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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: LtNarol on October 14, 2002, 02:18:58 pm

Title: 158th Dev Renders!
Post by: LtNarol on October 14, 2002, 02:18:58 pm
[glow=blue]158th Banshee Squadron[/glow]

Recently released renders of a number of untextured ships to be used in Into the Night.  These can be found by travelling to The Thread (//"http://www.hard-light.net/forums/index.php/topic,10709.0.html")

;).
Title: 158th Dev Renders!
Post by: mikhael on October 15, 2002, 01:51:50 pm
You lot are not doing much to stroke my ego. Go look at the pretty ships, and give me some feedback so I know where I've gone horribly horribly wrong.

:D
Title: 158th Dev Renders!
Post by: Thor on October 15, 2002, 02:01:13 pm
a big rig?:wtf: :wtf: :wtf:
Title: 158th Dev Renders!
Post by: karajorma on October 15, 2002, 02:19:27 pm
BTW can`t we have a direct link? We have to click about 3 times to get to the actual models.
Title: 158th Dev Renders!
Post by: Sheepy on October 15, 2002, 02:34:29 pm
:lol: @ Truck, flying around in your 10 wheeler :D  well apart from that they are sweet, i LOVE the GTF Panzer :eek2::eek:
Title: 158th Dev Renders!
Post by: mikhael on October 15, 2002, 02:59:26 pm
Quote
Originally posted by karajorma
BTW can`t we have a direct link? We have to click about 3 times to get to the actual models.

To tell you the truth, I have no idea why Narol did it that way. *heh*
Title: 158th Dev Renders!
Post by: mikhael on October 15, 2002, 03:13:34 pm
Quote
Originally posted by Sheepy
:lol: @ Truck, flying around in your 10 wheeler :D  well apart from that they are sweet, i LOVE the GTF Panzer :eek2::eek:


I haven't the foggiest clue why I did a rig. That's a question for Narol.

I'm glad you like the Panzer though. That one went through a bunch of changes.  The original mesh was pretty rank, and the overall design is way overused. Here's the original, affectionally called 'fruitbat':
(http://home.nc.rr.com/mikhael/fruitbat.jpg)
Title: 158th Dev Renders!
Post by: LtNarol on October 15, 2002, 04:47:51 pm
The first link is to get you lazy bums to visit the 158th forum, something i know few do (don't blame yall, we've been kinda quiet until now).  The second link is to get you guys used to the Dev index, which will have other links other than mikhael soon....well, as soon as I manage to get some pics together of what the rest of the guys are working on.  The third link, obviously, takes you to the models.

As for the rig...heh heh heh, play Exposition and find out :p
Title: 158th Dev Renders!
Post by: Anaz on October 15, 2002, 06:21:42 pm
woah...please excuse my jaw on the floor...just don't step on it...

that fireant is abso-frigging-loutly AMAZING!!!
Title: 158th Dev Renders!
Post by: mikhael on October 15, 2002, 10:24:13 pm
Quote
Originally posted by Analazon
woah...please excuse my jaw on the floor...just don't step on it...

that fireant is abso-frigging-loutly AMAZING!!!


Its got a hangar too.

That's a model I didn't know what to do with. It came out completely differently that we expected, and I'm not sure I like it. It did, however, prompt the creation of the Anthill, which I DO like. :D
Title: yipes!
Post by: TrashMan on October 16, 2002, 03:09:24 am
Cool! Very cool.:yes: :yes: :yes:

I'm goning to post some of my models for download (as soon as I upload them to my page...which will take a while!). Beats sending them to you each time LtNarol. I'll allso post pics next to each file, so you know how something looks before you download it.
Title: 158th Dev Renders!
Post by: Sandwich on October 22, 2002, 04:46:58 pm
Hoo, boy! You asked for it, Mikhael, so here comes the constructive criticisim! ;)

ECW Anthill (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/ECW-Anthill/index.htm) - Uhm... ok, the propellors make me think "Terran" and "nebula", since there ain't anything to blow around in open space. But there doesn't seem to be anything to blow nebular gases towards - no collector or anything, so.... what's it for?

