastion Main Hall?
-
:lol:
No worries, Mike, I just hadn't seen a render that hueg before, so I didn't notice what had been done. Great job.
Are you gonna show us the Act I Bastion Main Hall?
As requested.
http://imagebin.org/122013 (http://imagebin.org/122013)
-
As requested.
*epicness*
Damn. I want that Techroom.
-
See the new!
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/1previewa-2.jpg)
-
Hee, the guard there has moobs.
Oh, and the rest is really awesome too. :p
-
I LIKE that floor! :nod:
But it'll be a pain in the ass for engineers and medics to move roll cars across those gaps ;)
The overall textures are simply awesome! :)
-
See the new!
[awesomeshot]
That floor looks almost slippery. But it is really looking good. I think the wires are the right thickness as well. :nervous:
Once you get rid of the human placeholders, it'll be a whole new level of mainhallawesome.
-
I LIKE that floor! :nod:
But it'll be a pain in the ass for engineers and medics to move roll cars across those gaps ;)
The overall textures are simply awesome! :)
Yeah, the gaps are a compromise. If I make them smaller (and more realistic), you have a hard time seeing them. In that way it ends up looking less realistic actually.
That floor looks almost slippery. But it is really looking good. I think the wires are the right thickness as well. :nervous:
Once you get rid of the human placeholders, it'll be a whole new level of mainhallawesome.
The original sports a decent chunk of reflectivity, which is what I added. That's what causes it to look that glossy. Personally, I like it because it helps the Bastion feel newer than the Galatea.
-
The reflections of the red lights? Definitely a departure from the original that is nothing but upgrade.
-
Uhh, pink? You're not supposed to let Admiral Shima do the interior decorating!
-
Check the original, it has a blue and purple color scheme in its lighting and I mimicked that.
-
I was wondering about that. Why do hangars like strongly saturated blue/pink lights? Starcraft II's armory does the exact same thing, which looks terribad in any graphics settings except Ultra.
-
The lights under the fighters do seem more red to me in the original, instead of the pink in this one...
-
Here it is, people! The Galatea mainhall beta!
Preview here (http://www.youtube.com/watch?v=7DWWIcbp3T4)
Download (http://www.mediafire.com/?n229924b6bhfei1)
Expect to see Bastion by either tomorrow night or Sunday night. :D
-
This might be a bit late, but as I just saw it now...
I'd recommend that you model the opened cockpit of the Medusa much in the manner that you'd see a helicopter cockpit, where the frame is fixed but has hinging doors upon it. To illustrate, refer to this model of the Cobra:
(http://tedtaylor.hobbyvista.com/32-academy-ah-1w-grey/rear-cockpit-close-copy.jpg)
Again, this is a bit late, but I think it would do well to have the changed in a manner like this. A canopy as massive as the Medusa's would simply not operate like that!
-
Video looks awesome! Damn, it's a shame that this will have to be stretched out for widescreen resolutions, unless that has been fixed and I am just oblivious...
-
Um... isn't there gonna be a widescreen version?
-
Interface graphics come in two resolutions. 640x480 and 1024x768. You can fake widescreen by using an image that is compressed horizontally, but you can't use something that has a native widescreen resolution.
-
Wow! Great job!
Files downloaded, but where should I put them to get it in game?
-
Put the .ani and .pcx files in your fsport/data/interface folder, and the .tbl goes in fsport/data/tables.
-
Oh, can't 16:10[16:9] be done via scripting?
-
Oh, you can do lots of things via scripting, including that.
What you can't do is play animations like the mainhall does. Or use the soundscape used in the mainhall.
-
that's awesome, yesssss!!! great work!!
-
I'm guessing all the marines are in the canteen drinking their asses off? :nervous:
Also, yay for DOF on the barrels! I thought you said you weren't going to do them.
-
They were all transported to the mirror universe in a subspace accident.
-
Sooooo... I don't suppose you could fake a 16:9 mainhall for us by squishing it down to 4:3 so it gets re-stretched out?
-
I could, but I don't feel like doing all the re rendering quite yet.
-
It'd be better to wait until we have something that doesn't resemble a ghost ship first XD
Do you think that the 16:9, 16:10 mainhalls (which should be different, please), will be vert- or hor+? vert- is a lot easier, but I think you lose out on some anis and interface elements. Maybe a bit of both?
A compromise I'd settle with is letterboxing, but if you can do better, please do.
