Hard Light Productions Forums

Off-Topic Discussion => Arts & Talents => Topic started by: Ryx on November 22, 2002, 07:53:56 pm

Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on November 22, 2002, 07:53:56 pm
(http://w1.520.telia.com/~u52019065/Project/turretl-01.jpg)
(http://w1.520.telia.com/~u52019065/Project/turretl-02.jpg)
(http://w1.520.telia.com/~u52019065/Project/turretl-03.jpg)
(http://w1.520.telia.com/~u52019065/Project/turretl-04.jpg)
(http://w1.520.telia.com/~u52019065/Project/turretl-05.jpg)

After seeing Mik's RBC mesh, I wanted to give hi-poly modeling another go. Since all my previous attempts at hi-poly have ended badly, I haven't really bothered with it. I figured an Orion would be a good learning experience.

So far (on the Orion), I have only made a basic model of the Orion, no added details, just plain copy. Well, actually, my Orion is somewhat wider than the original. I'll probably fix that later.
This will eventually, I hope, be the large turrets on the Orion. I modelled it with 2 barrels, but I will try and get the third back in. I will model something different for the middle power-generator-thing in the rear. :)
The poly count for the turret (what you can see in the later pics) is ~6700. This is for All the stuff that make up the turret. :)

That's it for now. :p
Title: WIP - The Orion Project (IMGS!!!)
Post by: mikhael on November 22, 2002, 08:00:49 pm
I see you rounded off the bottom of the upper half. That looks excellent. :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ashrak on November 23, 2002, 03:11:39 am
ryx when u get the orion modellled do try to convert it to LW (i see some nice renders for TT) :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Shrike on November 23, 2002, 04:01:01 am
Nice turret.

Too bad it isn't like the ones on the Orion.  ;)

Sorry, but it's not FS-y.  FS does vertically oriented turrets mostly.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ashrak on November 23, 2002, 04:21:18 am
Quote
Originally posted by Shrike
Nice turret.

Too bad it isn't like the ones on the Orion.  ;)

Sorry, but it's not FS-y.  FS does vertically oriented turrets mostly.



cut the bull with all-has-to-be-linear

maybe the time has ACTUALLY moved on and the turrets were upgraded SINCE the game came out.....
Title: WIP - The Orion Project (IMGS!!!)
Post by: Turnsky on November 23, 2002, 04:25:28 am
he's right, the orion's turrets have not changed since fs1 and need to be updated..
Title: WIP - The Orion Project (IMGS!!!)
Post by: Shrike on November 23, 2002, 04:31:08 am
Quote
Originally posted by Ashrak
cut the bull with all-has-to-be-linear

maybe the time has ACTUALLY moved on and the turrets were upgraded SINCE the game came out.....
So what?  Sure, the detail should be updated for a high poly model, but that doesn't mean the basic design is wrong and should be changed.  You want to make an Orion, at least make one that looks right.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on November 23, 2002, 04:33:28 am
Allright then, It'll be an Orion variant/retrofit/whatever. (http://w1.520.telia.com/~u52019065/smiley/whipcrack.gif)

:D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Turnsky on November 23, 2002, 04:41:16 am
I.e how an orion would look like if it was actually built..
Title: WIP - The Orion Project (IMGS!!!)
Post by: Shrike on November 23, 2002, 04:51:02 am
Quote
Originally posted by Turnsky
I.e how an orion would look like if it was actually built..
You mean with vertically oriented turrets? :p

The twin-turret design can be a variant, but I don't see why having a turret higher than it is long is a bad thing.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on November 23, 2002, 04:59:25 am
Quote
Originally posted by Shrike
You mean with vertically oriented turrets? :p

The twin-turret design can be a variant, but I don't see why having a turret higher than it is long is a bad thing.


Hmm, I missunderstood(sp?) you earlier then. I intend to put more stuff on top there, so It will be more vertical than it is. Just have to figure out what to put there.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Shrike on November 23, 2002, 05:56:07 am
Just remember that the dorsal/ventral turrets have a primary role of covering the dorsal/ventral arcs.  Yours looks more like a broadside-style one.

