Author Topic: FS2 StarWars  (Read 32565 times)

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Offline KARMA

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as you can see its pretty finished, i still have to map just a few faces(with already done textures), but there are some things that needs little retouchs, mainly r2, lasers, sensor system, and possibly to increase the detail of the nose, little blurry now
i also need the other lods,so  if gwolf can possibly (re)send them to me, thanks:)



oh, for this model i "discovered" a maybe new way to unwrap....without an unwrapper..... whenever i'll have time i'll make a post about this since it may be useful in certain conditions
« Last Edit: July 15, 2002, 09:06:05 am by 433 »

 

Offline IceFire

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Now that is looking GOOOD!
- IceFire
BlackWater Ops, Cold Element
"Burn the land, boil the sea, you can't take the sky from me..."

 

Offline Fineus

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Hell yeah! Incredible! If you pull that off for the rest of the fleet it'll be one of the most kick-ass ship sets ever!

 

Offline DragonClaw

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:eek:   how many polys is that beauty?

 

Offline KARMA

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it is about 780 polys mostly triangulized, if i'm not wrong, some parts could be less detailed and others more (i tried but i wasnt able to smooth the laser cannons with the standard truespace tools, i should do em completely new but i haven't this intention), but in general its an excellent model
thanks to greywolf for the model:)
and i used 5 256*256 and 3 128*128 maps for now, but probably i will change something in final retouchs (and i will continue retouching until i will feel completely satisfied eheh)....btw i have to say the textures grew up pretty good...althought extreme slowly ehehhe
thans to me for them:)

it was definitively important the discover that it is possible to easily unwrap without an unwrapper, just subdivide the textures by regular fractions and use the uv repetitions and uv offset parameters in truespace to map with only a specific part of the texture, so for example,if i subdivide a 256*256 texture in 4 64*256 parts i just have to set a repetion coefficent of 0,25 and, to select the single parts, increase the offset by 0,25 for each texture section

 

Offline Grey Wolf

Hmm..... The LODs should be in the GTD Wolf dir....
OK, here we go: http://www.3dap.com/hlp/hosted/gtdwolf/xwinglod.zip
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline LtNarol

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minor error: on the engines, the back half needs to be closer to the main fuselage and not centered the way it is now, and the wings are open too far while their bases are too close.  very good looking though

 
Could I help I got some great SW tipe lasers I'm working on.:nod: ;)

But I'll need the ships to balince em out, that is if you let me in on the mod.
The Ancients a old and proud reace, one that is not all alone, and I am not one of them, but I am Nouben.

 

Offline AqueousShadow

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Uhhh....I didn't actually read the whole topic...hehehe I read the first page and then skipped straight to the last becuz I wanted to see if you were still accepting help. I'm a newbie modeler and if you want to see my first model, go check my post that has the wraith model! I'd love to help and if I can get people to help me learn the Truespace ways and learn how to get something from a model to a complete ship running in FS, then I'll be a full ship MODder! Yay....:doubt:

 

Offline Grey Wolf

Quote
Originally posted by LtNarol
minor error: on the engines, the back half needs to be closer to the main fuselage and not centered the way it is now, and the wings are open too far while their bases are too close.  very good looking though
AAARRRGGGGHHH! The same complaints, yet again.....
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 
I would also like to know if you are still in need of moders I can do gun/missileports in ModelViw, and and I am good with TBLs makeing weapons/ships TBLs that is. ;)
The Ancients a old and proud reace, one that is not all alone, and I am not one of them, but I am Nouben.

 

Offline KARMA

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Quote
Originally posted by Grey Wolf 2009
AAARRRGGGGHHH! The same complaints, yet again.....

eheh:)

btw stargunner, in my opinion the more moders the better, actually this part of the job is done mostly by galacticemperor so it depends on his needs (but there is so much to do, even except the models, that i think we will not have too much problems in finding something for you to do:))
you weren't the only one that proposed himself to help us and as soon as we get a forum here on hlp, well WHEN ( :D )we get a forum, it will be easyer to manage all applications/organize the job....

 

Offline Grey Wolf

It's just that that's about the 10th time someone's said that. The reason they're where they are is it'd be hell to try to reposition the wings and there were clipping problems with the engines when they were in the correct position.
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 
I have one Q: how will you go about the ballince?

EX: TF 1 hit kill? or more like in XwingA 3-4?

TI will it use all it's guns? or will it be like in XwingA and ues only 4

How much power will the ships have?

Will you or will you not change the AI code?
The Ancients a old and proud reace, one that is not all alone, and I am not one of them, but I am Nouben.

 

Offline KARMA

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the tf must be killed, in my opinion, in one or max two hits (more often two than one), the ti has 4 lasers (i know there are different version but at the beginning we will use only the standard one)
the power is not a problem, the problem is to have "proportional" power between all the ships
the ai is on shedule but its at the end of the shedule

 

Offline HotSnoJ

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Now if only we could get the guys who are doing the source to add moveable wings we have it made!
I have big plans, now if only I could see them through.

LiberCapacitas duo quiasemper
------------------------------
Nav buoy - They mark things

 

Offline karajorma

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Have a look at how the robotech team managed to make their ships transform.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 
Quote
Originally posted by karajorma
Have a look at how the robotech team managed to make their ships transform.


That one bites, no offence Robotech team, but if we can get the moveing object part of the sorce we could make a code that when you hit "S" the S-foils would open like they did in the movies, then hit "S" once more to pout em back.
The Ancients a old and proud reace, one that is not all alone, and I am not one of them, but I am Nouben.

 

Offline r0nin

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Are you referring to our (the Robotech Mod) old sexp-keypress-destroyturret method of transforming, or the new hardcoded ship-switch?  With ship switching, you could frame-by-frame the movement, if you wanted.  Or you could just make each wing a turret and hardcode the rotation on a keypress.  There's about ten different ways to do this, if you want.  

Of course, it would be easy to do this just for one mod (it's always easier to do a local change rather than a generic one), but creating the function and then all of the code and model changes to tell FS2 what to move where on certain ships, so that it could be used by many different mods in different ways, that would be less simple.  Or was your point that you wanted someone ELSE to code it for you...? :rolleyes:
"Have code, will travail..."
Member of the Robotech FS2 Mod.
http://www.robotechlan.com/freespace2/

 

Offline karajorma

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Actuallyall I`d heard was that the robotech team had got the transforming to work. I only learned yesterday that it was a source code thing.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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