Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Scooby_Doo on June 08, 2014, 11:49:22 pm
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Here's the demo model for the high detailed Bearcat I was working on earlier. Table is there, textures are all there, necessary weapon models are there, ship model is there, nothing besides the base Saga stuff is needed (no Scooby_Required.vp is needed). This works with the Saga build and works mostly with the WCS_Open modifications (weapons don't appear, not sure why).
The model itself needs a few fixes but I wanted to release it to get some feedback/ideas and the textures/tables are more-or-less placeholders.
http://scoobydoo.freespacemods.net/HiRes/Demo-Bearcat-06-08-14.rar
No wheels with this version, Saga doesn't support scripting.
(http://i.imgur.com/nCYVSBz.jpg)
(http://i.imgur.com/NQ0nX9f.jpg)
(http://i.imgur.com/B2Ny4mS.jpg)
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You left the missile model in the bays, and one of the green lights is inside-out. Also, maybe you could split each engine off and make the thrust flaps move either with throttle or thrust vectoring? Oh, and could you release the model with landing gear? Don't worry about Saga not supporting scripting, your models are also used for FSO mods, and those features would be awesome. :)
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You should refresh your texturing tutorial :yes: !
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You left the missile model in the bays, and one of the green lights is inside-out. Also, maybe you could split each engine off and make the thrust flaps move either with throttle or thrust vectoring? Oh, and could you release the model with landing gear? Don't worry about Saga not supporting scripting, your models are also used for FSO mods, and those features would be awesome. :)
Ya I realized the missile bays afterwards, I'll get them cleared up with the next demo release. Technically I can do the moveable thrusters, my vectoring scripts handle that, plus nozzle contraction/expansion, only problem is the number of subsystems it uses. The scripted versions will be coming soon, I want to get the model working correctly, as this will be the basis for future fighters.
Edit: Also the gun models need to be sized down quite a bit too.
Fixed the missile hangers. I'm creating multiple layers (the basic lod 0...lod 4) then additional feature lods like Missile Bay Layer. It'll be simple to produce the same base model with different features
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Personally, I'm really looking forward to Javelin and Liberator in HD. :) That's really gonna be something. Also, Rapier, Raptor and Dirk look suited to that kind of overhaul, too.
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Good to see you doing modeling again. May I ask for you landing gear? I am also working on a ship and I don't want to fiddle around with the gear ^_^
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I found something: Green Light 01 has flipped normals.
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I think I fixed that one already... Problem is my model has all these parts individual, there's over a hundred and fifty pieces to the bearcat itself, all those little details I've added are imported from separate files. When I go to prepare to export for dae, I merge most of those together into big clumps. Collapsing them into groups sometimes picks the wrong one and the normals get messed up. I usually catch them as they look wrong on the model (flipped normals, either hidden or shaded wrong).
Also the cockpit frame needs to be redone. I don't have a bubble canopy cockpit model made yet, working on it now. (If you remember I had made canopies from several different styles)
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Using one of the newer cockpit meshes
(http://i.imgur.com/Erk8nhP.jpg)
(http://i.imgur.com/qrVC4le.jpg)
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Nice, but here I think that a simpler cockpit mesh would be better. Struts here seems a bit excessive, the whole point of a bubble canopy like this is a large FOV it gives.
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Hmmmm I wonder if there's a way you can have more than one option for cockpit frame meshes, sorta like the show gun mounts.
Also in FRED how do you get a fighter to actual land on a carrier? I'm trying to make a quick demo mission.
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You're going to have to ask the Diaspora guys regarding FSO landing physics. Or crack open the missions & tables and see what looks like landing stuff.
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I'm not looking for anything fancy, just a launch, flyby and coming in for a landing.
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Hmmmm I wonder if there's a way you can have more than one option for cockpit frame meshes, sorta like the show gun mounts.
There isn't. It'd be very useful, but I haven't heard of anything like it.
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Also is there a way to create glowing areas? I don't mean glowmaps but glow fog like... sorta similar to what you see with Star Trek a lot. I'm guessing that's shader stuff though. I tried glowpoints, but they just don't look good.
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Like the blue bits here?
(http://www.hard-light.net/wiki/images/UEFgKaruna2.png)
Or is that not exactly what you're after?
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That looks like glowmap, which I can do no problem.