Just some commentary.
Title: Chrome...
Post by: Star Dragon on November 23, 2002, 06:40:13 am
Make those turrents chrome and get rid of that blue/yellow combo (It's not working for me).. as for not being "freespacey"??? :wtf:

   simply AWESOME! I love those turrents! I wanna mount them on my EDF fleet!. Right now I learned some stuff cause of a texture name problem and ended up getting the Xanthus textured cause I was sick of it being invisible. Here it is!
 
   (http://photo.starblvd.net/Star_Dragon/2-1-5-1039732973?m=0&pg=1&ro=0&co=4)
(http://photo.starblvd.net/Star_Dragon/2-2-4-1039831946?m=0&pg=1&ro=1&co=3)

   Of course this was just a first attempt and since I have no skills I just renamed textures until I found some that fitted.. .POF still needs thrusters/engine glows but WORKS IN GAME!
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on November 23, 2002, 07:23:16 am
that's just the mesh colours, no material has been given yet, don't rush things man ;)
Anyway, the turret design is cool, but I have to agree with Shrike, that's not what I would imlagine for an Orion turret. It should be more blocky, more like a ... a box, I'd say. In fact, I would ( ok, that's what I did with my herc2 anyway ) import the pof, and use the mesh as a template and build around, to keep the proportions right.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on November 23, 2002, 10:51:10 am
(http://w1.520.telia.com/~u52019065/Project/Orion_01.jpg)

Just the basic shape.



(http://w1.520.telia.com/~u52019065/Project/turretl-06.jpg)
(http://w1.520.telia.com/~u52019065/Project/turretl-07.jpg)
(http://w1.520.telia.com/~u52019065/Project/turretl-08.jpg)

~11000 polys. Figuring that middle thing out and cleaning boolean's what taken up most of my day, thus far.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Pera on November 23, 2002, 10:56:30 am
:nod: Looking good. Though I have no idea what parts of the ships those are :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on November 23, 2002, 11:16:55 am
Quote
Originally posted by Pera
:nod: Looking good. Though I have no idea what parts of the ships those are :D


You are looking at one of those large turrets. :)

Here's a better pic (http://w1.520.telia.com/~u52019065/Project/turretl-09.jpg).
Title: WIP - The Orion Project (IMGS!!!)
Post by: Sheepy on November 23, 2002, 11:31:09 am
wheres the :drool: smilie when you need it?
Title: WIP - The Orion Project (IMGS!!!)
Post by: Mr Carrot on November 23, 2002, 11:48:16 am
the turrets look super good :yes:

but they dont look like theyd be much use in space combat because they cant turn directly upward? tell me if im wrong but they look like they only have limited traverse, a bit crap if your trying to engage ships directly above or below you.
Title: WIP - The Orion Project (IMGS!!!)
Post by: mikhael on November 23, 2002, 01:24:58 pm
Quote
Originally posted by Shrike
Too bad it isn't like the ones on the Orion.  ;)
Sorry, but it's not FS-y.  FS does vertically oriented turrets mostly.


Shrike's right. To that end, I'll be getting rid of that Mjolnir model. Its got entirely too many extraneous bits for a Freespace model--and besides, its nothing like the V-maps anyway.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ashrak on November 23, 2002, 01:49:25 pm
Quote
Originally posted by mikhael


Shrike's right. To that end, I'll be getting rid of that Mjolnir model. Its got entirely too many extraneous bits for a Freespace model--and besides, its nothing like the V-maps anyway.


your kidding.....right?
Title: WIP - The Orion Project (IMGS!!!)
Post by: HeX on November 23, 2002, 02:28:47 pm
He better be sarcastic cause there is no way that I can see getting rid of an amazing work of modeling over not looking like a low-poly game's version.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on November 23, 2002, 03:40:11 pm
he just means he'll make a new one :p
Title: WIP - The Orion Project (IMGS!!!)
Post by: mikhael on November 23, 2002, 04:06:14 pm
Nope. Shrike's right. Its not Freespace enough. I didn't model it like a Volition Mjolnir, so its gotta go.


Of course I'm being sarcastic.
Title: WIP - The Orion Project (IMGS!!!)
Post by: HeX on November 23, 2002, 04:40:32 pm
Thank god. Thought for a moment there that someone took Shrike's advice. That'd be a crime. :D (j/k Shrike)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Redfang on November 23, 2002, 04:59:16 pm
Very nice. I like. :yes:
 
Quote
Originally posted by HeX
Thank god. Thought for a moment there that someone took Shrike's advice. That'd be a crime. :D (j/k Shrike)
:lol:
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on November 23, 2002, 06:13:22 pm
The barrels will actually be ably to elevate to a near* vertical position, question is how to model the parts beneath the turret. Would they use some sort of hydralic system, like on they do on (some types of) trucks?