-
Before this goes too far, I need to say this. It takes me 24 hours at least (depending on which one) to render all the elements for a main hall. And that still requires me to manage it every 3-4 hours. There are tons of ratios that *should* get separate renders... I'm just not going to spend all that time for every ratio. Chances are that you'll get 4:3 and 16:9 (the standards). From there you can easily crop the files to set up the other ratios.
-
In that case, you should probably wait until the final (when you have your people set up.)
-
Still working out a few kinks on this one, but here is a preview of Bastion in action!
http://www.youtube.com/watch?v=Tnsiuh7EgtQ (http://www.youtube.com/watch?v=Tnsiuh7EgtQ)
-
Wow. That steam (smoke?) in the background is incredible. Great job! :yes:
-
Still working out a few kinks on this one, but here is a preview of Bastion in action!
Amazing, as ever. :yes:
-
Soyakaze mainhall has been tabled and masked!
(http://img703.imageshack.us/img703/8522/screen0300.png)
And yes, Mike and I do know about the color changing between .ani's and the background. Will be fixed.
-
Wow! Did that just arrive completely out of the blue? It's looking very good :yes:
-
Love the Loki cockpit mechanisms. Damn, ST:R is gonna be so much sweeter with that!
-
:jaw: The best mainhall I've seen so far :yes:
-
Here's the Bastion Beta files.
http://www.mediafire.com/file/wanzwlk23888zkm/BastionBeta.zip (http://www.mediafire.com/file/wanzwlk23888zkm/BastionBeta.zip)
Drop that in your fsport_mediavps and select "Bastion Test" as your campaign.
Those are the ANIs for filesize's sake and they still have some issues... the EFFs have no seams at all and look fantastic. The EFFs will be released at a later date.
-
These are amazing! Are you guys going to do one for the Krios as well?
-
dammit, pro's work!
-
Grandious Job !
Eh... Freespace Open 3.6.13 ? Do i have oversleeped something ? =D
-
Some nightly builds, I guess.
-
Big Hugz...............
Just popped in on the offchance, didn't expect a new main hall.
WHYDON'T :V: HIREYOUGAIZ?!?!
-
Pretty good, though I'd have taken some creative liberties and add some different fighters to those racks on the Bastion. The ST mainhall is pretty cool, and you didn't have me fooled for one second in IRC either. :P
-
Galatea and Bastion are going to have alternate versions that will feature a different fighter set.
-
No, I meant more fighter variety. My bad meant to put that in the other post.
-
I know what you meant and I opted against it in favor of the alternate mainhalls.
-
Oh, my bad then. :P
-
These all win the Sigtau Stamp of Awesomeness.â„¢
Wonderful job, boys. Keep up the good work.
-
Well for those of you who were surprised by the revealing of the new mainhall... now I get to blow you completely outta the water.
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/3preview.jpg)
I present... The Krios!
-
I came.
-
They have an escape pod ready :p
-
And it's a pretty, new, Hadesified escape pod. With a door.
-
um that's the old model yo
wait a sec
*blink*
that mainhall looks EPIC
-
AND I JIZZED
IN
MY PANTS
-
Now, I want some WiH mainhalls !
-
Now, I want some WiH mainhalls !
This = Super Awesome.
-
wow, more pro's work!
-
What I have in mind is a view from above the Karuna fighter bay...
It would be an awesome perspective from the inside of a very high detail karuna.
You could see fighters take off and land, sometimes a short subspace travel, and sometimes earth. Campaign menu could be accessed from a starmap on a transparent glass board, pilot menu from a computer on the right showing a "fleetbook" page (with a cup of tea on the desk), launch from a computer on the right showing a loadout screen, and options by talking with a tech guy (looking at the stars, you see his back, and he turns towards you when you click on him).
-
Beta pack!
*LINK REMOVED*
Drop that VP into your fsport_mediavps and load up ST:R. You'll notice several "campaigns" in the campaign room labeled with what mainhall they bring up. Use those along with the standard FS1 and ST:R campaigns to see each mainhall.
This is the retail compatible pack.. meaning its the ANIs and PCX files. The FSO pack is... a much LARGER filesize... this one is smaller. :D
NOTES:
1: I know about the lines in the Bastion mainhall. That has to do with how retail handles transparency and I haven't been able to fix it yet. The FSO files do not have this issue.