ECW Diamonback (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/ECW-Diamonback/index.htm) - Hmmm, can you say, Z-95 Headhunter? Anyway, somehow I don't thinnk that one fits in FS as a regular fighter - perhaps a custom, hot-rod-type pirate thing?

ECW Dragonfly (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/ECW-Dragonfly/index.htm)  - Nice Orca. :D Those tail fins really give it an atmospheric-craft feel. Dunno if that's good or bad, though...

ECW FireAnt (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/ECW-Fireant/index.htm) - Uhmm... okay.... what is it? Another atmospheric helicopter thingy, yeah, but.... :wtf: Zeronet will like it, though - micro-hangars! ;)

ECW Journeyman (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/ECW-Journeyman/index.htm) - Simple, yet effective. The long, protruding guns aren't all that Freespacey, but who's counting? Would be cool if it had Myrmidon-like bomb capacity - rush in at high speed, drop the bomb, and then engage the fighters.

ECW Mandrake (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/ECW-Mandrake/index.htm) - :eek2: I love this ship!! Asymetrical rules - especially asymetrical Terran, which this looks to be. I love what looks like vectored engine outlets, makes it look like a perfectly designed dive-bomber, with the emphasis on the "dive".

ECW Mystic (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/ECW-Mystic/index.htm) - Hmm, now that I've talked with you, Mikhael, I know what this fixation with propellors is about. Still... ;) Anyways, this one kinda reminds me of Luke's landspeeder in a way. It does the job.

TG Truck (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/TG-Truck/index.htm) - Other than the nice chamfered edges, I have no comment.

GTB Rhino (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/GTB-Rhino/index.htm) - A bomber, definitely. Has a nice unrefined look to it - very utilitarian, very it-does-the-job-and-that's-it feel. Cockpit may be a bit large, comared to the size of other FS ships - unless it's a 2-seater.

GTC Eris (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/GTC-Eris/index.htm) - well, texturing makes a world of difference, but this doesn't look like a cruiser to me - more like some sort of Vasudan prototype strike bomber. I like it in general, though.

GTC Gar (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/GTC-Gar/index.htm) - Very Aeolus-like - I assume it's a Mk II - type thing? Only thing I dislike is the engine block - looks like cargo containers. See about building a hull around those exposed engines.

SB Yali (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/SB-Yali/index.htm) - Very Cool. Only nitpick is the 2 long struts on each side look too much alike - deform one of 'em at an endg or something, bend it back, forwards, inside-out... :p

SF Naga (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/SF-Naga/index.htm) - Screamin' Space Superiority there!

SF Recluse (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/SF-Recluse/SF-Recluse.htm) - Sorry, but this one I just don't like. IMHO it looks way too much like an insect - even down to abdomen and mandibles! I don't think Shivan ships should actually be recognizable as anything specific - they can remind us of the look of something, but not be "exact" copies.

SF Wasp (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/SF-Wasp/index.htm) - Hmmm... I have basically the same complaint here as I did for the Recluse - it looks like a genetic cross between a butterfly and a wasp. However, I do think that this one is salvageable - maybe bend the wings in half drastically, add a bomb bay between them, and remove that abdomen... something like that. Just get rid of that exact butterfly-wing configuration.

SF Vampire (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/SF-Vampire/index.htm) - Again, same nitpick. I specifically don't think Shivans would employ something with wing braces or whatever - the "arms" of the bat, with the wing stretched out between them. They just don't fit.

