Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => The FreeSpace Port Upgrade => Topic started by: Vasudan Admiral on December 09, 2005, 02:12:08 am
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First posted on SectorGame here (http://www.sectorgame.com/forums/viewtopic.php?t=2020) during HLP's self imposed holiday ;)
Oh, and there's been a minor bug fix since then, so redownload if you don't want the rear missile launcher to be pitch black.
W00t! At loooong last, I've finished the lucy. It's been far too long comming, since it really should have been done months ago with the first pack release, but finishing school and the HSC put a stop to that.
============ Lucifer =============
Credits: Used Lightspeeds Lucifer textures as a base for this merged one. All else by me, and thanks to DaBrain for texture format help. :)
(http://webzoom.freewebs.com/twisted-infinities-va/HTL-Lucifer/HTL-luciferWIP40.jpg)
^This is a bit of an old pic now, but I'm too lazy and tired to get a better one. The main difference anyway is that this one has no turrets, and is also lacking the claw thingies on the part behind the arms.
Piccy 2 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Lucifer/HTL-luciferWIP39.jpg)
Old & New Comparison 1 (http://webzoom.freewebs.com/twisted-infinities-va/portfoliosite/Media/ShivanShips/Lucifer/HTL-luciferWIP30.jpg)
Old & New Comparison 2 (http://webzoom.freewebs.com/twisted-infinities-va/portfoliosite/Media/ShivanShips/Lucifer/HTL-luciferWIP26.jpg)
Old & New Comparison 3 (http://webzoom.freewebs.com/twisted-infinities-va/portfoliosite/Media/ShivanShips/Lucifer/HTL-luciferWIP27.jpg)
Ok, there are two versions of this as follows:
1) Highest Detail
=> 12 304 polys, 2048x2048 res texture (high detail turrets :\ )
Download - 6 megs (http://sectorgame.com/ti-file-dump/VasudanAdmiral/Ships/HTL_Lucifer_V2.0.rar)
This is a seriously high detail version, though it should run pretty smoothly when you consider that there will only be one of them at a time, all turrets are using the main map which will already be in memory, and it doesn't have a lot of them anyway.
If however you do find it's not running well, and you don't want to use the low detail version, CLICK HERE (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Lucifer/Half_Res_High_Textures.zip) for a small (605kb) zip containing a half size glow, shine and debris map.
2) Medium Detail
=> 4613 polys, 1024x1024 res texture
Removed - There's no real point to these medium detail versions anymore. Just halve the res of the textures instead.
This is for those peeps whose machines may have a bit of trouble keeping up. Visually, there's not all that much difference, but the smaller texture set will be the main advantage in terms of performance here. :)
It's also worth mentioning that these Lucifer varients have two additional turrets - the weird 4 claw thingies on the sides. We're pretty sure these are intended to be what the Lucy uses to pummel hapless planets like VPrime to scrap with as opposed to the arm guns, which appear to be more of an anti-ship weapon.
Anyway, to activate them, insert:
$Subsystem: turret18,0.5,0.5
  $Default PBanks: ( "InsertWeaponHere" )
$Subsystem: turret19,0.5,0.5
  $Default PBanks: ( "InsertWeaponHere" )
to the Lucifers table entry at the end of the turret, and before the subsystems. (If you are unsure, just ask.)
===================================
Now, I already released this here on HLP......but it got about 4 or so replys, so I'll try again in this thread in an attempt to raise cargo-awareness. ;)
============ TC-Tri =============
Credits: Original model built by Black Wolf, model modifications, texture and rest by me.
(http://webzoom.freewebs.com/twisted-infinities-va/HTL-TC-Tri/TC-Tri-HTL_WIP2.jpg)
Piccy 2 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-TC-Tri/TC-Tri-HTL_WIP4.jpg)
Old & New Comparison (http://webzoom.freewebs.com/twisted-infinities-va/HTL-TC-Tri/TC-Tri-HTL_Compare.jpg)
Three versions of the box as follows:
1) Highest Detail
=> 3420 polys, 2048x2048 res texture
Download - 5.6 megs (http://sectorgame.com/ti-file-dump/VasudanAdmiral/Ships/HTL_TC-Tri_V2.0.rar)
Yes, this is an insane level of detail for a glorified box, but it's a box the size of a cruiser!
2) Medium Detail
=> 3420 polys, 1024x1024 res texture (same model, smaller texture)
Removed - There's no real point to these medium detail versions anymore. Just halve the res of the textures instead.
Here's a more sane version
3) Tiled Monstrosity
=> 1661 polys, 1024x1024 res texture
Removed - There's _REALLY_ no point in having this one. Low detail AND hideous.
I hate this version, and bear no responsability for any meals you loose whenever you look at it. :p (yes - I really hate texture tiling)
Both the UV mapped versions have nameplates with a blank template included. The tiled version doesn't because I forgot. :)
===================================
Let me know of any bugs and I'll do my best to fix em. If a texture Guru wants to go over the textures and beautify them, go ahead! Other than that, enjoy!
Oh, and next on my todo list is the Arcadia, which I've now started: Piccy! (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP1.jpg)..... Where that piccy is of! (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/ArcadiaPlatformCorner.jpg)
followed by the Poesiodon, so nobody nick em! Or else! :p
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Great work. I'm sorry I kinda gave up working on the Lucifer textures.
