Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: ragingloli on July 01, 2009, 03:17:26 pm
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It's been a while (over a year :nervous:) that I've been here.
Since Galemp is doing my Colossus now, I started to remake the Hatshepsut model.
Here is what i have so far:
(http://img375.imageshack.us/i/hatshepsut.jpg)
[attachment deleted by MSC
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HOORAY! It's ragingloli!
Don't vanish.
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/me is now drooling in a corner in sheer unadulterated glee!
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;-)
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Release it before I release my campaign, and it'll have a role already! 8D
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So...beautiful...
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Release it before I release my campaign, and it'll have a role already! 8D
Um, y'know this ship is in FS2 retail, right?
Never mind its starring role in The Procyon Insurgency!
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Orgasm
Okay, no, seriously, that is an amazing ship you got there. :yes:
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Tragic, I don't like it. Especially that "eletric-heater" in the top :ick: :wtf:
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funny thing... I was in class just yesterday and begun to think about how would the HTL'd hattie was gonna look like.
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Just one thing RL, try to make it conform to the basic shape of the original so it won't break missions. It looks epic so far.
i.e. make it an upgraded original, not a concept like this:
(http://fc06.deviantart.com/fs36/i/2008/278/a/9/Shivan_Juggernaut_showcase_by_Councilor.jpg)
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Wow, it's FINALLY being remade?
I'm liking the fact that all these FS2 ships are being converted lately. It will look beautiful when/if included into the next version of the FSO media VPs.
And yet nearly none of them have been finished? :P
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;-)
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:jaw:
THIS MUST BE FINISHED!!!!1
Not a huge fan of the ribbing though...
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The rest of the model is EPIC enough for me to ignore the ribbing.
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That looks stunning! Keep up the good work!
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I removed the upper rib structure. I was starting to hate it too.
[attachment deleted by MSC
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:yes2: :eek2: :yes:
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Goddamn.
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yes yes yes YES!
hey what are you gonna do with the fighterbays? cause I think they could use some artist concept aproach, not a radical change but definitely something different than those tubes the retail model had, that's what always looked out of the picture in the hattie desing IMO.
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As you can see in the first pic, the tubes lead to an internal fighterbay.
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;-)
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This just keeps looking better and better.
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I like the rib-like parts on the lower front (visible in the first screenshots), but some of the rest not so much.
Cool, though.
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Now it's much better. :yes: :yes:
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But a lot of them don't look exactly like upgraded originals. Like the Dis, for example. They look better when they are altered in most cases
Yeah true enough, but the Dis is rarely used in conjunction with carefully planned events, the Hatshepsut has a pivotal role in many campaigns.
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Lovely work Ragingloli :yes: :yes: :yes:
And BTW is the Sathanas model aveliable?
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Looks great. The only thing I could kindly suggest is maybe make the engines seem a bit more alien.
Perhaps based off of the Aerospike Engine? (http://en.wikipedia.org/wiki/Aerospike_engine)
Circular engines like that just look too Terran to me.
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/me agrees with Axem
The engines could use some originality. :nod:
Other than that, more orgasm. :yes: :yes: :yes:
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Agreed about the engines.
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Redid the engine area:
[attachment deleted by MSC
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I'm liking 'em. Uh, the game will be able to handle this level of detail, right?
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you are the model man!!
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I'm liking 'em. Uh, the game will be able to handle this level of detail, right?
I guess a detail box will be useful with those engines.
And, this is all kinds of awesome. Keep it up!
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You are a genius.
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I want this, bad.
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Could someone get me a bucket to catch the drool?
Wit engines that pretty we may have to replace the engine trails with glowmaps so we can see thier glory.
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You sir, are a monster.
:yes:
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Ragingloli:
You.
Are.
****ing
Awesome.
ME WANTS IT!!!
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You are a genius.
Scratch that, you are god.
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Love.
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You are a genius.
Scratch that, you are god.
Scratch even that. You're more than a god. You're the final Cylon.
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.
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Uhh what? :wtf:
The game shouldn't have too many problems; as long as it only uses one texture (not including debris etc :P) and the polycount is kept sane, i.e. not too much over 20k...
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I had no rational reason for my fears, only a sudden terror that this ship would cause a some kind of beauty overflow in the engine.
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I can't wait for the day that we have both the prettified Collossus and this Hattie of hotness in-game. Although that will be the last thing most of us will see, since our eyes will just shut down due to overexposure to sheer awesomeness after that.
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Too bad all the other HTL models we have now might get pwned by ragingloli's work :D
And uh yeah. You are too awesome to go disappearing on us again.
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I actually like the fact that the current works can be pwned so easily by someone outside of the community.
Hopefully, it inspires raising the bar.
Sadly, it will probably just make every body wait for somebody else to do it instead.
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And then it's never finished.
Like about 12 other HTL WiPs.
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I started texturing:
[attachment deleted by MSC
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Damn you`re fast. You say there`s an internal fighterbay? Like in the GTD Titan?
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alright! we're getting a new model soon yayy!
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*Runs out of air*
...just......no words... :yes2: :yes2: :yes2: :yes2:
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@Cole
I don't know. Can you link me to it?
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In Blue Planet. Also in StratComm's model dumps, one of them. It has a huge internal fighterbay with racks for fighters, aisles, etc.
EDIT: Wait a minute, I'll get pics.
EDIT2: It`s not important, but it`d be cool. I thought I`d read that you were making an internal fighterbay.
(http://img35.imageshack.us/img35/862/screen0038.png)
(http://img11.imageshack.us/img11/1457/screen0039.png)
(http://img44.imageshack.us/img44/2489/screen0040.png)
(http://img44.imageshack.us/img44/6162/screen0042.png)
(http://img223.imageshack.us/img223/6196/screen0043.png)
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i'll think about it.
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While an internal fighter bay would be neat, since its going to lack fighters and a ground crew it probably won't be worth it. Those screen shots are nice, but as you can see they are also very empty. It just may not be worth the time IMHO.
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Yeah, that's my view. Someone mentioned it earlier, so I brought it up.
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Yeah, that's my view. Someone mentioned it earlier, so I brought it up.
that would be me.. but I wasn't talking about the internal fighterbay, I meant those ugly tubes sticking out of the model... I just hate those :mad:
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Oh.
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Nice textures, but I think a UVmap would be ideal. What's the current polycount?
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Current polycount is 13492 triangulated without the engines and 26662 with the engines. I guess I have to reduce the polies on the engines. (didn't expect the engines to have as many polies as the entire ship lol).
Oh and it has a UV map. Im rearranging the map as I go along and paint directly on the model. Im already reaching my limit on the first one and i will have to split the model into more submodels.
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When I saw those engines, my first thought was "how about making them actual destroyable submodels?" Then, I took a look at the original model in the VPs to see where the engine subsystems are laid out... they're left and right by the way. Then I saw that there were both reactor and bridge subsystems, which are non-submodels, and I thought "how about making destroyable submodels for those too?" Of course, if that eats too much into your polygon limit, then that's fine too.
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Great work, Ragingloli. Good to see you back here. Umm, check your Colossus thread for the progress on that, it should be linked from the "MediaVP Assets Status" sticky thread. I've been kinda busy with interface art recently.
As for the Hatshepsut, looking really great so far. I'd recommend looking at the subsystem locations on the old POF using ModelView or PCS2 and doing some appropriate modeling there; your Bridge concepts are nice, and something similar for Communications or Reactor would be very cool. Intact subsystems fit together like puzzle pieces on the destroyed mesh; take a good look at the high-poly Hecate's geometry to see how it's done. Similarly, look at the turret placements, and adapt the geometry for them. Inspect the alterations I made to your Colossus to fit the beam turrets, and you'll see what I mean. There's opportunities here to integrate these subsystems directly into the hull which leads to a more comprehensive design and a more immersive game experience.
I really like the non-Terran engines. However please reduce the polycount DRASTICALLY. Under most circumstances you won't be able to see ANYTHING there because it will be hidden behind the engine glows, and once the engines are destroyed, well, there won't be much to see. My recommendation is to make the center cone base geometry and everything else separate to be used as a detail box.
I'm glad to see you can texture; as you know this will all be baked onto a UV map for the final product, so be a little more exciting, especially on areas like the large, saddle-shaped light brown tile at the back. Refer to the high-poly Aten cruiser for inspiration, or perhaps the Osiris bomber and Isis transport, to see what Vasudans have done with irregular curved surfaces. There's potential for something really amazing there; consider that area a blank canvas.
Again, superb work. I think I speak for all of us when I say you're a valued contributor. We're also really excited to see your work in-game. Unfortunately we've had some trouble getting your work out of Cinema4D and into more useful formats like .DAE, .OBJ or .3DS; can you export to any of those formats directly from C4D, instead of us trying to hack our way through it? Thanks!
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Current polycount is 13492 triangulated without the engines and 26662 with the engines. I guess I have to reduce the polies on the engines. (didn't expect the engines to have as many polies as the entire ship lol).
Oh and it has a UV map. Im rearranging the map as I go along and paint directly on the model. Im already reaching my limit on the first one and i will have to split the model into more submodels.
Cool. While 26k isn't all that much, it does seem rather alarming that they are taking up half of the ship's polygons. Perhaps moderate poly-reduction combined with detail boxing could remedy the problem :)
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I think 26k polies is a bit too much, especially if they're spent mostly on the engines. Nobody will really see the engines much because of the engine flares, so spending half the polies on that is a bit extraneous. Those polies could easily be spent on destroyable subsystems (w00t) and other details...
Just my 2 cents. :)
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Yeah, as Galemp said the engines aren't going to be sen anyways if they're destroyed to remove the engine glow, and that removes the engines as well. Catch 22.
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i had some trouble getting ideas for the saddle thing, but this is what i sketched up.
what do you think?
[attachment deleted by MSC
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I like your idea, it would be a really cool adding to the model, but some might say it will brake retail performance of the model, maybe keeping that hole but trying to make it not so deep (otherwise fighters will have a blind spot to use).
still I love it, the plain thing on the back was screaming for an upgrade compared to other sides of the model :D
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Perhaps keep it plated as it goes down like you have it drawn on the very front of that area.
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Well my idea was that the hole would have some kind of lid connexted to the back by struts so that fighters can't fly inside, and the inside illuminated by the reactor sphere at the bottom.
But a less deep hole might be a good idea as well.
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Well my idea was that the hole would have some kind of lid connexted to the back by struts so that fighters can't fly inside, and the inside illuminated by the reactor sphere at the bottom.
But a less deep hole might be a good idea as well.
so that shining ball was the reactor? I was wondering what was that over there, you got some unique ideas :cool:
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a question: the transparent cockpits windows of the htl fighters, this can be done with cap ships too, yes?
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Yes, but only very carefully. I see what you're thinking, just don't go too far in the other direction, okay? :)
I like Zane's idea: keep those plates marching down the back. Is that where the reactor subsystem actually is? If so, make the reactor model the same size as the subsystem bubble so that it can be destroyed in about the same place.
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Here the redesigned saddle thingy and a look into the reactor chamber.
[attachment deleted by MSC
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wow that looks awesome great work. :)
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Will it be a destructible subobject? :nervous:
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Holycrapwow. He's done that whole bloody back area, textures and all, in about 13 hours. :eek:
Incidentally, it rules, though perhaps a darker shade of blue (like on the Typhon) or changing it to yellow to fit with the rest of the ship. That's minor though -0 the damned thing rules. Best fan made Vasudan capship I can think of by far, and while the design (obviously) is [V]'s, it's the implementation that makes this one so impressive. Keep it up :yes2:
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Yeah, I can't wait to replay the first mission of the FS2 campaign.
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@snail, the reactor subsystem is at that position, so yes it will be. If i can figure out how to implement it later
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@snail, the reactor subsystem is at that position, so yes it will be. If i can figure out how to implement it later
:D
Words cannot express the awesame.
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.
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Wow, that's spectacular! Phenomenal implementation, well done, bravo.
Not so sure about the cyan glow, though, as that's never been seen on any Vasudans. I put together a few quick recolors, if you want to put it to a vote.
(http://freespaceport.googlepages.com/hatglowgold.jpg)
(http://freespaceport.googlepages.com/hatglowlime.jpg)
(http://freespaceport.googlepages.com/hatglowblue.jpg)
(http://freespaceport.googlepages.com/hatglowred.jpg)
Personally, I like the red so that it's consistent with the Karnak... but, you could make it an animated glowmap that cycles between the gold and the red, or makes the red pulse. How about it?
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A red pulse would be rather sick, but i think it would look to shivan-ish (almost like the hatshepsut had a heart beating)
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Personally I think the red looks a little too Shivan. I'd go with blue or cyan, just because it contrasts with the glows on the rest of the ship.
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At this rate, almost every FS2 ship will be htl'd and normal mapped before the end of this year and then FS2 will really be making us go :eek: This is good having so many people working on these models simultaneously.
I highly doubt that, too many ships have been worked on and then stopped within a month's time.
This is the farthest anyone's gone so far so this is one ship that will actually most likely be finished.
Plus isn't blue the other color of glow that a majority of Vasudan ships use?
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The Cyan wasn't bad, but I do like the dark blue recolor.
