Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: StratComm on March 21, 2005, 09:17:39 pm

Title: Ghost no more
Post by: StratComm on March 21, 2005, 09:17:39 pm
I was getting tired of the phantom Sobek that Raa's HTL version has become, so I plugged it through Max real fast.  I haven't tested it extensively, but it should be at least very, very close to a MediaVP version.  Raa's HTL Sobek v1.2 (http://www.duke.edu/~cek6/raas_sobek.zip), now with full collision.
Title: Ghost no more
Post by: Taristin on March 21, 2005, 09:21:51 pm
I'll have the Ares ready in a moment. And at one point there was a Nahema Bomber that I fixed the UVing on, and reconverted, but Lightspeed has the only copy of that, and he was going to make new maps for it before his life took over him.
Title: Ghost no more
Post by: adwight on March 21, 2005, 09:31:31 pm
pics?
Title: Ghost no more
Post by: StratComm on March 21, 2005, 09:33:41 pm
Lazy, lazy, lazy ;)

It's a sobek, so there's only so much to show.  There are screens in this thread (http://www.hard-light.net/forums/index.php/topic,27593.0.html).
Title: Ghost no more
Post by: phreak on March 21, 2005, 09:45:20 pm
Is that floating turret gone?
Title: Ghost no more
Post by: Taristin on March 21, 2005, 09:52:04 pm
I know I fixed it on my version, but I don't think I was able to release mine. :doubt: Hopefully Stratt fixed it, else, I'll send him the latest copy I have of the Sobek, with the fixed turrets, and a slight rounding of the engines.
Title: Ghost no more
Post by: StratComm on March 21, 2005, 10:00:24 pm
I did fix the turrets.  If you've rounded the engines then send it on and I'll slap it in, but otherwise it's taken care of.
Title: Ghost no more
Post by: Taristin on March 22, 2005, 12:05:32 am
Nah. It's not worth the effort.


I'm getting a bit sick of the ares. When I get everything lookinf like it's fine, the damned exporter puts the cocpit glass texture ahead of the cocpit texture.

It shouldn't, since it's last in the multi-texture material, but max is a ***** and I don't feel like putting up with it. I'm too tired/depressed/angry to deal with it tonight. I don't know when I'll finish it, if I do. If you want to take care of that one, do so.

I don't care about my rep any more...


[color=002800]:sigh:god, I feel like just finishing what I owe people and just leaving. leaving and never coming back.[/color]
Title: Ghost no more
Post by: Admiral Nelson on March 22, 2005, 03:14:46 pm
Thanks for all the effort, StratComm, its great to see all these ships properly converted an in game! :)

Once the Ares gets fixed up, chop off the tail extrusions and presto! instant Herc II! :)
Title: mmm... Potato...
Post by: StratComm on March 22, 2005, 04:14:02 pm
Quote
Originally posted by Raa
Nah. It's not worth the effort.


I'm getting a bit sick of the ares. When I get everything lookinf like it's fine, the damned exporter puts the cocpit glass texture ahead of the cocpit texture.

It shouldn't, since it's last in the multi-texture material, but max is a ***** and I don't feel like putting up with it. I'm too tired/depressed/angry to deal with it tonight. I don't know when I'll finish it, if I do. If you want to take care of that one, do so.


I just ran it through, and I think what you're describing should happen as long as the cockpit is a seperate submodel.  As long as the cockpit texture isn't on the hull itself, then the glass will render properly.  [EDIT] The game renders things by submodel by texture on that submodel, and then the hull as the final object, again by texture.  Transparent parts should be the last textures on the hull, not necessarily the last textures in the model. [/EDIT] Here's proof: (http://www.duke.edu/~cek6/raa_glass.jpg)

And the model: Raa's HTL Ares v1.1 (http://www.duke.edu/~cek6/raas_ares.zip).  The shield is still wrong, but that's not my concern.

As for the Herc II, the Ares, while using the same hull shape, has drastically different detailing and the cutouts made for that detail would be quite wrong on the Herc II.  So no rapid update for anyone there :(

And Raa, I don't mean to step on your toes with this.  If there's any problem with me working on these models, please let me know.
Title: Ghost no more
Post by: Taristin on March 22, 2005, 05:56:21 pm
I don't have a problem with that, Stratt. I'm glad that these two are finally done, and out of the way.
I'll go back to TVWP, and Origins now, I guess.
Title: Ghost no more
Post by: WMCoolmon on March 22, 2005, 06:22:12 pm
*Watches thread*
Title: Ghost no more
Post by: Grug on March 22, 2005, 08:22:41 pm
Quote
Originally posted by Raa
'ooh, ahh that shouldn't be like that'

:p

Very purty.

Would the shield probem be related to the Max Exporter? Or SCP problem?
Title: Ghost no more
Post by: Taristin on March 22, 2005, 08:29:36 pm
The Ares shield problem is because it's the original shield, and V did a crappy job :p

I never made a new mesh for it, since I don't like making shields.
Title: Ghost no more
Post by: StratComm on March 22, 2005, 11:00:44 pm
And I never touched the shield.  PCS doesn't export the one that's there with the model, and like Raa I had no intention of poking at it.  The shield is fine, but like the original Ares, pieces of hull poke out through it in places.
Title: Ghost no more
Post by: Grug on March 22, 2005, 11:01:47 pm
Ahh. Shields are easy to make. Hell, I'd do one for it even.
But I just can't seem to get them to work properly.
Between the max exporter supposedly not being able to do it correctly and the SCP having some shield collision detection bug, I just can't seem to fix them.
Title: Ghost no more
Post by: Trivial Psychic on March 23, 2005, 12:28:56 am
Why not do what I do and edit the shield proportions in MODview until the sides of the ship no longer exceed its preimiter?
Title: Ghost no more
Post by: Sandwich on March 23, 2005, 04:38:52 am
Shields are fun in Max. Just make a sphere and use that modifier that gives you push-n-pull thingies to deform it. :p
Title: Ghost no more
Post by: WMCoolmon on March 23, 2005, 04:56:46 am
Maybe you could take the original Ares model, slightly enlarge it, and use it as a shield mesh.
Title: Ghost no more
Post by: Grug on March 23, 2005, 05:06:33 am
Yeah its easy to make the shield mesh. But I've been trying to get it to export, and then import via modview. It shows up allright in the pof viewer and all, but in game they seem to be all out of wack. In some places there is no shield at all it just hits the hull, and in others you hit it and the effect appears somewhere else on the shield.
Title: Ghost no more
Post by: Taristin on March 23, 2005, 08:21:53 am
I have no problems when I make shields. I know how, and it's not difficult. I just don't like doing it.
Title: Ghost no more
Post by: StratComm on March 31, 2005, 11:28:29 am
Major bumpage, I know.  But both the downloads in this thread have been updated.
Title: Ghost no more
Post by: WMCoolmon on March 31, 2005, 06:05:18 pm
So the shield mesh is fixed?
Title: Ghost no more
Post by: Taristin on March 31, 2005, 06:04:40 pm
There was no shield mesh error. It's the same as stock!
Title: Ghost no more
Post by: Taristin on March 31, 2005, 06:05:14 pm
Yes!


*likes using the timewarp to make WMC look like he's asking stupid questions*
Title: Ghost no more
Post by: StratComm on March 31, 2005, 06:22:24 pm
Good god, I have NO IDEA what went on here.  Yes, the shield mesh is fixed.  Yes (sorry Raa) it has glowpoints again.  No, that's not the significance of the update.  I figured out a glitch in conversion from Max that I've been back-applying to everything I converted from that program, and these two were in the batch I was working on.

And yes, the shield mesh is actually bigger than the stock one, so it encompasses the whole ship now.