Shivan maps are a lot more complicated for me than Terran maps are. And the Lucifer is just too big. I've completed ~50% though. Maybe I'll continiue after learning a few more techniques.
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Awesome work on the Lucifer, Though I wonder why glowmaps aren't working. Every other ship works just fine.
Something about the Lucy itself though...it looks looks like some "transformer ship" to me. With its front arms, horns and other joint like features, it looks to me as if it could change configuration to some other model. Maybe it's just me though...
I always like the idea in Spaceballs:
Col. Sandurz:
"- Spaceball one has now become...
drum, drum, drum, drum, drum...Megamaid
Anyway, beautiful job on the Lucy, looking forward to see HTL Arcadia !!!
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I think those side turrets should be (heavy) beam cannons. Atleast IIRC in FS2 intro Lucifer blast GTD Legion into a burning wreck with just one of the beams fired from the four clawed thingye. But as it may harm some earlier campaings (Derelict?) it might not be reasonable to add those to the ships.tbl entry but rather use tbms for it. Like so:
lucifer-shp.tbm
----file start----
#Ship Classes
$Name: SD Lucifer
+nocreate
$Subsystem: turret18,0.5,0.5
$Default PBanks: ( "SRed" )
$Subsystem: turret19,0.5,0.5
$Default PBanks: ( "SRed" )
#End
---end of file---
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Awesome work on the Lucifer, Though I wonder why glowmaps aren't working. Every other ship works just fine.
Something about the Lucy itself though...it looks looks like some "transformer ship" to me. With its front arms, horns and other joint like features, it looks to me as if it could change configuration to some other model. Maybe it's just me though...
I always like the idea in Spaceballs:
Col. Sandurz:
"- Spaceball one has now become...
drum, drum, drum, drum, drum...Megamaid
Anyway, beautiful job on the Lucy, looking forward to see HTL Arcadia !!!
You're playing Derelict aren't you?
Then just wait and play along, it will be worth it.
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Yes, I played Derelict for a while, couldn't get very far due to the SEXP errors.
Those missing glows keep bothering me, anyone else has the same problem ?
I put all the other lucy-files in the maps folder, except the .POF-file
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Great work. I'm sorry I kinda gave up working on the Lucifer textures.
Shivan maps are a lot more complicated for me than Terran maps are. And the Lucifer is just too big. I've completed ~50% though. Maybe I'll continiue after learning a few more techniques.
Errr whoops - I completely forgot about that sorry. :\ But no worries - I'm sure it'll be ten times better than the current ones. :D
Yes, I played Derelict for a while, couldn't get very far due to the SEXP errors.
Those missing glows keep bothering me, anyone else has the same problem ?
I put all the other lucy-files in the maps folder, except the .POF-file
Does it have glowmaps in the techroom? If still not, do other ships have their glows on at the same time? If so, uh, can you open the glowmaps themselves? If not (corrupt), try redownloading it (which version did you d/l btw?), and if so, I'm out of ideas and if so's. :\
Have you double checked that the glowmap is actually in the maps folder?
I think those side turrets should be (heavy) beam cannons. Atleast IIRC in FS2 intro Lucifer blast GTD Legion into a burning wreck with just one of the beams fired from the four clawed thingye.
Actually, there's a fair bit of evidence suggesting the things are intended to be the planet pounders we see hit Vasuda Prime, so that's what I have them as:
(http://webzoom.freewebs.com/twisted-infinities-va/HTL-Lucifer/LucyPlanetaryBombardmentBeam1.jpg)
Piccy 2 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Lucifer/LucyPlanetaryBombardmentBeam2.jpg)
Piccy 3 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Lucifer/LucyPlanetaryBombardmentBeam3.jpg)
If anyone wants them (especially if you want to improve them ;) ), here: http://www.freewebs.com/twisted-infinities-va/HTL-Lucifer/LucyBombardmentBeamTable.htm
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All the other ships do have their glowmaps working, I can't see Lucy's glowmaps in either shiplab or techroom. I downloaded the one with highest detail, and I double checked, glowmap is in maps-folder.
BTW, how do you open .dds files properly, which program is preferable ?
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Oh yes, if anyone is interested in rendering it for whatever reason, here's a not-particularly-good-but-decent-enough bumpmap: http://webzoom.freewebs.com/twisted-infinities-va/HTL-Lucifer/Lucifer-HTL_BUMP.jpg
Anyway, to view dds as thumbnails in explorer: http://download.nvidia.com/developer/NVTextureSuite/wtv.zip and/or http://download.nvidia.com/developer/NVTextureSuite/DDS_viewer.exe
To open & save them in PSP or Photoshop: http://farcry.filefront.com/file/Adobe_Photoshop_DDS_Plugin;37136
As for the glowmaps, do you have any other mods that might be conflicting with it? (though why that would be the case I don't know :\ )
Umm, you could also try this long shot: rename it from "Lucifer-HTL-Glow.dds" to "Lucifer-HTL-glow.dds"
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Thank you for the links to the dds viewer & plugin, life's now lot easier.
As for the glowmaps, couldn't get them to work. I do have one idea though, maybe they will work when the ship is released in media_vp ?
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There is a bit of discrepancy however between the "planetary" beam cannon and the one used against the GTD Legion --- the planetary one seen in prototype removed cutscenes and the final "ravaging of Vasuda Prime" was BLUE (as is Vasudan Admiral's), and the one used against the GTD Legion was YELLOW like the Shivan Superlasers that fire from the two "arms" that downed the GTD Galatea in FS1.