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I kind of like the cyan, despite it being new. Usually, I would rather have it blue instead, but I always felt that the Typhon blue was too blue. Cyan is a little lighter and is a mix of the two Vasudan colors. If not cyan, the other two recolors look quite nice as well. I don't like reds on Vasudan. The color doesn't make sense at all.
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I'm fine with the gold.
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I say that either the gold or blue fit the best, and would look the best.
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I vote for the original Cyan!
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let me just say, i don't like the red, it's too shivanish. and the green is too close to yellow and i feel it does not really fit together. making the reactor lights orange as the rest of the lights i think makes it to monotonous.
So I'm hovering between the cyan and the dark blue.
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I thought HTL was meant to improve /renovate the original design? Keep as close to original colouring as possible and the fanboys will be happy.
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I just think the other colours contrast the gold too much.
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If a color other than yellow must be used, make it the Green from the Sehkmet, or Blue from the Satis/Mentu. Better yet, how about the reddish stuff from the Sobek? That would be a kick and carry over quite well IMO.
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I vote for the green glow, reminds me Typhon, Seth, Osiris and other classic FS1 Vasudans.
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;-)
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I think yellow fits here better than the other ones.
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Notice that with dark in-game lighting and "ambient_factor 75" it'd look insanely cool if it was green or blue. ;7
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It's a vasudan destroyer. . . Not a light cycle :p
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Nonsense! ALL ships should be rave rape! :D
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Deep orange maybe? Or even better, animated yellow--orange--yellow.
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I would most like to see the reactor being yellow, but a brighter yellow than the rest of the lights.
Or perhaps pulse between the normal yellow and a brighter shade.
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CZ, maybe we should scrap the beams and give everyone techno guns from battlezone 2 instead? :lol: orange yellow pulse would be cool, as long as it was subtle, gotta remember they're meant to be windows right?
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This is seriously awesome!
I've always liked the Hatshepsut, but I've never liked the original model, so to reiterate; this is seriously awesome.
As for the reactor; I think you should make some samples (possibly animated) when the rest of the texture is finished.
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Nonsense! ALL ships should be rave rape! :D
STROBELIGHTSFTW
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Are you using stock textures? That plating on the back end has very clear darker lines I don't recall.
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He said earlier that it was being UVmapped.
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@trashman
i use some of the stock textures as a brush when i paint it.
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I think cyan or blue are the best choices. But cyan is the only one that looks like energy. Actually if you use white that could work too, simple and effective. I change my vote to white!
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Stop arguing colors and just cover the damn reactor. It won't do to have your reactor exposed. ;)
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Stop arguing colors and just cover the damn reactor. It won't do to have your reactor exposed. ;)
I agree, but also (in addition to avoiding a "wtf why did you put the reactor outside the ship's armor" issue) I think it looks fugly the way it's shaped (as you have it now)
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Meh ... I like it.
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keep the reactor like that, it's a great detail... and use whatever colour you think is better ragingloli, you haven't made a model I dislike so far ^^
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About blasted time someone gets out of bed with canon, and creates something nice. This has my approval. :yes:
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After looking at recolors, Cyan looks the best.
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About blasted time someone gets out of bed with canon, and creates something nice. This has my approval. :yes:
Oh if everyone did it that way the ships would be like comparing the UT99 Malcom to the UT3 Malcom. :P
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Since were on the subject of lights, why are there big ass yellow lights on the topside? I would think it would also have something to do with the reactor or beam weapons, or maybe Vasudans do their reading with ridiculously large yellow lights? :lol: I still think white would be a good option as there are white lights on the Aten class cruiser.
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And fair point. I'm not saying it's not a great model. Because it is. That's obvious. I'm not even saying it shouldn't be an option as an alternative. I just thinks it's been a bit to embelished for mvp use. That reactor would be like whacking a sunroof and Jaccuzzi on the deimos. No basis for inclusion but would be neat to look at.
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That would only be true if the Deimos had jacuzzi and sunroof subsystems to begin with :P
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Why is there an exposed reactor?
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Ok. . Fair point ;) if someone were to model a destructable panel or hull section over the reactor I could live with that. Or a triggered "hood / bonnet" that flaps open to expose it. :cool:
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If it could be set up so that with normal use it's not visible (for the canon fanboys) but with tabling (or possibly just setting a subsystem to destructible/destroyed in FRED) it would be visible / a destructible submodel, that would appease us (I think). Me at least.
Yay, appeasement!
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You are just making it more difficult for everyone, come on guys... I've never seen someone complaining about having windows in ships and yet a window would be a terrible terrible desing flaw in a space-faring ship.
You could even pretend it's not actually a reactor, and say it's another window or something like that, and let's face it... the retail back was kinda boring anyway.
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I'm not complaining. I'm just saying stick to the obvious shape.
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I'm not complaining, I'm making uncompromising demands without authority to back them up!
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@rodo
the spaceshuttle has windows :drevil:
anyway, how about this (unexposed reactor, instead a reactor core installation port)
[attachment deleted by MSC
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@rodo
the spaceshuttle has windows :drevil:
anyway, how about this (unexposed reactor, instead a reactor core installation port)
:yes:
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I love you. Can I have your children? Will you model them for me?
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I approve, nice work.
Though I have an urge to make a Deimos with a jacuzzi on top now...
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Glorious! I think that's a much better solution.
Of course, there's no reason to discard your previous reactor; just have it exposed when the top Reactor subsystem is destroyed. Make it look like we're... well, looking into the core of an exposed, critically damaged reactor.
Why'd you paint the little tab at the very back brown? I liked it in gray.
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i accidentally deleted the layer that had the grey. i'll redo it later.
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noooo! the reactor is gone :(
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It's still there, just not wide open.
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Wow. Looks awesome, if somewhat female. And I must wonder, since I know nothing about modeling... Is it common for even a professional game modeler to be able to put stuff out at this sort of pace (given that s/he works part time, as I assume ragingloli does?)
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Wow. Looks awesome, if somewhat female.
*Ahem* (http://en.wikipedia.org/wiki/Hatshepsut)
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Not to mention that all ships are "female" anyway, no matter how much of a symbol of masculine dominance they are.
Uh...yeah.
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I think he just means the reactor area looks kind of like a vulva, if you hadn't picked up on that.
*shrug* Whatever. Design is design.
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Ugh, you've got a dirty mind.
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No I don't. I didn't think of it until it was pointed out.
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:P
Either way, it looks cool. Don't mind the pervies.
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Vertical smile lol ;7
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;-)
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Yes.
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;-)
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Normal mapping makes a world of difference as well as hi-poly (HTL).
Captain Obvious to the rescue! :nervous:
:P
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What was done to the maps? It looks much better than normal. It doesn't look like the resolution was simply improved. It looks like many more details were added to each texture. Is that what we call normal mapping?
I really don't think normal maps are made yet. RagingLoli is UV unwrapping the model, and using the old textures as paintbrushes, adding shading and color on top of them where appropriate.
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The best thing about normal maps is that they can frequently be used INSTEAD of extra polygons and still look better than them (while keeping the polycount down and the framerate up).
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The best thing about normal maps is that they can frequently be used INSTEAD of extra polygons and still look better than them (while keeping the polycount down and the framerate up).
not buying that... play any mission that has at least 3 cap ships with normals and you'll see the FPS going down right away.
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Surely that's system /video memory dependant. More polygons is harder on a system overall than loading a few more textures and adding a few draw cycles. :Doubt:
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The best thing about normal maps is that they can frequently be used INSTEAD of extra polygons and still look better than them (while keeping the polycount down and the framerate up).
not buying that... play any mission that has at least 3 cap ships with normals and you'll see the FPS going down right away.
Uh, dude, this doesn't make any sense.
You're comparing 'ships without normal maps' to 'ships with normal maps' when you should be comparing 'ships with normal maps' to 'ships with all the details provided by normal maps, except rendered as actual polygons instead.'
THEN your computer would be crawling. Normal maps really boost efficiency.
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Small update, with a view on the ribcage and the docking port.
[attachment deleted by MSC
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That looks like sex, only it's a spaceship.
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:eek:
Everytime you post pictures I find new stuff to like about this ship. Superb job so far.
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So thats where it poops :lol: Just kidding, it looks great.
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*Retsof drools even more*
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;-)
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That image is a bit dark, to be honest. It'd be nice if we could have one a bit brighter so we could see the textures better.
That's not to say that the texture it self should be brighter.
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I want to hold that model. And have my children with it...
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Your texturing/mapping work is simply amazing. :yes:
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;-)
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That's just downright amazing! Keep up the great work!
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That looks like sex, only it's a spaceship.
I want to hold that model. And have my children with it...
:nod:
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The colors of the glow map (if it's got the same sort of maps as FS2) are a bit more saturated than I'm comfortable with...
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Here comes another little update. This time the neck.
Also since the last picture was too dark, I put in some lights.
The structure at the bottom side of the neck is the bridge.
[attachment deleted by Tolwyn]
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Damn.
:eek2:
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Me likes ;7
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WOW!!!! :yes:
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this is so cool! I can't wait to see it ingame :yes:
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WOW!!!!!!!!!!!! :) :yes: :yes:
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does anyone have a picture of the vasudan style main menu? it would come in handy when i redo the fighterbay later
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Look into Sparky_hi_fs2.vp and open 2_Vhallhead.pcx .
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Really can't wait to see this ingame.
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wow, that is just about perfict.
the only thing that I think you might want to modify is make the fighter bay tubes slightly rounded pentaganal, rather than just rounded irregular.
but, yeah, you win.
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vasudan style main menu :)
[attachment deleted by Tolwyn]
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thank you.
it is a bit confusing though, as you get this screen when you are transferred to the memphis. now this apparently is a launch bay, but i have no idea where on the hatshepsut it would be located. the launch tubes on the model don't fit with this launchbay
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Yeah, take it with a pinch of salt.
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I've always thought that this was just some deck in the ship.
There's no fighters anywhere, unlike in the Terran mainhalls.
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I'd hardly call the majority of FS ships efficient... The net force of the engines (the thrust) is undoubtably above the center of mass in the y-axis (height) of the Hatshepsut. That would make maneuvering the ship very inefficient. The Typhon is actually a better design (engineering-wise).
The Orion is asymmetrical: this results in similar problems to that of the "Hattie," except the ship would experience both a pitch AND yaw control problem...
But in terms of the model, it looks very excellent. I'm still not sold on the reactor, but apart from that, bravo! :yes:
-Thaeris
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Less OT hanger discussions here please people or we'll have to get out the pruning shears again. :p
The Hat's neck looks phenomenal - well done. :yes:
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Soo, welcome to my fighterbay:
[attachment deleted by Tolwyn]
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gyoddddddddDAAAAAAAAAAAAMN
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wuuuuuut :eek2:
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AMAZING.
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:eek2:
Woah.
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AMAZING :) :) :) :yes:
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what is this i don't even
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never cease to amaze me.
:pimp:
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*babbles quietly*
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*babbles quietly*
Also blables wuitley
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:eek2:
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*jizz in my pants*
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you are god.... :yes:
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FFFFFFFFUUUUUUUUUUUUUU-
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That fighter bay is amazing. :yes2: :D :yes:
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Its like seeing boobies for the first time ;7 :yes:
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:blah:
(speechless)
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Command: Alpha one why didn't you rescure the convoy?
Alpha one: Sorry Sir, I just couldn't stop staring at the inside of that Hangar, so I never left the Psamtik...
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Now you're scaring me :eek2:
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Point.^
I think/would make an educated guess that the hanger will probably be a detail box,
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How exactly does detail boxing work, and where can i find tutorials on how to do it?
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Unnecessary commentary has been Split and Locked.
I realize that this is highly impressive work being done and I am just as amazed with it as everyone else, but let's keep it a little more civil, shall we?
Thank you.
-
ragingloli: I think there is some info on the wiki article about Subsystem(s), but it's mainly an issue for whoever does the pof conversion.
Basically, though, you can tell the engine to only draw certain parts if the camera is within a certain AABB (axis-aligned bounding box) in the model's coordinate system. This is useful for things like long fighterbays that are only visible from inside or at the end(s), or big chunks of greeble-heavy stuff that are only visible from one side, or which are so large that only part of it should be drawn at full detail at any one time.
-
You should try your hand at the Colossus fighterbay.
-
http://www.hard-light.net/wiki/index.php/Detail_box
There we go.
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All i can say is wow... amazing work man. Kudos to you.
Side note: those sath pics shown in the first few pages... i want it, can anyone link me to it if its a finished integrateable replacement? cuz , like this hatshepsut, its BEEEAAAST
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:eek:
Ohhhhh Myyyyyyy!!!!!!
Me likes a lot - can't wait to see this finished. :yes:
-
Another update, this time the head:
[attachment deleted by Tolwyn]
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Jesus B. Mohammed I cannot wait to see this thing in game.
-
GREAT SCOTT!
You may have just proved this to be the greatest half plant, half ship, ownage-device ever!
-Thaeris
-
Damn, that looks evil. In a good sort of way.
-
It's simply beautiful. Thank you and congrats. Great modelling, great UVving! I'm with GB, can't wait to play this thing, alongside with your (and Galemp's) Colly. Two great models, thumbs very up! :yes: :P :yes:
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Will this blue-white energy thingy on the top of the head be animated?
