Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: StratComm on October 07, 2002, 09:37:07 am

Title: Return of the Archangel...
Post by: StratComm on October 07, 2002, 09:37:07 am
I've done some tweaking, and again I am trying the Archangel for release.  I still can't get it to convert with cob2fs2 so it may have some dissapearing faces here and there, but the turret bug has been fixed and the geometry partially stabalized.  Oh yeah, I had to kill the LODs to get it to work.  Go here (http://www.geocities.com/cek_83/archangel_download.html) to get it.
Title: Return of the Archangel...
Post by: Stunaep on October 07, 2002, 12:22:17 pm
and the void of space heard the scream "SSSCCCRRREEEEEENNNSSSHHHOOOTTTSSS"
Title: Return of the Archangel...
Post by: Su-tehp on October 07, 2002, 12:22:35 pm
There were LODs in the previous release? I guess I must have missed that....

No debris LOD for the Archangel, then, huh? Well, mod beggars can't be choosers, as the old adage goes...

In any case, StratComm, thanks for your hard work. :nod:
Title: Return of the Archangel...
Post by: Itsara on October 07, 2002, 03:01:36 pm
Sweetness:nod:
Title: Return of the Archangel...
Post by: Galemp on October 07, 2002, 04:46:53 pm
:rolleyes: Why bother making a gorgeous model if you're going to ignore LODs and debris? You've already gone down the Path of No Return by texturing and turreting it.
Title: Return of the Archangel...
Post by: Itsara on October 07, 2002, 05:36:35 pm
Ummm......  Maybe its just me but i downloaded the ship and the main beam doesnt fire, so i put the superblue on other turrets and it fired.  Any advice?
Title: Return of the Archangel...
Post by: karajorma on October 07, 2002, 06:01:21 pm
Quote
Originally posted by GalacticEmperor
:rolleyes: Why bother making a gorgeous model if you're going to ignore LODs and debris? You've already gone down the Path of No Return by texturing and turreting it.


Why is that the path of no return? Especially for debris? Thought you just cut up LOD 0 and added a few damage textures to make debris?
Title: Return of the Archangel...
Post by: Galemp on October 07, 2002, 08:16:36 pm
Depends on the modeling program, actually. Using Rhino, like me and Sandwich as well as others, you lose all the textures and hierarchy. It is possible, if you can make LODS and debris with only Truespace... :lol:

Oh, and someone called for SCREENSHOTS? (http://www.geocities.com/cek_83/unnamedsupercap.html)
Title: Return of the Archangel...
Post by: StratComm on October 08, 2002, 12:22:12 am
this is an old ship - search is A-1 SUPER!!!
For screens go here: http://www.geocities.com/cek_83/archangel_comparison.html
yeah Geocities sucks but I'm too lazy to look elsewhere...
it's just the dark version; light would have required too much work.

As for the LODs, I have them, it's just that when I add them the ship won't convert.  I get a polygon > 20 error or worse in ModView (though I think the ship appears in game).  If anyone wants the source model let me know, I'll be happy to distribute it if someone else wants to play.
Title: Return of the Archangel...
Post by: TrashMan on October 08, 2002, 07:24:36 am
WHY DOESN'T THE MAIN BEAM FIRE?

The Sathanas kicked the crap out of Archangel(I just love that name), even tough it had help from a destroyer and frigate (heavily upgreaded). Once I eqipped it with Heavy Ion Cannons, it pulverized the Sath. I want to see the beam work!
Title: Umm guys...
Post by: Star Dragon on October 08, 2002, 08:17:10 am
I used the original Archangel and the main gun fires fine... In fact I had to reduce the damage cause it destroyed a borg cube with one shot! To compensate the half damage I added range. The main gun wouldn't fire unless the enemy was almost point blank range... Now in a contest between SDF-1 and Archangel, Archangel OWNZ!!!
Title: Return of the Archangel...
Post by: StratComm on October 08, 2002, 08:51:31 am
There is no reason for it not to fire, but download it again and try with that.  It was not wanting to open in Modview for me so I tinkered in PCS; it should work now.
Title: Return of the Archangel...
Post by: Stunaep on October 08, 2002, 09:18:44 am
mmm... lookin' good. new textures. yay.
Title: Re: Umm guys...
Post by: TrashMan on October 08, 2002, 12:46:33 pm
Quote
Originally posted by Star Dragon
The main gun wouldn't fire unless the enemy was almost point blank range... Now in a contest between SDF-1 and Archangel, Archangel OWNZ!!!


He, he..You haven't seen the NEW SDF-1! I made the model (well, everything except for the main section (the head)), and sent it for further tweaking (read texturing & PCS-ing)!
Title: Return of the Archangel...
Post by: Itsara on October 08, 2002, 03:09:03 pm
I didn't catch all this.  What do i have to do to make the main beam fire?
Title: Return of the Archangel...
Post by: Galemp on October 08, 2002, 03:14:34 pm
Hmmm...
Should be it.

Quote
Originally posted by TrashMan
The Sathanas kicked the crap out of Archangel(I just love that name)


Quote
Originally posted by GalacticEmperor
:jaw: WOW. I love it! Modeled, textured, turreted, and POFed! Amazing.
How about the GTJ Archangel?


