Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: StratComm on October 26, 2002, 02:52:12 pm
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I was playing around in Truespace yesterday and ended up making a rather interesting strike carrier. Textures are in progress (as in engines and light areas mapped, rest blank). It's currently in the neighborhood of 300 polies. Take a look and tell me what you think. It is (again) based off of the Raynor/Archangel hull design.
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:nod::yes:
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Daddy Likes :yes: :thepimp: :yes: ... Somebody needs to texture and turret that bad boy.
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(http://www.3dap.com/hlp/hosted/reciprocity/seal.gif)
I like it. Jazz up the flat bit at the front, though... even if just with a few recessed areas.
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is there a way he could make like docking bay doors that open and close or something like that?
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While the ship looks nice (and I'd like to see a Vasudan version of a strike carrier, too!), I think the hangar bays are WAY too large for the fighter racks. I think it would be a good idea to make the bays smaller. Otherwise this ship will seem like an apartment building-sized garage for a Pinto.:wtf:
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I think the bays should remain the same size but they need to be better protected or a couple of helios could take out the entire complement of fighters before they could launch them.
Apart from that its a pretty nice ship.
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Hey StratComm, do me a favor and hit ICQ sometime :D
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hehe. close off the 'fighter bays' about 1/4 the way down, and make them helios launchers :D
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I'll get around to putting invisible faces somewhere about 1/4th the way down the hangers at some point. Anyway, basic texturing is up:
And I'll pop some turrets or maybe a special graphic on the front to take away from it's flatness.
EDIT: this is supposed to be a strike carrier, capable of jumping in, launching it's fighters directly into the fray, and jumping out or evading enemy forces with superior mobility. Thus the massive engine pattern. Turreting/POF conversion is pending.
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Take a deck and place it in each of the bays to bisect them, that way you have 4 bays!!! it would look cool as hell. You can have 2 bays designated as take off, and 2 landing at same time for refueling and relaunching!!! Or as a strike carrier all bays launch at once!!! I think there is plenty of room to do that...
Looks fine, does the job right? My vote is :yes:
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Fantasmic! And very reminiscent of the Archangel. Perhaps you could make a shipset...
Can't you only have two fighterbays? Though I suppose you could make paths going into each bay linked to the same bay...
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Cool ship! Or should I say: hot!!!! ;7
The basic texturing, again, looks VERY good, especially the bridge. Just make sure that Relic don't steal it for use in Homeworld 2 as a Taiidan carrier. (Reminiscent of Taiidan ship design.)
"Homer, I like your idea of a doughnut-shaped universe. I may have to steal it!"
- Steven (or Stephen) Hawkings
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Texture idea. Make the hanger areas well lit with "lights" and add more of the landing pads on the other side.
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Well, I have avoided making pads on the outside of the hanger because they simply wouldn't go there; the hull is too thin and those pads align so that it looks like ships come out of doors on the hangers' sides (the center of the ship). However, the lights thing is a very good idea, and I may make a modified version of that tile to suit that purpose.
Originally posted by GalacticEmperor
Fantasmic! And very reminiscent of the Archangel. Perhaps you could make a shipset...
Can't you only have two fighterbays? Though I suppose you could make paths going into each bay linked to the same bay...
actually, you can only really have one fighterbay as far as the game is concerned, since there is no selection for which bay fighters are launched from. Try FREDing a Hatshepsut, you can't chose which side fighters deploy from.
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Originally posted by aldo_14
(http://www.3dap.com/hlp/hosted/reciprocity/seal.gif)
That thing cracks me up everytime I see it.
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Originally posted by Rampage
Just make sure that Relic don't steal it for use in Homeworld 2 as a Taiidan carrier. (Reminiscent of Taiidan ship design.)
True, it looks very HomeWorldified, almost frightening.
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Could probably do with a tiny bit more detail. Not sure where exactly but it doesn't quite look finished. Don't change the overall design though. It's awesome!
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Any chance of comparing this bad boys size?? :eek::eek2:
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Probably 1-1.5 km in length, smaller than a Destroyer but at least as big as a corvette. The shelves in the bays would hold fighters (supposedly) so use that to judge.