Since we can't know for sure which is which, and arguing over it would be pointless, I suggest that the only logical explanation is that while the Lucifer's two forward arms always fire Shivan Superlaser (yellow) as established in FS1, the two side "Claw Emitters" are capable of BOTH "Shivan Planet Pounder" (as established in FS1 prototype cutscenes) and "Shivan Superlaser" (as established in FS2). If one thinks of the blue planet pounder beam as simply an overcharged or higher grade version of Superlaser (i.e. BFGreen vs. BGreen), then it makes perfect sense --- like blender settings, the Lucifer's side cannons can be set for destroying other ships or even planets as they please.
That being said, FREDdding or whatnot could change the side cannons' firing modes at will as the mission designer sees fit, right? So there really isn't a problem, really.
And I LOVE the look of the planetary bombardment cannon --- it looks exactly like the one from the cutscene to me =3
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*dances gaily*
Wait...I HAVE TO WAIT TILL I HAVE ACCESS TO MY OTHER COMP BEFORE I CAN GET IT!
...crud.
*dances less gaily*
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I just figued that the beams changed color as they hit atmosphere, but thats just me.
Very nice Ships VA. :yes:
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OMFG! *downloads*
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Yeah, i alos figures it was reaction with the atmosphere that made the beam blue... and city sized...
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but, if you see the FS2 intro, you see the planet decimators vasudan beam colored. i think that proves the " the atmosphere changes the beam" theory.
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Since the FS2 intro shows the Hades crashed on a planets' surface and Lucys beams in the wrong place - along with a crippled Herc making planetfall, and the pilot surviving - I'm prepared to ignore it as the reminisces of Our Jaded Narrator Bemoaning The Lost Generation. Having the surface bombardment weapon on opposite sides of the ship is retarded: since there's only ONE in the FS1 cutscene, I figured the nose recess was a much, much larger beam cannon.
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Looks like FS2 doesn't like big filenames...
Error: Passed filename, 'lucifer-htl_debris_low-shine', is too long to support an extension!!
Maximum length, minus the extension, is 27 characters.
File:\fs2_open\code\bmpman\bmpman.cpp
Line: 1342
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
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Hang on, there isn't a shinemap included for the debris. Does it try and auto-create one if it can't find it?
Either way.....umm, rename the base debris texture to "lucifer-htl_dbr" (do the same for the glow map and the phantom shinemap if it's there) the and use modview/pcs to set the lucy's debris texture to match, if you haven't already.
And thanks, I'll fix and re-upload it again. (actually, I've just realised that the "_low" bits weren't meant to stay for the low detail one's release anyway. :nervous: )
Edit: Re-uploaded
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:jaw: The FSPort team wants to take you home and cuddle you all night.
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There is a bit of discrepancy however between the "planetary" beam cannon and the one used against the GTD Legion --- the planetary one seen in prototype removed cutscenes and the final "ravaging of Vasuda Prime" was BLUE (as is Vasudan Admiral's), and the one used against the GTD Legion was YELLOW like the Shivan Superlasers that fire from the two "arms" that downed the GTD Galatea in FS1.
Since we can't know for sure which is which, and arguing over it would be pointless, I suggest that the only logical explanation is that while the Lucifer's two forward arms always fire Shivan Superlaser (yellow) as established in FS1, the two side "Claw Emitters" are capable of BOTH "Shivan Planet Pounder" (as established in FS1 prototype cutscenes) and "Shivan Superlaser" (as established in FS2). If one thinks of the blue planet pounder beam as simply an overcharged or higher grade version of Superlaser (i.e. BFGreen vs. BGreen), then it makes perfect sense --- like blender settings, the Lucifer's side cannons can be set for destroying other ships or even planets as they please.
That being said, FREDdding or whatnot could change the side cannons' firing modes at will as the mission designer sees fit, right? So there really isn't a problem, really.
And I LOVE the look of the planetary bombardment cannon --- it looks exactly like the one from the cutscene to me =3
Or you could just say that thanks to some kind of reaction in Vasuda Prime's atmosphere, the visible light of the beam was shifted up to blue. :p
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another possibility: a shoddy weapon job just like the Manticore or the Scorpion or whatnot. :p
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Meh, it's really up in the air, so just arm whatever you wish wherever you wish I say. ;)
Personally, I reckon the planet pounders are on the sides (p'raps it rolls to fire alternate shots while the previous cannon cools or some such) mainly because in the first cbani you see the lucifer in, you see the side prong things close up, quivvering with glowing tips (Ack! I _KNEW_ I forgot something :( ), as it's comming into a system to attack.
Then, in the vprime cbani, the satis flies past the camera in orbit, with the lucy in the background, but instead of the arms pointing at the planet, the side....lump things are - in the general direction of the fleeing satis' approximate point of origin. See? (http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Lucifer/PlanetPounderBeams.jpg)
However, it's too vague for anything solid, and really not worth a debate, so do whatever you like best. :)
Anyway, does anyone know of a way to get glowpoints to flickker like engine glows? AFAIK, it can't currently be done properly without using actual engine glow-points, and most people have the shivans using those weird firey ones atm. Creating multiple glow banks with different blink timings would work, but it's an incredibly cumbersome way to do it no?
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For those of you that are interested (and like the cutscenes better than the in-game effects) I've prepared an altered version of the glowmaps.
