Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: Vasudan Admiral on January 20, 2007, 08:18:30 pm

Title: HTL Zeus Completed
Post by: Vasudan Admiral on January 20, 2007, 08:18:30 pm
Right, this started out as a small part of a side project for Goober, but grew into a full HTL job of the Zeus. I think I prefer doing capships, but that said, I'm most of the way through a HTL Valkyrie and Loki, and about halfway through a Centaur and Athena, so I'll probably be finishing those off before going back to the Arcadia. Have a look at this thread (http://www.sectorgame.com/forums/viewtopic.php?p=43090&sid=3f9e8c42dfbe14eb98862de5860a4807#43090) on Sectorgame for a few odd screenies. :)

Download - 3 megs (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DZeus/HTL%5FZeus1.1.rar)

For the newbies, to install it simply extract the files using WinRAR, place the .pof file in Freespace2\mediavps\data\models, the .dds files in Freespace2\mediavps\data\maps and the .ibx file in Freespace2\mediavps\data\cache.

Piccy time!
(Please ignore the slight errors on the glowmaps. They've been fixed since. ;) )
(http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DZeus/ZeusHTL%5FFinalPic2.jpg)

(http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DZeus/ZeusHTL%5FFinalPic1.jpg)

(http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DZeus/ZeusHTL%5FFinalPic4.jpg)

(http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DZeus/ZeusHTL%5FFinalPic5.jpg)


Also, if you use"show ship" in the table entry, you should get a view like this:
(http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DZeus/ZeusCockpitView.jpg)

However, it's entirely possible it will be a lot different and worse, because the current media VPs (specifically mv_models) have tga AND pcx versions of the old Tercoc01 map, both of which will override this set of new ones.
Note that this new set should be completely backwards compatible with all cockpits done with the old one - I just used the black space on the texture to add parts I needed for the higher detail cockpit. :)

So, DaBrain, would it be possible to make sure the new cockpit maps get into the next media VP set? Thanks. :)

Edit: Updated the newbie instructions.
Edit2: Updated download link to V1.1 (Added insignia)
Title: Re: HTL Zeus Completed
Post by: Turey on January 20, 2007, 08:22:07 pm
VERY nice. Downloading now.
Title: Re: HTL Zeus Completed
Post by: Mars on January 20, 2007, 09:16:35 pm
Damn sexy... I've always wanted this... the Valkyrie as well... thank you much.
Title: Re: HTL Zeus Completed
Post by: Pnakotus on January 20, 2007, 10:00:12 pm
You, sir, are the winner. :)
Title: Re: HTL Zeus Completed
Post by: BS403 on January 20, 2007, 10:18:54 pm
Looks great. can't wait for the Valk.
Title: Re: HTL Zeus Completed
Post by: Taristin on January 20, 2007, 10:47:32 pm
Loooooooooooooooooooooooooooooooki!







Ok, enough pesterting, this is a top notch job. I envy your dedication.
Title: Re: HTL Zeus Completed
Post by: Trivial Psychic on January 21, 2007, 01:11:50 am
Right, this started out as a small part of a side project for Goober, but grew into a full HTL job of the Zeus. I think I prefer doing capships, but that said, I'm most of the way through a HTL Valkyrie and Loki, and about halfway through a Centaur and Athena, so I'll probably be finishing those off before going back to the Arcadia.
Very nice, but someone already did the Centaur.  Its available in the Inferno forums.  There was work being done on the Loki and Zeus, but it was just getting cockpits added.  Isn't there already an Athena?
Title: Re: HTL Zeus Completed
Post by: Mars on January 21, 2007, 01:22:21 am
Yes there's already the Athena up at Hades combine
Title: Re: HTL Zeus Completed
Post by: asyikarea51 on January 21, 2007, 01:24:34 am
TrashMan's Athena for starters... and then there's the Inferno stuff which I consider as HTL, despite being the basic model but with cockpits added. But then again, no harm in having different versions of the same ship...

This has my download. :) (crap, now I hope Woomeister doesn't ditch his CP'd Zeus model... :nervous:)

Whoops, someone beat me to it.
Title: Re: HTL Zeus Completed
Post by: Mars on January 21, 2007, 01:32:10 am
Trashman made his own version (MKII) and the standard
Title: Re: HTL Zeus Completed
Post by: Mehrpack on January 21, 2007, 01:37:23 am
hi,
i take a lock in FS2, its beautiful, nice work  :yes:.

cant wait for the other models.