2: The "B" variation of the Bastion mainhall has this noise that sounds like its stuck. That is because the noise is played when one of the background animations plays. Those animations are incomplete and only 1 frame long which causes the game to restart the noise every 15th of a second. That will be fixed when I finish those animations.
3: Some of the colors seem to not match up between the ANIs and the background. This is caused by the 256 color limitation of retail ANIs. I don't know how :v: did it, but since the FSO version looks hoards better, I'm not worried about it.
Lastly.
Thanks to Cobra for his texturing and tabling efforts! :yes:
Thanks also to Galemp for working over many of the fighters you see and giving me valuable feedback. ( :nervous: Galemp.. I'm still waiting on some of those fighters.. :p)
SCREENSHOTS!
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/0previewb-1.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/1previewb-1.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/2preview-2.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/0previewa-1.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/3preview-1.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/1previewa-3.jpg)
-
Who-hoah, I will print those out and put them under the christmas tree. But until then I'll just drop them into the right folder :P
Thank you very much mjn.mixael and your little helpers! You are so awesome :yes:
-
Tables ain't done yet. Still gotta fix the right-click coords and a few other things. After that these babies will just be waiting on properly clothed men.
Also I just want to say that I'm a little irritated that some of you went straight to going on about how the Hermes isn't hi-poly instead of looking at the details that are the focus of the camera angle.
-
Tables ain't done yet. Still gotta fix the right-click coords and a few other things. After that these babies will just be waiting on properly clothed men.
Also I just want to say that I'm a little irritated that some of you went straight to going on about how the Hermes isn't hi-poly instead of looking at the details that are the focus of the camera angle.
They won't be whining about it much longer. ;)
-
Hermes? Where? I am, however, glad that you fixed the missing texture on the Ulysses as far as I can see.
That aside, holy-****-are-those-primaries-in-those-crates??? It also looks like there just might be enough "stuff" so that a proper 16:9 render could be done :O (but maybe I'm just imagining things)
-
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/3preview-1.jpg)
-
When I saw it, I shat bricks.
Way too distracted by all the pretties :P
As a general thing though, it seems that normal maps aren't strong enough for the MVP assets. The elysium and zeus look very flat indeed.
-
Actually I don't think he's using the normal mapping for the fighters at all.
-
It is interesting seeing some of the interpretations of the canopy actuations on the fighters and bombers in the mainhalls, and many of which are not what I would have designed. Regardless, it will be wonderful to see these working in-game. Great work, Mjn.
:D
-
Actually I don't think he's using the UVMaps for the fighters at all.
Actually I'm using the fighters straight converted from the POFs AND using the mediaVP textures. The normals maps are at value 100 (default is 30 in Max 2009). If they aren't up to par, that would be the fault of the fighter's model and textures... both of which I'm not remaking for these.
-
I dunno. Maybe turn the value even higher than 100? The models just don't look nearly as bumpy as they do in FSO.
-
Those are Zeus' in the Krios right? Dunno why but I had to do a double take.
Disbelief of awesome has been overcome.
I FRICKIN salute you guys. You can use these sets to render command brief .anis too I? hope someone finds a use for the concept. :)
-
Ulysses in the Krios, Zeus and Loki in the Soyakaze.
-
Please don't take this as a silly nit pick but I just noticed something. I've been trying to work out the scale of certain things and using the Hallfight cutscene I found the scale of the Elysium to be about:
(http://thumbnails31.imagebam.com/10978/aee68f109774163.jpg) (http://www.imagebam.com/image/aee68f109774163)
Which would make this Elysium pretty huge:
(http://thumbnails6.imagebam.com/11020/a37fd2110191963.jpg) (http://www.imagebam.com/image/a37fd2110191963)
Just an observation if you end up using that model in the final.
-
rscaper, that scale looks a bit off. The Elysium and the Athena in that mainhall are consistent in scale with one another, and your human is huge on the Athena.
-
I don't think it is. Even though the marines are floating around you can tell how big the hatch of the Elysium is.
(http://thumbnails27.imagebam.com/11021/2e7459110200040.jpg) (http://www.imagebam.com/image/2e7459110200040)
(http://thumbnails28.imagebam.com/11021/ba1954110200044.jpg) (http://www.imagebam.com/image/ba1954110200044)
-
(http://thumbnails31.imagebam.com/10978/aee68f109774163.jpg) (http://www.imagebam.com/image/aee68f109774163)
That is not the correct scale for the Elysium. The Elysium is much larger. Look at it in FRED and compare to the grid size.