Because that would be really cool!
-
Do want, do want very bad. :D
-
@norbert: actually i am thinking of removing that part and replacing it with a gun platform, as there are turrets in that part in the original model.
anyway, i played around with specular maps:
top is with specular, bottom without
[attachment deleted by Tolwyn]
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How many polys so far? I believe that many of those texture detail could gain more prominence if you also modeled the parts acordingly (the scaly parts, lines dividing different materials etc)
-
Outstanding.
-
15000 not including the internal hangar and the engines.
Also I would prefer doing it with normal maps instead.
The saddle part at the back would have both normal maps and the geometry to accentuate the gaps, and they interfered with each other. It looked quite weird.
In short, I think a smooth normalmapped line and pointy geometry at the same place does not go together well.
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I wanna crash with it on my loki :drevil:
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@norbert: actually i am thinking of removing that part and replacing it with a gun platform, as there are turrets in that part in the original model.
Could you perhaps move those circuits (or whatever they really are supposed to be) more outwards and place the turret into the middle of them?
I think that would look nice.
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Dude! You're pure ownage machine!
Droooooooooooooooling dude, droooooling on the pictures
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:eek2:
Pure win.
-
Looks way more Vasudan than the original :yes:
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This is going to make certain happenings in the main campaign that much more painful to endure ):
-
Well those turrets are AAAs, so the blue energy things actually sort of make sense in that case. Of course, a weird block of turret sitting on a blue energy circle thing would look horrendously bad :P
And uh, I'm not sure what to say. Is 'k, wow. This is godlike" acceptable?
-
@kolgena
no need to exaggerate :D
anyways, this is what i had in mind for the turrets:
from left to right: Beam cannon, missile launcher, standard turret.
the first two are snake themed
[attachment deleted by Tolwyn]
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Oh yes snake beam cannon.
The other two are great too.
Funny thing is the snake one actually fits the shape of original "peg" shaped turret. lol.
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Hmm, so they are.
King cobra... :D
I love the shape of the blob turret, I don't know how you would plan on placing the beam turrets though with that shape, and the missile launcher isn't too bad, if the tails were straightened up some.
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I think the snake thing might be a bit much.
I mean, we gave them the Egyptian names, they aren't actually Egyptian.
Do they even have snakes on Vasuda?
-
I think the snakes are a weeee bit over the top.
-
Well, they got them turtle-looking things...
I'd like the snake design much more if it was canon. XD It kinda has a Vasudan feel to me.
Kinda sad that we don't have much on the biodiversity of Vasuda Prime, though.
-
Those aren't snakes.
They are horraj-ummuora... space snakes.
-
lol...space snakes.
-
And you thought Shivans on a plane were bad...
-Thaeris
-
Snakes on a Thoth.
Now I can see how the snake fits the beam cannon shape, to an extent.
-
;-)
-
...So long as you don't go Gurren Lagann on us with massive faces...
-Thaeris
-
Soooo, somewhere in the FS2 Intel stuff, it says that the Vasudans actually liked and identified with the Egyptian mythology...
-
I don't feel that necessarily translates to mimicing reptilian anatomical configurations...
-Thaeris
-
I don't feel that necessarily translates to mimicing reptilian anatomical configurations...
-Thaeris
They've done it with creatures indigenous to Vasuda, what's to say they wouldn't do the same for the lost beasts of the Terran homeworld?
-
'cause they ain't Terran? But if there were turtle-looking animals and human-looking fish on Vasuda Prime, snake-like creatures don't seem too awkward. If there are problems with the turret because it looks like a snake, though, I suppose it could be textured to vaguely resemble a snake so that in order to see a snake, the person has to try to see it as a snake?
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I think the snakes are a weeee bit over the top.
Agreed... those are WAY too snakey.
I do like the missile launchers and I REALLY like the Standard Turrets. For the beams, maybe do something with cobra-like fins, but for goodness sake, make it look less fragile and less obviously snakelike. HighMax's comment on the gargoyle heads is spot on.
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I think his comment was too overexaggerated.
Looking at the Hatshepsut as it is, the beam cannons are disinguished by a retangular column, and that's it.
If the "snake" wasn't shaped as it was on that image but instead like a column, but keeping the fins on the top and the lens where the beam is emitted, I think that would be a good way to use it.
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Nice! Maybe remove the last curve of the S-shape (tail) to make them appear less snakey.
-
;-)
-
(http://img12.imageshack.us/img12/6753/dsgadgfdfg.png)
This looks no more like a beam turret than the snake does, this, looks like a bleedin' smokestack.
-
;-)
-
the beam cannon on the neck-head intersection is just a rectangular box. I thought the tall snake would fit.
-
All three BVas cannons are those bent pipes. :P
-
Even more sacrilegious then to keep the design of the turret boxxy as volition "intended" it.
I agree that the snake will have to be redesigned, but i want to keep the snake head if possible.
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Looking forward to the results then.
She's begging to kick ass. :nod:
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I'm sure anything you come up with will be pure awesome.
-
I'm sure anything you come up with will be pure awesome.
Anything except snakes.
-
While it does look admittedly cool, I think the whole concept of the snake head is rather off. I mean, taking overall fighter shape inspiration from native Vasudan creatures is one thing, but turning weaponry into nothing short of sculpture seems like the most non-military action in the world to me. We're talking about a main-line military destroyer here, not a piece of ornamental artwork.
-
Gotta agree, the snakes are OTT. That third one though looks great.
-
;-)
-
Maybe it would be nice to keep the turrets looking more like the way Volition intended them to be.
The whole model is more "curvy" than the :v: equivalent to start with, and those turrets are in line with that design choice. Just a little bit overdone, IMO.
I restate: the shapes themselves look nice, the only problem is the immediate association with snakes.
-
So, I redid the beam cannon.
I could not keep the head in its entirety, but i took the sides from it and reduced their size.
Anyway, here is my beam cannon mk2:
[attachment deleted by Tolwyn]
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nice, i like the fact that it looks like it can be folded back when not in use
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I think it's perfect. :yes2:
-
I think it's perfect. :yes2:
-
I think it's perfect. :yes2:
++
-
I think it's perfect. :yes2:
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Awesome...
-
Win.
So, what about its flak?
-
Win.
So, what about its flak?
I had the exact same thought while sorting out some books actually.
Any ideas for the flak guns?
-
I almost forgot about the flak so i haven't made a model yet.
anyway, i redid the missile launcher which is now based on the base of the mk2 beam cannon:
[attachment deleted by Tolwyn]
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oh that's a beam turret right there, nice work.. it looks awesome.
-
<keanu>Wooooah... :eek2:</keanu>
On a more general note, I'm loving the fact that there are currently four or five new model threads active all at once. :)
-
Which ones will actually be finished? :P
I can see this one being completed for sure.
Sexy missile launcher. :D
-
this is what i came up with for the flak:
[attachment deleted by Tolwyn]
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Oooh nice, UT3 styled to a degree.
-
I forsee problems with the current turret setup
-
this is what i came up with for the flak
oooooh, me likes.
-
It looks really great, but how will that work out for the muzzeflashes? Will it have muzzleflashes on all four at once for every single shot (like retail double-barreled flak), or will it be rotating fire?
-
Reminds me of the cylon turrets from BSG... I like the idea, but it's a bit plain looking... Also, it'd probably need to be set up to cycle between the four fire-points, to be compatible with retail. Er... were the retail flak guns even multipart?
Edit: maybe if you gave it a fast-enough turn rate... hm idk.
-
Not on the Hatshepsut I think.
-
I don't think the Hatshepsut had any multipart turrets, TBH...
I'm pretty sure that the muzzleflashes cycle between fire points on turrets.
-
Unfortunately, it looks as though the missile turrets were multiparts, and the flak and beams were not.
-
It's a bit late now, but I would rather see the BVas firepoint normal on-axis with the turret 'rod' so the firepoint is where the cyan dot is now.
Lovely texures though.
-
The fact that all those turrets look at least partially retractable is awesome.
-
I'm a bit out of date in regards to implemented FSO features, but do we have non-vertical-axis-multi-part-turrets yet? If not, all these multi-part turrets may look great, but they'll be useless if not on an upper or ventral flat surface.
-
We do, in fact, have non-vertical multipart turrets. They can be difficult to get working though.
-
Here is another small update on the FLAK:
[attachment deleted by Tolwyn]
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I want to crash that with my Loki also :drevil:
-
Those turrets probably have more polies than most retail ships :shaking:
-
;-)
-
Considering retail ships had like ~300 tris for a fighter (or something like that), it's not too hard to imagine these exceed the poly-counts of many if not most retail ships.
I'm more concerned about the fact that he's made the flak into a multipart turret, and made the missile launchers into single part 'button' turrets. That's a big departure from the original, and I fear it would affect gameplay.
Nonetheless, these turrets are awesome looking, and even if they don't get put on the Hatshepsut, they would make a great addition to the pool of detailed user-made turrets available to modders.
-
These flak turrets make so much more sense though, too bad they're so different and might not work i guess. I hate seeing (i think its on the hecate) the massive double barreled swivel turret firing out tiny little head of cabbage sized flak shells. Just looks funky.
-
Do flak turrets have 4 firepoints?
More importantly, that beam turrets looks like it might cause a problem. the way it's setup, it would have to shot trough it0s back to hit the target a hattie could normally hit.
-
I dont believe the new beam turrets would be a problem at all... Didnt the original beam turrets rotate to face its target to begin with? I'm sure it wouldnt take much to code these to rotate them as well
-
No. As I've said several times, all of the missile turrets on the Hatshepsut were multiparts, and none of the other turrets were.
-
Aardwolf is correct. The retail Hatshepsut model has three types of turrets: beam turrets (the stick-like ones), regular button turrets (lasers/flaks/AAAf), and dual-barreled multipart turrets which mount Fusion Mortars.
-
Ragingloli, this is the f**king sex.
You should write a texturing tutorial. I hope I'm not the only one here dying to know how you did that.
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No, you're not :eek:
-
I'm not really sure what I would write though.
Basically it is just drawing a picture. I use some of the vasudan textures from the game as brushes, paint them where I think they would look good and add lightness and darkness according to where I expect the light to come from.
It helps having a real time 3d preview of the result though, so I can only recommend bodypaint 3d to anyone.
-
Even that alone helps a lot. My one question is what program you use and what you do to make the brushes lay down the texture in that tile formation rather than apply the texture every time you move the mouse (as Photoshop defaults do) and make it blurry.
-
i use cinema 4d and the integrated bodypaint 3d component. Laying the texture down in the tile formation is the defauolt setting and it starts the tile in the upper left corner. you can change it to mouse hit ( in the color tab of the brush property window when you have texture paint enabled), so it starts the tile where you click the mouse. brush position does it like photoshop does.
-
Anything going on with the model?
-
I m currently modelling a car to break up the monotony. (it is a lamborgini murcielago lp670 sv)
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Oooh. :D
-
This is amazing. Very well done!
Thank you ragingloli!
-
so i was busy with the normal map and here is what it looks like.
(i hope the img tags work)
(http://i676.photobucket.com/albums/vv127/lulzifer/hat1.jpg)
(http://i676.photobucket.com/albums/vv127/lulzifer/hat2.jpg)
(http://i676.photobucket.com/albums/vv127/lulzifer/hat3.jpg)
(http://i676.photobucket.com/albums/vv127/lulzifer/hat4.jpg)
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You're my hero.
-
Daaaammnn.
-
Words are not enough...
:jaw:
Neither are smileys.
No, srsly. THAT IS AMAZING.
-
"The instant hard-on startled me."
-
THAT IS AMAZING. :yes: :pimp: :)
-
that is going to melt my computer !!!! stunning detail
-
that is going to melt my computer !!!! stunning detail
mine too! but I don't care!! I'll buy a new graphics card ^^
-
Damn you ATI and your lack of allowing me to use normal maps!
-
:warp:
-
Holy ****.
-
Damn you ATI and your lack of allowing me to use normal maps!
The .dll fix doesn't work for'ya? Shame:(
@ Hatsie: Oh... my... GOD! You, sir, can consider yourself OMGZORDLY powuhful hero of the Vasudanity
-
Oh yes.
-
Damn you ATI and your lack of allowing me to use normal maps!
Updaet ur drivers, Lobo told me too and it workeded.
-
I updated my driver, but it doesn't have normal map. It's Dell, though. Does that make a difference?
Like the normal map, though. Pretty. :)
-
...mother of God.
-
I like, for the most part. The patterning used on the stuff around the fighterbays looks kind of funky, though.
-
OMFG! that is so f****** amazing! :eek2:
..and my GPU is going to disconnect itself, screaming "what, do i look shivan to you?"
and it's going to activate self-destruct :shaking:
-
Wow! Looks so damn good. Nice work!!! :yes:
-
I'm not gonna say: "WOW MAN THIS IS AMAZING". Others did before me so there's no point. :yes: :yes: :yes:
-
I will say: "I am so damned glad that someone tackled this ship and didnt make it Terran"
Thank you.
-
Holy crap, long time no see.
-
omfg, Raa!