This is more of what I'm referring to:
(http://images4.wikia.nocookie.net/__cb20060501172512/memoryalpha/es/images/1/10/USS_Enterprise_%28NCC-1701-D%29.jpg)
and
https://www.youtube.com/watch?v=3aKrAxk6Qo8
both of those look like their shader issues though.
I'm mainly interested in the intakes, giving them a nice "glow".
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Trek doesn't usually do "glow fog" effects on ships (unless there's something I don't recall and I am a bad trekkie)- they mostly use glowy areas like some BP ships (which is what glowmaps are made for). If you mean something more like the Bolitho's engines (http://www.hard-light.net/wiki/images/Bolitho2.png), Diaspora used several transparent layers to create the effect (which you can actually see in the image), like FS1/FS2 retail's engine effects.
ninjaedit: welllll, that's just bloom. FS does bloom (as a user preference) but it's not nearly as pronounced as that effect. You might be able to fake it with glowpoints but idk
edit: also bloom in fs and in a lot of games looks terribad
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Ya.... I think I'll pass on that for now LOL.
Next question, has there been a LUA event added for missile launching? Last time I was working on the missile bay, nothing was available.
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I'm not sure, but opening the doors on arming the missile bank works for me. You can add a dummy empty bank to close them if you want, or use one with external missile mounts for that.
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Some of the fighters, especially the small ones, will need external mounts. But for the larger ones, like the Bearcat, it can use internal bays. Sorta similar to the F-22. I think it would look best if you hit the fire button, door pops open, missile drops and fires, door closes.
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Dunno if that's possible. Again, you can open the bays on selecting the bank, and it works for me. You can make a dummy "weapon" with a missile bank that can't actually fire, and use that to toggle between open and closed doors.
Alternatively, FoTG has a script that can control things like S-foils and stuff, perhaps you could use it, and make the doors openable by a special button. Without that, missiles would be locked. I don't think it's possible to make that per-launch. Also, per-launch door opening would be clumsy, as you'd have to wait for the door before the missile flies out. Not a good thing, IMO. When I press the button, I want the missile to launch now.
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Next revision: http://scoobydoo.freespacemods.net/HiRes/Demo-Bearcat-06-29-14.rar
This time it comes with a couple of missions.
First is just an animation test, you launch off a carrier, wheels retract. Do a fly by and come in for a landing, wheels extend. Not the best, but I'm no FREDDER.
Second is Brimstone 3 except your flying Bearcats instead of Hellcats.
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Can someone youtube it?
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Bearcat with shark teeth. :)
Love that gritty Wing Commander feel the model has. I've always liked shark teeth on things for some reason as well.
EDIT: I just looked at the full size image of that close up image you have. Beautiful work. :yes:
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I haven't been keeping up with recent developments but Saga can be run in newer versions of FSO now right? Does that mean it can support some of those awesome RTT cockpit tubs you were working on a while ago Scooby?
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Haven't gotten the RTS working quiet yet, should be easy if I can remember how. Cockpit is there however.
Read this: http://www.hard-light.net/forums/index.php?topic=85375.0
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Next thing coming up, Talon
(http://i.imgur.com/0fGehBS.jpg)
(http://i.imgur.com/piSoWuK.jpg)
(http://i.imgur.com/wYI60Fw.jpg)
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Wow. Nice. :) I love this HiRes style. It should have more RCS nozzles, though. It seems that it could only control pitch (Bearcat has no yaw, either, but engines could provide that).
Something I'd really like to see would be WC1 ships, Dart and Javelin in HD.
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The thrusters are mostly just for greeble, but I'll add more things here and there. It's a small craft and not a whole lot of room, unlike the Bearcat. Also, WC behaves more like aircraft than spacecraft anyways.
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That's why lack of yaw isn't a big deal. Some roll thrusters would definitely be good, though. Besides, I like RCS. :)
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Great work! I can't wait to see some capships :D
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Capships will have to wait, I'm going to finish up on the fighters first. The caps need quite a bit of overhauling, especially the hangers, they're not in scale with the rest of the ship.
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May I request HiRes Deimos first when you start upgrading capships? :D
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I'd rather see some new capships released, though. Warlock, for example, or even a new, Gettysburg-like one. I could really use a proper Confed battleship.