-
It's more likely a case of the Elysium being out of scale than anything.
-
Well I guess the cutscene is in error then. According to Fred the Elysium is about 35 meters long which would indeed make the mainhall correct. I'm glad I posted here because the scale of my little project would have been way off.
-
Actually, appearence-wise, the Elysium looks like it's the right size in the cutscene, which would mean it's out of scale in game (like how the Herc's pilot is 3 meters tall)
-
I'd rather the elysium be in scale with the valkyries than with the marines. You don't see marines in-mission, so if there's a size discrepancy between fighters and the elysium, it would be more noticeable.
-
Yeah, the Elysium in Hall Fight is way off. I'll probably consider fixing that when I make Hall Fight.
-
Cutscene's DEFINITELY in error. That Elysium is basically inside-out with no thickness to it... and that Shivan interior is MUCH larger than the Azrael could be, at that scale.
-
F**** EPIC!!!!!!
Just one suggestion - the "old" Bastion mainhall (with the Valk, Elysium and Athena)..could use another ship closer to the camera. There just seem too much empty space between the Elysium and the viewer. Maybe put another Athena there or an Apollo.
Speaking of which....do you plan on doing more mainhalls?
-
Very nice, especially with the alternate viewpoint and arrangement mainhalls.
-
F**** EPIC!!!!!!
(http://thepunchlineismachismo.com/comics/2010-10-04.jpg)
Only YOU can stop 'Epic' from becoming the new 'Awesome'.
-
That strip is epic.
-
Galemp, it already became the "new" "awesome".
-
only on the interwebz
-
Anything fresh going on with this? Beta doing okay and all?
-
Character models are in progress.
-
I want attractive women, Mjn... With space boots!
...Of course, all personnel in FS have boots, so...
By the way, MakeHuman Alpha 5.1 is out - it should be a step up from straight Alpha 5 which I assume you're using.
-
Will you be swapping out the Medusa for Hades' new one if it gets textured in time? :fingers crossed:
-
Possibly, depends on how much re-rendering I do when I add the character models in.
-
Oi! Two months and still nothing on character models? What's going on here? :p Don't expect another post from me for another week or so unless I can get to a cyber cafe on base liberty tomorrow. Cobra's still alive!
-
Oi! Two months and still nothing on character models? What's going on here? :p Don't expect another post from me for another week or so unless I can get to a cyber cafe on base liberty tomorrow. Cobra's still alive!
There are entire threads about character models.
-
Wow, these screenshots look very impressive! I wonder how they'll look in widescreen.
Regarding scales: the placeholder (I realise they're not finished) engineer and ladder look rather large next to the GTF Apollo in this (http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/0previewb-1.jpg) image; contrasted against the size of the pilot in the FS1 opening scene (http://www.youtube.com/watch?v=hftP3c01Gwc&t=0m40s).
-
It's all about perspective man!
-
Oh man I'm excited to see these halls in-game.
-
Yeah, it does look biggish, but in general, FS is very bad about being consistent with sizes. (Hermes doors, for example).
You could also argue that the Apollo "bomber" in the cutscene is a two-seater larger model, whereas the one in the mainhall is a single seater "fighter".
-
Need I repeat myself?
It's all about perspective!
Since some of you didn't seem to understand the first time.. I'll break it down...
That character model is MUCH closer to the camera than you realize because of the camera angle causing him to look bigger (see perspective).
-
Well, I figured that argument would work if the person we're talking about wasn't standing only 2 meters away from the ladder on the apollo. Whatever. To me, the pilot is still clearly capable of fitting comfortably in the cockpit, if its scale isn't exactly as seen in the cutscene.
(and yay condescension :/)
-
Time to generate some excitement... Galatea with characters is coming *very* soon!
-
I am proud to call this post of 'HELL YEAH" my 555th post.
-
Your quotations are mismatched :P
also WOOOOOOOT
also the cables are too thick
-
Time to make good on my promise.
This plays back twice as fast as it should.. but you get the idea. ;7
http://s282.photobucket.com/albums/kk264/mjnmixael/?action=view¤t=2_main1-m1.gif (http://s282.photobucket.com/albums/kk264/mjnmixael/?action=view¤t=2_main1-m1.gif)
-
(http://www.tf2.lv/images/tf2crafting/engineer.png)
I'm on your Galatea, fixin' your primaries.
-
Cool!