*How high would depend on how it looks finished.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Alikchi on November 23, 2002, 06:48:19 pm
I would have to agree with Shrike here. The turrets look nice, but nothing like the Orion ones, and not in the same style, either.
Title: It just occurred to me...
Post by: Star Dragon on November 23, 2002, 08:12:30 pm
Besides the Database on campaigns, there should me a model database. OR more specifically a parts section. It would be cool for those people  :nervous:  with no modling skill (ok just me) to go and download bits and pieces and join them to gether to build a Hybrid ship... Think of Mr. Potato Head (But for FS2)? say you like X's main body, but Y's turrents, and Z's engine attachment... With a modular assortment ship design and construction might go faster and easier. I figure some people like to do certain things more than others... Some might like Bridges and others turrents ect... Granted not everything would be compatible BUT I think this would be a cool database project and would influence model making in the future (As well as get some cool ships constructed though one might lack the skill to make the individual parts, they have an idea of what it should look close to)...?

BTW I love what you did to the back housing of those turrents! Please make a LP version though cause they really should be used and not just admired! (even if it is from just the recieving end...."Boy this ship is MURDER...Cool turrents though..AHHHH!...") :lol:
Title: WIP - The Orion Project (IMGS!!!)
Post by: Shrike on November 24, 2002, 12:27:25 am
Quote
Originally posted by mikhael
Shrike's right. To that end, I'll be getting rid of that Mjolnir model. Its got entirely too many extraneous bits for a Freespace model--and besides, its nothing like the V-maps anyway.
You're being an idiot.  :rolleyes:

Quote
Originally posted by HeX
Thank god. Thought for a moment there that someone took Shrike's advice. That'd be a crime. :D (j/k Shrike)
You're being an idiot too. :rolleyes:

You guys seriously don't get it do you.  It's not that it doesn't look exactly like the Orion turrets, it's that it looks nothing like the Orion turrets.  It doesn't even have enough barrels!  If you're making a replica, you should aim to combine accuracy and style.  But when you get multiple people looking at it and saying 'that doesn't look like X' you know something isn't right.

Look, it's a great turret, and it's got excellent detail.  Personally, I've given up on 11k turrets myself, they tend to drive the polycount way up when you add a dozen to one model, but that doesn't mean it's bad to do put those kinds of details on them.  And a reasonable amount of time has probably been done on this, which probably means it's all the harder to give it up.  But doesn't it make sense to make it so someone will look at it and say 'yep, that's an Orion' then when they zoom in, go 'wow, look at all the details!' instead of 'something just isn't right'?

Something like a Mjolnir is easy, the original model is very basic and you can do a lot of superdetailing without getting away from the basic design. (although I figure the outer 'wings' were the heat sinks and would have modelled them differently, but that's irrelevant to the discussion)  You can look at the Mikheal's Mjolnir model and go 'wow, look at all the detail' and imagine that's what it would look like in high-polygon glory.  Why?  Because he was faithful to the basic design and didn't take any significant liberties, he did an excellent job of converting the Mjolnir to a high-poly format and put his own touches in the details.

Why not save the turret for your own ship - no sense wasting it - and do replacement ones that are close to the FS turrets?  I can't force you and I wouldn't bother even if I could.  It's your model.  But someone has to be a critic.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Galemp on November 24, 2002, 12:36:44 am
Quote
Originally posted by Shrike [/B]


What he said. :nod:
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ace on November 24, 2002, 12:37:59 am
My opinion pretty much matches Shrike on this. The turret I'd say would be perfect for say the Aeolus which has that gritty WWII style two-barreled turret.