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Originally posted by StratComm
Try FREDing a Hatshepsut, you can't chose which side fighters deploy from.
Not yet, but in the future who knows. ;) You could probably split it (or not) and use all four (or two) segments as part of one bay, the trick would be where the ships would actually go. You could also manually put fighters in there and pretend they are docked. Then it wouldn't matter if it was a hanger or not, as long as the ship didn't move. (It would be nice if there was a ship class that could dock with anything, and be able to have multiple ships docked with it. Then you could make an actual fighter carrier.)
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Great!
Say StratComm, you are using Truespace and are good with textures, perhaps you could help me. I have dozens of ships that are more or less done, but some need way better textures.
I've put them all on my site, but it's still of-line (darn provider). that should be fixed within a day or two...
Anyway if you could help, I'd appreciate it, and if you need anything just ask!
my site is www.festuff.averi.hr
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I went with the lights suggestion (see previous posts) and got sort of mixed results. As you can see, the lights help give the hangers a sense of depth, but they may recur too often. What do you think?
EDIT: I hope no one noticed that switch...
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those lights look really cool...
Idea on how to get fighters to spawn from platforms...when you create the paths for fighterbay1 and fighterbay2, have the beginnings of them start on some of the pads (or all of them if you have absolutely nothing to do...)
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hmm...after looking at the pictures further, the texture at the very back of the hanger needs to be changed IMHO...
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I left the back panels intentionally; the lights run concentrically (roughly) around the hanger's walls, and that wouldn't have fit with the back. And with the way I did the lights, the back would look wierd with them, so I just left it.
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Guns... Lots of guns... The turrets are mostly for flak and AAA, with a couple of advanced huge turrets and a few medium beams.
(http://www.geocities.com/cek_83/turretedcarrier4.txt) (http://www.geocities.com/cek_83/turretedcarrier5.txt) (http://www.geocities.com/cek_83/turretedcarrier6.txt) (http://www.geocities.com/cek_83/turretedcarrier1.txt) (http://www.geocities.com/cek_83/turretedcarrier2.txt) (http://www.geocities.com/cek_83/turretedcarrier3.txt)
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Freeow! :yes: It looks ready to swallow some cruisers, like a World Devastator.
What are those pylons inside the cavernous hangar bays?
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Gald to see some weaps on that thing! However the long barrels don't feel right? How about some snub-nosed barrels or missile launching boxes on turrents (like the Saratoga).
I like the two lights on the forward bow spars? you changed them from just two plain glow stips (white) to a tri-blue strip. Good job! Looks great!
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Originally posted by GalacticEmperor
Freeow! :yes: It looks ready to swallow some cruisers, like a World Devastator.
What are those pylons inside the cavernous hangar bays?
Those are the shelves for fighters, like on the inside of the Archangel's bay. I will get creative with pathing on those later :D
Originally posted by Star Dragon
Gald to see some weaps on that thing! However the long barrels don't feel right? How about some snub-nosed barrels or missile launching boxes on turrents (like the Saratoga).
I like the two lights on the forward bow spars? you changed them from just two plain glow stips (white) to a tri-blue strip. Good job! Looks great!
I may, especially now that it has been pointed out, scale the barrel length down. I'll have to experiment to figure out what looks best. The lights on the front are actually subobjects, potentially beam turrets (since it has no other forward-facing weaponry) and they were ment to be blue from the start; it was just that I wanted the hull texturing job done before I got to texturing subobjects. I'll try to have a pof out in a few days.
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Ah, I see that StrattComm put one of the GTDn Archangel textures (blue-white striping) onto this strike carrier! :yes:
Just don't put any Super Blues onto this thing, mmmkay? ;)
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now that is a targer for harraser:))
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I scrolled down this thread and saw the ship get better and better. I like it :D.
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i really like the turrets, except for the one in the middle, that one is huge. and i can't really tell what's on the back or not.
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There's a plethora of quality cruisers and destroyers around at the moment. Someone should collect them all into one mod and throw it at the campaign builders.