-
;-)
-
You're looking at about 13 other ships that were worked on during this year that still have yet to be finished.
-
G.. G.. G.. G.. :jaw: Glorious :eek2:
-
I... I think I found my god... :eek:
-
That is just incredible. :D :yes:
-
HOLY CRAP! MY- MY PANTS! IT'S LIKE INTO THE LION'S DEN ALL OVER AGAIN!!!
-
Oh my god...you're the master! :eek2:
-
(http://img256.imageshack.us/img256/8554/icame500x333.jpg) (http://img256.imageshack.us/i/icame500x333.jpg/)
-
;-)
-
Seeing ragniolis work is such a humbling experience...
-
So strange. Do a lot of people on HLP have their minds in the gutter? Plus, ships and graphics have nothing to do with sexual arousal. I'm not sure I get it. Plus, most ships don't even look like any sexual organ.
Think of it more in a metaphorical sense.
-
;-)
-
The hype will be much more when we get that in a vp. It may be done sooner than later, by the way things look, and that is good.
For once. :P
-
;-)
-
Stick an os on it and use it as a backup pc :p
-
that ship is a win...
-
Out of all the HTL projects going on, win is an understatement when comparing this ship.
-
ok, um, that ship will make people bask in it's glory?
-
There's a seam at the front side of the fighterbay tubes. Apart from that, OMG OMG OMG!
-
Seriously, **** my inability to activate normal maps. This is drop-dead gorgeous. :D
-
I think I want to just fly around this thing and just stare at it. So damn beautiful! :yes:
-
:jaw: :jaw: :jaw: Damn that looks mighty fine to me :nod: :yes:
-
small update. this time the front navigation subsystem:
(http://i676.photobucket.com/albums/vv127/lulzifer/navi.jpg)
-
What the...
Where the heck does that go?!
-
right here:
(http://i676.photobucket.com/albums/vv127/lulzifer/hat5.jpg)
-
Wow. That's one mean-looking vacuum cleaner.
-
that really kicks soooo much ass! to much accually! lol
-
Dear God, this thing is made of epic win. D:
-
Speechless! :cool:
-
I don't have many clean shorts left. Maybe I should stop coming
to this thread.
-
Is this going to be one of the few ships where every single subsystem physically shows that it's been destroyed?
-
Huh. I'm torn on that idea. It doesn't work all that well on the Hecate because the destroyed subsystem models don't reappear when repaired, which is kinda weird for the engines...
-
Huh. I'm torn on that idea. It doesn't work all that well on the Hecate because the destroyed subsystem models don't reappear when repaired, which is kinda weird for the engines...
That's a code issue then, if you aks me.
-
You can set it in FRED to repair the subsystem model.
Unless that doesn't work?
In which case it would be a code issue.
-
Ragingloli, can you HTL EVERY ship?
-
lol jeez. :lol:
-
;-)
-
Doesn't the Hecate show Navigation and Comms damage via destruction of those big towers? Or am I mis-remembering?
-
Believe me, it does. :)
-
;-)
-
Upcoming Sath? Where?
-
;-)
-
Oh my God that is the ****. :yes:
-
hell, this is a mean MEAN vasudan ship, I love what you are doing with this one.
-
FFFFFFFFFFFFFF-
:eek2:
-
it looks like it has yellow angry cartoon eyes. will this be fixed?
-
looks like something out of a live action yugioh movie
-
;-)
-
This will be nice when it's ready. How long until a textured render?
-
Edit: Actually, if you look at the yellow lights and the grey part, it looks like the top of a cartoon duck head and beak like on the Mighty Ducks. Now we are going Disney? :p
lol.
and weren't there a few textured renders of it a few pages back?
-
;-)
-
it looks like it has yellow angry cartoon eyes. will this be fixed?
Frakking damn it!
Cannot unsee!
-
The retail Hatshepsut had the "eyes' match the washed out color of the ship. To make the "eyes' less cartoony, he'd have to wash out the colors of all the lights, not just the two in the front. I think we should keep the colors as is and adjust the light settings as we see fit, just like what we are doing currently with the command lines for the current mediavps.
-
;-)
-
its been really really REALLY quiet out here
any updates?
-
;-)
-
Indeed. One set of pictures = 3 pages of people jawdropping.
-
Any progress on this beauty? :(
-
yeah I'm missing the weakly updates too
-
How dare you call the updates weakly!
Foolish Terran.
-
:lol:
-
Ignore my sig, I still appreciate good ship design, it's just when we conquer the zod people, their ships will service OUR needs.
-
...can we ban people for fictional bigotry? :lol:
-
Ahh common it's far better than real bigotry.
But yeah I agree with Dekker on this one, zod rights, what a joke. :D
-
T'is starting to smell like spam in here.
Just saying.
I'm pretty sure things are progressing well. Real Life tends to intrude from time to time. And while I know we are all eagerly awaiting the final product, I have no doubt that we'll get information as it happens. This isn't CNN meets the Weather Channel after all.
-
CNN is unreliable.
-
Bump.
ragingloli, can you release the model and textures so we can play with them? In particular I'd like to use it in an animation I'm doing.
-
He's tied to a chair in my room until he reveals the location of his hidden hard-drive.
-
He's tied to a chair in my room until he reveals the location of his hidden hard-drive.
Titan, that's gross...
-
He's tied to a chair in my room until he reveals the location of his hidden hard-drive.
Titan, that's gross...
There's nothing inherently gross about what he said. You probably just have a dirty mind. :p
-
Haha, I now have the image from CoD 4 where Captain Price is beating up Khaled Al-Asad in my head.
-
He's tied to a chair in my room until he reveals the location of his hidden hard-drive.
Titan, that's gross...
... wow. I meant terrorist, not pedophile in a ramshackle ice cream truck.
-
Bump.
ragingloli, can you release the model and textures so we can play with them? In particular I'd like to use it in an animation I'm doing.
I agree, because it's a wonderful model. I wanna play with this and use it to make CBanims. Please, ragingloli. I can't wait. However, I'm looking forward to see the released model...
-
Please don't be dead.
-
He's tied to a chair in my room until he reveals the location of his hidden hard-drive.
Titan, that's gross...
... wow. I meant terrorist, not pedophile in a ramshackle ice cream truck.
then you failed.
-
He's tied to a chair in my room until he reveals the location of his hidden hard-drive.
Titan, that's gross...
... wow. I meant terrorist, not pedophile in a ramshackle ice cream truck.
then you failed.
What?
Moving on - noone has contact with Raginloli?
-
I guess he doesn't feel it's finished enough to release. I managed to contact him, but all he said in reply was:
I currently have difficulty motivating myself to work on it, so it is on ice for the time being.
-
Well, at least he's still in contact.
-
Ok, good, so it's not completely dead.
-
So I finally managed to get some motivation and continue working on the ship.
It's just a minor update though. Made the sensor array and redid the fighterbay texture as well as modify the geometry a bit.
The sensor array:
(http://i676.photobucket.com/albums/vv127/lulzifer/sensor.jpg)
The thing on the other side that has no actual use:
(http://i676.photobucket.com/albums/vv127/lulzifer/otherside.jpg)
The reskinned fighterbay. I added a tubular structure at the side with crystalline windows:
(http://i676.photobucket.com/albums/vv127/lulzifer/hangar2.jpg)
Emphasis on luminance map:
(http://i676.photobucket.com/albums/vv127/lulzifer/hangar.jpg)
-
UBER!
-
Really impressive, keep it up, Ragingloli.
-
/me <3's
-
That fighterbay is just...ridiculous. :D
-
Oh my god...you put the Vasudan mainhall into the ship.
You're a hero.
-
He's back!!
I like the sensor array.. reminds me somewhat of the Setekh, I'm also loving your background image.
-
He's back!!
I like the sensor array.. reminds me somewhat of the Setekh, I'm also loving your background image.
QFT. The sensor array is awesome for borrowing structures from the vasudan AWACS
-
I'm not sure, it doesn't seem to really 'flow'.
I'm assuming that is the location of the sensor array in the retail model?
-
Just please please please post a copy of the model file itself here, even if it's not done. Just in case!!
-
Nice! Please keep it coming, ragingloli :D
And yes, a backup would be good, in case you would somehow suddenly disappear...
-
:wtf: It's an ear. A giant, metal, awesome ear. :yes:
How will the lighting inside the bay work in practice? There's no self-shadowing, so will it be lit as though the feature is external? That is, if you have a single bright red sun and no ambient light in the mission, will one side of the bay be lit red and the other be in darkness except for the glow map?
Is there some feature for interior lighting that I'm not familiar with? I'm trying to remember how the Karnak worked.
-
How will the lighting inside the bay work in practice? There's no self-shadowing, so will it be lit as though the feature is external? That is, if you have a single bright red sun and no ambient light in the mission, will one side of the bay be lit red and the other be in darkness except for the glow map?
Is there some feature for interior lighting that I'm not familiar with? I'm trying to remember how the Karnak worked.
I vote for baked glowmaps, although that will probably not get rid of the star lighting. I think that's how the Karnak works too.
-
Understatement of the century: Looks good.
-
This Hatshep is getting closer and closer to Covenant designs from Halo. But I always thought Vasudans designs to be close to Covenant's (or the contrary).
Anyway yeah, the sensor thing definately looks like the Vasudan's AWACS. That's a master piece of creative inspiration here, as is the mainhall fighterbay. This thing is gonna be epic when released :D
Keep up the good work mate. If you lack motivation, just think how big we are awaiting for this, and rest assured you're not gonna disappoint us given the already wonderful job you did here :yes:
Can we expect this amount of specialized details for the other subsystems ?
-
Just please please please post a copy of the model file itself here, even if it's not done. Just in case!!
I'll do that. At some later point.
Anyway, I managed to get the engines down to (exactly) 1000 polys triangulated, ergo 8000 for all together.
(http://i676.photobucket.com/albums/vv127/lulzifer/engine.jpg)
-
Woah.
-
hahahahahahahahahahaha
-
Anyway, I managed to get the engines down to (exactly) 1000 polys triangulated, ergo 8000 for all together.
*snip*
JESUS CHRIST
-
Holy crap.
-
****. God. Damn. Hell. Whatever. Words can't describe.
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I vote for baked glowmaps, although that will probably not get rid of the star lighting. I think that's how the Karnak works too.
Actually, if you set the diffuse and spec maps to black, it should eliminate that issue.
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Ragingloli: you are an artist, and a ****ING good one. Don't let anyone make you think different.
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(Once again,) I can't tell where these "sensor" details fit on the larger model.
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Unique shape on the engines I see :D , a refreshing change.
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Those engines would make a kickass ship on their own. :D
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(Once again,) I can't tell where these "sensor" details fit on the larger model.
Shut up you! :P
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Unique shape on the engines I see :D , a refreshing change.
Thought it was a vasudan Mjolnir for a second xD
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Great work Ragingloli, I'm looking forward to seeing those attached to hull.
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I can't wait for this model!! :) Also I can't wait to see further work from you, keep up the amazing work.
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(Once again,) I can't tell where these "sensor" details fit on the larger model.
mos likely here:
(http://img163.imageshack.us/img163/9708/hat3.jpg)
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As requested I have uploaded the model. 2 archives, one with both model and textures and one with just the model. Turrets are not included.
The model files include 4 groups,
1. 1/2 untriangulated models with symmetry objects
2. 1/2 triangulated models with symmetry objects
3. full untriangulated models
4. full triangulated models
I exported the file to several different formats because most here do not use Cinema4d and I do not know how the export to each format affects the symmetry objects or even the UVs.
Model with textures:
http://www.mediafire.com/download.php?4gzvnehgqzw
Model only:
http://www.mediafire.com/download.php?mewlqddtitn
You will need 7zip to open the files.
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BACON WITH BACON SAUCE AND MORE BACON!!! (please bear with me, my Kosher friends...)
...AND BACON!
Regardless, that's glorious, ragingloli. I can't wait to see that in-game. :D
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:jaw: Amazing
Is it really 144k triangles though?
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I just checked the triangulated main body.
C4d counts just under 20k triangles.
Including all submodels (without turrets), 35817 triangles.
The 144k probably comes from adding up the polycounts of all 4 versions in the file.
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You are a true hero.
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I just checked the triangulated main body.
C4d counts just under 20k triangles.
Including all submodels (without turrets), 35817 triangles.
The 144k probably comes from adding up the polycounts of all 4 versions in the file.
Alright. I didn't realize that they were all in the same file. My mistake :)
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Good luck with your continuing work on her, ragingloli!
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http://www.threadbombing.com/data/media/2/face_melt.gif
**Edit: I think this is supposed to be a compliment, but some might find it a little disturbing. Zacam.
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:wtf:
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(http://img41.imageshack.us/img41/1598/hatshepsutraginloli1.th.jpg) (http://img41.imageshack.us/i/hatshepsutraginloli1.jpg/)(http://img11.imageshack.us/img11/901/hatshepsutraginloli2.th.jpg) (http://img11.imageshack.us/i/hatshepsutraginloli2.jpg/)
:nervous:
:warp:
[update]
(http://img3.imageshack.us/img3/1452/hat3v.th.jpg) (http://img3.imageshack.us/i/hat3v.jpg/)
@ragingloli, if you want the C4D files for these renders, i'll send em back
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This thread in a nutshell: Daaaaamn.