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Current todo fighter list:
Talon [done]
Thunderbolt 2 [done]
Valkyrie [done]
Vampire
Vindicator
Viper
Wild Weasel
Hornet
Harbringer
Jendevi (needs new name)
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Nice. Can't wait for the Vampire. :) I always liked it. Will you be updating other ships to HiRes standard afterwards?
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Ya I'll be updating the existing ships, in no particular order though.
Also next Bearcat demo is here: http://scoobydoo.freespacemods.net/HiRes/Demo-Bearcat-07-06-14.rar
Now with better RTS support, although some are still broken. I can't seem to get the talking head to actually display correctly so I've just made it appear as a holographic projection meh...
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Still no animated TVC? Otherwise, looks good.
Also, I've got one small request. Could you avoid using the "light" texture on the muzzle of the weapon models? You've got some spare space on the UV map, and I sometimes replace the "energy" gun exhaust texture with something else so that it works for machine guns. When the muzzles were done via the engine texture, it wasn't such a problem, but if I did it now, it'd "black out" the port set of lights.
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Yup I can do that. New build coming soon. Some of the controls are now rendered to texture (radar, target, shields, wingman, and a few others). Some of the others I can't seem to get to work properly or at all (the talking head is the biggest offender). Those I've moved around to look like they're being rendered, best I can do at the moment. And I do like the way the talking head animation works.
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Done, I've added all the confed weapons I have to-date. I might add some of the more odd-ball/one-off weapons at a latter date, fusion, reaper, scatter etc....
Next build release: http://scoobydoo.freespacemods.net/HiRes/Demo-Bearcat-07-10-14.rar
Also modified the hud and cockpit a bit
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(http://i.imgur.com/Vga8W43.jpg)
(http://i.imgur.com/I7rhVLp.jpg)
(http://i.imgur.com/F396SzF.jpg)
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Looking great. :) Looking forward to it.
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Blue:
(http://i.imgur.com/Re9ltcs.jpg)
Green:
(http://i.imgur.com/W43tbGH.jpg)
Yellow:
(http://i.imgur.com/1XpWJyT.jpg)
Red:
(http://i.imgur.com/Dqyfny8.jpg)
WC 2:
(http://i.imgur.com/9iEpiaj.jpg)
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That looks nice. Any chance of integrating team colors into the Hi-Res remakes? This allows you to "paint" up to two colors (defined in colors.tbl) on the texture using a special "-misc" map. Simply make an uncolored base, and a -misc map with areas used by the "base" color in red, and "stripe" color in green. The stronger the color on the -misc map, the more intense the coloring on the corresponding texture area. You'll need to play around with it to get it to look right, but the results can be really good.
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I also thought of team colours when I saw those shots. :yes:
Anyway, this ship is looking really good! Except for that WC2 paintjob - it doesn't really work for me. I assume it's a canon paintjob though so I'm not saying to get rid of it or anything... :nervous:
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That looks nice. Any chance of integrating team colors into the Hi-Res remakes? This allows you to "paint" up to two colors (defined in colors.tbl) on the texture using a special "-misc" map. Simply make an uncolored base, and a -misc map with areas used by the "base" color in red, and "stripe" color in green. The stronger the color on the -misc map, the more intense the coloring on the corresponding texture area. You'll need to play around with it to get it to look right, but the results can be really good.
Could you point me to more info about this "-misc" map? Search isn't giving me anything useful about it.
Anyway, this ship is looking really good! Except for that WC2 paintjob - it doesn't really work for me. I assume it's a canon paintjob though so I'm not saying to get rid of it or anything... :nervous:
Ehhh I'm not really good at WC@ era painting. It can look good but for me it just doesn't seem to work very nicely.
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http://www.hard-light.net/forums/index.php?topic=79743.0
There's just about everything. The only thing is that instead of normal map, you make a new -misc map and instead of blue, the stripe color goes to green channel. Also, you probably don't need to mess with the shader anymore.
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Oh wow, that was probably the easiest update available! Ok what other new features am I missing? LOL
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May I request logo-less versions?
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Ah, that would be nice. Preferably, with a continuous stripe running through the wing.
Also, I just recalled something you could add: squadron insygnia. They're pretty easy to do in PCS2, and can look really nice. They could go on tail fins or on wings.
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I think I looked at insignia before, but it lacks shine/normal mapping. Unless things have changed.