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Have you never gone to the pic site in my sig and see the Alliance Vs. Borg? I love that mission I threw together cause it lets the ships show off their individual charms. I just wish the atlantis wouldnt float away when it dies cause I have to change teh orders of teh Borg cause they follow it and get out of range to attack (command kills alpha 1 for desertion!! F that soucre code peps change this or eliminate that restriction on range... and where the hell is this centered at point 0,0,0,??? all my cap ships and allies end up out of range to help them cause they follow the enemy or defend the atlantis station 200,000 KM's away! (after 30 mins of hard fighting 7 cubes and 3 spheres)...
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Heh, this entire discussion has inspired an idea involving a super-carrier and specially designed super-fast fighters. Watch this space ;)
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Ooops, looks like I missed this one allright ;)
About the model, it has an excellent design, but I think it could use a LOT more detail to it, or it won't be what it can be...
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I am actually getting close to a ship set as it is; the Raynor (not mine but the basis for all my later models), that unnamed thing that I posted up a while back, the Archangel, and now this carrier. All are quite unique ships that share the same texturing scheme and rouch technological specifications, and all are based around the same design principles. Perfectly suited for a modern fleet.
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Originally posted by StratComm
Perfectly suited for a modern fleet.
Don't you mean post-modern? I thought a 2367 fleet was modern while a 2335 fleet was pre-modern, so wouldn't that make anything after 2367 post-modern? :D
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Originally posted by StratComm
I am actually getting close to a ship set as it is; the Raynor (not mine but the basis for all my later models), that unnamed thing that I posted up a while back, the Archangel, and now this carrier. All are quite unique ships that share the same texturing scheme and rouch technological specifications, and all are based around the same design principles. Perfectly suited for a modern fleet.
or your very own TC :D
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hehe, now it's ingame ;7
not for the weak at heart or those on dial-up...
(http://www.geocities.com/cek_83/carrierscreen01.txt) (http://www.geocities.com/cek_83/carrierscreen02.txt) (http://www.geocities.com/cek_83/carrierscreen03.txt) (http://www.geocities.com/cek_83/carrierscreen04.txt) (http://www.geocities.com/cek_83/carrierscreen05.txt) (http://www.geocities.com/cek_83/carrierscreen00.txt) (http://www.geocities.com/cek_83/carrierscreen06.txt)
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SWEET. :D Looks good in game.
Speaking of the Raynor, has anyone done LODs or Debris for her yet? If not, let me know, and I'll whip 'em out from the most recent version of the mesh.
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Originally posted by mikhael
SWEET. :D Looks good in game.
Speaking of the Raynor, has anyone done LODs or Debris for her yet? If not, let me know, and I'll whip 'em out from the most recent version of the mesh.
Dude, mikhael, if you can do LODs and debris, I'd like to talk to you about some mods that could use your touch. Have you heard of the GTI Lycaon mod? That and the GVCa Tanen (one of Aldo's early mods, I think) need some additional work, and you just might be the guy to do it...:nod:
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Originally posted by Su-tehp
Dude, mikhael, if you can do LODs and debris, I'd like to talk to you about some mods that could use your touch. Have you heard of the GTI Lycaon mod? That and the GVCa Tanen (one of Aldo's early mods, I think) need some additional work, and you just might be the guy to do it...:nod:
I could probably do that, but not till after I do the 158th stuff. I was mainly offering to finish out the Raynor because when I finished munging Codedog's original mesh into the final Raynor shape, I completely failed to produce lods or debris for it. Then everyone else did the texturing and turretting and pathing and poffing and I'm thinking that the LODs never got made.
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The Raynor I have (which isn't likely the newest) does have LoDs including debris. (Though the level 3 one looks really odd. :) )
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I can do LODs and debris just fine, but I can't texture or do turrets in TS.
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The Raynor should have debris, it's the archangel that lacks them simply because of it's sheer size and complexity. It used to be LOD'd but I had to remove them to get it to convert. This ships has LODs and debris.