:D *takes a bow*
Title: Return of the Archangel...
Post by: Itsara on October 08, 2002, 03:16:56 pm
Quote
Originally posted by GalacticEmperor
Hmmm...
  • Make sure it has a beam on Turret #1
  • Beam-free it
  • Make sure it's pointing at the taget (Use FRED's position/orientation box)
  • Make sure it's in range
  • Make the ships on opposing teams

Should be it. [/B]


I did all that, but what is the range of the weapon because i put the superblue on the other turrets and it fired, but is the range on the main beam closer or something.
Title: Return of the Archangel...
Post by: StratComm on October 08, 2002, 04:51:17 pm
The only thing you should watch out for is that the main beam turret gets destroyed quite easily if the archangel is too close to a Sathanas.  It's a big target and occupies most of the fron of the ship, so if the Sathanas shoots it will most likely take the turret out.  Increase the strength coefficient in the table to help.  The other possibility is that the main cannon is inset almost 500m (maybe more) into the archangel's total length.  Make sure that is factored in too.
Title: Return of the Archangel...
Post by: Su-tehp on October 08, 2002, 06:44:49 pm
Jus out of curiosity, what is the range of the Super Blue, not counting the 500 meters of cannon?
Title: Return of the Archangel...
Post by: StratComm on October 08, 2002, 07:13:02 pm
8000.  Remember that, should you decide to increase it, max range for any beam (cuts off in an ugly way) is 30000.
Title: Return of the Archangel...
Post by: vadar_1 on October 08, 2002, 08:08:07 pm
Quote
Originally posted by StratComm
8000.  Remember that, should tiy decide to increase it, max range for any beam (cuts off in an ugly way) is 30000.


For some odd reason some beams (dosn't matter if they are type 0 or not) cut off much shorter then that. I had a beam with a target aquisition range at 12000 i beleave, it fired at a target 10 klicks out, but the beam didn't seem to make it all the way there, it looked pathetic.
Title: Return of the Archangel...
Post by: StratComm on October 08, 2002, 08:12:11 pm
With superblue you know exactly where the beam is ending; it looks sort of bad if it doesn't impact the target directly.  The width on that thing is like 800m, so you could probably get the idea.

And the 30000 is a coded limit that literally terminates the beam at 30000m.  It leaves a big-ass beam a little high and dry in the graphics department.
Title: Return of the Archangel...
Post by: Itsara on October 08, 2002, 08:16:11 pm
Quote
Originally posted by StratComm
The only thing you should watch out for is that the main beam turret gets destroyed quite easily if the archangel is too close to a Sathanas.  It's a big target and occupies most of the fron of the ship, so if the Sathanas shoots it will most likely take the turret out.  Increase the strength coefficient in the table to help.  The other possibility is that the main cannon is inset almost 500m (maybe more) into the archangel's total length.  Make sure that is factored in too.


OK, i made a little mission.  The Angel vs. a Sathanas.  Of course the Angel won, but since the main beam wasn't firing i put the superblue on the other turrets and right as the mission began it charged the other turrets with superblue instead of the main beam.  So that shows that the beam wasn't destroyed by the Sathanas.  Any other ideas.
Title: Return of the Archangel...
Post by: Spicious on October 08, 2002, 09:35:40 pm
setting the firing point from 0,0,-40 to 0,-8,0 worked for me. I did remove the 80 or so missle turrets which have hull as their parent model

Also why are there 83 missle turrets without firing points?:doubt:
Title: Return of the Archangel...
Post by: EdrickV on October 08, 2002, 10:03:35 pm
Quote
Originally posted by StratComm
With superblue you know exactly where the beam is ending; it looks sort of bad if it doesn't impact the target directly.  The width on that thing is like 800m, so you could probably get the idea.

And the 30000 is a coded limit that literally terminates the beam at 30000m.  It leaves a big-ass beam a little high and dry in the graphics department.


Weapons/Beam.cpp:
Code: [Select]
// use this to extend a beam to "infinity"
#define BEAM_FAR_LENGTH 30000.0f


Shouldn't be hard to change that. Whether it'll break anything I couldn't say.
Title: Return of the Archangel...
Post by: StratComm on October 08, 2002, 10:18:55 pm
I found the bug (I think) but I couldn't begin to tell you what causes it.  Tell the Archangel to actually attack the Sathanas and it should fire.  I found the same thing though, the main cannon won't fire if the target is directly ahead.  I also (finally) found the bug in the big deck guns, so they should fire now as well.  Download it again.

Quote
originally posted by Spicious
setting the firing point from 0,0,-40 to 0,-8,0 worked for me. I did remove the 80 or so missle turrets which have hull as their parent model


I've changed the down;oad model to that too.  The extra turrets are a bug in modview (where I assume you were looking) that is a real pain.  Whenever you edit the turrets there is creates the blanks in the missile turret.  Removing them in PCS after the fact is perfectly safe if there are any changes that have to be made.  Also, if you don't save, those turrets actually aren't in the file to begin with.
Title: khh
Post by: TrashMan on October 09, 2002, 02:53:59 am
The beam is Waaaaaaaaay to powerfull. I suggest you reduce the damage and increase range.
Title: Return of the Archangel...
Post by: StratComm on October 09, 2002, 07:08:09 am
It is powerful isn't it :D
I made it that way (ok, so it could drop to 1/3 power and still decimate a sath) but it is extremely vulnerable.  Sath cannons will destroy the main cannon every time if they get a chance to fire.
Title: Return of the Archangel...
Post by: Itsara on October 09, 2002, 04:28:04 pm
Should we download the bug free Archangel from the same link or are you going to make a new one?
Title: Return of the Archangel...
Post by: StratComm on October 09, 2002, 05:32:40 pm
Quote
Originally posted by Itsara
Should we download the bug free Archangel from the same link or are you going to make a new one?


Yeah it's updated at the same link.  Sorry, should have said.