SI Nest (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/SI-Nest/index.htm) - Ahh, now these we don't see enough of - Shivan "bases". Kinda hard to get a mental picture of the geometry on top there, but that's a good thing with Shivans, methinks. :nod: I like the vertical, non-symmetric orientation, although those leaves are, uhm... well, they'd better rotate! :p

EDIT: TVF Panzer (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/TVF-Panzer/index.htm) - Coolest untextured color scheme, bar none! Oh yeah, the model is sweet, too. I'm not sure about the 2 Big Bertha cannons on the wings, though.
Title: 158th Dev Renders!
Post by: Sheepy on October 22, 2002, 05:44:49 pm
you for got the Panzer, how the hell can you forget the panzer? ;7
Title: 158th Dev Renders!
Post by: Sandwich on October 22, 2002, 06:35:39 pm
Quote
Originally posted by Sheepy
you for got the Panzer, how the hell can you forget the panzer? ;7


Easy. I just did it. :D (Fix0r3d)
Title: 158th Dev Renders!
Post by: mikhael on October 22, 2002, 06:52:06 pm
The big guns are important. Cuz um... they're big... guns. And its a heavy fighter with big guns... so it needs... er.. big guns. :D

So you see, the big guns are absolutely necessary. ;)
Title: 158th Dev Renders!
Post by: StratComm on October 22, 2002, 07:00:44 pm
I'd say leave them and add two smaller gum mounts near the cockpit.  Those big guns would make excellent beam-bomber cannons if that is ever fully implemented, but they are two far away from the pov to be useful for anti-fighter roles.  Look at the Ursa; it is nearly impossible to effectively hit fighters with its main gun because it is so far to the side (the Bonageres suffers from the same flaw, the guns are way below pov) but against big targets the precision in targeting isn't that necessary and big guns are good.
Title: 158th Dev Renders!
Post by: LtNarol on October 22, 2002, 08:49:59 pm
hmmm, Sandwich, those ships up until the Rhino are all aerospace, seeing as half of Exposition will take place in atmosphere and the other half in space, thats kinda...ya...

Don't you be dissin' that Orca :p
Title: 158th Dev Renders!
Post by: Sandwich on October 23, 2002, 05:16:38 am
Quote
Originally posted by LtNarol
hmmm, Sandwich, those ships up until the Rhino are all aerospace, seeing as half of Exposition will take place in atmosphere and the other half in space, thats kinda...ya...

Don't you be dissin' that Orca :p


lol - Yeah, I as chattin with Mikhael yesterday, and finally got around to asking him wtf was with all the propellors, so only then did I find out. Didn't have the strength to re-write those first reviews, though - it was late.

And the funny thing is that Mikhael had never even heard of the Orca (C&C, not killer whale)! I showed him some pics, so he said "Hmmm, all I have to add is some more PROPELLORS!!!" :p
Title: 158th Dev Renders!
Post by: mikhael on October 23, 2002, 06:08:45 am
Quote
Originally posted by Sandwich


lol - Yeah, I as chattin with Mikhael yesterday, and finally got around to asking him wtf was with all the propellors, so only then did I find out. Didn't have the strength to re-write those first reviews, though - it was late.

And the funny thing is that Mikhael had never even heard of the Orca (C&C, not killer whale)! I showed him some pics, so he said "Hmmm, all I have to add is some more PROPELLORS!!!" :p


Keep in mind that the Diamondback and the Dragonfly are Narol's designs. I just cleaned up the geometry and LODed and Debrised them. One of these days when I'm not doing other stuff, I'll redesign those as  pure space fighters for the next act.
Title: 158th Dev Renders!
Post by: LtNarol on October 23, 2002, 12:15:26 pm
Much of the stuff for Exposition, because C&C design concepts fit so well, are partially derived on those Orcas; you will note the way the propellors are placed inside rings ;)

Why reinvent the wheel?
Title: 158th Dev Renders!
Post by: Sandwich on October 23, 2002, 02:29:07 pm
Quote
Originally posted by LtNarol
Much of the stuff for Exposition, because C&C design concepts fit so well, are partially derived on those Orcas; you will note the way the propellors are placed inside rings ;)

Why reinvent the wheel?