(http://web.njit.edu/~pjo3/htl/shivore01.jpg)
(http://web.njit.edu/~pjo3/htl/shivore03.jpg)
(http://web.njit.edu/~pjo3/htl/xmaslucy.jpg)
Click me if you like Christmas trees! (http://web.njit.edu/~pjo3/htl/lucyglow.zip) (fixed)
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jesus christ, do you ever sleep? :eek2:
skinning god = galemp for sho. ;)
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jesus christ, do you ever sleep? :eek2:
Read the signature. ;)
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Damn, that is so true.
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Sweet mother... Ive been wondering if anyone would make a new version of the cutscene textures. And galemp a fantastic job of it too. But for osme reason the link leads to the first picture :/ Any chance you could fix that please?
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MY GOD DASODHFIOPSSIJ THAT'S BEAUTIFUL. Thank you so damn much, I forgive you for the eternal-seeming wait.
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What you say? (http://dictionary.reference.com/search?q=DASODHFIOPSSIJ)
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What you say? (http://dictionary.reference.com/search?q=DASODHFIOPSSIJ)
Aren't you hilarious. If you must know, it's the name of my particular god that I worship, as shown by the fact that it comes after "my god" in my last post.
EDIT:: Also, if it isn't too much to ask of Galemp or even VA himself... could you make animated glowmaps for it? I <3 those on the rest of the Shivan ships.
EDIT 2:: I should probably read the thread.
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Heh, not me - if someone wants to, that's fine, but keep in mind that every. single. frame. of such an animation is considered to be a separate texture used by the ship. ;)
I'm going to be waiting for Bobs material system to come into play before delving into animated texturing - hopefully we'll be able to set something up to 'animate' the glows without taking up anywhere near the RAM requirements even a basic animated glowmap uses now. :)
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Couldn't the SCP team do something like programming FSO to accept animated .gifs as skins?
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Couldn't the SCP team do something like programming FSO to accept animated .gifs as skins?
Never gona happen, sorry.
I'm no coder, but I know that using gif is impossible thanks to the myriad copyright issues with the format (the very same thing prevents the use of mp3).
Bobbau is already working on a material system - it will make it possible to do a myriad texture and shader effects without pumping a huge animated file (...ergo a lot of frames) into the memory.
I suggest testing whatever Bobbau and the rest of the SCP team are putting out and bughunting like a good Mantis.
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Couldn't the SCP team do something like programming FSO to accept animated .gifs as skins?
That's basically what ANIs are.
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Just Wow !! I like them.
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How would I go about getting the Lucifer to have those bombardment beams ingame? I have the weapon in the weapons tbl, but I don't know how to edit the ships table too well.
Edited for clarity.
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Well, easiest and most compatible way to do it would be to create a .tbm (just a .txt), and put the following as Wanderer said:
lucifer-shp.tbm
----file start----
#Ship Classes
$Name: SD Lucifer
+nocreate
$Subsystem: turret18,0.5,0.5
$Default PBanks: ( "LucyBbtCannon" )
$Subsystem: turret19,0.5,0.5
$Default PBanks: ( "LucyBbtCannon" )
#End
---end of file---
That way, even if you're using it in a mod, it won't complicate the tables. :)
(Yes, I'm only just realising how helpful .tbm's really are - thanks WMC :D )
Edit: Hey, the highlight spontaneously combusted. :shaking:
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Well, today I figured out how to make them activate(weapon changing in FRED), but which turrets are the ones in this picture?
http://webzoom.freewebs.com/twisted-infinities-va/HTL-Lucifer/LucyPlanetaryBombardmentBeam1.jpg
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They'd be the ones you enabled if you used the .tbm Wanderer posted - turrets 18 and 19 that didn't exist on the original model. Basically, that .tbm will add the table entries for those two turrets, allowing them to be used in-game, and it will by default set their weapons to the bombardment cannon. :)
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The last two. They aren't on the retail model either, which should help in narrowing it down, but then VA posted a table snippet that actually names them. You do have to modify ships.tbl (either by editing the monolitihc file or by using a .tbm) to get them to actually show up in FRED.
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So if I just made a new txt file with extension .tbm with that in there, that would be all I would need? Where would I put it/what would I name it for it to work?
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Call it "lucifer-shp.tbm", put it in the tables folder with everything between the start end end file parts actually in the file. :)
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What name would I give the .tbm for the weapon itself? wep.tbm or something?
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something-wep.tbm. The -wep is important.
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Call it "lucifer-shp.tbm", put it in the tables folder with everything between the start end end file parts actually in the file. :)
Alright, thanks dude! Good job again on an awesome model!
EDIT:: Agh, what am I doing wrong? This thing keeps screwing me over. The turrets and weapons show up in FRED, but I get these errors when I try to play:
Error: lucifer-shp.tbm(2):
Error: Required token = [$Species:], found [+nocreate]
in ship: SD Lucifer.
File:parse/parselo.cpp
Line: 551
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: lucifer-shp.tbm(3):
Error: Required token = [$Species:], found [$Subsystem: turret18,0.5,0.5]
in ship: SD Lucifer.
File:parse/parselo.cpp
Line: 551
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: lucifer-shp.tbm(5):
Error: Required token = [$Species:], found [$Default PBanks: ( "LucyBbtCanno]
in ship: SD Lucifer.
File:parse/parselo.cpp
Line: 551
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: lucifer-shp.tbm(5):
Error: Required token = [$Species:], found [$Subsystem: turret19,0.5,0.5]
in ship: SD Lucifer.