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Yeah I'd say that's an improvement over retail.
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Juuuuuuuuuust a bit.
We must praise him with great praise.
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Sweet merciful crap...
Arm it!
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I just imagined this beauty appearing for the first time in Surrender, Belisarius!.. :eek:
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:jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw:
Perfect job! - Cant wait for it to be finished
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I can't even begin to express how awesome this Hatshepsut is :eek:
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I just imagined this beauty appearing for the first time in Surrender, Belisarius!.. :eek:
Awwwwww, yeah. ;7
What exactly is smoothing out all of the corners on that update? It looks awesome with smoother corners but in some areas like the crevices at the bow it really looks messed up.
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I don't know what he did. But it looks like he applied polygon displacement or a hyper nurbs object. It does look quite messy.
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Sub polygon displacement. more of a test how it'd work out :p
also, it managed to crap out one of my pc's...
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It's a lovely model, I think I might cry like a baby if I get to see this ingame.
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If I get to see this before I'm in Iraq next month, I'm definately crying like a baby. :P
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it might not be a bad idea to put the wip ingame to see how well it performs, it sounds like it's using 1000 poly subobjects, which should split things up fairly optimally, but that does sound like a lot of polygons. though since it is wip it would be a bad idea to try and set up any game data as the subobject hierarchy is still likely to change.
ragingloli, have you considered modeling in some interior geometry under those huge windows? :evil:
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ragingloli, have you considered modeling in some interior geometry under those huge windows? :evil:
That would be nice.
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You mean the huge lights on the back, right? Actually I considered it when I started the model, but abandoned that thought later because I thought it was too much of a hassle. And besides most of the space that would be required for that geometry is now used up by the internal fighterbay. I could punch holes into the hull and into the fighterbay and seal it off with transparent glass, but if at all, that would be a modification at the end when the model is finished. Right now I am working on the debris and it is giving me some trouble because of the symmetry of the model and the asymmetric nature of the future scorched textures for the debris so I will have to make new textures and rearrange the UVs for them.
Here's the first one btw:
(http://i676.photobucket.com/albums/vv127/lulzifer/debris1.jpg)
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Wow.
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I think I'll enjoy having this in game a lot when the time comes.
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This model is going to unacceptably alter mission balance, because I won't be able to bring myself to shoot at it.
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This model is going to unacceptably alter mission balance, because I won't be able to bring myself to shoot at it.
IIRC, there aren't many missions in custom campaigns where you actually face the Hattie, so I wouldn't worry about that.
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The Procyon Insurgency is RUINED FOREVER
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Isn't the Hattie in PI on your side though?
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It is, but rebels also managed to get their hands on one of those.
Stopping it was really though.
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I am kind of surprised people are taking this remark so seriously. :wtf: And yes, there's a PCA Hatshepsut.
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My friend has a picture of the Psamtik as his desktop, even though I've never managed to get him to play freespace. I'm gonna email Surredner, Belisarius pictures to him when this is done.
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Your posturing insults us both, Vasudan. I will not fire upon that beautiful ship.
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There should be a spoof campaign of the original FreeSpace 2 campaign with the Belisarius Captian saying that. :P
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So, how much it is still left to do before getting this vessel ingame, except for the mentioned above weaponry, of course?
...just wondering... :rolleyes:
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from what i've seen of the model itself, lods, debris, turrets, and pofing.
Also, ragingloli, you might want to take care of the few stretches in the texture of the model. which c4d version are you using?
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I am not sure which stretches you mean.
And I am using R11
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i'll doodle some and send you the scene back.
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No words.....no words....they should have sent a poet!
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This ship is undeniably the most beautiful HTL version I've seen so far.
I'm afraid of working on Typhon. My abilities can't stand up to awesome of this magnitude.
And TrashMan, that wins.
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But we need the Typhon too! :D
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IIRC there is already a fairly good HTL Typhon hanging around in Freespacemods.
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IIRC there is already a fairly good HTL Typnoon hanging around in Freespacemods.
What's a Typnoon?
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Come on, don't tell me you can't auto-translate my mistakes ! :D
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IIRC there is already a fairly good HTL Typhon hanging around in Freespacemods.
Actually I don't think there is, and esarai's Typhon looks really good in my opinion and I'd definately like to see it finished.
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Here it is for those interested : http://www.freespacemods.net/download.php?view.114
It's from Trashman. A few more turrets, but they're not gonna be used in any way if they don't appear in the tables, so you can freely drop it wherever you want. I'm personally using it and never encountered any issues.
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Here it is for those interested : http://www.freespacemods.net/download.php?view.114
It's from Trashman. A few more turrets, but they're not gonna be used in any way if they don't appear in the tables, so you can freely drop it wherever you want. I'm personally using it and never encountered any issues.
The textures on that are horrendous. The textures on the original vanilla model looked better. These are overtiled and unoptimized.
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? The textures are the retail ones. That's the ones I'm using at least.
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? The textures are the retail ones. That's the ones I'm using at least.
Yes, but they are overtiled. As in, repeated too much.
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Never said the mesh was perfect. That's probably one of the reason it's not in the mediavps. I still prefer it over the retail one, but that's a matter of personal taste.
I guess we're a little off topic, aren't we ? :p
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I guess we're a little off topic, aren't we ? :p
At least it's still related to Vasudan destroyers. It's better than what we can usually say! :P
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And HTL models. :P
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Since it seems Ragignoli is gone again, should this be converted?
Pity he didn't upload the turrets anywhere...
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lets not get impatient and provide a reason for people not to upload wip material in the future.
though if he has lost interest for the moment it would not be a bad idea for him to upload his most recent material and let someone else do the last few minor details and conversion stuff, he could always expand upon it after.
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WUMP.
Please don't let this thread die. If anyone has this model and its textures, can you post them so we can continue working on them? Even if it's not finished, it would be a great asset in rendering animations and cutscenes.
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And to think I just got bat**** excited seeing this thread on the Recent Posts list.
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And to think I just got bat**** excited seeing this thread on the Recent Posts list.
yeah XD
But plz don't let this die
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And to think I just got bat**** excited seeing this thread on the Recent Posts list.
What he said :(
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Anyone able to contact ragingloli?
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At last check, his DeviantArt account has a wiped gallery. Not sure what that means for his contactability though.
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I has backup :nervous: http://www.mediafire.com/?onzy1m1dzoz
If it weren't for the missing turrets (and Bobboau telling me not to), I'd have it converted already...
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So... say I was to turret this thing. Is there anyone that would object to a release? I make NO promises, BTW, nor would my turrets match the quality of ragingloli.
But seriously. Why did Bob tell you "no no"?
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Because it's at least inpolite to take someone elses work and fiddle around with it, without asking for permission first.
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Considering the wiped out deviant art account and absence of the original author, what's your suggestion? Actually, has anyone tried to contact ragingloli yet?
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Unfortunately, he has a habit of disappearing entirely, then dropping by a few months later to show off something incredible (and unfinished), then disappearing again. Personally, I'd say try your best with the model.
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We should do a poll, then frantically point towards it when/if ragingloli comes back to justify ourselves :P
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I say go for it, make the thing work. If/when RagingLoli shows up again, we'll have the scene all rigged up and ready for conversion, and we can simply plug in the updates he's made.
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Is there some kind of an SVN-like patching mode in C4D or Max?
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Just an update:
So far Ive made debris and detail1-3. For the turrets ive just done a cheap-o paste job of the original hatty's turrets (currently really ugly looking), but I plan on making much better turrets in the future.
Ive also converted all of the maps over to dds. Next week I plan on making normal, shine, and glow maps (the archive already provides most of these) and possible a better turret job.
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What archive?
:)
Did ragingloli provide a dump?
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Yes, a while ago. It was probably as an attachment; if so, then it's almost certainly gone by now.
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What archive?
:)
Did ragingloli provide a dump?
See previous page. (http://www.hard-light.net/forums/index.php?topic=64120.msg1384172#msg1384172)
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Surrender, *****es!
(Some work is still needed, but expect a dl in 24 hours)
[attachment deleted by admin]
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YAAAAAAAAAY! :yes:
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Dayum. :pimp: :yes:
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Aaah, awesomeness :yes:
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Upgraded hi-poly turrets too?
Is the mission lighting or is it a bit dark?
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Rga Noris, in which app did you edit it? *crosses fingers its C4D*
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No FPS count on these shots. Interesting, really... are they so terrifying?
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Tone down the shinemaps, they're currently so shiny that they make it look like a balloon.
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To paraphrase Will Smith, AW HELL YEAH!
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OH MY GOD!
WANT SO BAD!
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My pants feel funny
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Were the turrets downloadable anywhere? The images of them are no longer on the thread.
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The shine needs be toned down, I agree.
The FPS isnt bad at all. I maintained mostly 120. What really increased this was consolidating the many small textures (around 6) into larger, single textures and then saving to .DDS.
Sadly, no hi-poly turrets. That being said, the Hatty's turrets are all quite small and non-descript, and I rarely noticed them in game and I still don't notice them now.
If there is enough demand for the turrets, I may do them, but that will be a project for later as I have other stuff I want to do.
Oh, and I use Blender.
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Were the turrets downloadable anywhere? The images of them are no longer on the thread.
Alas, the turrets weren't included in the backup pack. And the only image of it was attached, so that's lost as well.
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I'm impressed. Those pics deserve to go to both the Celebration thread and our page on ModDB: :D
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Sadly, no hi-poly turrets.
NOOOOOOOOOOOOOOooooooooooo!!!
The beam turrets were epicness!
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Whoa there. Dont flip. I *MAY* try to recreate them if someone has pics, but trust me... the new Hatty is more than enough to keep you happy until then. I plan on a release in a few hours, so hold on.
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:D
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Excellent! Who's volunteering to work on all turrets?
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Excellent! Who's volunteering to work on all turrets?
Nobody. It's complete pending ragingloli's reappearance.
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Hot damn!
I suddenly love fish...
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Commence Plasma Core Insertion....
EDIT: Should (should...) have a working IBX now.
EDIT 2: Detail boxed!
EDIT 3: Moment of Inertia!
EDIT 4:
Edgesplit
Shinemap (MUCH better now)
Fixed docking point paths/Fighter bay paths
Detail box now encompasses slightly less polygons, but overall is much harder to notice when it is not being rendered (near impossible to notice with the thrusters blaring)
Adjusted thruster positions.
Re-added MOI.
EDIT 5: Centered properly.
http://www.mediafire.com/file/c32v7cdqwn9d680/HTL_HatsDB.rar
NOTES: Some of the turrets, particularly the multi-part ones, look silly for some reason. Ill look into it.
THIS IS BETA (sparta?) so please bug test the crap out of it. Let me know about suggestions, bugs, etc. Please test this in missions that already use the hatty to confirm capatability.
Converted, turreted, and debugged by Rga_Noris.
LOD's and debris by Rga_Noris, but derived from Raginglolis work.
All maps, save for some minor shine map tweaking and combining smaller maps into single maps, are Raginglolis.
Some optimization was done so some detail that was in Raginglolis original has been removed, however I plan to re-add it using detail box/sub objects.
ENJOY!
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Hooray, something to put in the next MediaVPs aside from a bunch of beam piercing and explosion script effects!
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The LOD0 of this monster makes me crash, viewing from the F3 ship viewer. Debug log is attached. LOD1 works flawlessly though.
[attachment deleted by admin]
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another note: If you have disabled model caching, or if FSO cannot find the included IBX, then the Hatty will take forever to load. About 7 minutes for me. Once the IBX is there, it takes seconds. As long as music I still going you haven't crashed.
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Fixed for me. Cache corruption. I have re-generated the cache and it's all good now.
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Got it, was afraid my speeds wouldn't allow a download.
You are a hero amongst the community. :D
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Hooray! Awsum hattie is awsum.
another note: If you have disabled model caching, or if FSO cannot find the included IBX, then the Hatty will take forever to load. About 7 minutes for me. Once the IBX is there, it takes seconds. As long as music I still going you haven't crashed.
Wait, does this mean that the LOD model complexity is on par with the Karnak?
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It's high. Seriously, I-kid-you-not-high. It's right up there with a few of the crazier models Esarai has produced.
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Holy crap. Just looked at the wireframe of this thing.
Holy crap.
I'm wondering if ragingloli was going to optimize geometry at some point, but never actually got to that step... I don't think I could run the game with more than one of these on screen at a time...
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It will look mad awesome in cutscenes... now where is a cutscene that as one?... hmm...
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FS2 intro, I think?
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Yup. Though, it'll just accentuate how ****ty the colossus looks in that segment :P
Also, is there a way to delete the hangar bay inside this hattie? Sure it's nice and all, but performance is nice too, and you won't be dogfighting in the hangar of a destroyer that much.
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But... but... fine...
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Haha, I'm just kidding. Obviously, use whatever asset is best at the moment. After all, you can use the old vanilla models as place-holders, and re-render cutscenes when the HTL versions get released, right? :nervous:
Also, I found a bug. This may be related to how the Orion and Hecate only get damage lightning in their rear portions, but damage lightning exists only within the hangar space. So, if you happen to be in there while the destroyer is critical, you'll get a sick looking lightning show in the few moments before you're dead from the ensuing explosion. Otherwise, you just hear crackling but will never see actual arcing.