Yeah, but the Orca rotors were short and deep, with cool blue flames coming out the bottoms. These remind me of those toy plastic helicopters I used to have as a kid - the ones with the ring around the rotor so it didn't poke anyone's eyes out. :p
Title: 158th Dev Renders!
Post by: mikhael on October 23, 2002, 04:20:36 pm
Quote
Originally posted by Sandwich


Yeah, but the Orca rotors were short and deep, with cool blue flames coming out the bottoms. These remind me of those toy plastic helicopters I used to have as a kid - the ones with the ring around the rotor so it didn't poke anyone's eyes out. :p


That's a problem with the Orca, Sandwich. For something big to use rotors for lift (not vectored thrust, which is far less fuel efficient) it has to have big rotors. I prefer to enclosed the rotors, myself.  Besides, they look cooler. :D Now, when I do the OTHER capships for the intro act, they're heavy duty vertical thrust kinda deals. I'll leave the rest of the info up to Narol to divulge. :D
Title: 158th Dev Renders!
Post by: EdrickV on October 24, 2002, 12:47:30 am
Eris: Cool, but looks more like a fighter/bomber, though I can't see it as Vasudan. (Would love to play with that mesh though, the front of it looks a lot like something for a VTOLish transport I tried to make that would have 4 engine struts like the two on the front of that but failed.)

Gar: Front looks nice and bulky (nice for a big ship) but the struts going to the engine pods look too delicate and in the first pic the bottom 2 don't look like they're attached at all due to the shadows and indents. Cool otherwise though.

Gar pic 5: Look! It's a man in a space suit! ;) :D
Seriously, from that angle it does kinda look humanish. (If you forget about the lower two engine pods and the spike comming out of the "back," neither of which are very visible in that pic.)

As for the truck: :wtf: Um. It's a truck. :)

Rhino: Interesting design. And I can see another humanish look in it's 5th pic, though it's not as noticable as the Gar. :)

The atmospheric ones with the fans are, in a word, odd. :) The Dragonfly looks like a helicopter that was retrofitted with that engine thing, replacing the rotors. That engine thing (at least I assume it's an engine) kinda looks like it was tacked on as an afterthought. I'd probably have made jet engine like pods built into the hull next to, but behind, the cockpit. Nice hull design, though the side pods could use either good texturing or some detail. (I assume they are weapon pods.) And I have no idea what the "Orca" is. Aside from the whale. :)

.oO(Hmm. Airwolf in space. Now there's an odd idea.)

As far as the Shivan ones, a lot of them looked like insects to me, which seems odd to me. But I can't say I'm fond of Shivan ships, even the ones :v: made. :) The back of the Yali (or at least I assume it's the back) reminds me of the front of the Rakshasa. Kinda hard to get a good idea what that one really would look like for me. (I'm not too good at picturing a 3D model from still images, at least when it comes to complex models like that. :) )
Title: 158th Dev Renders!
Post by: Sandwich on October 24, 2002, 07:05:08 am
Ok, for anyone who does not know what an Orca is, lookie here:

http://images.google.com/images?q=orca+C%26C&hl=en&lr=&ie=UTF-8&sa=N&tab=wi

Here's an overall good pic of an Orca, ala C&C:

(http://renzone.gamigo.de/images/fahrzeuge/orca.jpg)
Title: 158th Dev Renders!
Post by: LtNarol on October 24, 2002, 07:05:36 am
hmm, would you like to join the team?  mik's taste agrees with me for the most part, so everything that we do is kinda similar; would love to have another modeler on the team who has different thought patterns, get some variety.
Title: 158th Dev Renders!
Post by: Sandwich on October 24, 2002, 07:07:29 am
Quote
Originally posted by LtNarol
hmm, would you like to join the team?  mik's taste agrees with me for the most part, so everything that we do is kinda similar; would love to have another modeler on the team who has different thought patterns, get some variety.