File:parse/parselo.cpp
Line: 551
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: lucifer-shp.tbm(6):
Error: Required token = [$Species:], found [$Default PBanks: ( "LucyBbtCanno]
in ship: SD Lucifer.
File:parse/parselo.cpp
Line: 551
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: Error parsing 'lucifer-shp.tbm'
Error code = 1.
File:ship/ship.cpp
Line: 3547
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: Could not initialize hudparse.cpp as ships were not inited first.
File:hud/hudparse.cpp
Line: 997
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
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Using 3.6.7? That build doesn't support XMT modular tables (+nocreate) so you'll have to get a more recent build to use them.
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Using 3.6.7? That build doesn't support XMT modular tables (+nocreate) so you'll have to get a more recent build to use them.
****. I feel dumb. Thank you.
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Ack, I've just realised that those earlier bug-fixes got uploaded to the wrong folder, and so nothing actually changed. :\
Fixed now though, but they're only minor cosmetic fixes, so there's no pressing reason to redownload if you don't want to. :)
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PLEASE tell me these don't have .ani's. (i never got a chance to download it :nervous: )
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It doesn't have an animated glowmap, and even if it did I wouldn't touch the ANI format with a bargepole with EFF's around. :p ;)
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sweet! *downloads the bloody thing*
oh yeah, anyone see an EFF viewer around? :D
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It doesn't have an animated glowmap, and even if it did I wouldn't touch the ANI format with a bargepole with EFF's around. :p ;)
Well I did a quick test and it looks like PCX files are roughly 2x the size of GIF files. Meh.
But yes, DDS FTW and all. :p
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It doesn't have an animated glowmap, and even if it did I wouldn't touch the ANI format with a bargepole with EFF's around. :p ;)
Well I did a quick test and it looks like PCX files are roughly 2x the size of GIF files. Meh.
But yes, DDS FTW and all. :p
How to convert pcx to dds ? What proper option do I need in photoshop ?
I have the DDS plug-in, but when I want to save the file, I got a list of feature and I don't know which one I must select. Whatever I do, the save Button is locked.
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Try DXTex or DXTBmp (Google search FTW)
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How to convert pcx to dds ? What proper option do I need in photoshop ?
I have the DDS plug-in, but when I want to save the file, I got a list of feature and I don't know which one I must select. Whatever I do, the save Button is locked.
If you start from a PCX, you first need to switch the image mode from "indexed color" to "RGB color"
Then "Save as" -> select ".DDS"
Select the options according to this
(http://n.ethz.ch/student/ebuerli/download/ddsplugin.jpg)
Leave the other options at the default value (as long as nooone tells me what can be done better)
If you want transparency, use DXT5 compression.
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i got these errors when i used some TBMs for the Lucifer and her planet destroyer cannons:
Warning: Couldn't open texture 'shockwave01'
referenced by model 'shockwave.pof'
File:c:\fs2_open\code\model\modelread.cpp
Line: 2772
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fs2_open_d-20051215.exe 00856a07()
fs2_open_d-20051215.exe 00859064()
fs2_open_d-20051215.exe 0076118a()
fs2_open_d-20051215.exe 006b9897()
fs2_open_d-20051215.exe 006ba9d3()
fs2_open_d-20051215.exe 006c7b6d()
fs2_open_d-20051215.exe 0086fa8d()
fs2_open_d-20051215.exe 006c658c()
fs2_open_d-20051215.exe 008700ac()
fs2_open_d-20051215.exe 006c9b3d()
fs2_open_d-20051215.exe 006c9db9()
fs2_open_d-20051215.exe 00b01807()
kernel32.dll 7c816d4f()
------------------------------------------------------------------
Warning: Couldn't fix up turret indices in spline path
Model: capital02.pof
Path: $path26
Vertex: 2
Turret model id:20
This probably means the turret was not specified in mv_textures-shp.tbm
File:c:\fs2_open\code\ship\ship.cpp
Line: 7808
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fs2_open_d-20051215.exe 006d1a45()
fs2_open_d-20051215.exe 006d18f8()
fs2_open_d-20051215.exe 006d5b5d()
fs2_open_d-20051215.exe 006d633a()
fs2_open_d-20051215.exe 006dab91()
fs2_open_d-20051215.exe 006dbdf2()
fs2_open_d-20051215.exe 00894dc8()
fs2_open_d-20051215.exe 006baa35()
fs2_open_d-20051215.exe 006c7b6d()
fs2_open_d-20051215.exe 0086fa8d()
fs2_open_d-20051215.exe 006c658c()
fs2_open_d-20051215.exe 008700ac()
fs2_open_d-20051215.exe 006c9b3d()
fs2_open_d-20051215.exe 006c9db9()
fs2_open_d-20051215.exe 00b01807()
------------------------------------------------------------------
Warning: Couldn't fix up turret indices in spline path
Model: science01.pof
Path: $path04
Vertex: 0
Turret model id:16
This probably means the turret was not specified in mv_textures-shp.tbm
File:c:\fs2_open\code\ship\ship.cpp
Line: 7808
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fs2_open_d-20051215.exe 006d1a45()
fs2_open_d-20051215.exe 006d18f8()
fs2_open_d-20051215.exe 006d5b5d()
fs2_open_d-20051215.exe 006d633a()
fs2_open_d-20051215.exe 006dab91()
fs2_open_d-20051215.exe 006dbdf2()
fs2_open_d-20051215.exe 00894dc8()
fs2_open_d-20051215.exe 006baa35()
fs2_open_d-20051215.exe 006c7b6d()
fs2_open_d-20051215.exe 0086fa8d()
fs2_open_d-20051215.exe 006c658c()
fs2_open_d-20051215.exe 008700ac()
fs2_open_d-20051215.exe 006c9b3d()
fs2_open_d-20051215.exe 006c9db9()
fs2_open_d-20051215.exe 00b01807()
------------------------------------------------------------------
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Those seem more like problems with media VPs... Are you using the new 368 beta? And hopefully not mixing different versions of media VPs.