Anyways I should keep my mouth shut on this mostly because I'm not too skilled at modeling yet ;)
Title: WIP - The Orion Project (IMGS!!!)
Post by: mikhael on November 24, 2002, 12:44:12 am
Quote
Originally posted by Shrike
You're being an idiot.  :rolleyes:
 


Note the admission of "sarcasm" in my previous post up there. ;)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on November 24, 2002, 07:53:35 am
(http://w1.520.telia.com/~u52019065/Project/turretl-10.jpg)
(http://w1.520.telia.com/~u52019065/Project/turretl-11.jpg)
(http://w1.520.telia.com/~u52019065/Project/turretl-12.jpg)
Polycount: ~13500

Right I feel I've spent enough time on those generator things. Time to return to the actual turret. Now I feel, I have to model some sort of mechanism, that moves the barrels up and down, so that's what I hope to do today. I am still going to try to get a third barrel in there! :)


Here's a screenshot (http://w1.520.telia.com/~u52019065/Project/Turretscr01.jpg) from the perspective view port in MAX. :)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on November 24, 2002, 08:11:37 am
you know, just make the main body of the turret "taller" and the barrels shorter, and that would probably work fine for an orion turret.
Btw, Shrike, in movies like in games, there's lods, such a turret would be used only for close ups, I always found a bit reidiculous to provide super detailled meshes w/o the lods (  even max has a LOD modifier, not named like that, but still ).
Title: WIP - The Orion Project (IMGS!!!)
Post by: Corhellion on November 24, 2002, 09:49:04 am
ACK! I see a red X-box

your linkies are broken Ryx
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on November 24, 2002, 10:03:36 am
Pics load fine for me....

Small update
(http://w1.520.telia.com/~u52019065/Project/turretl-13.jpg)

hmm, I could try resizing the barrels. Problem is, I like the big barrels. I'll look at it anyway. :)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ashrak on November 24, 2002, 10:41:16 am
holy smackers make an orion like that and do remembre to make turrets seperate from model :D also LW conversion :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Anaz on November 24, 2002, 11:25:50 am
damn....where is that jaw smiley when you need it....


:eek2: :eek2: HOLY CRAP THAT IS AWESOME!!!!!!

meh...that is no substitute...
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ulala on November 24, 2002, 12:15:18 pm
Personally, I was never really a big fan of the Orion, probably because I didn't get to play FS1 too much, but whether or not you use that on an Orion or some other ship, that is one awesome looking turret. :nod:

[Edit] One thing I noticed is that the 3 barrel turret is a little crowded, not by the barrels, but down in front on the base where the 3 little triangular prong thingies (lol, sorry.. I sound like an idiot) it looks kinda crowded down there. Sorry I can't provide like an alternative, but you might want to look into something. Or not! It's you're model, and I haven't modeled anything in my life, so...:ha: [/Edit]
Title: WIP - The Orion Project (IMGS!!!)
Post by: beatspete on November 24, 2002, 12:19:39 pm
Wow, those models are actually quite beautiful, in their own way. The high poly stuff being produced by you guys is really impressive :yes:
Title: WIP - The Orion Project (IMGS!!!)
Post by: mikhael on November 24, 2002, 01:02:23 pm
Quote
Originally posted by Ryx
(http://w1.520.telia.com/~u52019065/Project/turretl-11.jpg)
Polycount: ~13500

Right I feel I've spent enough time on those generator things. Time to return to the actual turret. Now I feel, I have to model some sort of mechanism, that moves the barrels up and down, so that's what I hope to do today. I am still going to try to get a third barrel in there! :)

You might want to burn a few more polys on the hairpin bends on those tubes. :D Of course, you'll almost NEVER see them that close, but still... ;)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on November 24, 2002, 03:01:23 pm
Quote
Originally posted by mikhael

You might want to burn a few more polys on the hairpin bends on those tubes. :D Of course, you'll almost NEVER see them that close, but still... ;)

Well, when I resized stuff for the third barrel, I had to redo those hoses and they look a bit better now. Otherwise, I think tweaking around with the smoothing should work pretty well.

(http://w1.520.telia.com/~u52019065/Project/Turretl-14.jpg)
As per Venom's suggestion, I scaled the turrets down 60%, and it turned out pretty well.
There are a few minor details I want to put in, but otherwise modeling is finished. At least, I can't think of anything more to do.
Title: WIP - The Orion Project (IMGS!!!)
Post by: mikhael on November 24, 2002, 03:03:53 pm
Very nice. There's a few flat surfaces that I'd add detail to, but you'll probably use textures for that. :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ashrak on November 24, 2002, 03:09:10 pm
nice cant wait to render with that :)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Stryke 9 on November 24, 2002, 04:18:06 pm
Man, now I'm losing interest in my own ****. Quick, gimme an estimate on how long that took so I can feel better.:D

I give it four idolatries out of five. Waiting on the completed for the last.