You were talking to EdrickV, right? :wtf:
Title: 158th Dev Renders!
Post by: LtNarol on October 24, 2002, 07:08:55 am
Quote
Originally posted by Sandwich


You were talking to EdrickV, right? :wtf:
yuppers
Title: 158th Dev Renders!
Post by: EdrickV on October 24, 2002, 05:29:54 pm
Not really sure how much help I could be. What I do best is coding, but right now I can't do a whole lot with the FS2 code. When it comes to modelling, I haven't really done much of anything Shivan or Vasudan, the former for lack of interest and ideas, the latter due to the fact that any I've tried usually end up higher poly then I would like and/or just not look quite right. With an idea what a ship should do or look like I could try making a mesh for it. (and I've also got lots of meshes for various things that I made for the sake of making them.)

I'm not very good at texturing, though I can make a basic UV map that could be used in some other program to aid in texturing. As I don't have any Truespace versions better then 2, hierarchy stuff is particularly hard. (I'm not sure I could do hierarchy and texturing without one screwing up the other because I use LithUnwrap for texturing and I don't think it does TS1 hierarchy right.) Any texturing I do will be using already existing textures because I don't have the artistic knowledge and skill to make my own.

Other things I can do:

I can do some really creative stuff in missions with SEXPs. (Being a programmer has advantages when it comes to using scripting languages to do stuff they weren't meant to do.)

Crash FS2. And just about anything else. :)

Try and diagnose problems with models/POFs. (Learning by trial and error gives me some ideas on what not to do. :) )

I can do table editing, but I haven't had much experience with it. (And I don't mean just ship/weapon tables. I've looked at pretty much all of them and can get an idea what some of the undocumented tables/table entries do/don't do.)

Addendum: Keep an eye out for the GTT Brontes, my latest experiment in the world of texturing. (Need a better B name though.)
Title: 158th Dev Renders!
Post by: LtNarol on October 24, 2002, 10:46:51 pm
If you can model, we can use you; trust me on that one.  As for texturing, if you know how to split up maps for multi mapping, that'd be a great help (since im not so great at it).  If you want to join, we'll take you; I'm sure we can find something for you to do.
Title: 158th Dev Renders!
Post by: Knight Templar on October 24, 2002, 11:08:52 pm
I love the orca :)

Mandrake: :eek2: :eek2: :D              :yes: :yes:

I love this ship. Its like a Freespace Arwing. Awesome! probably one of the best fighters i've seen, i'd love to fly that baby.

Eris

Bomber, a good bomber, but a bomber.

And the shivan space supierority one is great :)
Title: 158th Dev Renders!
Post by: Stryke 9 on October 24, 2002, 11:13:30 pm
I like the hovercraft. I'm gonna assume that's what all the fan-centric things are, because they'd make good hovercraft, but wouldn't get very far in deep space or the upper stratosphere. They're cool. As is that one Shivany thing I don't recall the name for and ain't gonna try.

You got enough rocket models there?:D
Title: 158th Dev Renders!
Post by: EdrickV on October 24, 2002, 11:41:44 pm
Quote
Originally posted by LtNarol
If you can model, we can use you; trust me on that one.  As for texturing, if you know how to split up maps for multi mapping, that'd be a great help (since im not so great at it).  If you want to join, we'll take you; I'm sure we can find something for you to do.


Sure, I'd love to join. :) And as for mapping, I'm not entirely sure what you mean so here's an example of what Wings3D lets me make for a UV map and lots of info on what I do to make and use it: :)
(http://members.aol.com/Lowark/FS2/DaggerUV.jpg)