Mehrpack
Title: Re: HTL Zeus Completed
Post by: NGTM-1R on January 21, 2007, 01:48:46 am
IMO Trashman's could do with some improvement...
Title: Re: HTL Zeus Completed
Post by: Mars on January 21, 2007, 01:51:32 am
There are less improved HTL models... honestly... I can't even tell the Aten was touched some days.
Title: Re: HTL Zeus Completed
Post by: Admiral Nelson on January 21, 2007, 01:54:00 am
Outstanding stuff, VA.  Thanks for all the work.  Can't wait to see the Valkyrie!  :yes:
Title: Re: HTL Zeus Completed
Post by: karajorma on January 21, 2007, 02:23:52 am
For the newbies, to install it simply extract the files using WinRAR, place the .pof file in \data\models, the .dds files in \data\maps and the .ibx file in \data\cache.
(If Karajorma or someone wise in the ways of mediaVP mod folders has a better set of instructions, let me know and I'll edit it in.)

*winces*

Freespace2\mediavps\data\* please. While FS2_Open wouldn't have problems with the other way it would crash out horribly or give you shards of death if you ever tried to run retail.
Title: Re: HTL Zeus Completed
Post by: Vasudan Admiral on January 21, 2007, 02:40:16 am
Glad peeps are liking it. :) (BTW, let me know of any bugs you find!!! If I don't know about it I can't fix it. :p )

Anyways - about the other fighters, that has to do with the side project I did for Goober. Some of you may remember Galemp's Freespace uglies from here. (http://www.hard-light.net/forums/index.php/topic,19105.0.html)

Well Goob asked me to convert them to pof, but since I just don't do low poly stuff anymore (I tried! Honest!), I just had to do them up along the way. Only a few of the component fighters/bombers had been already built, so I did the rest myself. I knew about the WIP Loki, Zeus and the Athena, but the first two hadn't been mentioned for years and probably weren't going to.
I took the athena into careful consideration, but decided against using it's still relatively low detail parts because they looked out of place with the rest of the ship once it was done up.

The ships in question? Well I just checked with Goob and they're not secret, so these are they:
Comanche:
(http://sectorgame.com/ti-file-dump/VasudanAdmiral/Pics/Uglies/Comanche1.jpg)

http://sectorgame.com/ti-file-dump/VasudanAdmiral/Pics/Uglies/ComanchePic1.jpg
http://sectorgame.com/ti-file-dump/VasudanAdmiral/Pics/Uglies/ComanchePic2.jpg
http://sectorgame.com/ti-file-dump/VasudanAdmiral/Pics/Uglies/ComanchePic3.jpg

Seminole:
(http://sectorgame.com/ti-file-dump/VasudanAdmiral/Pics/Uglies/Seminole1.jpg)

http://sectorgame.com/ti-file-dump/VasudanAdmiral/Pics/Uglies/SeminolePic1.jpg
http://sectorgame.com/ti-file-dump/VasudanAdmiral/Pics/Uglies/SeminolePic2.jpg
http://sectorgame.com/ti-file-dump/VasudanAdmiral/Pics/Uglies/SeminolePic3.jpg

Cherokee:
(http://sectorgame.com/ti-file-dump/VasudanAdmiral/Pics/Uglies/Cherokee1.jpg)

http://sectorgame.com/ti-file-dump/VasudanAdmiral/Pics/Uglies/CherokeePic1.jpg
http://sectorgame.com/ti-file-dump/VasudanAdmiral/Pics/Uglies/CherokeePic2.jpg
http://sectorgame.com/ti-file-dump/VasudanAdmiral/Pics/Uglies/CherokeePic3.jpg

Yurok:
(http://sectorgame.com/ti-file-dump/VasudanAdmiral/Pics/Uglies/Yurok1.jpg)

Navajo:
(http://sectorgame.com/ti-file-dump/VasudanAdmiral/Pics/Uglies/Navajo1.jpg)

So - ^those are the parts I've done, and aside from the already beautifully done Myrm, Herc, Ursa and Medusa I do intend to complete the ships they came from. Kinda an unusual way to go about HTLing them I know, but it's worked out well thus far. ;)
(Take note of the Athena wing on the Seminole and the cockpit on the Navajo in particular in regards to what I meant about the sticking out too much.)