Also the logo-less version should only require a different -misc map correct?
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If you've implemented it, then yes.
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Next build: http://scoobydoo.freespacemods.net/HiRes/Demo-Bearcat-08-04-14.rar
Note this isn't a vp file, it's a zipped folder.
1.) Temporary extract the contents somewhere (like the desktop).
2.) Under Maps folder there is a series of subfolders (Corners, Logo Stripe and One Stripe). Each one contains a different color pattern. Select which one you want and copy the dds files you want to use down one folder (into maps\) and delete the rest.
3.) Built a vp then move that file to the mods folder. Treat it like any other VP file.
4.) You can delete the extracted files now.
An automated assembly would be nice.
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This is actually a better way of distributing mods, IMO. Since your mods can't really be used standalone, it's preferable to extract the VP you provide anyway and incorporate the files into the mod's folder structure. Most devs do it like this. VPs have the advantage of a nice file browser, but that's it.
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There's some nice Oblivion/Skyrim mods that have installer scripts that not only let you choose what you want installed, they give you preview pictures of it. (The Oblivion GUI replacer comes to mind). It'll be like: which color pattern would you like or none? and it'll copy the necessary files.
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Another release... this time with a better HUD
(http://i.imgur.com/yPmATW5.jpg)
http://scoobydoo.freespacemods.net/HiRes/Demo-Bearcat-08-23-14.rar
Edit: Yes I fixed the Kills position, didn't see it until I uploaded the pic :banghead:
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Wow. Nice. :yes: I love this cockpit.
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nice :)
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Talon version is available now: http://scoobydoo.freespacemods.net/HiRes/Demo-Talon-8-29-14.rar
There will probably be newer versions available at some latter date if needed
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Talon version is available now: http://scoobydoo.freespacemods.net/HiRes/Demo-Talon-08-29-14.rar
There will probably be newer versions available at some latter date if needed
Link doesn't seem to work :/
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Talon version is available now: http://scoobydoo.freespacemods.net/HiRes/Demo-Talon-08-29-14.rar
There will probably be newer versions available at some latter date if needed
Link doesn't seem to work :/
Fixed... just drop the "0" off of "08"
http://scoobydoo.freespacemods.net/HiRes/Demo-Talon-8-29-14.rar
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Danke schön :)
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My old thunderbolt was completely useless... way too low detail to recover. I was building a model from the concept shot of what the Thud and just renamed it to the thunderbolt.
(http://i.imgur.com/YWdLo8y.jpg)
(http://i.imgur.com/YM7bOo9.jpg)
(http://i.imgur.com/7WRiZ7G.jpg)
(http://i.imgur.com/9A7juA9.jpg)
(http://i.imgur.com/nHFtdOt.jpg)
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Wow. :jaw: Doesn't really look much like the old 'bolt, but that doesn't matter. :) This is great.
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Oh gosh, that this is gorgeous.
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:yes:
Polycount?
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lod 0 = 96,000
LOD 1 = Probably under 24,000
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Also Dragon, this was what I was using:
(http://i.imgur.com/XFDIwSe.jpg)
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Remember about some detailboxing or something like this. I'm not sure if FSO engine is able to run with dozens of fighters each one with almost 100k polys and multiple textures, no matter how good looking they are :P.
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Remember about some detailboxing or something like this. I'm not sure if FSO engine is able to run with dozens of fighters each one with almost 100k polys and multiple textures, no matter how good looking they are :P.
Does detailboxing even worth it on fighters, due to their small size? Also is it possible to "disable" subsystems, not disabled but temporarily removed from the game? Removing landing wheels when they're retracted would definitely remove about 12K polys from the game.
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It is a hack, but a separate model that doesn't have them could be used, and then 1 second before the animation is triggered, the model could be switched in fred. So switch models, trigger animation. or for take off, trigger animation, switch models once the gear is up. Like I said, it's a hack.
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Don't bother, such hacks will introduce more problems than they solve. Just give it a small LOD distance for LOD1, and make that LOD more akin to other fighters. That would ensure that the extra detail only appear when you can see them.
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Don't bother, such hacks will introduce more problems than they solve. Just give it a small LOD distance for LOD1, and make that LOD more akin to other fighters. That would ensure that the extra detail only appear when you can see them.