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it's not a media vp problem. it's most likely a TBM i made. hang on...
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It's a mediaVP problem. All of them had fixes made in the last day or two. :p
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BASTARDS! :p
just kidding. i'll see if they work.
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Edit: Until I say that I've uploaded files, all fixes will be on my local copy only. So don't go clogging up the server by downloading the files whenever I say "fixed!" :p
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aaanyway, when i use a TBM to add the claw turrets to the lucifer, i get an error about textures not being specified in mv_texture's tbm file.
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I'm also trying to use TBM to add those claw turrets. I thought it was mv_models-shp.tbm: So I did it like this, but no turrets were added:
$Name: SD Lucifer
$Subsystem: turret18,0.5,0.5
$Default PBanks: ( "LucyBbtCannon " )
$Subsystem: turret19,0.5,0.5
$Default PBanks: ( "LucyBbtCannon " )
So, any help here would be hot....
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#Ship Classes
$Name: SD Lucifer
+nocreate
$Subsystem: turret18,0.5,0.5
$Default PBanks: ( "LucyBbtCannon" )
$Subsystem: turret19,0.5,0.5
$Default PBanks: ( "LucyBbtCannon" )
#End
:)
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Thanks Cobra, works fine now...
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Ooooooooh. Awesome.
*orgasms*
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I've said it before and I'll say it again: Crikey.
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Galemp, i think the altered glowmaps are a bit too strong. if you could make them more subtle that would be jawsome.
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Since I'm a total n00b here ^^ I have a question. If I download the 2048x2048 version, can I use it in FS2_open without risk?
And if yes, how do I make it work aka where do I have to copy which file to?
Regards
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Yes, you can use it without risk. The .dds files go in Freespace2\data\maps, and the capital02.pof file goes in Freespace2\data\models.
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I havent checked the fourums in so long anyway, that Lucifer looks Sooooooo goooood. If you made a hi poly Sathanas you should be crownd "Best Hi Poly Ship Maker". ;7
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Hate to bump a thread this old, but the downloads appear to be dead and I can't find the file elsewhere.
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Hmm, me wants it, too! :D
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Latest versions of everything I've done pre-Zeus/Loki age can be found here: http://www.hard-light.net/forums/index.php/topic,41374.msg917697.html#msg917697
I'll update the first post of this thread - which I assumed was long dead and buried, and so hadn't before. :p
The lucifer was in the 3.6.8 media VPs though wasn't it?
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Latest versions of everything I've done pre-Zeus/Loki age can be found here: http://www.hard-light.net/forums/index.php/topic,41374.msg917697.html#msg917697
I'll update the first post of this thread - which I assumed was long dead and buried, and so hadn't before. :p
The lucifer was in the 3.6.8 media VPs though wasn't it?
Thanks!
And I have the MediaVps.. doesn't look like it, no.
Edit - I get a "Forbidden" error when trying to download Lucy.
Edit again - It works now?
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I have a problem with the HTL lucy. Every times its in game it looks fugly The Texture is very wrong and it almost looks worse than the oringal.IT also kind of looks deformed.....
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I'll need more than that to go on - screenshot preferably. I also need to know whether or not you're using the one in the 3.6.8 zeta media VPs or just downloaded the one I linked to in the post above, and if you did downloaded it separately, how you installed it.
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I have a problem with the HTL lucy. Every times its in game it looks fugly The Texture is very wrong and it almost looks worse than the oringal.IT also kind of looks deformed.....
It looks better up close, trust me.
I like it though, it looks like uses some form of anisotropic filtering, because it looks different from afar, then it sharpens to its fullest.
Or something like that.
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I'll need more than that to go on - screenshot preferably. I also need to know whether or not you're using the one in the 3.6.8 zeta media VPs or just downloaded the one I linked to in the post above, and if you did downloaded it separately, how you installed it.
I don't know how to screen shot it.I got it from the 3.6.9 i think.
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Press F2 in game, under Misc... check the screenshot key
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The screenshot key is Print Screen. Nice help there, jr2.
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? Okay, whatever. *shrugs* It's Print Screen, unless you have it configured otherwise. Which you would find if you looked at your key bindings. :doubt:
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I don't know how to screen shot it.I got it from the 3.6.9 i think.
The 3.6.9 VPs don't and won't exist - we'll be switching straight to the 3.6.10 ones when that build comes out.
Without a screenie though I can only guess what's happening, and my only guess is that you have the old model or something in one of your mods and it's overriding the HTL one. But what you describe sounds more like a graphics glitch, so I really need a screenshot showing the problem to be sure.
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I don't know how to screen shot it.I got it from the 3.6.9 i think.
The 3.6.9 VPs don't and won't exist - we'll be switching straight to the 3.6.10 ones when that build comes out.
Without a screenie though I can only guess what's happening, and my only guess is that you have the old model or something in one of your mods and it's overriding the HTL one. But what you describe sounds more like a graphics glitch, so I really need a screenshot showing the problem to be sure.
Well i knew how to screen shot...But i don't know were to find it when i do and i uninstalled Fs2 il reinstall it later.
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I don't know how to screen shot it.I got it from the 3.6.9 i think.
Press "Print Screen" key while playing and then look in freespace2\screenshots folder. ;)
(You'll get screenshots in tga uncompressed format. Please convert them to compressed jpg before posting).
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I don't know how to screen shot it.I got it from the 3.6.9 i think.
Press "Print Screen" key while playing and then look in freespace2\screenshots folder. ;)
(You'll get screenshots in tga uncompressed format. Please convert them to compressed jpg before posting).
Damn Laptop.....It has the button, but it doesn't work it has the Fn thing on it.
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Then remap it!
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Damn Laptop.....It has the button, but it doesn't work it has the Fn thing on it.
What do you mean? Fn works just like Alt or Ctrl... press & hold Fn, then the button you are trying to use the Fn function of. Can you take a pic of your laptop keyboard & attach it here? (Save as a 1024x768 or so .jpg, then hit Preview > Additional Options > Attach.)
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Damn Laptop.....It has the button, but it doesn't work it has the Fn thing on it.
What do you mean? Fn works just like Alt or Ctrl... press & hold Fn, then the button you are trying to use the Fn function of. Can you take a pic of your laptop keyboard & attach it here? (Save as a 1024x768 or so .jpg, then hit Preview > Additional Options > Attach.)
I made the shots but how do i save to jpg?
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Use IrfanView (http://www.irfanview.com), File > Save As... ; to change resolution, use Image > Resize.
M$ Pbrush also works, but IrfanView is FTW.
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Here they are.
(http://img107.imageshack.us/img107/1766/copyofscreen00051lu8.th.jpg) (http://img107.imageshack.us/my.php?image=copyofscreen00051lu8.jpg)
(http://img518.imageshack.us/img518/8878/copyofscreen00054hz9.th.jpg) (http://img518.imageshack.us/my.php?image=copyofscreen00054hz9.jpg)
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That looks *almost* right except for two things:
1) The texture is being displayed at a very low res. There is a known problem there (see below) but that looks much worse than usual. What's your graphics card?
2) In the second pic on the second shell there appears to be some sort of problem. Because the shells are quite thin, I suspect it's something to do with your graphics card muddling the layers up (Z buffer issues or something). Do those black areas shift around and/or dissappear a lot?
Also, the Lucifer does have a bit of a problem with anisotropic filtering making the textures look quite blurry from a distance. I'm not quite sure how I'll improve on that, if indeed I can, but I'll try eventually. I need to fix some of the smoothing as well.
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That looks *almost* right except for two things:
1) The texture is being displayed at a very low res. There is a known problem there (see below) but that looks much worse than usual. What's your graphics card?
2) In the second pic on the second shell there appears to be some sort of problem. Because the shells are quite thin, I suspect it's something to do with your graphics card muddling the layers up (Z buffer issues or something). Do those black areas shift around and/or dissappear a lot?
Also, the Lucifer does have a bit of a problem with anisotropic filtering making the textures look quite blurry from a distance. I'm not quite sure how I'll improve on that, if indeed I can, but I'll try eventually. I need to fix some of the smoothing as well.
Yes The Black Ares Shift Around And/Or Dissaper like that.Alot Of The Other Ships Do That Too.I looked at the computer manual and it didn't say anything about the card.It's a Compaq Presario, A HP Brand.I'l Look At The Computer Web Site.
EDIT:I think this is the video card. Shared Video RAM (Max): 64 MB
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Well I expect that's it then - your card is just not really powerful enough to display some or all of these HTL ships correctly sorry. The black areas especially imply it's struggling to keep up, and as such there's no way your texture settings can be turned up to cancel out the blurriness.
In fact, I'd say you probably shouldn't be using anything but mv_core from the media VPs - is the game playable in it's current state, or does it chug?
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Its Playable, But it does lag when a mission starts.
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If you can, get a new GFX card. Get an AGP or PCI-E card if your compy has one of these expansion slots, or get a plain PCI if it doesn't. Halfway decent cards with 256 MB of memory onboard aren't too expensive, and 128 MB cards are kinda cheap, depending on what you get.
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If you can, get a new GFX card. Get an AGP or PCI-E card if your compy has one of these expansion slots, or get a plain PCI if it doesn't. Halfway decent cards with 256 MB of memory onboard aren't too expensive, and 128 MB cards are kinda cheap, depending on what you get.
Hades has a notebook. I doubt you can get something like that for that.
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Damn Laptop.....It has the button, but it doesn't work it has the Fn thing on it.
What do you mean? Fn works just like Alt or Ctrl... press & hold Fn, then the button you are trying to use the Fn function of. Can you take a pic of your laptop keyboard & attach it here? (Save as a 1024x768 or so .jpg, then hit Preview > Additional Options > Attach.)
I made the shots but how do i save to jpg?
I have a keyboard like that. It is a Logitech. If you have one similar there might be a button that says "F Mode" or something like that. I figured it out because everytime i pressed F4 in FreeSpace it opened a PowerPoint. This should switch the keyboard to standard "F" mode.