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Yeah, the Hangar will be removed for many reasons. It will only carve off 3200(ish) polys, but I will also be able to drop a texture map as well.
Raginglolis original model had around 36,000 polys. Would not even load in FS2. I curbed it to around 29,000.
Other plans for the next release (next week, most likely.... Tuesday maybe?):
Revised LODs
Tweaked Turrets
Removed Hangar
And the Release after that:
Physical subsystems with damaged counter parts
Someday:
NEW TURRETS! TEH AWSUM.
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Sweet. Dropping of the hangar should also fix the damage lightning issue.
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Can you create a version with a hangarbay?
It could not be usefull to FSU, but some modders may want to use it in their mods, which can include landing in fighterbays.
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REMOVED HANGAR?!?!?! You wouldn't DARE. Can you detail-box it?
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The issue with the hanger is not really performance, although I would detail box it. The issue lies in compatibility and the damage lightning issue, and the fact if someone DOES make a mission utilizing the hangar, they would have to assure that everyone playing their mission is using the mvp's, possibly even requiring the MVadv to be running. The mission would utterly break for a person who cannot run the new Hatty.
Although I will humor that it is up to the FREDder to tell people they need the HTL Hats.
Okay, everyone, what will it be? No hangar, or hangar?
(BTW, the following are slated for detail boxing: Hangar (should it stay), thrusters, docking point)
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Thrusters are a must. Aren't they 1k a piece? That and they're invisible unless the ship's disabled.
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My vote is for a detail-boxed Hattie.
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Detail box isnt up for vote; its going to happen.
The vote is for the hangar.
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Which is what I meant :) . Sorry for the unclearness.
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Hmm. I'd vote for detail box as long as the damage lightning gets resolved in a satisfactory manner.
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I beleive because the hangar would be removed from the main hull, the lightning should fix itself (pretty please!!!)
I reduced the thrusters toa bout 760 polys a peice, but still.
EDIT: I hate you guys. I woke up thinking "Do something productive. Go to Lowes, get some bark dust, make the wife happy". Then I read about improvements for the Hatty. And then I open Blender... and now...
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I vote to keep the hanger. The hanger part is not a part of the ship you are likely to be in if the Hatty is sparking. So the fact that you cannot see the sparks from inside isn't really a problem.
Plus it's awesome! :cool:
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The problem it, it's exactly the other way around.
Inside the hangar, there's a lot of sparks, but there are none on the outside.
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So I just made the detail box, and it cuts over 10K from the detail0...
Crappy card owners, rejoice...
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A certain someone said once: "It's easier to remove details than to add them in a finished model".
I vote keep this 100% complete, use as much tweaks as you may need to make it work, and someday.. the engine will be able to tackle the original version.
If it's not possible, then please provide the model file (.blend) for me to save, with textures and all, I'll keep it in my hard drive. (and use it as reference from time to time as well).
Never mind that, I'll keep the original file posted by FSF.
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So I just made the detail box, and it cuts over 10K from the detail0...
Crappy card owners, rejoice...
Yeah detail box is good. You won't see it unless you're basically IN it anyway. :D
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With the detail box, it has become closer to the original version, and should still run better than the first release I made. (Hopefully)
EDIT: The detail boxed items are the thrusters, interior, and some greebles on the under side near the docking point.
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So I just made the detail box, and it cuts over 10K from the detail0...
Crappy card owners, rejoice...
That's a 30% drop. I think even upper-mid card owners wouldn't mind that.
The hattie and the hecate are the only two ships that drop my shiplab frames under 120 steady. Though my frames are still like 117, it means that with lots of explosions or extra ships around, I would probably get some stutter, which isn't conducive to surviving flak and AAA on insane.
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I beleive because the hangar would be removed from the main hull, the lightning should fix itself (pretty please!!!)
I wonder if you could test this out. I have no idea how detail boxes work, but I imagine it culls everything inside it unless the camera is within a certain distance of it. Depending on how that distance is set, lightning might start disappearing if you just happen to be pretty close to the hangar area.
On the other hand, it'd be unbelievable amounts of cool if the lightning effect moved INTO the hangar bay as you flew into it. I mean, just go to ship lab, tick lightning, tick transparent, and just imagine what it'd be like to be flying in the midst of that.
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Ill be testing it in about 30minutes, just before I release it. Just to let yall know, improvements are already obvious. Takes about 1/4 of the time to generate the .IBX
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...improvements are already obvious. Takes about 1/4 of the time to generate the .IBX
See, it only takes a little bit of clean up and optimization! You don't need to get stressed out by these cool features and just remove them. I was wowed by the hanger when I first saw it and I am happy to hear that it will remain :D
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This one is turning in the coolest ship ever :yes:
(until we get the Colly at least)
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little bit
Little? LITTLE? Do you have any idea how much optimization went into the FIRST release I made? It was FAR from a straight port over, let me tell you. Anyone who has seen the source file can attest to that. :hopping: :D
Oh, and here you go:
http://www.mediafire.com/?t0jt3kzetq5
EDIT: Instead of the lightning only being on the hangar, its now only on the front of the ship, which I suppose it better. I need to go get bark dust. PLEASE TEST!
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little bit
Little? LITTLE? Do you have any idea how much optimization went into the FIRST release I made? It was FAR from a straight port over, let me tell you. Anyone who has seen the source file can attest to that. :hopping: :D
:lol: bad choice of words....
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The very front thing is supposed to be a destructable subsystem (Navitagtion) I think.
You should cut that out too. (Also the sensors could be cut out too I think.)
Though...doing that might actually ADD to the polycount.
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So uh... I take it the lightning arcs between randomly selected polygons, each having an equal probability of being an endpoint? And that that means the uber-detailed portions get a lot more lightning? Maybe the lightning code just needs some fixin'
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Not too sure. I think it's isolated to "pieces" that the ships are comprised of.
If you look at the Orion, lightning will only ever be seen in the rear engine block. This is true regardless of how long you watch lightning arc, so I don't think it's entirely a probability function. Same applies for the Hecate, except its rear "piece" is larger, and therefore the lack of lightning in the front half (instead of the front 80% in the orion) is less noticeable.
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Those sensors were merged with the main hull, (dont worry, I deleted the polys on the mainhull that would intersect BEFORE I merged them... there are no overlappers) as were some of the other subs. The issue with some of the destructable subs is that they are in different spots than on the retail, which would break compatibilty. I have some options in mind to include them, but we *may* need to go without.
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How different are we talking about here? If they're in the same general location (i.e. on the nose and not on the side) I don't think it would matter too much.
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About what you said. Nothing huge, really.
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Jeez, how many different links are there?
Is HTL_HatsDB.rar the current?
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Yes.
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For some reason or another, turning off specular maps seems to bring out a lot more detail on some parts of the normal maps. This normal behavior?
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The spec map is likely too overkill, and over powering the normal. How is it running otherwise? Oh and to Dekker: there were only two links, and now all links point to the lastest.
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For some reason or another, turning off specular maps seems to bring out a lot more detail on some parts of the normal maps. This normal behavior?
Duplicated on my machine as well, though my spec_static is like 2.5 or 3 or something.
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IDEA! Make the internal fighterbay use primarily glow maps, so that the lighting doesn't change funny ways as the ship rotates. There's no sunlight that'll be reaching inside, after all, so the diffuse and specular components don't really need to be there. And it's not like you're gonna be firing your weapons or entering subspace while inside the hangar either.
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And it's not like you're gonna be firing your weapons or entering subspace while inside the hangar either.
I've already confirmed that there's enough room to jump inside the hangar. Just sayin'.
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And it's not like you're gonna be firing your weapons or entering subspace while inside the hangar either.
I've already confirmed that there's enough room to jump inside the hangar. Just sayin'.
But why would you O_o
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I'm a little worried about this hangar. The Raynor, which has a small and fairly difficult-to-access hangar, still manages to capture AI fighters and leave them bouncing around inside to their deaths. Isn't the presence of an AI trap this big kind of risky?
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But why would you O_o
The instant I saw there was a working pof I threw it into my mediavps folder and fired up the first mission. When the Psamtik showed up I flew around ogling it and decided to see if there was enough space in the hangar to jump out.
I'm a little worried about this hangar. The Raynor, which has a small and fairly difficult-to-access hangar, still manages to capture AI fighters and leave them bouncing around inside to their deaths. Isn't the presence of an AI trap this big kind of risky?
It may be. Then again, the hangar could be considered even harder to access than the Raynor's. Can't say for certain, though.
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From the pof, it looks harder to access than the Raynor's...though the tube MAY funnel them in, not really sure.
If its really needed, we could put an invisible wall subsystem that would block fighters out (just give it the subsystem data in the POF like the Lucifer's extra turrets, but don't table it in, if people want to use it they can table in the subsystem and sabotage it in FRED to open up the hangar!)
-
Psst... Rga_Noris, check your PMs. :)
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Don't do it Mobius!
-
Don't do it Mobius!
Snail, shut the hell up since it's none of your bussiness eitherway...
-
Sooooo I accidently forgot to give the Hatty a MOI. So RE DOWNLOAD TIME, YEAAAAAAAAAAAAAAAAAH!!
http://www.mediafire.com/?jztutyzy25j
Also, PLEASE test this bad boy performance wise. Most have reported decent performance with the detail box being added, and it would be nice to see what improvements performance wise need to be made. Once the performance is nailed down, I will begin work on physical subsystems and maybe even new turrets. :)
(I checked my PM's, responding...)
-
For me it performs pretty well, my laptop isn't top notch, but it handles even this beast without any major performance drops.
-
...So are you going to fix the specular map? :(
Also, it handles just fine here. Better than those horribly unoptimized StevO ships!
-
I am not too knowledgeable, but wouldn't it be better to use Hats_1 and Hats_2 texture only once? Maybe there is a reason for that, but I have never encountered such necessity. They are used twice, each one of them.
-
Not noticing any performance issues with the new download.
-
Is it actually possible to jump out within the Hatshepsut?
/me tries
Edit: holy crap, you can! I had flown into it earlier, but I had only tried jumping inside the entrance/exit tubes... if I start at the entrance to the internal hangar itself (i.e. the inner end of the tube) and point myself toward the tube on the other side, I can jump out. This was in an Ares, btw.
-
If its really needed, we could put an invisible wall subsystem that would block fighters out (just give it the subsystem data in the POF like the Lucifer's extra turrets, but don't table it in, if people want to use it they can table in the subsystem and sabotage it in FRED to open up the hangar!)
No no no, there's absolutely no need for it to be a subsystem. You put the invisible wall in (a la the retail models) then, if a modder wants to be able to fly inside, they add the 'no collide invisible' flag to the Hatshepsut's table entry. This is a must!
-
Oh right. There's that tag :D
-
No no no, there's absolutely no need for it to be a subsystem. You put the invisible wall in (a la the retail models) then, if a modder wants to be able to fly inside, they add the 'no collide invisible' flag to the Hatshepsut's table entry. This is a must!
Is is triggerable through sexps ? Droid's idea was good.
-
Well, I guess you could use a duplicate ship class, one with "no collide invisible" and one without, and use change-ship-class SEXPs to toggle between the two. But that's not very cool. :(
-
I thought there was a toggle collide invisible SEXP.
-
I thought there was a toggle collide invisible SEXP.
There iiiis?
Cooooooooooooooooooooooooooool....
-
Erm, is it just me, or does the latest version of the POF not have any sharp edges (no edgesplit)?
-
Erm, is it just me, or does the latest version of the POF not have any sharp edges (no edgesplit)?
Crap. He's right. I'll fix it tomorrow.
-
So I'm running into an issue I would like for the community to decide on:
The edgesplit/smoothgroups. How noticeable is this to everyone? I just fixed that and while there is a visual difference, performance takes a hit due to more vertices being created by the edgesplit.
As it stands, with the edgesplit we end up in between the recent release and the first release performance wise.
So let me know what ya'll think, and I'll post it.
Things I've adjusted:
Edgesplit
Shinemap (MUCH better now)
Fixed docking point paths/Fighter bay paths
Detail box now encompasses slightly less polygons, but overall is much harder to notice when it is not being rendered (near impossible to notice with the thrusters blaring)
Adjusted thruster positions.
Re-added MOI.
-
I vote for fixing the smoothing as intended.
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Nothing is uglier than bad smoothing. Fix it!
-
Nothing is uglier than bad smoothing. Fix it!
Bad smoothing is indeed ugly. But somehow a lot of people seem to be blind to it.
-
I vote for fixing the smoothing as intended.
-
So it has been spoken!
Smoothing fixed, cache files included. If you do not place the cache filed correctly, it will take forever and a day for the game to remake it. FSO will appear totally and utterly crashed, but do not fear, it will be fine. Seriously, go make a sandwich. Come back. BOOM. Plasma cores inserted.
http://www.mediafire.com/?wdzy1tunnzn
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Yeah, I've had more threads about the Karnak generated that way.
-
Beauty, can't wait to see the turrets.
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Yeah, I've had more threads about the Karnak generated that way.