-
lol you posted just about exactly a month after I did lol
also: awesome, mainhalls with characters are going to be 1337
-
Where's Engineer? (Like Where's Waldo)
(http://i282.photobucket.com/albums/kk264/mjnmixael/2_mainhall_galatea.jpg)
Hint: He'll strike from the shadows.
Note: He'll be more obvious in motion. I don't feel like rerendering literally everything in order to add a touch more light back there.
-
Engineer on the central lift, ground floor?
-
Engineer on the central lift, ground floor?
Seconded, but I'm still more concerned where he setup the turret though...
-
http://www.youtube.com/watch?v=2RO6XNHs5DY (http://www.youtube.com/watch?v=2RO6XNHs5DY)
-
Gor-geous!
-
Awesome work!
-
Epic!
the cables are too thick
Can't wait to see this in Port!
-
This is amazing and I cant wait to see this in game but I do have one critique. Some of the surfaces are too clean like the tech room, the campaign door. I think a little dirt would go a long way.
-
Perhaps. But at this point, it would take far too long to re-render everything.. not to mention I would have to -actually- UV map those surfaces as well. Far too much work for too little gain, IMO. If it were brought up much earlier, I might have done it.
-
You could put a guy in there cleaning the place. :lol:
-
:wakka:
I just might do that for one of the custom ones!
-
"Scruffy. The janitor."
-
More janitors...
That small chunk took several minutes to render. To render the whole scene takes a couple hours.
[attachment deleted by ninja]
-
Maybe you could slip in some maintenance guy leaning against a wall and drinking a Bosch beer way in the background somewhere. :p
-
[REDACTED]
-
[REDACTED] to you too, good sir.
-
Jesus! that mainhall is gorgeous
Gorgeous! that mainhall is Jesus
-
So uh. Yeah, I almost cackled with delight until I realized I was in the same room as about 20 other people.
Amazing work, Mike! :D
-
This is indeed awesome. :)
Mike, you're making full use of the randomized miscellaneous animations, I hope? ;7
-
Not yet. However, I'm preparing for it by making sure all misc anims have a static start point.
I'm going to get all the basic anims done. Then I'll add more.
-
Good work so far. THis is something that's been needed way too long.
So when this is done are the mainhalls going to change automatically like the base game (and is it going to happen in Silent threat and silent threat reborn as well?)
-
Ok, here is a preview of the new Bastion mainhall (and it's alternate). This one is, for all current purposes, complete. All 6 doors are animated and working, and a new 7th door for use with Ant8 and multi is ready. There are 4 regions of misc anims (Left crane, Right crane, Stars, and Floor BG), each with multiple animations for the game to choose from randomly, adding up to 14 misc anims total!
For those not in the know, the random animation code randomly plays an animation from a group and when it completes, it selects another. This means that the cranes can have multiple paths for example. It's pretty neat and helps the mainhall feel much more dynamic.
Sadly, because there are so many animation frames to be loaded, I have hit code limitations that forced me to remove several of the misc anims until things are fixed up.
Bastion has two versions, one with Hercs, Ursa and Medusa, the other with Valks, Athenas, and an Elysium. Both versions have the same misc anims in all 4 regions, just altered to work with the changes. In this video I spread out the misc anims amongst the two mainhalls so you can see most of them. However, because of the code limitations there are still some you won't see in this video. :( Pay attention to the mouse and what it points at, it will help you see it all.
http://www.youtube.com/watch?v=snuJxaj4qP4 (http://www.youtube.com/watch?v=snuJxaj4qP4)
-
... an extra door in Ant8? What does it do?
-
With Ant8, we will no longer need to select multiplayer pilots and then "Ready Room" in order to play Multi. Instead, select your regular pilot and just click on the new button which will take you to Multi.
NOTE: This isn't coded yet, I'm just in talks with coders and making these future compatible. In Bastion, the Options Desk is split in two. The right screen is Options, the left screen is Multi.
-
this is the earthly embodiment of epic awesome leet hax
just one question: What about the starfield outside? ATM it's just black.
Epic new mainhall anim code is epic
-
just one question: What about the starfield outside? ATM it's just black.
That's probably just the Youtube compression. I promise there are stars going by, occasionally some Hercs and some other fighters. The stars and the plume of smoke are in the same Anim, so if you see the smoke moving, the stars are moving too.
-
WOW MjnMixael. Awesome job on the mainhalls. This is really what is needed to make FSO look more and more like a modern day AAA title. Great job.
-
just one question: What about the starfield outside? ATM it's just black.
That's probably just the Youtube compression. I promise there are stars going by, occasionally some Hercs and some other fighters. The stars and the plume of smoke are in the same Anim, so if you see the smoke moving, the stars are moving too.
I can see the stars if I choose 720p as the quality... :nod:
EDIT: And, are the limits you are hitting just a number that can be bumped, or something that needs to be re-coded?
-
I don't see stars on 720p :(
-
Brightness settings?
EDIT: Try full-screen. Also, they look like specs of dust.. more realistic. You'll think there is dust on your monitor until you see it moving. ;)
-
The issues are going to need a code fix other than a simple limit bump.
The stars are there. I promise. Youtube probably killed them with its codec.
-
It didn't. I can see them. :)
-
WOW! You can certainly get the scale of the Ursa, when that little car pulls up, and you realize that that little blur moving around the ship is a person! :yes:
-
Soo... awesome. :(
-
I squee'd :D
-
I just realized that I never publicly made available the most recent Beta. (By "most recent", I mean several months old.) Here it is nonetheless.
NOTES:
- The Bastion mainhalls take full use of some new code that will be play misc anims (cranes, smoke, etc.) randomly.. so you'll have a bit of variation actually.
- The Bastion mainhalls will be slow loading. They have so many frames for animations that they actually hit the BMPMan limit! So there are actually some commented out animations that you brave souls can try to get playing. (I'm not really going to offer support for that though.)
- Krios and Soyakaze have no misc anims yet.
- None of the mainhalls have the officer model yet. That is forthcoming.
- The alternate variations of the Galatea and Bastion won't be active currently. You'll have to edit the FSPort campaign file for that. (Again, you are on your own with this.)
- THESE ARE NOT FINISHED!
All of these screens are taken in-game!
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/screen0133.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/screen0134.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/screen0137.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/screen0138.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/screen0136.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/screen0135.jpg)
Download
Part 1 (http://www.mediafire.com/?9e87ffo8s37bk6j)
Part 2 (http://www.mediafire.com/?2du7udkw32iowbd)
Part 3 (http://www.mediafire.com/?h7cv4drugdtnaa9)
Install
Place all three VP packs in your FSPort-MediaVPs folder.
-
Just wow :eek2:
-
Forgot to add...
Many thanks to Galemp (for making open cockpit variations for all the strikecraft), Cobra (for helping in a lot of various ways), and Goober (for adding awesome random animation code).
-
Why's your youtube account dead :(
-
Because I had like 3 accounts.. so I deleted two and consolidated to this one. (http://www.youtube.com/user/MjnMixael?feature=mhee) Unfortunately, there isn't much on it currently.
-
SWEET! :nod: is there a way to uses theses as a replacement for the FS2 mainhall, if so, how do I get about doing it??
-
Mixael,, the MASTER :nod:
-
SWEET! :nod: is there a way to uses theses as a replacement for the FS2 mainhall, if so, how do I get about doing it??
There is a way to use these as a replacement for the FS2 mainhall, but it would require a good bit of knowledge about the mainhall.tbl
TBH, you could just wait a bit longer.. I have the FS2 mainhall remake coming down the pipe.
-
Now that's an upgrade. Everything can be seen so clearly and with sharp detail.
Did you manually remodel the entire thing? Dang.
-
Did you manually remodel the entire thing? Dang.
Yes, with some help here and there.
-
Sorry for the double post, but what's with all the Lokis in pic #4? Is that an NTF deck? That's awesome.
-
I think that's a Krios/Soyakaze main hall for ST:R, isn't it?
-
The one with the Lokis is the Soyakaze, the one with the Ulysses is the Krios.
I'll be making one more "Orion Mainhall" which will be the Intrepid, which is in early progress along with the Aquitaine.
Other mainhalls I'm considering (because of the geometry I have to make for the cutscenes might as well be reused): Arcadia, Briefing Room, Shivan Hallway... But these are just concepts and may not actually happen.
I will, however, be having a go at several Vasudan mainhalls at some point including a remake of the Psamtik.
-
Now this
Other mainhalls I'm considering [...]: Arcadia, Briefing Room, Shivan Hallway... But these are just concepts and may not actually happen.
and this
I will, however, be having a go at several Vasudan mainhalls at some point including a remake of the Psamtik.
are mainhalls I would definitively (and most likely a lot of other modders out there) like to have.
I have no doubt that you would recieve a lot of support if you ever decide to give it a try.
Where can I get my "Mixael is awesome" T-Shirt ? :)
-
Cobra (for helping in a lot of various ways)
Including AWESOME TEXTUREZ
-
Now this
Other mainhalls I'm considering [...]: Arcadia, Briefing Room, Shivan Hallway... But these are just concepts and may not actually happen.
and this
I will, however, be having a go at several Vasudan mainhalls at some point including a remake of the Psamtik.
are mainhalls I would definitively (and most likely a lot of other modders out there) like to have.
I have no doubt that you would recieve a lot of support if you ever decide to give it a try.
Where can I get my "Mixael is awesome" T-Shirt ? :)
The Vasudan ones WILL happen. The Arcadia is very likely. The rest are intentioned. Things might go faster if I had more volunteers! :)
-
So, give us a shopping list? ;) What do you need help with?
-
TBH, you could just wait a bit longer.. I have the FS2 mainhall remake coming down the pipe.
Mixael, you are AWESOME! :yes: :yes: :yes: :nod:
-
Here's a video showcasing the latest. (http://www.youtube.com/watch?v=cYwsB-Hl_W0)
So, give us a shopping list? ;) What do you need help with?
For geometry.. my next mainhall to finish is the Aquitaine. I've attached an image that has objects circled in red. Those are objects I don't have modelled yet.
One of the biggest needs is a sound designer. I need someone dedicated, who wants to really have fun and create a fantastic sound environment for my mainhalls. This includes making sound environments from scratch for the new mainhalls as well as recreating the sound environments from the retail mainhalls.
This would be things like...
- Sound effects for doors
- Sound effects for anything animated (cranes, elevators, vehicles, etc.)
- Intercom sounds
But I can't stress "dedicated" enough. I don't want someone who I'm going to have to badger every other week to get progress out of. If you are interested but don't know how all the sound stuff for mainhalls works, that's OK. I can explain it, it's actually pretty simple.
[attachment deleted by a basterd]
-
That preview makes the one year wait worth it. :yes:
-
Anything new between November 13, 2011 and January 3, 2012 for this mod? :banghead:
-
:rolleyes: On top of the fact that human models take a great amount of work to create, the guy's also running his own business. Be patient.
-
:rolleyes: On top of the fact that human models take a great amount of work to create, the guy's also running his own business. Be patient.
Not to mention leading a mod team and being a part of several others. Oh, and the cutscene upgrade project.. there is that little project too.
-
I know I'm impatient... I thought that the project was put on hold or worse :nod:
-
My projects never get "put on hold or worse"... I just have too many projects.
-
My projects never get "put on hold or worse"... I just have too many projects.
some would argue that that would be the worse option :p
[/sarcasm], just in case.
-
Time to revitalize this. As busy as I am though, I could use some modelling help. Anyone interested?
Thinking I might give an update on where things stand.
Galatea (both variants):
- Requires a few more misc anims (like the welder).
- Needs the marine and officer added, both of which are modelled, they just need to be rigged and animated.
- Needs complete audio overhaul. (SFX, not music)
Bastion (both variants):
- Needs the marine and officer added, both of which are modelled, they just need to be rigged and animated.
- Needs complete audio overhaul. (SFX, not music)
Krios:
- Requires misc anims to be created.
- Needs the marine and officer added, both of which are modelled, they just need to be rigged and animated.
- Needs complete audio set. (SFX, not music)
Soyakaze:
- Requires misc anims to be created.
- Needs the marine and officer added, both of which are modelled, they just need to be rigged and animated.
- Needs complete audio set. (SFX, not music)
Aquitaine (This one is in the very early stages):
- Requires many new models to be built.
- Needs the marine and several officers added and animated.
- Needs complete audio overhaul. (SFX, not music)
Psamtik (This one is in the very, very early stages):
- Requires many new models to be built.
-
This is really cool! How about different officers/maries skins for each ship? I could help to make a texture reskin or what. But anyhow it's really awesome that you decide to revitalize this! c:
-
I've already got a couple different faces for the officers. The marine's face is almost completely covered, so I don't need to bother with different marines in the mainhalls (too far from the camera).
-
:bump:
Finally spent some time on the new soundscape for the Orion style mainhalls. The only sounds I haven't changed yet are the retail PA sounds. These are fairly close to final. Though I'll probably change the Options Screen sound because it's somewhat difficult to pick out against the music.
Youtube Video (http://www.youtube.com/watch?v=PsC3RJPmQ4E)
-
sooo prettyyy and sounds lovely!
-
I am... not enthused by the new sounds. :blah: They sound too flat, with less detail than the retail sounds. Also, they sound like are being played in a small metal tube; the echoes bunch up together too much. Try using a concert hall reverb instead of a submarine reverb, if that's what you did. Compare the echoes in pa_1.wav, exitclose.wav, etc... the echoes in those sounds occur over a much bigger volume.
-
Wow, I love how the options screen animates though. I think you should keep the retail pa sounds, since they seem to sound fine, and they really were what gave the mainhalls their "identities" imho.
-
that's true, however I've got 7 mainhalls now using the same pa sounds. I'd like to add some variety.
-
I think the little guy skoots around on his cherry picker a little too quickly, maybe if it took a little longer to brake or didn't go quite as fast it'd be better. Other than that, awesome work, I love it.
-
Cherry pickers are faster in the future. Everyone knows that.
-
Hallo
if you like website with a mainhall of the galatea - maybe you like this one (its still in dev)
http://www.buschhardt.de/freespace/index.html (http://www.buschhardt.de/freespace/index.html)
The red areas are trigger for animation.
PS: You need a HTML5 browser.
-
That's very impressive!
This should work well with the chromium integration into FSO: http://www.hard-light.net/forums/index.php?topic=87130.0
-
Hallo m!m,
thank you - I try adding sound and minimze the filesizes (the animationsfiles overlap to much).
I think we can use this to make fast mainhall-previews :cool:
There is also a ruby-script that I wrote to extract all files from the vp-files, if you want to use download this:
http://www.buschhardt.de/freespace/vpv.rb (http://www.buschhardt.de/freespace/vpv.rb)
Bye
-
Just popped in to FS:P and the first Galatae and Krios mainhalls are great.
Thanks for the work you did on these.
-
Id had a thought recently looking at these mainhalls.
I was testing something out and turned off the flag that stretches the interface to fit the screen, and I noticed the mainhalls are sill in 4:3 which is disappointing. Is there no way to have done a 16:10 image and have the edges just cropped to fit the aspect ratio or would that totally break FSO and/or be a tremendous amount of work?
Not hugely terrible especially when the stretch interface flag is on, but it is kind of a bummer to be trapped in an aspect ratio that is now uncommon.
Anyways, other than that, these are made of pure awesomesauce.
-
It is possible to do what you want, I just haven't spent the 120 hours necessary to re-render everything. When these mainhalls were made, the widescreen feature didn't exist (and in fact, I was told that it would probably never happen).
-
5 days!?
Ah See I was worried about that, that just changing the dimensions of the background image would throw off the animations. Disappointing.
That widescreen support didn't exist until after you finished making something under the old constraints sounds like situation: normal. Did you have to have them specifically put in some new features?
-
Most of the main hall features were put in at my request.
I will say that I do intend on re rendering these at HD Wide-screen, but I need to finish a few other projects first.
-
:yes: so many projects so little time, but it's well worth it (though a mjn clone would be worth it as well)
I mainly found out about that because there's something widescreen related I was considering trying out.
-
The links provided on page 18 no longer lead anywhere :(
-
The links provided on page 18 no longer lead anywhere :(
You can get them with the Installer.
-
Dare I?...
(https://i.imgur.com/bmnGclo.jpg)
(https://i.imgur.com/lSWaWMK.jpg)
-
You dared, looks great. c:
-
Did you just up-detail something that was already up-detailed?
-
Hng.
Those look amazing mjn!
-
Did you just up-detail something that was already up-detailed?
Merely re-rendered at 1080p; if you look at the left side of the Bastion picture, you can see where the geometry just stops because that part wasn't visible at a 4:3 aspect ratio. But yes, we're probably going to get full-fledged 1080p mainhalls in the next MediaVPs release.
-
Will that include the Krios and Solokaze?
-
Will that include the Krios and Solokaze?
I might even finish those 2 by adding in all the Misc animations I always intended...
-
Cool.
Sooo... you haven't by chance ever considered creating an FS1-era Typhon mainhall have you?
-
Before I created a Typhon.. I'd finish Aquitaine and Psamtik
-
Fair enough. I wait with hopeful... baited breath.