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u got to be kidding...:nervous:
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Originally posted by EdrickV
The Raynor I have (which isn't likely the newest) does have LoDs including debris. (Though the level 3 one looks really odd. :) )
Groovy. That's less work for me then. :)
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There are several mod issues I have with some of the stuff for DatDB. The GTI Lycaon insallation mod needs dockpoints and a debris LOD. The GVCa Tanan Vasudan carrier also needs a debris LOD. There are other issues, but I'll mention those another time. I gotta get ready for one of Bobby Kennedy Jr.'s speeches (he's giving a speech on environmental law at my law school). :nod: :cool:
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Originally posted by GalacticEmperor
I can do LODs and debris just fine, but I can't texture or do turrets in TS.
Texturing can be tricky, depending on whether the model is already UV mapped or not, but IMHO LithUnwrap helps a lot.
As for turrets, they aren't that hard to do once you know how. The two things that can be tricky are making sure the hierarchy is right (and having a TS version with TrueView helps that) and making sure that the axis are centered right.
For use in TS1/2 (and maybe 3 if it's a Win3.1 version) you should make sure that when texturing the ship (in whatever program you use for texturing) that you use the DOS 8.3 filenames rather then Win95 long filenames, otherwise old TS versions will not find the textures and thus screw up the texturing data a bit.
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Good work, StratComm. That ship looks great. :D
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:yes: Very Good Work!!!! :yes: The detail in-game is superb!
But for a carrier at 600 meters should be overlooking your fighter/bomber. For that reason, a carrier is designed to carry strike crafts. A carrier that looks like a cruiser at 600 cannot carry several --- hundred squadrons.:( The Apsalus (Taiidan Carrier) that I modified at 600 meters is -- I can't see anything around me. :p
But overall work is good. What can I say?! ;7
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Originally posted by Rampage
:yes: Very Good Work!!!! :yes: The detail in-game is superb!
But for a carrier at 600 meters should be overlooking your fighter/bomber. For that reason, a carrier is designed to carry strike crafts. A carrier that looks like a cruiser at 600 cannot carry several --- hundred squadrons.:( The Apsalus (Taiidan Carrier) that I modified at 600 meters is -- I can't see anything around me. :p
But overall work is good. What can I say?! ;7
That ship is almost 2 km long, not 600 m. The FS viewpoint is wide angle to a certain extent; those shelves in the hanger will hold most fighters quite comfortably.
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Originally posted by StratComm
That ship is almost 2 km long, not 600 m.
I mean the distance in the screenshot from your fightercraft to the carrier was about 600 meters. At six hundred meters, my modified Taiidan carrier covers my ENTIRE view. :)
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actually, that is how close my ship is, not the screen. I'm out of the cockpit (view from target, outside view; numpad "." "/") so that isn't exactly right. At 600 meters, yes the ship does fill the screen.
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I think it's finished. The strike carrier and the rest of my new terran fleet.
EDIT: Pics removed - server exceeded bandwidth.
Check here sometime to see what I was trying to show.
http://www.geocities.com/cek_83/stratcommfleet.html
Credit, of course, to all the people who worked on the Raynor model. It is not originally mine, but it is the basis for the later ships, so it deserves to be in the pic I think :D
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OMG FRIKKIN GOD, wheres that god damn :jaw: smilie when you need it?
That HAS to be the sweetist collection of modles i have ever seen, i think su-teph may be down some time soon to ask if he can use them in DatDB
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*round of applause*
AWESOME man! I love all of them :D :yes: :yes:
Sheepy, aren't we using them all except the carrier and the smaller one? Maybe if we're lucky we could make room for them. ;)
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hmm, seem to have lost the pictures... I'll see what I can do if it is a problem
&^% geocities...
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Hehe, just tried that mission with some enemy fighters. Talk about a lot of firepower being thrown around... most of those ships are nearly devoid of laser turrets, and so the beam and flak crossfire can get really intense. Needless to say, after 15 fighters and 5 bombers, all of those ships were pretty much intact. Then with 240 fighters/bombers (in 15 waves) and 15 Rakshasa's (those didn't last too long); the carriers took a pounding, but all survived. Again, LOTS of flak and AAAf.
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*dribbles* You need to take those models and put them under glass.
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To quote a phrase: "Impressive...most impressive."
We're using the Raynor and the Archangel in DatDB. I prefer the Warlock carrier to Stratcomm's strike carrier (just my preference), so we'll be using that instead. And we already have the GTCv Nike mod as an assault corvette, so we don't need the corvette shown here, even though it is a nice one.
All the same, these ships are sweet! :nod:
And even with 900kb of space with the source code modification, I expect we'll be needing that space for stuff other than new Terran ships...remember, it's a joint Terran-Vasudan taskforce going to Shivan space! We've got new Terran ships, we need a few more Vasudan ships and a whole bunch more Shivan ships...where'd I put my list?
*wanders off searching for campaign notes...*
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whoo hoo! At least somebody is using the Raynor.
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nice ship:yes: :yes: :yes: !
but only one thing: those fighterbays look like youcould shoot right trough themwith a couple of subach shots! anyway, great ship!
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Originally posted by CODEDOG ND
whoo hoo! At least somebody is using the Raynor.
Which reminds me... I have this idea for a heavier Raynor, designed as a heavy carrier... ;)
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Originally posted by Mikhael
Which reminds me... I have this idea for a heavier Raynor, designed as a heavy carrier... ;)
pictures? anything you can show us? :D ;7
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I like the Raynor, but prefered the Segomo cause it has a small fighter bay
(the commander likes to get in the field occasionally) ;)
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Originally posted by Knight Templar
pictures? anything you can show us? :D ;7
Not yet.
Originally posted by Star Dragon
I like the Raynor, but prefered the Segomo cause it has a small fighter bay
(the commander likes to get in the field occasionally) ;)
The Raynor has a fly through hangar modelled into it. Entry behind the bridge tower and exit in the front of same.
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Hmm I always thought it was supposed to be pure battleship! Well kick my in the A$$! I'll have to try it out tonight and see. BTW how many teams use the Raynor? I thought it was just for Combat Federation?
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No the Raynor is a completely free model. There was a custom loadout made for someone, but the mod is completely public. It was, if you'll remember, a community collaboration of a project; CODEDOG did the original model, Lt. Narol and mikhael cleaned it up and textured it, and I LODed, turreted, and pathed it. So if you will do a forum search for the Raynor, you will find the same public release that most mods use.
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Actually I got it from the Mod Team Downloads (I did mission #2)
I haven't used it (or anything from CF) since ShadowWolf went out of the loop (cause I haven't permission and think it would be disrespectful). I didn't know that the Raynor was released publicly (Sorry). Has anyone heard anything about CF or ShadowWolf?
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Originally posted by StratComm
It was, if you'll remember, a community collaboration of a project; CODEDOG did the original model, Lt. Narol and mikhael cleaned it up and textured it, and I LODed, turreted, and pathed it. So if you will do a forum search for the Raynor, you will find the same public release that most mods use.
And if I ever find the time to do the updated Heavy Carrier version, I'll release that mesh similarly.
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Brilliant ship, especially with nice big hangers! :yes: :yes: :yes: :D
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Originally posted by Star Dragon
Actually I got it from the Mod Team Downloads (I did mission #2)
I haven't used it (or anything from CF) since ShadowWolf went out of the loop (cause I haven't permission and think it would be disrespectful). I didn't know that the Raynor was released publicly (Sorry). Has anyone heard anything about CF or ShadowWolf?
I'm not surprised you missed the Raynor, the thread was on the HardLight board rather then the Freespace ones.
http://www.hard-light.net/forums/index.php/topic,6426.0.html
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(http://dynamic4.gamespy.com/~freespace/ubb/noncgi/bump.gif)
sorry, had to do that... anyway, the ship is now available via links from my sig, or here (http://www.geocities.com/cek_83/strikecarrier.html)
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bandwidth exceded :D
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Yeah me messing with my webpage on a T3 wasn't helping that. Wait a little while and try again; there isn't that much stuff on the site, but I looked at it like 20 times in as many minutes.
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Another tecture suggestion otherwise its perfect. Split up the big lights into smaller shinier lights. Thinks about the red light on the bottom of the banshee. But not quite THAT shiny
EDOT:"The page you requested was not found"