Heehee. I remember being an (embarrassed) offender :D
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Beauty, can't wait to see the turrets.
This is unfortunate, because it may be a while before you see turrets that match the awesomeness of the hatty itself.
Part of me is waiting for Raginingloli to materialize and bring forth turret awesome power extreme.
Part of me wants to just do it myself.
-
Erm, where did the fighterbay go? And the engines? :wtf:
Edit: nvm
-
Ooh, do we need a TBM to enable the detail boxing?
-
Ooh, do we need a TBM to enable the detail boxing?
No, wait, they're there, just not visible in the techroom. As a side note, there is a small angle from which the inside of the fighterbay is visible from outside the ship.
-
Ooh, do we need a TBM to enable the detail boxing?
No, wait, they're there, just not visible in the techroom. As a side note, there is a small angle from which the inside of the fighterbay is visible from outside the ship.
No, a TBM isn't needed. If you use the hatty in game, then the bay and engines only disappear when you are too far out to notice. If you look at it from every weird angle in F3, then yeah the detail box will not draw and things will get funky.
The small angle you found is there, but if I move any polys out of the detail box and onto the main hull, the gain from detail boxing minimalizes.
No, a TBM isn't needed. If you use the hatty in game, which is it's whole purpouse anyways, then the engines and bsy disappear
-
You can see the detail boxed stuff in F3. Go to render options and check the Show All Details box. (I think it's called that... :nervous:)
-
Wow this thing looks great. I kind of feel like the big yellow lights need animation like the big red pulsing power cable thing on the Ravana. Looks pretty good anyway, good job!
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Wow this thing looks great. I kind of feel like the big yellow lights need animation like the big red pulsing power cable thing on the Ravana. Looks pretty good anyway, good job!
nooooooo
It looks great but they are utterly disastrous in terms of using engine resources.
-
I kind of feel like the big yellow lights need animation like the big red pulsing power cable thing on the Ravana.
Starting next mediavps, animated glowmaps will not be included in MV_Advanced like they used to be. Instead there will be optional vp for those. While a lot of people these days have enough VRAM to fit those in, they still use ridiculous amount of bmpman slots which are still limited. I hope in the future bmpman allocation will be dynamic.
-
Figures...just as soon as I get a video card that can actually handle them, they're being split into a separate file. :p
-
Something I was wondering, compared to the Retail model the centerpoint is way off in the back rather than closer to where the bridge is, won't this change missions that feature the Hatshesput?
-
It might in that one mission where the Sathanas blows big holes in the Psamtik. Or it might not.
Regardless, if it can be restored, it'd be cool. The way it spins around and moves right now just seems weird to me.
-
The centerpoint of the Hatshepsut was always fairly far back. I haven't looked at exactly where it is in this one, but IIRC in retail it was like... near the fighterbays, I think. Maybe a little forward of them, but it was definitely somewhere in the 'body' rather than anywhere in the neck or the head.
-
I'll need to check when I get home, but I believe it's origin is the same as retail. If not, it's an easy fix.
-
The centerpoint of the Hatshepsut was always fairly far back. I haven't looked at exactly where it is in this one, but IIRC in retail it was like... near the fighterbays, I think. Maybe a little forward of them, but it was definitely somewhere in the 'body' rather than anywhere in the neck or the head.
You misunderstood what I said. The new Hatshesput's center of gravity (Or whatever it would be called) is now near the Fighterbays almost on top of the Reactor, with the Retail model it is in the body, parallel to the Sensors and Communication subsystems (?), and just behind where the bridge is.
To support my observation, this was done on the Ship Lab, no cropping was done on the x-axis in order to properly split the ships in two along their center of gravity.
(http://img534.imageshack.us/img534/1281/centercomparison.png)
I'll need to check when I get home, but I believe it's origin is the same as retail. If not, it's an easy fix.
You'll notice it from the picture alone, it would be sweet to have it fixed.
-
Huh. Its exactly 500m to the rear of where it should be. No idea how this happened. Give me half an hour.
-
The retail Hatty contained auto centering data that I didnt notice the first time... added.
http://www.mediafire.com/?7u7a10l84btr6wb
Also has some new shine maps...
-
argh
i extracted the files
but when i run fs
its still the old model i see..
what could have gone wrong?
-
I guess you didn't put the model in the correct directories. The pof file needs to be in mediavps\data\models, the ibx and tsb files in mediavps\data\cache, and the texture files in mediavps\data\maps.
-
The retail Hatty contained auto centering data that I didnt notice the first time... added.
http://www.mediafire.com/?7u7a10l84btr6wb
Also has some new shine maps...
You're my hero! :yes:
-
I guess you didn't put the model in the correct directories. The pof file needs to be in mediavps\data\models, the ibx and tsb files in mediavps\data\cache, and the texture files in mediavps\data\maps.
thanks i putted in the wrong directory as you said
-
Sweet, has that BP shine in it now, though maybe more than it needs.
-
Just out of curiosity, wouldn't the Center of gravity towards the rear make its turns more realistic moving and such or am i mistaken on that assumtion? i hate it when cap ships make turns that look so fake as the ship pitches/turns too fast for a ship of its size.
-
Well from looking at it, it does look as though most of the mass is in the back...
-
Just out of curiosity, wouldn't the Center of gravity towards the rear make its turns more realistic moving and such or am i mistaken on that assumtion? i hate it when cap ships make turns that look so fake as the ship pitches/turns too fast for a ship of its size.
Changing the way the warships move could alter mission design severely. That can't be permitted.
-
Just out of curiosity, wouldn't the Center of gravity towards the rear make its turns more realistic moving and such or am i mistaken on that assumtion? i hate it when cap ships make turns that look so fake as the ship pitches/turns too fast for a ship of its size.
Changing the way the warships move could alter mission design severely. That can't be permitted.
Do any of them move like that in the main campaign anyway? Besides the Colossus in High Noon.
-
I don't think so, but there's something to be said in favour of not breaking missions in released mods that use them.
-
Rejoice, brothers! I have made some major enhancements to the textures, by divorcing the glowmaps from the diffuse maps. The overall effect is much improved! Please use these instead.
[attachment deleted by ninja]
-
Might be my lighting settings, but the spotlight highlights look off. My brain isn't convinced that they're from the lights in the windows, and instead is interpreting them as weird broken glowy patches of paint or something.
I think it's because the luminosity isn't dropping off as the patch gets farther and curves away from the window. I'd go back and check to see how the original hattie made the highlights work, but I accidentally the old textures. BRB with an edit after I redownload.
Edit: I see the issue now. The previous glow looked more natural because the highlights included parts of the diffuse, especially between the gaps of yellow patches which suggests less directed light from windows. That can be tweaked though, I imagine.
Oh, and the window highlights in the back of the ship (the rather bright tan-looking ones) are all but gone now.
Edit2: K, using the new diffuse maps (though I'm not sure what was changed) with the old glow looks quite good to me. There might be small inconsistencies, but I didn't catch any in my 2 minute preview. One thing that might need to be looked at is the specular map though. I think it's still tinged yellow in the window spotlights.
Edit3: New diffuses have less diffuse emphasis on spotlights, which is good. I do like the improvements there.
-
There's some areas near the fighterbays and the reactor that has randomly-lit blotches of hull,
with a gap in between the windows and the acclaimed patch, as mentioned by Kolgena, I do like how it looks on the neck though.
Actually I can excuse those for some reason I can't elaborate but I know what it is...something with eclipses.
The problem with the patches I just found out is that there's very little in gradients, it's just there and then suddenly it's gone.
(http://img837.imageshack.us/img837/3395/lightissue.png)
The amount of light striking the hull should be less intense as it goes farther out, instead it looks completely even until it reaches the one point where it abrubtly vanishes.
-
Yup. Replace with the glow maps in the previous download, and it looks great with the new diffuse maps. The previous glow maps work better for reasons mentioned in my heavily edited post on the previous page.
What changes to the neck are you speaking of exactly? I use very very different looking lighting settings judging by your screenshot, so I didn't see anything myself.
-
Heh, looking at that picture reminds me of that episode from Star Trek Voyager when they were flying through that dense black nebula...
-
The Void?
-
That would be the one =P
-
I never got these issues when I looked at it. To me, Galemps maps and mine look identical. Weird.
ALSO"
Mass reverted to retail values on Cain, Lilith, and Hatty.
All the downloads have been updated. If you just want the updated .pof, click here:
http://www.mediafire.com/file/utbxwd4c6uujww4/Mass_Hats.rar
-
Hi,
i just downloaded the new .pof and Galemps Maps but now Freespace instantly freezes if i'm trying to watch the Hatshepsut in the Tech Room or F3 Mode. Before everything was fine.
-
That's cause its trying to generate the Cache file again.
Just wait....for an hour :P
-
I just should wait, really?
-
Or...you could wait for someone else to generate the cache and post it, but either way you're going to have to wait from the looks of it.
If you do wait and it gets moving again, then we'll know that nothing's wrong, for sure then. :P
(it shouldn't really take an hour, just ten minutes ish tops, I think)
-
There ARE cache files included... you just misplaced them. The cache files do not necessarily go into the mod folder you selected from the launcher. Check the cache folders of mods you have listed in the MediaVP's mod.ini. You likely have some in there already, just corrupted because you closed FSO before it was done.
Also, if things still do not work and FSO locks up, then run a debug build and check the fs2_open.log under your Freespace2/data directory. If the last line says something about creating an .IBX or .TSB, then you need patience in the techroom.
-
I just let my game generate its own cache. Doesn't take any longer than about 3 minutes. Core2duo 2.4GHz though.
(Karnak on the other hand, was a little different)
-
Me too, i just had to wait a few minutes. Everything works fine now
-
Ragingloli's profile on photobucket (http://s676.photobucket.com/home/lulzifer/index) contains pictures of the turrets he made. Since they were only posted here as an attachment a long time ago, I'll just re-post them...
Flak gun:
(http://i676.photobucket.com/albums/vv127/lulzifer/1.jpg)
Missile, beam and blob turrets:
(http://i676.photobucket.com/albums/vv127/lulzifer/turrets2.jpg)
-
Oh, he's already seen them. I asked him about it on IRC a few days ago and he told me. And to my knowledge, I believe he recreated them.
-
Who's he?
-
Rga_Noris, I believe. Though it may have been someone else, but I saw screenshots on IRC.
-
I would assume Rga_Noris, since he was the one that pushed the ship through the final steps.
-
I would assume Rga_Noris, since he was the one that pushed the ship through the final steps.
The Hatshepsut I have still has the retail turrets.
-
Rga_Noris may have converted the ship, but that doesn't mean that someone like VA or the likes could model the turrets and send them to Rga to put on the ship. Just sayin'
-
The Hatshepsut I have still has the retail turrets.
I...didn't say anyone had remodeled turrets.
Rga_Noris may have converted the ship, but that doesn't mean that someone like VA or the likes could model the turrets and send them to Rga to put on the ship. Just sayin'
Last I checked nobody else said they were going to remodel the turrets, however...
Part of me wants to just do it myself.
Since they were mentioned he's the only one that mentioned the possiblity of making them, I'm just saying.
-
RGA_Noris has indeed posted pics of turrets he did (based on those).
-
Hmm, any links available for viewing?
-
They were posted on IRC. They're single-part versions of the multiparts RagingLoli did.
-
I should keep a 24/7 lurker on #hard-light like HT...
-
The turrets have, in fact, been recreated, linked into the model, and uploaded to the FSU svn.
-
The turrets have, in fact, been recreated, linked into the model, and uploaded to the FSU svn.
Awesome.
-
Which file has the textures for this in? i have downloaded the pof file, which dosen't have any textures just the pof. Whenever i try and download any of the other files i get, "File deleted or this has been set to Private".
-
After playing a few missions I'm starting to think this ship is too shiny. Same with the Cain and Lillith, I think they sparkle a bit too much. Anyone else feel the same way?
-
Some changes have been made since the last release. They will come with the next MVP release, which should happen soonish. Maybe. Or not. We'll see.
-
I'm guessing turrets.
amirite?
-
I'm guessing turrets.
amirite?
Turrets, shines, normals..... some cool subsystem surprises.
-
I'm guessing turrets.
amirite?
Turrets, shines, normals..... some cool subsystem surprises.
Destructible subsystems? Pleeeeeeeeeeees
-
Reactor subsystem:
(http://i999.photobucket.com/albums/af118/RgaNoris/Image1g.jpg)
No more for you.
-
oh wow... so does that mean from now on we should imput commands that if the reactor is destroyed, it SD's the hattie?
-
oh wow... so does that mean from now on we should imput commands that if the reactor is destroyed, it SD's the hattie?
You could always do that; the Hatshepsut had a reactor even in retail.
-
As did the Moloch and a couple other ships.
-
Always said to myself that should be hard-coded in to begin with... but man this just keeps getting better and better
-
Always said to myself that should be hard-coded in to begin with... but man this just keeps getting better and better
No.
Hardcoded BAD!
FRED-controlled GOOD!
-
What Droid said. One mission designer's desired feature is another ones' mission-breaking exploit.
-
It takes about 15 seconds to enter an event that would do that.
-
-op when
-op is-subsystem-destroyed-delay
# Name of Ship
# Reactor
# 0
-op self-destruct
# Name of Ship
There I did it for you.