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If you can, get a new GFX card. Get an AGP or PCI-E card if your compy has one of these expansion slots, or get a plain PCI if it doesn't. Halfway decent cards with 256 MB of memory onboard aren't too expensive, and 128 MB cards are kinda cheap, depending on what you get.
Hades has a notebook. I doubt you can get something like that for that.
Doubtful, true... what model notebook is it? Sometimes you can increase the memory that the GFX card gets in the BIOS (AGP aperture size or similar.. look for a setting that has the same memory displayed as your GFX vid memory, and change it to max.)
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If you can, get a new GFX card. Get an AGP or PCI-E card if your compy has one of these expansion slots, or get a plain PCI if it doesn't. Halfway decent cards with 256 MB of memory onboard aren't too expensive, and 128 MB cards are kinda cheap, depending on what you get.
Hades has a notebook. I doubt you can get something like that for that.
Doubtful, true... what model notebook is it? Sometimes you can increase the memory that the GFX card gets in the BIOS (AGP aperture size or similar.. look for a setting that has the same memory displayed as your GFX vid memory, and change it to max.)
It's a Compaq Presario C302NR.
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Yeah... hate to break it to you, but Compaqs have THE ****tiest onboard graphics cards.
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Nope that would be my Acer :(
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Hades, increase your shared video memory to 128 MB, if you can. (ie, if you have 512 MB or more of system memory, you should be able to handle that. Your computer specs are here:
http://h10025.www1.hp.com/ewfrf/wc/document?docname=c00796384&lc=en&cc=us&dlc=en&product=3289282&lang=en
BTW, you can get up to 2 GB of system memory on that thing... I recently did that for my dad's laptop, cost about $140 for two 1GB DDR chips.
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:necro:
I have noticed that some beams go through it, can some one else look into this?
[attachment deleted by admin]
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Hades, increase your shared video memory to 128 MB, if you can. (ie, if you have 512 MB or more of system memory, you should be able to handle that. Your computer specs are here:
http://h10025.www1.hp.com/ewfrf/wc/document?docname=c00796384&lc=en&cc=us&dlc=en&product=3289282&lang=en
BTW, you can get up to 2 GB of system memory on that thing... I recently did that for my dad's laptop, cost about $140 for two 1GB DDR chips.
You got ripped off, mate. :P
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Hmm, as far as I've been able to tell, the lucifer has solid collision detection. I do pretty extensive collision testing on my stuff, and I never had anything go through the hull. Has this happened with any other ships? Can you fly or shoot through the spots where the beam enters through?
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It doesn't happen to any other ships and I will check about the latter later when im able to move my fingers sll the way (Idk why but sometimes when I wake up they do that.)
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I actually saw something similar happen yesterday while I was playing Homesick. The beam that was fired at the Custodian went through the ship for a few seconds.
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I've had the same thing happen with atens except its strange, fire doesnt go through it but it hits the ship underneath the visible texture :wtf:
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From what I've heard the Aten is broken.
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"From what you've heard?"
We all know it's broken. :doubt:
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The aten was done with the 3ds max POF exporter, which has known collision detection issues. The same issues are present on the sobek.
However the lucifer used PCS 1, which no longer has any such issues. Cobra, was the Custodian a lucifer, or something else? If something else it could indicate a new bug in the code.
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The Custodian in Homesick was a Deimos.
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LOL, who would name a lucifer Custodian :p
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I thought not, but just wanted to be totally sure. :p
As is, the Deimos was done by Bobboau via PCS1 as well, and also has rock solid collision detection. So, this could be a code bug. :\
Oh - one more thing, did the beam only go through it when the ship was about to die? I ask because there's a feature where if a beam delivers a killing blow (or something along those lines), it then 'punches through' the ship.
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I thought not, but just wanted to be totally sure. :p
As is, the Deimos was done by Bobboau via PCS1 as well, and also has rock solid collision detection. So, this could be a code bug. :\
Oh - one more thing, did the beam only go through it when the ship was about to die? I ask because there's a feature where if a beam delivers a killing blow (or something along those lines), it then 'punches through' the ship.
QFT
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WTF Does QFT mean? :wtf:
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Quoted For Truth
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OFFTOPIC
WTF Does QFT mean? :wtf:
http://www.acronymfinder.com
You even have a Firefox search engine available. Very handy page at least for non-English speakers.
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I speak english just fine, as well as chalgasi, which i probably shouldn't have mentioned...
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I speak english just fine, as well as chalgasi, which i probably shouldn't have mentioned...
You've got me wrong. It's me who isn't a navite English speaker and this page is very handy for me, at least. ;)
But this is fully offtopic.
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Oh - one more thing, did the beam only go through it when the ship was about to die? I ask because there's a feature where if a beam delivers a killing blow (or something along those lines), it then 'punches through' the ship.
For me, no.
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I thought not, but just wanted to be totally sure. :p
As is, the Deimos was done by Bobboau via PCS1 as well, and also has rock solid collision detection. So, this could be a code bug. :\
Oh - one more thing, did the beam only go through it when the ship was about to die? I ask because there's a feature where if a beam delivers a killing blow (or something along those lines), it then 'punches through' the ship.
No it had 100% health.
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unfortunately links no longer work :( At least the files that they link too, don't decompress
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The Lucifer's been in the MVPs for about a year now. You shouldn't need to download it separately. ;)
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well that would be a good reason :D