Yup that's what I'm basically doing, or at least I think I'm doing. All that excess detail gets deleted at lod 1.
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Still needs a little touching up...
(http://i.imgur.com/10ofnVT.jpg)
(http://i.imgur.com/ETGL1ma.jpg)
(http://i.imgur.com/ErexuHs.jpg)
(http://i.imgur.com/QAXBX6X.jpg)
(http://i.imgur.com/mFmfF1R.jpg)
(http://i.imgur.com/8ElW3kx.jpg)
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I will make a cool bomber from this one day. Outstanding job :yes:
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Love it. :)
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This looks great. It feels like it could fit into the timeframe of "Arena" and "Collateral Damage". :)
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Thunderbolt's wings have been changed.
(http://i.imgur.com/8MMcxs3.jpg)
Also I've been playing around with the textures some more...
Now with a lot less scripting involved and more done with just bevelling and glow layer profiles. Changes I make to one can easily be applied to others, without having to rerun the entire script.
The base metal has more of a metal shine, plus is a lot more detailed (thanks due to using a very very large repeatable pattern brush (4000*4000)) and better contrast.
The panel rivets are much smaller and more repeated. It's easier to apply them and now they're no longer the size of a hand.
Only big thing it really needs now is baked ambient occlusion.
(http://i.imgur.com/rr4MF9p.jpg)
(http://i.imgur.com/bWAXYjP.jpg)
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I liked previous Thunderbolt's wings much more. They were far more unique then the blocky ones.
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I kind of like them both, for different reasons. Maybe two versions of the model could be released.
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I agree with Dragon. :)
Tho to be honest, as beautiful as that Thud is, I'm still holding out for the Durango, Bengal, and Ralari.
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Update on the Bearcat: http://scoobydoo.freespacemods.net/HiRes/Demo-Bearcat-10-07-14.rar
Adjusted textures, similar to the previous version, just easier to make and slightly more metallic feel, alone with a few other features.
Rebuilt the bussard intakes, looks like real intakes rather than just some yellow blob.
(http://i.imgur.com/OicJVqS.jpg)
Both the Talon and Thud will be getting this update, it's relatively easy and fast.
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Scripting bug fix for the Bearcat: http://scoobydoo.freespacemods.net/HiRes/Demo-Bearcat-10-08-14.rar
And the Talons update: http://scoobydoo.freespacemods.net/HiRes/Demo-Talon-10-08-14.rar
Same deal as with the Bearcat.
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Thunderbolt (both variants)
http://scoobydoo.freespacemods.net/HiRes/Demo-Thunderbolt-10-17-14.rar
Thunderbolt "A"
(http://i.imgur.com/ErexuHs.jpg)
Thunderbolt "B"
(http://i.imgur.com/8MMcxs3.jpg)
Also some improvements to the animation rotation script are included. I'll update the information in the scripting thread.
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Next up: the Valkyrie
(http://i.imgur.com/ejhURyF.jpg)
(http://i.imgur.com/9e5Zij6.jpg)
(http://i.imgur.com/yzk5o3t.jpg)
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This one looks lovely. :)
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(http://i.imgur.com/hEEkSG4.jpg)
(http://i.imgur.com/ZWCGDJL.jpg)
(http://i.imgur.com/YJtsJk9.jpg)
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Woah. Mindblowing. :) You could make a movie with models that good. :)
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Stunning :yes:
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Finally got around to finishing it...
I shrunk the panel lines down quite a bit, looks better now.
(http://i.imgur.com/8D4aCVS.jpg)
http://scoobydoo.freespacemods.net/HiRes/Demo-Valkyrie-12-16-14.rar
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Why aren't you working at Origin yet??
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Because they were disbanded... :( Though those models would be right up RSI's alley.
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You know what I mean :p
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Something a wee bit different. Haven't had much time lately though
(http://i.imgur.com/pFhAFMx.jpg)
(http://i.imgur.com/rw0FWUG.jpg)
(http://i.imgur.com/1Nn20yz.jpg)
(http://i.imgur.com/RfiiO9P.jpg)
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Smells like vtol.
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(http://i.imgur.com/QM5XARQ.jpg)
(http://i.imgur.com/f6t80vS.jpg)
and it's ancestor...
(http://i.imgur.com/jqqEfhT.jpg)
whoops i see the front wheel got messed up LOL