-
yesssssss I like the reactor! YESSSSSS
-
-op when
-op is-subsystem-destroyed-delay
# Name of Ship
# Reactor
# 0
-op self-destruct
# Name of Ship
There I did it for you.
Like I said, 15 seconds.
-
Took considerably longer to format it nicely for the forums though :P
Does the reactor have bits that...rotate? :D
-
What it really needs is Vasudans swimming in that pool.
-
That's nice.
-
I considered rotating bits, but then I considered that it's supposed to be broken....
Also, for those that are worried about missions where the reactor is supposed to be broken due to internal reasons and not external damage, a version of the Hatty will be included that does not have physical subs.
-
OK, earlier today i had to preform a complete reinstall of FS2 from scratch and reinstalled everything, the hatty that i dl'ed from the links here now has a nice big gaping hole in the front where the frontal sensor array should be and in such, flying inside of the hatty now makes its hull completely see-through... kinda funny to see but a little annoying... did i miss something?
-
You probably failed to copy over one of the .pof files. Check to make sure you moved over all the necessary files.
-
dont see how i did... but i guess its a possibility but now some of the links are set to private X.x
-
:wtf:
The only file issue that could lead to that is a missing texture.
-
so i'm stuck with a hollow hattie that i can fly into the front unless someone wants to upload that 1 missing texture i'm missing then =/
-
so i'm stuck with a hollow hattie that i can fly into the front unless someone wants to upload that 1 missing texture i'm missing then =/
Or, you can wait for the 3.6.12 MVPs any day now!
-
butbutbut GB.... that can be any day now... tomorrow or 2 months from now lol, must have my FS fix!
-
so i'm stuck with a hollow hattie that i can fly into the front unless someone wants to upload that 1 missing texture i'm missing then =/
I could upload the textures of the Hattie if you want.
-
so i'm stuck with a hollow hattie that i can fly into the front unless someone wants to upload that 1 missing texture i'm missing then =/
I could upload the textures of the Hattie if you want.
That would be greatly appreciated
-
so i'm stuck with a hollow hattie that i can fly into the front unless someone wants to upload that 1 missing texture i'm missing then =/
I could upload the textures of the Hattie if you want.
That would be greatly appreciated
There you go:
http://www.mediafire.com/?11qxzsiywuya6c2
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so i'm stuck with a hollow hattie that i can fly into the front unless someone wants to upload that 1 missing texture i'm missing then =/
I could upload the textures of the Hattie if you want.
That would be greatly appreciated
http://www.mediafire.com/?11qxzsiywuya6c2
There you go:
You get 10 coolness points for this good sir, aparently one of the files i recently downloaded from the links that are still available did miss several files.
-
Playing Procyon Insurgency I've reached the mission where you have to remove subsystems from a Hatshesput.
Using the HTL model, I've run into some major problems.
The subsystem points are so far out from the hull that any missile trying to hit that subsystem explodes in front of it, doing nothing at all.
The engine subsystems aren't even pointing to the thrusters, instead they're placed on solid hull above it, which doesn't do any damage at all, despite the reticle being square indicating that it can hit for damage.
In short, the HTL Hatshesput has unhittiable subsystems unless you use dumbfires or primaries to hit where the subsystem actually is.
-
Okay, Ive confirmed that the engines, navigation, bridge, and weapons are effected by this. Its being resolved now and will be fixed soon.
I would like to point out that regardless of Zanes over the top reaction, the subs are not "so far out" from the hull, and that the positioning of the special point of the engines is pretty much the way they had it in retail, save a few critical meters that caused the error. Here are some shots for proof:
(http://i999.photobucket.com/albums/af118/RgaNoris/Image2-2.jpg)
(http://i999.photobucket.com/albums/af118/RgaNoris/Image4-1.jpg)
So this sentence: "The engine subsystems aren't even pointing to the thrusters, instead they're placed on solid hull above it" should be directed at Volition, because that is the exact way they had it.
If anyone would like to dispute this, do what Zane apparently has no ability to do: compare it to the retail.
I take responsibilities for the bugs, and I'll fix them. But Zane, when you place that "hang em out to dry" attitude in your reply, it gives me half a mind to just leave and say screw it, to hell with all these damn whiney users. When using phrasing like "so far off" and "aren't even" you give the impressions that there was some HUGE mistake that should have been obvious.
Anyways, its being fixed.
-
Just make sure the center of all subsystems, destroyable or otherwise, is inside the hull.
-
People stress out over small things - Rga I don't think Zane intended for it to come across that way, and Zane yeah you do need to be mindful that when you as a hobbyist are talking to another hobbyist. It never helps to make things out as anything other than what they are: small bugs in a particular model in a video game - so just be friendly. ;)
Seriously don't let such things spoil the hatshepsuty goodness!
-
Woah...I never realized subsystem designations were all spherical and stuff. Learn something new every day. :)
-
Okay, so this issue is now 100% resolved. Sorry for popping off earlier.
If ya'll dont mind waiting a little bit until the new MVPs get release, you'll have the fix, along with many other upgrades then. :)
-
Woah...I never realized subsystem designations were all spherical and stuff. Learn something new every day. :)
Yeah. Standard subsystems are defined by a sphere, so any geometry you hit within that sphere does damage to the subsystem. Missiles target the center of the sphere, and explode when they reach that or any geometry they encounter first (this is why it's important to have the center inside the ship - otherwise it will do no damage). Destroyable subsystems are different, since there is an actual object associated with them.
Just so you know :D
-
I would like to point out that regardless of Zanes over the top reaction, the subs are not "so far out" from the hull, and that the positioning of the special point of the engines is pretty much the way they had it in retail, save a few critical meters that caused the error.
I'd have to say my input wasn't really over-the-top, if you try firing at the Navigation subsystem with say, Stiletto IIs, they would go to what they believed was the center point, which in truth meant they would detonate several meters from the hull that would affect the subsystem itself, the result would be an undamaged Navigation subsystem.
If anyone would like to dispute this, do what Zane apparently has no ability to do: compare it to the retail.
From what I remember playing the same PI mission with the Retail Hatshesput, I was able to hit the subsystems needed without the problems I had with the new model. And I do believe I was the one that compared the HTL model with the Retail model to confirm that the HTL's centerpoint was too far back, so I have done comparisons before.
..."hang em out to dry" attitude in your reply, it gives me half a mind to just leave and say screw it, to hell with all these damn whiney users. When using phrasing like "so far off" and "aren't even" you give the impressions that there was some HUGE mistake that should have been obvious.
I'd like to know where my "Hang 'em out to dry" attitude is, because last I remember the point of making that post in the first place was to point out that there was an issue that has the potential to cause in-mission problems, so that the person working on the model (That person being you) could take it into account for a possible update.
If I had a "Hang 'em out to dry" attitude, I wouldn't say anything at all, instead I wished to let others know so that they would not run into the same problems.
You know, I thought I was helping out for someone who's done something amazing by finishing and releasing this model for the FS2 community, yet you seem to take any noted discrepancies given as that the person is a whiny user. :rolleyes:
-
Just so you know :D
It makes so much sense now!
-
*snip*
Seriously just shut up. You are antagonizing one of the community's most critical assets after he already apologized to you.
Next time be polite. He's done that courtesy to you, you can do it to him.
-
I was being polite the first time when I brought the problem up.
-
Let's just all drop the issue and move on, shall we?
-
</derailment>
-
<re-railment>
(http://i999.photobucket.com/albums/af118/RgaNoris/HattyWhoopin.jpg)
(http://i999.photobucket.com/albums/af118/RgaNoris/HattyTurret.jpg)
(http://i999.photobucket.com/albums/af118/RgaNoris/hattyCharge.jpg)
-
SHOOT ME BABY.
YESSSSS
;)
-
Where we were:
(http://www.hard-light.net/wiki/images/Gvdhatshepsut-old.jpg)
How far we've come: (New maps by almighty Zacam)
(http://a.imageshack.us/img576/2360/screen0061.png)
The MVP's are on their way...
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That... is GODLY.
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Just so long as the diffuse doesn't have any glowmap artifacts on it.
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Zacam talked about it in IRC earlier today, those were removed (and were apparently a pain to remove).
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Nice! It's much less shinier, which is definitely a good thing. No need for a ship dipped in varnish.
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Zacam talked about it in IRC earlier today, those were removed (and were apparently a pain to remove).
I know. I did it myself. :nervous: Did he not see my post where I attached them?
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I saw them. Your attached maps where what was in SVN. But there were so many issues with the diffuse and shine interactions still killing the normal maps, that I wen't back to the drawing board.
I kept your concepts and you still have credits for the texturing portion of the model for the final maps.
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Actually its kinda funny. I tweaked/fondled the hatty maps to the best of my ability, and I personally thought that Zacam and Galemp were wasting there time for what was going to be a minimal result.
Consider me a convert.
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Oh... thanks, I hadn't put too much thought into how the Diff would work with the shine and normal maps. Thanks for the credit, though I consider it minimal :yes:
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Damn, that is great. Fine, fine work.
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Superb job, love the turrets and the new map looks great, with the destructable / fixed subsystems this is easily a work of brilliance. I'm very eager for the MVP release.
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Okay... Not to nitpick, but now the window spotlights for the 3.6.12 version are terribad again. I'd much rather not have them if they're going to look like spots of glow-in-the-dark paint. Ragingloli had his window spotlights spot on with his glow maps, and I think the effect would be ideal to use those glows paired with the new diffuse/speculars. If that's too hard, I'd advocate getting rid of them completely.
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Where we were:
[Old Hat]
How far we've come: (New maps by almighty Zacam)
[New Hat]
The MVP's are on their way...
This post is why PC games with mod tools will always be better than anything else.
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No, no, no! You must include so much DRM that it is impossible to mod!
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No, no, no! You must include so much DRM that it is impossible to mod!
DRM = Desist/ Refrain Modding :P
I was expecting that this ship is a bit tough on my hardware. Glad i was wrong. :)
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Hmm.
I want to see if my opinion regarding glows is supported or not. I've attached older glow map versions to this post, and I'd appreciate it if people checked them out and compared them to the current glow maps. These 3 files would go in root/mediavps_3612/data/maps, and the hattie with these glow maps would be visible by pressing F3 or using the tech viewer. Get rid of them later simply by deleting those 3 files.
Personally, I feel that the faked window spotlights in these glow maps are much better than the glow-in-the-dark-paint spots we have in the official MVPs. I'd use them, but there are serious misalignment issues, and I don't have a clue what to do when it comes to messing with UV coordinates on models. (also, the lights in the rear on the tan colored stuff is really quite bright for no apparent reason). I know it was a priority to make the glow map and the diffuse map distinct, but reflected light out of windows that is faked using the glow-map needs to show diffuse texture detail to be realistic.
Anyways.
[attachment deleted by ninja]
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Reflective spots for "windows" are usually handled by the -shine map.
I'll take a look at those maps, but allow me to state what changed from the model release to the MediaVP release.
A lot of the glow spots on the texturing were on the diffuse map when they were not supposed to be. And while there are still some issues, they are less than the original issues where the -shine was negatively impacting the normal interaction.
And if it seems like the final maps were rushed, maybe they were, but after 18 hours, something had to be missed.
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Reflected glowmaps should really be baked from the actual model+textures (isn't this what ragingloli did originally?), although it is definitely a time-consuming process
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Greatly appreciated Zacam. Whatever you can do to alleviate the current crappy glows we have now would be awesome.
Also, I'm not understanding why the window glares should be on the shine map. The illumination from windows would be reflected off the hull two ways: specular and diffuse. For diffuse, it would make sense to put it on the glow, since view angle and light source angle don't have much to do with its apparent intensity. Also, it would have to be lit up even with the absence of ambient/star light. For specular, it would depend on source angle, which is fixed, and view angle, which would be dynamic. The way shine maps work right now, it's impossible to get an effect where the source isn't the sun, and is static relative to the ship, so it's best to ignore specular contribution to avoid gimped lighting. In fact, one of the problems with ragingloli's original maps was that the shine map was yellow in the spotlights. This gave the odd effect of causing the hull to look like it had some sort of gold-tinted laminate when viewed at just the right angle with the sun.
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I looked now at the new Hatshepsut and it's amazing, I evan flown into the Hangar with the reproduction of the Vasudan interface scenery. :eek:
I hope to see more models like this in the future. :yes:
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I evan flown into the Hangar with the reproduction of the Vasudan interface scenery. :eek:
Something I MUST try !
EDIT : Youhou, that was an amazing trip :)
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Any news on those maps, Zacam?
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I decided to try to enter the hangar while Bellisarius was getting pulverized for the #2345123412378th time.
**** was bangin'.
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Poor Belisarius. It tries so hard. :(
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maybe it will win next time ;)
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Negative. Your posturing insults us both, Vasudan. I will NOT give up my ship. Unless, you get proper glow maps for yourself.
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TODO list :
Surrender, Psamtik !, an innovating mission in which the NTCv Belisarius kicks the GVD Psamtik's ass. :P
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That was supposed to be the first mission of Neo-Terra Victorious, actually. :p
Anyway, this thread appears to have run its course. Locked.