On the left you see the actual model. Wings3D doesn't really have any support for texturing other then single map texturing in it. (And all the UV/texture support it does have is due to a 3rd party plug-in.) It does let you assign materials (colors) to faces. I can then create a UV map by material. An example of that is on the right. When I export the model (in Wavefront .obj format) the UV map gets saved as a tga texture that, in theory, I could open up in a graphics editor and paint over. (Much like some games do ship skins.) What I do though is open it up in LithUnwrap, select the faces I want (the color coding helps now 'cause I can check the preview window to see what color the faces I want are if I can't guess) and assign a material (texture) to those faces. I can also then edit the UV coordinates up to and including moving individual UV coordinate verts around for fine tuning. If I'm just going to convert a single object, I can save it right into cob format and not bother with TS1/2 which like to crash/reboot my computer and do weird stuff with the UV maps. :)
Title: 158th Dev Renders!
Post by: LtNarol on October 25, 2002, 07:01:47 am
Stryke: They're not completely hovercraft, the fans are for lift but they all have standard combustion engines (not fusion)

The missiles form the entire secondary arsenals for Acts 3 and 5; I've decided that I'll add a few for 4 but not an entire arsenal, and 6...well...6 you'll understand once you play it.

Edrick: That mapping is exactly what i mean by multi mapping, you're hired :D I'll ask the admins to get you an avatar and internal access.
Title: 158th Dev Renders!
Post by: an0n on October 25, 2002, 10:39:14 am
http://www.wings3d.com

If anyone cares. It's open source (IE free).
Title: 158th Dev Renders!
Post by: Stealth on October 25, 2002, 10:44:56 am
nice! :yes:
Title: 158th Dev Renders!
Post by: an0n on October 25, 2002, 11:50:46 am
How'd you get it to export the textures as TGA's? All I get is crappy-ass mtl's.
Title: 158th Dev Renders!
Post by: EdrickV on October 25, 2002, 02:48:59 pm
With the older auto-uv plugin I used it was automatic I think. With the current one, after you create the UV map and are in the uv editor, select all the uv map pieces, right click and chose "apply texture." Your model ought to be colored again and when you export it, the program will save the "texture" as a tga with the object's name. For an object I renamed to be "TestCube" I got: TestCube_cube105_auv_map_Kd.tga. (Don't ask me why it makes such an odd name. It just does.) The mtl file tells programs (like LithUnwrap) what files to use as textures. And note: To rename an object you have to go into the object menu and then the submenu for the particular object. If you want to use the tga as a skinning guide (for single map ships) you probably want to turn on border lines or all lines in the uv mapper drawing options.
Title: 158th Dev Renders!
Post by: an0n on October 25, 2002, 02:51:04 pm
Plugin links?
Title: 158th Dev Renders!
Post by: EdrickV on October 25, 2002, 02:55:53 pm
The link's on the main Wings3D homepage. :)

To use the plugin you set materials, (colors optional but very useful) switch to object mode, select one or more objects, and in the right click menu you will see the UV options you can use.
Title: 158th Dev Renders!
Post by: LtNarol on October 25, 2002, 09:58:11 pm
(http://www.3dap.com/hlp/hosted/the158th/dev/narol/diamondback01.jpg)

(http://www.3dap.com/hlp/hosted/the158th/dev/narol/diamondback02.jpg)

(http://www.3dap.com/hlp/hosted/the158th/dev/narol/diamondback03.jpg)

[glow=blue]The Archive ("http://www.3dap.com/hlp/hosted/the158th/dev/narol/")[/glow]
Title: 158th Dev Renders!
Post by: EdrickV on October 25, 2002, 10:17:05 pm
Neat ship. Looks X-Wing inspired. :)
Title: 158th Dev Renders!
Post by: LtNarol on October 25, 2002, 10:35:05 pm
Inspired by a combination of Arwing (StarFox), Z-95 Headhunter (StarWars), and the X-Wing (StarWars again).  Then there was my own twisted imagination... ;)
Title: 158th Dev Renders!
Post by: Sandwich on October 26, 2002, 06:37:59 pm
I'd highly recommend doing something about that enormous nose on the DiamondBack. Perhaps bend it down and back ala Myrmidon cockpit/Herc ventral stabilizer. I really like the texture job though! :yes: :yes: