Hard Light Productions Forums
FreeSpace Releases => Asset Releases => Topic started by: Vengence on September 07, 2010, 05:05:32 pm
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UPDATE: Release!
Okay here it is, what everyone has been waiting for what felt like forever... I feel that way here as well. The final adjustments have been made mere hours ago and here it is:
HEF_Blizzard.zip 59mb
http://freespacemods.net/download.php?view.652 (FSMods Mirror)
http://www.mediafire.com/file/xtwaff5dxv7h7fr/HEF_BlizzardFighter.zip (Mediafire Mirror)
The zip file contains models of POF, DAE, and Max 2009 formats so it should be usable in almost any modeling program. The cockpit model however is not replaced and the textures it uses are default Tercocc and glass. So the inner cockpit view is kinda... meh. The PSD is 2048x2048 sadly. If demand is high enough I will upload the original gargantuan 4096x4096 :D..... which is 222mb.... :p.
I know I keep saying it in the readme and at least 'tried' to on FSMods, I would like for those who will use this (or any edit thereof) to inform me of their intentions and credit me as appropriate. Artists like to have their credits done ;).
Alright folks, go nuts.
*Some Tips*
Inside the PSD the layers have been arranged and grouped into folders. I have included several layers that can be used to produce a heightmap so if you wish to change the heightmap but don't want to go through the pain of remaking one, there is one in there. Just make SURE to uncheck the overall maps, occlusion maps, base color and only have the heightmap layer, line layer, and the base flats layer enabled. This is so that you get neat normal maps and not messy ones. The glow map can also be generated from the PSD, just make sure you be smart about it ;).
(http://img189.imageshack.us/img189/8128/blizzardingame02.jpg)
(http://img842.imageshack.us/img842/2760/screen0035.jpg)
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Old Post
After MONTHS of excessive work (as well as long periods of not working...) I have finally 75% finished my fighter texture. The only thing I need are those misc details like warning labels and stuff as well as a glow map. But that can wait for later, as the vast majority of work is finally finished with great help from CrazyBump for making what would be a horrifying process into a one click gig.
One of the biggest reason this texture took weeks, maybe months of personal time was the sad sad lack of premade concept art to have an idea of where the plating and details go, but one reason is the tedious, handmade nature of the texture. 98% of the texture is hand done, hand marqueed, hand selected, hand painted. Nothing was pasted from other sources, maybe copied but always drawn by hand. Some small work still needs doing but overall the hardest of work is over.
13,000 Polygons (including cockpit, not included in screens)
A single 2048x2048 texture map with spec and normal map. Glow map not done yet.
No LODs yet.
Spec Map is still a bit simple, I need to add some color to prevent the blue from shining completely white.
(http://img443.imageshack.us/img443/8155/screen0021o.jpg)
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I can has? :p
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/me drools.
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Thanks for following my hint, Vengence. It's even better than the original Blizzard: details are quite impressive there! Please get it done, I told you many times I need it so badly... :)
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:eek2: Awesome. Really ******* awesome. But...
13,000 Polygons
No LODs yet.
That could be a bit of a problem. :shaking: Truly an awesome ship, though.
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What is it? To me it looks like something out of B5 along the lines of a T-bolt.
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Blizzard:
[attachment deleted by admin]
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I can has? :p
Perhaps! But it depends >_>, do you want my own table entries? Or make your own?
:eek2: Awesome. Really ******* awesome. But...
13,000 Polygons
No LODs yet.
That could be a bit of a problem. :shaking: Truly an awesome ship, though.
Problem for now. I plan on using aggressive LODing to fix that. I made this model to sort of appeal to a higher level of detail than normal, considering the 2048x2048 map.
What is it? To me it looks like something out of B5 along the lines of a T-bolt.
Mhm, indeed big influence. I like B5 designs.
Mobius:
Yup that is the OLD Blizzard made back in like 2006 or something. Oddly high poly at 4000 polygons back then. Really no idea why. But yes, thanks for the comparison.
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Problem for now. I plan on using aggressive LODing to fix that. I made this model to sort of appeal to a higher level of detail than normal, considering the 2048x2048 map.
if you were going for a higher than normal "level of detail", you'd be going for 4096x4096 :p
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Can't wait. I can work on the table entry, if you want. :)
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if you were going for a higher than normal "level of detail", you'd be going for 4096x4096 :p
Well to me the current standard is 1024x1024. And sadly I cannot possibly create a 4096x4096 normal map. Photoshop gags and spits at my face at the thought. Though I may have to resort to that on my capship projects.
By the way on a side note.... what kind of compression settings should I use? My normal map is 5mb!!! That is too high for my tastes... I don't understand why must we use an alpha channel... if all we need are the up and sides... then why not red and green? That will save file size and all! Well rant over.
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I'd like to have your table for it to work off of, but if I have to I can probably make my own.
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Table entries are ezpz.
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Heh well what I meant by table entries is how I imagine how the fighter would perform in line with my own mod plans... sooo..... speeds in excess of 200ms, full glide and strafing, specific weapons and sounds, graphics, ect.
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Yes. That fighter going 80 m/s like a Perseus isn't really what it looks like...
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Really, really good job.
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Awesome.
When are you going to release it?
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I want that. SO ****ING BADLY.
GODDAMN MASTERPIECE.
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Well... I was hoping to use this in my big mod but I guess I could just let you have it... even though it does not fit with the FS2 style or story. I still have some decals to do, and the cockpit. Then LODs.
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Make sure to supply a map at a lower res than 2048x2048 as I believe many cards cannot handle textures of that resolution and the model will appear untextured.
Also, my advice is just to release the model to the public. This both strengthens the community as a whole and allows the models to see more use, getting you more mileage from your work. Esarai did this with his Kvasir and I think it was the best move possible.
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dammit, that's insanely detailed, my eyes just melted down in joy.
for most part, I tend to do textures manually myself as well, it takes too much time indeed, but the results are better that way, and your fighter is living proof of it.
Of course there's a notorious difference between manually made textures (by me) and manually made textures (by you), being your better of course.
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Also, my advice is just to release the model to the public. This both strengthens the community as a whole and allows the models to see more use, getting you more mileage from your work. Esarai did this with his Kvasir and I think it was the best move possible.
Yes, it may even find place in BP3 (WiH modpack seem to be closed).
Releasing the model means that it will be tested and used by the community, especially if it's such masterpiece as your fighter.
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Make sure to supply a map at a lower res than 2048x2048 as I believe many cards cannot handle textures of that resolution and the model will appear untextured.
Geforce1 already supported 2048x2048 textures, so this should not be such a big problem. ;)
Geforce3 upped to 4096x4096.
dx10 cabable cards the limit is 8kx8k and atleast geforce GTX4xx series support up to 16k.
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Still. FSO is played by a lot of people who are using less capable hardware. 2048^2 is a reasonable compromise between quality and resolution; you can always provide optional 4096^2 textures as well.
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I am probably one of the guy that have the most crappy hardware around here, and I confirm 2048² is a perfectly fine high-res. I won't support 4096².
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Yes, it may even find place in BP3 (WiH modpack seem to be closed).
And Inferno, because it fits with the Claymore Mk II. :) Me and Vengence have discussed the subject in August 2009, or earlier... I don't remember ATM.
I can't wait to see it released! :D
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You realize how sorry I am for not delivering :(.
Just a forewarning, I'm making the cockpit to fit my universe's style... so I hope if you do use it in a mod you won't enable show cockpit :P.
As for resolution, quite frankly I am very very unsure if a 4096 will help much. The existing map has so much room in it that the existing texture has little need for more texture space. Or so I think.
Well alright I think I have a small idea. If I am able to.. uh... compress this gargantuan 80mb PSD file to a favorable size I'll include it with a .3ds .obj and .max format (2010 only!!!) for the community to make changes as they need it.
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I'm totally using show ship if it has a custom cockpit. :D
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If the cockpit doesn't fit with the ones made by the FSU it's not a real problem, especially considering how the fighter will be used in Inferno. ;7
Is it a double seat fighter?
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If the cockpit doesn't fit with the ones made by the FSU it's not a real problem, especially considering how the fighter will be used in Inferno. ;7
With luck and sanity the model will be released to the public, so your needs are not exactly top priority here.
However I don't think a custom cockpit is a big issue.
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Is it a double seat fighter?
Mhm, for absolutely no reason I can think of other than that it looks nice :D. I know there was a reason of some kind long ago, I just cannot remember.
And from everyone's suggestions I did say I'd release it... hopefully.
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Are you refering to the discussion we had a while ago...?
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PM's or here? In any case once I finish these last bits it'll be released.
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PM's or here?
Sadly, I don't remember. :(
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Hello again fellas,
I like this design allot...I'd give it my own texture love, but again dont expect anything soon if I had an example. My time is limited, but this one just may give me something to do texture wise. Nice design but my own critical comment would be the panel lines are just way too thick. Being around Military and Civilian aircraft for well past 20 years this was the first thing that jumped out at me. I know some like it this way and that's fine.
Nice work! :yes:
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Yeah I do know how real planes are like :), I've been to an airshow and took many close up pics of real planes. Very smooth they are but then... in a game like Freespace 2 such undisturbed sleakness just doesn't 'feel' right. Like the Herc 2 has a smooth body but the normal panels on that are quite deep. The Ulysses? Triangulated :p. Perseus? Kinda same deal ;). Also for a bit of a personal thing, in my own mod the Blizzard is basically the F-14 or 15 compared to today's F-22. It is supposed to have a bit of a thick feeling in it. For a lack of a better word, the deep panelyness is going to be a foil to a future model which will be, in storyline terms, a successor craft. Least I hope it will.
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Glow map made! Well I'd like some feedback, especially the engine nozzles. Default FSO updated models don't have the engines lit... soooo I am open to the recommendation.
Features include glowing weapons :)
(http://img230.imageshack.us/img230/8571/screen0024.jpg)
(http://img43.imageshack.us/img43/6194/screen0025e.jpg)
(http://img823.imageshack.us/img823/8617/screen0026.jpg)
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Awesome.
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Soooo awesome...
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:jaw:
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It's amazing, the hole model is frikking amazing! :yes:
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(http://img196.imageshack.us/img196/5001/screen0028.jpg)
(http://img842.imageshack.us/img842/259/screen0030.jpg)
(http://img256.imageshack.us/img256/755/screen0031.jpg)
9 hours of rigging and coding later...... :sigh:. I am so tired....
So the fighter is functional ingame. Still no lods or debris but most of everything is there. I still need to make a new cockpit as this one is very very old and uses the ol terrcoc texture. Also the windshield is visible from inside. Which is a slight problem...
At this point and time the Blizzard is technically release worthy though very very sloppy. My coding is wacked out, I've been away from FS2 coding for a long while. Heck the thing is dependent on the MediaVP code to work... I'd still at least like to get the LODs done though.
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It still looks epically tight.
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Is there a way that you can make the 3rd person maximum zoom closer to the model? As it is right now the fighter occupies very little of the screen. Of course this is a bit of a good thing as it won't obscure the screen but for me it places the fighter too far forward, makes aiming tougher, and I can't see all the hard work I put into it :D!
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I...believe there is. Second.
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The view distance depends on the model's bounding box.
At this point and time the Blizzard is technically release worthy though very very sloppy. My coding is wacked out, I've been away from FS2 coding for a long while. Heck the thing is dependent on the MediaVP code to work... I'd still at least like to get the LODs done though.
Err. What kind of coding are you talking about? I think you may be using that word in a new and unfamiliar sense.
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Great design, I assume Babylon-5 themed, or is it a generally-any-universe design? :)
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Righto, after 7 hours today I finished the LODs and debris! Right now the only oddity is the collision detection which seems a tad odd. You still collide no doubt but it is... just strange. Like the nose clips with things but collides when it goes past the cockpit. I suspect it is the submodel order or similar. Like the model collides with where I suspect where a debris model is. I just made a new POF that could fix that.
Err. What kind of coding are you talking about? I think you may be using that word in a new and unfamiliar sense.
As in the coding is a mess? All I did was make a copy template and modified values and added some I thought were interesting from the Wiki. Frankly... I -HIGHLY- look forward to ya making the code a lot better XD.
My model uses 4 textures sadly, but they aren't that big I hope. There is the one huge 2048x2048 texture, the glass texture, cockpit and pilot texture, and tiling debris flame texture. The lods are 13,000 for 0, 6000 for 1, 2000 for 2, 1000 for 1. Aggressive loding enough for ya? :p
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Err. What kind of coding are you talking about? I think you may be using that word in a new and unfamiliar sense.
As in the coding is a mess? All I did was make a copy template and modified values and added some I thought were interesting from the Wiki. Frankly... I -HIGHLY- look forward to ya making the code a lot better XD.
You are using "coding" in a new and unfamiliar way. I think you are talking about the fighter's tbl entry. "Coding", to me and many others, means either additions to the FSO engine source or additions to scripting.tbl using LUA.
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Sorry about that. In other modding communities I've been to, coding generally refers to editing what is their equivalent of tables while scripting is more akin to mission events and not the scripting this place is used to.
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:bump:
So, what's the status of this?
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I have been talking to a more 'professional' texture artist on suggestions to make the stuff better and has given me some suggestions. I am doing these suggestions which should improve the texture quality, as quite frankly without the normal map it looks rather bland.
Here is an example of this guy's work, all of which is hand painted:
(http://img440.imageshack.us/img440/3735/unbrummbar2.jpg)
(http://img266.imageshack.us/img266/7954/unsuperbomber2.jpg)
So assuredly I should probably listen to him.
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Looks great.
Are these models free or do they have to be bought?
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They are part of a mod, and as Command and Conquer 3 does not allow you to extract models and textures when compiled, I'd say neither.
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Holy crap, what C&C3 mod is that, MEC2 (judging by the UN markings)? I can't wait to use a tank that has "Ultima Ratio" painted on the side.
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If you have questions for Mec2 I'd recommend you'd take that to a CNC forum, seeing as this is a Freespace 2 themed forum and thread I'd keep things on topic.
I've written up some things that need doing. The panels on my model are quite clean. What was pointed out is that inside each panel is a slightly darker overlay like on the bomber. Also having a faint scratch line in the general direction the fighter flies will help bring out some detail. So I will be texturing this stuff real soon. Some 'small' RL issues just popped up hindering my time directly for 2 hours and rendering me exhausted for like 2 more, so this may take a while.
EDIT:
Smurf sends a texturing suggestion
(http://img153.imageshack.us/img153/6338/donniepaintover.jpg)
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Buddabumpbadum, I dislike double posting but I wanted some feedback on the progress:
(http://img214.imageshack.us/img214/1682/blizzard02.jpg)
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Still very pretty.
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Mmmmmm pretty.
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I like it
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Yes, it's really good.
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Awesome! :yes:
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wow... just ... wow.
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Texture is complete, for good this time. Everything has been gathered together and compressed. I uploaded to FSmods but I have yet to see it pop up on the download lists. For those who were waiting, there isn't much waiting left just yet :). I have a PSD along with the DAE and MAX files and my messy tables. Also some sound effects I slapped on that I thought worked out. Just... gotta wait till FS mods uploads it ;)
(http://img842.imageshack.us/img842/2760/screen0035.jpg)
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Are you registered on FSMods?
If you are not, your upload will have to be accepted by Snail or Swantz.
And if you are, it should appear instantly.
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I registered recently. When the upload completed the site prompted that it is pending approval. Then again the zip file is 50mb.
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If you was registered and logged in when uploading, there shouldn't be any problems.
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I attempted a reupload. FSMods says "Access Denied"
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Weird.
Can you upload it to, say, Mediafire?
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Sure I can. Though I am becoming rather sour at this.
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Mediafire should be a good choice, at least temporarly.
I very rarely had problems with it.
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Okay here it is, what everyone has been waiting for what felt like forever... I feel that way here as well. The final adjustments have been made mere hours ago and here it is:
http://www.mediafire.com/file/xtwaff5dxv7h7fr/HEF_BlizzardFighter.zip
The zip file contains models of POF, DAE, and Max 2009 formats so it should be usable in almost any modeling program. The cockpit model however is not replaced and the textures it uses are default Tercocc and glass. So the inner cockpit view is kinda... meh. The PSD is 2048x2048 sadly. If demand is high enough I will upload the original gargantuan 4096x4096 :D..... which is 222mb.... :p.
I know I keep saying it in the readme and at least 'tried' to on FSMods, I would like for those who will use this (or any edit thereof) to inform me of their intentions and credit me as appropriate. Artists like to have their credits done ;).
Alright folks, go nuts.
*Some Tips*
Inside the PSD the layers have been arranged and grouped into folders. I have included several layers that can be used to produce a heightmap so if you wish to change the heightmap but don't want to go through the pain of remaking one, there is one in there. Just make SURE to uncheck the overall maps, occlusion maps, base color and only have the heightmap layer, line layer, and the base flats layer enabled. This is so that you get neat normal maps and not messy ones. The glow map can also be generated from the PSD, just make sure you be smart about it ;).
If there are any problems, be sure to say so. You SHOULD either redo or heavily revamp the table files, my work is rather shoddy there.
*EDIT*
I am posting the link to the first post as well to save newcomers the pain.
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how many times are you gonna make me say wow? :p
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As long as it doesn't qualify as spam ;), by then I probably can't do a thing about it... you'll be in the hands of the almighty admins.
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http://freespacemods.net/download.php?view.652
There you go, just had to be approved.
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Yeah, I think I'll wait until the filesize goes down.
I wish my new computer would've lasted more than two weeks before the hard drives crashed so I could really enjoy this.
This ship is art, and it will devastate this old one.
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This thing is sweet.
Also, most of the filesize is the PSD :P I appreciate it there though, it makes fiddling around with the texture (for whatever purpose) so much easier. :P
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Yeah that was the idea. If this model is going to be used I kinda want it to be tweaked to your preferences :p.
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Reminds of the X-Wing from Star Wars
Brilliant work too
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It's a Thunderbolt. :P
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It's a Thunderbolt. :P
What he said.
I can't wait to get my computer fixed so I can actually download this and shoot **** up with it. :D
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Will this fighter be featured in any upcoming campaigns?
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Will this fighter be featured in any upcoming campaigns?
That's up to the campaigns.
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Reminds of the X-Wing from Star Wars
It's a Thunderbolt. :P
To me its an X-Wing Thunderbolt.... with more Dakka dakka dakka :p.
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studio quality model that takes inspiration from a number of sci-fi sources and blends them well nice work guys!!!
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I've tested this ship in a Blue Planet 2 Mod. Whoah, it's uber-fast. Nice job.
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It sweet, its purdy, and it is totally not balanced for FS2 right now :p. It was made partly with my own mod universe in mind in which I expect ships will move faster than FS2 standard and maps will be slightly large. Hey Deadly? Think you can post a pic of it in BP? I'm now deeeeply curious :D.
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do you also plan to expose the remaining models from your MOD? That capital ship was pretty exciting in it's own right... the cyclone, is it not?
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I'm sorry Vengence but this ship is far too high quality to use in Blue Planet. It's so awesome that it looks out of place among the other models. I was thinking of using it to replace the MiG but as you can see it's too beautiful for that role.
(http://blueplanet.hard-light.net/blizzard-opm.jpg)
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If I stare any longer my mind will implode from awsm overload.
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It would be great as a replacement for the MiG, given the role the MiG currently has.
Also, IIRC, MiGs never appear in very great numbers in BP, so high quality may not be an issue.
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Haha! I've gone and went a bit overboard then ya Darius? ;). I wouldn't mind if you used it to replace the mig.
do you also plan to expose the remaining models from your MOD? That capital ship was pretty exciting in it's own right... the cyclone, is it not?
The Cyclone was a bad idea :p. But if you must, I am attempting a universal redesign. I -could- release my older models just for modder's sake. Pretty much all of them are lower quality, no normal maps even. Frankly I am one of those artists who shun their older works XD. But if you wish for them, I could see if I can dig them up.
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I liked your older stuff a lot, like that capship with the blue fins and stuff.
It would be awesome if you dug them up :D
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Indeed, it would be great if we could get your old models.
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Mission Accomplished? ;)
http://www.hard-light.net/forums/index.php?topic=73197.0
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Good thing this went to highlights.
It's a pretty ****ing great model.
:yes:
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Will this fighter be featured in any upcoming campaigns?
It's used in Inferno with a color scheme Vengence kindly created for us. We'll post pics soon. :nod:
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That'll be uber, granted a very long time from now.
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It's used in Inferno with a color scheme Vengence kindly created for us. We'll post pics soon. :nod:
I'm still waiting to see what it looks like in Inferno ;)
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http://www.hard-light.net/forums/index.php?topic=45168.msg1447803#msg1447803
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:D
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Well, I still have to take screenshots during a mission. Those would be cooler. ;)