*winces*

Freespace2\mediavps\data\* please. While FS2_Open wouldn't have problems with the other way it would crash out horribly or give you shards of death if you ever tried to run retail.
Righto. I'll stick that in. I don't actually use that setup myself, since my install is already all over the place and unbelievably messy. ;)

Edit: Changed the download links over to sectorgame from sectorfiles.
Title: Re: HTL Zeus Completed
Post by: asyikarea51 on January 21, 2007, 02:43:15 am
IMO Trashman's could do with some improvement...

It can? :confused:

I got rather fed up with the missing reflects and red lights problem, even with the fixed RAR at HC, so I got around to editing the POF myself (just a simple renaming and copypaste bodge-job really). Now I'm fine with it... :D

Whoops, VA posted when I clickey'd - Man, those things are really weird... machinations. :wtf: On the Comanche, will that cockpit be used on the final HTL Loki, or will a more rounded one be used? I find the squarish one really odd... no offense intended :shaking:

I can probably find a use for those weird craft as pirate designs... :lol:
Title: Re: HTL Zeus Completed
Post by: Vasudan Admiral on January 21, 2007, 02:46:46 am
It's not the loki. :p
Well, not totally. The whole concept of uglies is from Star Wars. They're fighters/bombers that have been cobbled together out of pieces (wreckage, spare parts etc) of other fighters.

That cockpit there is from the Centaur - the FS1 support ship, the left gunpod is from the Myrm and the engines from the Valkyrie.
Title: Re: HTL Zeus Completed
Post by: Mars on January 21, 2007, 02:51:12 am
Can't wait for those to be finished.
Title: Re: HTL Zeus Completed
Post by: asyikarea51 on January 21, 2007, 02:55:38 am
It's not the loki. :p
Well, not totally. The whole concept of uglies is from Star Wars. They're fighters/bombers that have been cobbled together out of pieces (wreckage, spare parts etc) of other fighters.

That cockpit there is from the Centaur - the FS1 support ship, the left gunpod is from the Myrm and the engines from the Valkyrie.

I know it's not the Loki, was just curious about that odd squarish cockpit. And yep, I remember it from the Centaur. I'm liking the Seminole too - IMO it just needs a couple more... "holes"... on the Athena wing and make it a bomb-carrying interceptor? Like the SB Sha... nevermind, I don't like saying that word. And the Ursa piece is really way too oversized for the Yurok... :nervous: :shaking:

As for your Zeus, no bugs so far in Techroom, but I have yet to fly it. :)

:nervous: :yes:
Title: Re: HTL Zeus Completed
Post by: CaptJosh on January 21, 2007, 02:58:40 am
I remember the "uglies." IIRC, there was one of em with what looked like TIE fighter solar panels on an X-Wing hull.
Title: Re: HTL Zeus Completed
Post by: Raptor on January 21, 2007, 03:28:46 am
Quote from: CaptJosh
I remember the "uglies." IIRC, there was one of em with what looked like TIE fighter solar panels on an X-Wing hull.

The X-TIE.  Not the worst Ugly there was.  That crown goes to the TYE-Wing.  It was a TIE ball cockpit mated with Y-Wing engines.  So it was slow and plodding with no shields... no wonder other pilots called it the DIE-Wing ;)

Great work on the Zeus VA.  I'll be taking it for a spin later ;7

The Uglys also look good, though I'd perfer one with the same parts each side.  Balanced firepower and all that.

I once cobbled one together.  Herc body, Valk nose and wings, Zeus upper engines and Medusa bomb bays IIRC.  Never took it beyond TS though.

Hows the Arcadia coming anyway?
Title: Re: HTL Zeus Completed
Post by: Vasudan Admiral on January 21, 2007, 03:50:18 am
Can't wait for those to be finished.
They are.
If you're interested, here: http://sectorgame.com/ti-file-dump/VasudanAdmiral/Ships/HTL_Uglies_V1.0.rar

And Raptor - the Arcadia is still going, but it's been put on hold while I've been building these. :)
Title: Re: HTL Zeus Completed
Post by: asyikarea51 on January 21, 2007, 04:59:59 am
The left missile pod on the Comanche comes from the Myrmidon?

I just got this whack idea - take that HTL Loki and swap the side missile racks for two of those missile pods and put them upside down (or upright - doesn't matter), and the HTL Cherokee, but with the Zeus-ish wing array copied on the left side instead of the widely spaced Hercules I left gun array. And probably leave the Valkyrie's nose guns and the Hercules' lower body gun racks alone...

Should be interesting for anyone seeking an artillery variant of the Loki, or a fast-response interceptor-bomber methinks... :lol:

And I was influenced by this quote :lol:

The Uglys also look good, though I'd prefer one with the same parts each side. Balanced firepower and all that.
Title: Re: HTL Zeus Completed
Post by: CaptJosh on January 21, 2007, 05:07:05 am
Oh man, yeah. I forgot about the DIE-Wing...Yeesh. Whose brainchild was that one and why weren't they executed for making it?
Title: Re: HTL Zeus Completed
Post by: DaBrain on January 21, 2007, 06:22:00 am
Very cool...

Adding it to he MV_assets now. ;)
Title: Re: HTL Zeus Completed
Post by: Commander Zane on January 21, 2007, 01:49:45 pm
This looks way better than normal.
Now if only the devs didn't ever put that Eurotiger style nose, (Where the pilot's section is lower than the co-pilot's) this ship would be super sexy.
Title: Re: HTL Zeus Completed
Post by: Polpolion on January 24, 2007, 12:35:41 pm
This would make a good highlight, you know.

...

...
Title: Re: HTL Zeus Completed
Post by: Herra Tohtori on January 24, 2007, 08:02:47 pm
Question.

Why is there one megabyte of completely, utterly needles file in the download? The IBX file of the model is autogenerated to data folder, it's simply waste of bandwidth to host it with the actually needed files. Of course, it's *only* about 400 kB compressed, but still... Hundred users downloading it and it goes all the way up to 40 MB bandwidth used for almost nothing (if my calculations are correct)... :nervous:



Otherwise... :yes: :)
Title: Re: HTL Zeus Completed
Post by: Taristin on January 24, 2007, 08:57:07 pm
Its not used for nothing. It saves time that would otherwise be used in game calculating and creating the IBX file. It may be trivial for you, but do you know how many people have slower machines, and would think that the game froze or crashed, while it was still loading? You know how many complaints there'd be?
Title: Re: HTL Zeus Completed
Post by: Herra Tohtori on January 24, 2007, 09:16:30 pm
Possibly... On the other hand it could be argued that not all have as fast connections than you and me. And the players with older computers should know that the loading times are rather large when using high-poly models. In my view, it's like bying not only pre-sliced but also partially pre-chewed bread... :p

It's fine by me, it's not my bandwidth. I was just wondering if there was any reason for including it or was it inadvertently included to the download.


Anyway, I did some playing around with show ships flag and the new cockpit-texture. I found out that the HUD screen in many models seems to have some difficulties with being transparent. Also the reflections are kinda FUBAR, and my conclusion is that it's probably because for some reason, the sides of the HUD plate are not just two square polygons but instead consist of some triangles, of which some faces point to one way and some to another, and for example in case of Hercules figher, where the HUD is visible from upward angle, the HUD is transparent all right but also parts of the fighter's nose behind the HUD become transparent.

I don't know if this is a bug or a feature but it looks rather ugly... I can post screenshots if the matter needs clarifying.
Title: Re: HTL Zeus Completed
Post by: neoterran on January 24, 2007, 10:33:48 pm
This thing looks amazingly awesome.

btw - you're doing a HTL Loki ? Thank Bosch! We're in desperate need.

Title: Re: HTL Zeus Completed
Post by: taylor on January 24, 2007, 10:35:01 pm
It's fine by me, it's not my bandwidth. I was just wondering if there was any reason for including it or was it inadvertently included to the download.
IBX files are meant to be made once, which means that they should be distributed with the POF.  I'm about to the point of *****-slapping all of the people who don't distribute IBX files.  So, you could consider VA's move a service to the community at large, or just self-preservation since not doing it would have pissed me off, and that's not a good thing.  :)


Regarding the new model though, awesome.  Except for one thing, no insignia.  Considering the work I'm doing to make them render better (DDS support and blending/lighting improvements, they actually look painted on in most cases now) and make them easy to test through the Lab, it really sucks when new models don't have this capability.
Title: Re: HTL Zeus Completed
Post by: Herra Tohtori on January 24, 2007, 11:11:41 pm
I'll keep that in mind if I ever release any kind of modelwork... :nervous:
Title: Re: HTL Zeus Completed
Post by: Vasudan Admiral on January 25, 2007, 01:05:03 am
Regarding the new model though, awesome.  Except for one thing, no insignia.  Considering the work I'm doing to make them render better (DDS support and blending/lighting improvements, they actually look painted on in most cases now) and make them easy to test through the Lab, it really sucks when new models don't have this capability.
Oh - the insignia's being worked on code wise? Sweet, but you really gotta announce these things somewhere more obvious. :D :p

Well, half the reason I didn't include an insignia was because they'd always looked rather ugly to me - like a glowmap in some cases. The high poly ship hulls present a bit of a problem too. Surfaces that were once flat are sometimes now at least moderately greebled, either shrinking or forcing the insignias off alltogether .

Errm, the other and somewhat less valid half of the reason is that I've never actually bothered to figure out how they work. :\
With no way to test them other than getting in-mission each time, I've not had much incentive to try either. That could easily change if you can indeed get them working (and maybe even editable?) in the ship lab though. ;)


Anyway, I did some playing around with show ships flag and the new cockpit-texture. I found out that the HUD screen in many models seems to have some difficulties with being transparent. Also the reflections are kinda FUBAR, and my conclusion is that it's probably because for some reason, the sides of the HUD plate are not just two square polygons but instead consist of some triangles, of which some faces point to one way and some to another, and for example in case of Hercules figher, where the HUD is visible from upward angle, the HUD is transparent all right but also parts of the fighter's nose behind the HUD become transparent.

I don't know if this is a bug or a feature but it looks rather ugly... I can post screenshots if the matter needs clarifying.
Ugh, didn't think of the fact that the other HTL ships haven't been created with transparent HUDs in mind. That said though, if they were constructed correctly, the HUD should be smack bang over the reticle, making transparency somewhat important. Which ones suffer the worst?

Anyway, there are two easy solutions - either make the HUD part of the new tercoc01.dds opaque again and maybe raise the Zeus' eyepoint so you can see over it, or rename the new texture to something like "new_tercoc01.dds" and set the Zeus' model to use that one instead.

It'll mean two otherwise identical textures have to be kept in memory, but it'd fix the transparency issues on the older HTL models while retaining the propper look on the Zeus.
Title: Re: HTL Zeus Completed
Post by: taylor on January 25, 2007, 01:49:58 am
Oh - the insignia's being worked on code wise? Sweet, but you really gotta announce these things somewhere more obvious. :D :p
It's not the first time I've worked on them actually.  And I think the last time that I went through my plans for trying to improve the insignias, it was in an internal forum.  I have a really bad habit of doing things like that.  :rolleyes:

But, yeah, they look better now.  They still require an PCX version, but a DDS version would actually be used if it exists.  This gives you some extra capabilities to make everything look nice.  Also, they are rendered with 25% transparency now, and I fixed the OpenGL code to allow it to blend properly (the insignia aren't actually blended though, it's sort of an alpha trick).  This does two things: 1) it blends just slightly with the textures underneath and looks better in general, and 2) the textures underneath have the lighting effects applied to them already so the insignia blending is actually able to take advantage of this and provide a nicer effect.

Well, half the reason I didn't include an insignia was because they'd always looked rather ugly to me - like a glowmap in some cases. The high poly ship hulls present a bit of a problem too. Surfaces that were once flat are sometimes now at least moderately greebled, either shrinking or forcing the insignias off alltogether .

Errm, the other and somewhat less valid half of the reason is that I've never actually bothered to figure out how they work. :\
With no way to test them other than getting in-mission each time, I've not had much incentive to try either. That could easily change if you can indeed get them working (and maybe even editable?) in the ship lab though. ;)
Well, the insignia on the retail Zeus sucked balls anyway, so it's not that big of a loss in this case.  But, you get to improve on it if you want to and that can have good results.  Something like the Pegasus for instance, has a much better insignia layout on the HTL version than the retail version.  Not being a model maker I don't know exactly how to add them, but from the code I don't think it would be that big of a deal.  I don't remember if ModelView has the ability to mess with the insignia, but it might be something to add to my todo list if it doesn't.

For the Lab changes I have done a few minor things in preparation for my new set of builds:
 - added the ability to pan and zoom the model
 - made the ESC key exit the lab
 - added a "Show insignia" render option
 - made the "/" key cycle between all available insignia when "Show insignia" is enabled

That doesn't allow you to edit anything obviously, but it does allow you to quickly see what any insignia will look like on any model that supports them.  And the pan&zoom support makes sure that you can get a really good look at it too. :)
Title: Re: HTL Zeus Completed
Post by: Vasudan Admiral on January 25, 2007, 04:44:26 am
Oooh.... That sounds perfect!
Well - if you finish those features & builds off, I'll rebuild the Zeus with an insignia using them and put them on all future fighters. :)

Now to figure out exactly how to make em..... :\
Title: Re: HTL Zeus Completed
Post by: aldo_14 on January 25, 2007, 04:46:32 am
Right, this started out as a small part of a side project for Goober, but grew into a full HTL job of the Zeus. I think I prefer doing capships, but that said, I'm most of the way through a HTL Valkyrie and Loki, and about halfway through a Centaur and Athena, so I'll probably be finishing those off before going back to the Arcadia. Have a look at this thread (http://www.sectorgame.com/forums/viewtopic.php?p=43090&sid=3f9e8c42dfbe14eb98862de5860a4807#43090) on Sectorgame for a few odd screenies. :)

Download - 3 megs (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DZeus/HTL%5FZeus1.0.rar)

For the newbies, to install it simply extract the files using WinRAR, place the .pof file in Freespace2\mediavps\data\models, the .dds files in Freespace2\mediavps\data\maps and the .ibx file in Freespace2\mediavps\data\cache.

Piccy time!
(Please ignore the slight errors on the glowmaps. They've been fixed since. ;) )
[]http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DZeus/ZeusHTL%5FFinalPic2.jpg[/]

[]http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DZeus/ZeusHTL%5FFinalPic1.jpg[/]

[]http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DZeus/ZeusHTL%5FFinalPic4.jpg[/]

[]http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DZeus/ZeusHTL%5FFinalPic5.jpg[/]


Also, if you use"show ship" in the table entry, you should get a view like this:
[]http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DZeus/ZeusCockpitView.jpg[/]

However, it's entirely possible it will be a lot different and worse, because the current media VPs (specifically mv_models) have tga AND pcx versions of the old Tercoc01 map, both of which will override this set of new ones.
Note that this new set should be completely backwards compatible with all cockpits done with the old one - I just used the black space on the texture to add parts I needed for the higher detail cockpit. :)

So, DaBrain, would it be possible to make sure the new cockpit maps get into the next media VP set? Thanks. :)

Edit: Updated the newbie instructions.

3 thumbs up :yes: :yes: :yes:

Right, I'd better go put these thumbs back in the pickle jar.  Au revoir!
Title: Re: HTL Zeus Completed
Post by: Vasudan Admiral on January 26, 2007, 04:07:56 am
Oh so that's where my thumb ended up. All those months of not knowing.... well at least I have some closure now. :)

And thanks. :D

====================

Anyways, V1.1 is up now.
It's the same as 1.0 in every way except this one now has insignia in place, and is therefore vastly superior.     Download! (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DZeus/HTL%5FZeus1.1.rar)
Title: Re: HTL Zeus Completed
Post by: karajorma on January 26, 2007, 07:28:56 am
*winces*

Freespace2\mediavps\data\* please. While FS2_Open wouldn't have problems with the other way it would crash out horribly or give you shards of death if you ever tried to run retail.
Righto. I'll stick that in. I don't actually use that setup myself, since my install is already all over the place and unbelievably messy. ;)

Ever considered that why it's a mess :p
Title: Re: HTL Zeus Completed
Post by: Vasudan Admiral on January 26, 2007, 07:54:50 am
It's kinda hard to fiddle with all the silly files in the game when said silly files are all neatly locked away in those pesky VPs. :p

So I extract what I think I need, fiddle with them, scratch my head for a while wondering why none of my changes show up, and then realise that my new DDS is being oppressed by a tyrannical TGA in the media VPs.
Repeat until insane.

Or rather until I realise that it'd kinda be easier without the VP part of the whole Media VP thing. ;)
Thus I dump everything in them into all the right places in data, delete the VPs, and end up with a somewhat easier to edit media VP set. Works like charm until you need to explain how to install something to someone with a proper setup...

Call it organised chaos. :p
Title: Re: HTL Zeus Completed
Post by: karajorma on January 26, 2007, 08:37:57 am
You're a developer. You're allowed to get HEAD. :p

The priority order between TGA and DDS is reversed in post 3.6.9 (Oh I can already hear the complaints! :rolleyes:).
Title: Re: HTL Zeus Completed
Post by: ARSPR on January 26, 2007, 09:50:17 am

For the Lab changes I have done a few minor things in preparation for my new set of builds:
 - added the ability to pan and zoom the model
 - made the ESC key exit the lab
 - added a "Show insignia" render option
 - made the "/" key cycle between all available insignia when "Show insignia" is enabled


Well, I've made some suggestions about F3 Lab in another thread: Suggestions? Here you are! (http://www.hard-light.net/forums/index.php/topic,44221.msg916873.html#msg916873)

I think the ship debris one can be really handy... (please)
Title: Re: HTL Zeus Completed
Post by: taylor on January 26, 2007, 11:08:21 am
The priority order between TGA and DDS is reversed in post 3.6.9 (Oh I can already hear the complaints! :rolleyes:).
I sent VA my in-testing build which has the rest of the load-order changes, which aren't in HEAD.  Now it doesn't have any real priority order since it will check for every file type in each location.  Priority is only really about location now, not image format.  So even a PCX can override a DDS if it gets found first.  That bit isn't in HEAD yet since I hadn't gotten it fast enough at the time.  It is fast now though, so I just need the chance to commit it.  :)
Title: Re: HTL Zeus Completed
Post by: Bobboau on January 26, 2007, 11:17:30 am
in the same folder, what gets priority?
Title: Re: HTL Zeus Completed
Post by: taylor on January 26, 2007, 11:36:27 am
in the same folder, what gets priority?
Per-folder the priority is DDS->TGA->JPG->PCX.  So if you have a DDS and a TGA in the same folder then then DDS will be used.  And if you have a TGA in mv_first.vp and a DDS in mv_last.vp, then the TGA will be used since it's searching in folder priority order.  The code in HEAD is still in format priority order, but I'll get the new folder priority order code in CVS this weekend.

This is what everyone aggreed to early last year when everyone was once again complaining about people not using -jpgtga and what us devs were going to do about it. :)


Well, I've made some suggestions about F3 Lab in another thread: Suggestions? Here you are! (http://www.hard-light.net/forums/index.php/topic,44221.msg916873.html#msg916873)

I think the ship debris one can be really handy... (please)
VA made some suggestions as well, I said to make a a new thread dedicated to Lab features and I'll do what I can to take care of the requests.  He'll probably wait until after the first of the experimental builds though (next weekend) since it will give a chance for everyone to play with the existing Lab changes.  But if I have the chance between now and then I'll see what I can do about the debris thing.  :)
Title: Re: HTL Zeus Completed
Post by: karajorma on January 26, 2007, 12:09:42 pm
This is what everyone aggreed to early last year when everyone was once again complaining about people not using -jpgtga and what us devs were going to do about it. :)

I wasn't complaining about the change. Just the pain in the arse it's going to be dealing with the slowcoaches.

I mean we're STILL getting people reporting the black box problem over 5 months after the patches first went up. :rolleyes:
Title: Re: HTL Zeus Completed
Post by: taylor on January 26, 2007, 01:20:55 pm
I mean we're STILL getting people reporting the black box problem over 5 months after the patches first went up. :rolleyes:
Yeah.  I know. :mad:

I'm just ignoring those people now. ;)


I don't anticipate that many problems with the final version of the new loading code though.  It will hopefully make more sense, and allow for easier distribution and use of both high quality (memory hungry) and low quality (memory friendly) graphics packages.  Something that was pretty much impossible to do properly before.  Since it follows the same folder-based load priority I think that we will actually get fewer complaints, and it will be much easier to explain to people too (I hope) since you can determine image load order simply by getting your VPs named properly.
Title: Re: HTL Zeus Completed
Post by: Vasudan Admiral on February 01, 2007, 04:59:48 am
Ok, just so you know, all the links to Sectorfiles are currently dead as Hunter is switching it all over to the main sectorgame server. I'll update the links when that's finished.

In the meantime:
(http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DLoki/LokiHTL%5FWIP2.jpg)
(http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DLoki/LokiHTL%5FWIP3.jpg)
(http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DLoki/LokiHTL%5FWIP4.jpg)
(http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DLoki/LokiHTL%5FWIP5.jpg)
Title: Re: HTL Zeus Completed
Post by: Admiral Nelson on February 01, 2007, 05:12:14 am
Absolutely outstanding!  :yes:
Title: Re: HTL Zeus Completed
Post by: Pnakotus on February 01, 2007, 06:26:31 am
Fantastic!
Title: Re: HTL Zeus Completed
Post by: Mehrpack on February 01, 2007, 06:49:50 am
hi,
its a beauty :)  :yes:

Mehrpack
Title: Re: HTL Zeus Completed
Post by: Mefustae on February 01, 2007, 06:53:13 am
Nice, but how much of that detail are we actually going to be able to see?
Title: Re: HTL Zeus Completed
Post by: Vasudan Admiral on February 01, 2007, 07:30:36 am
You'd be surprised - the changing lighting caused by the ship moving around in game really highlights most smaller details - even on fighters. The details are also based on what the textures show, so they shouldn't be excessively covered up that way.

Sure you're not going to notice all the detail when you're chasing the thing, but then, that's not quite what they're high-polified for in the first place. ;)
Title: Re: HTL Zeus Completed
Post by: Mefustae on February 01, 2007, 07:33:05 am
Sounds good to me. :)
Title: Re: HTL Zeus Completed
Post by: neoterran on February 01, 2007, 09:00:11 am
can NOT wait for that Loki !!!! Don't forget - DDS textures and Insignia capability preferably !
Title: Re: HTL Zeus Completed
Post by: Grizzly on February 11, 2007, 10:00:11 am
noob question: where do I have to put the files?
Title: Re: HTL Zeus Completed
Post by: Dysko on February 11, 2007, 10:55:15 am
The .pof file goes in the <your MediaVPs folder>\data\models folder, and .dds\.pcx\.tga\.jpg go in the <your MediaVPs folder>\data\maps folder.

Tell me if I forgot some files.
Title: Re: HTL Zeus Completed
Post by: Grizzly on February 18, 2007, 06:17:49 am
I used show ship entry but the F-16 like hud screen is not transparant but black, how do I fix this?
Title: Re: HTL Zeus Completed
Post by: Darklord42 on February 18, 2007, 11:43:46 am
 :eek2: That Loki looks great! cant wait to see that beauty textured
Title: Re: HTL Zeus Completed
Post by: neoterran on February 18, 2007, 12:45:41 pm
where is the loki at ? it's been 2 weeks already ? get to work !  :lol:
Title: Re: HTL Zeus Completed
Post by: Vasudan Admiral on February 18, 2007, 03:01:33 pm
I've been starting uni, and upgrading the Loki texture from crap to not-crap. Juggling is tricky. ;)

Only the head/neck and top middle areas are done.
(http://sectorgame.com/ti-file-dump/VasudanAdmiral/Pics/Loki/LokiHTL_WIP11.jpg)

(http://sectorgame.com/ti-file-dump/VasudanAdmiral/Pics/Loki/LokiHTL_WIP9.jpg)
Title: Re: HTL Zeus Completed
Post by: Mars on February 18, 2007, 03:26:42 pm
Very nice
Title: Re: HTL Zeus Completed
Post by: Darklord42 on February 18, 2007, 03:32:25 pm
wow i didn't have to wait long to see that textured ;) Great job!