(http://www.the-underdogs.org/forum/images/smiles/icon_bow.gif) (http://www.the-underdogs.org/forum/images/smiles/icon_bow.gif) (http://www.the-underdogs.org/forum/images/smiles/icon_bow.gif) (http://www.the-underdogs.org/forum/images/smiles/icon_bow.gif)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on November 24, 2002, 05:10:52 pm
oh, I don't know, 3-4 days.
Title: WIP - The Orion Project (IMGS!!!)
Post by: HeX on November 24, 2002, 08:19:58 pm
Quote
Originally posted by Shrike

You're being an idiot too. :rolleyes:



Yeah well we all got our hobbies. :p


Regardless, I'm interested to see what the Orion could look like with these kind of turrets. Could be interesting. Might even look better then the original design which I found to be....blah. Honestly, the Orion turrets were IMO absolute crap looking. A totally unique design could add much.
Title: WIP - The Orion Project (IMGS!!!)
Post by: HeX on November 24, 2002, 08:21:32 pm
And from what I'm seeing, this is going to be a DAMN impressive model. :eek2:
Title: WIP - The Orion Project (IMGS!!!)
Post by: WMCoolmon on November 24, 2002, 09:32:17 pm
Just so long as he doesn't decide to model the entire crew, too :nervous:
Title: WIP - The Orion Project (IMGS!!!)
Post by: Warlock on November 24, 2002, 09:44:39 pm
Turret looks great .... just I have to agree with Shrike....just doesn't look .... FS-ish to me.

Scarey thing is my GF agreed .... and she's only caught a few glimpses of FS2 this weekend after I finally reinstalled it.

But like i said ... the model itself looks excellent ! :D Damned good job
Title: WIP - The Orion Project (IMGS!!!)
Post by: delta_7890 on November 24, 2002, 09:56:44 pm
Bah, who cares if it isn't FS-ish?  Methinks the Orion could use a bit of a redesign anyways!
Title: WIP - The Orion Project (IMGS!!!)
Post by: Warlock on November 24, 2002, 10:14:59 pm
Well hey if it's an Orion MK II go for it :D

just saying Shrike has a point,... you can't really call a design a repilca if you're not trying to be as close to 100% to the original as possible.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on November 25, 2002, 03:22:43 am
Quote
Originally posted by Warlock
Well hey if it's an Orion MK II go for it :D

just saying Shrike has a point,... you can't really call a design a repilca if you're not trying to be as close to 100% to the original as possible.


*cough*
Quote
Originally posted by Ryx
Allright then, It'll be an Orion variant/retrofit/whatever. (http://w1.520.telia.com/~u52019065/smiley/whipcrack.gif)

:D

*cough*
:p
Title: WIP - The Orion Project (IMGS!!!)
Post by: Warlock on November 25, 2002, 07:08:47 am
LOL OK got me ... I was half asleep when I read the thread last night :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Galemp on November 25, 2002, 07:55:03 am
ARRRRRRRRGHHHH!!!!!!! :mad: That's it, I'm making my own Terran Huge Turret hi-poly model that LOOKS like the one on the Orion. I can't stand having this on there.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Galemp on November 25, 2002, 09:46:56 am
Here, just some quick fiddling around in Rhino. Needs work, obviously, but it's what I'd like to see.
Title: WIP - The Orion Project (IMGS!!!)
Post by: vyper on November 25, 2002, 10:30:38 am
*must see in-game one day...*
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on November 25, 2002, 11:33:28 am
(http://w1.520.telia.com/~u52019065/Project/Turretl-16.jpg)
(http://w1.520.telia.com/~u52019065/Project/Turretl-17.jpg)

A bit better. Now I want to put a little colour somewhere, but where?
I was thinking about putting some kind of text on the side of the turrets, but what should it say?

Anyone have any ideas for a better colour on the 'main' turret bit? I was thinking brownish, but I'd thought i'd ask first. :nervous:
Quote
Originally posted by GalacticEmperor
Here, just some quick fiddling around in Rhino. Needs work, obviously, but it's what I'd like to see.


 I suggest you continue modeling that then. I'm not changing mine, at this point. :p
Title: WIP - The Orion Project (IMGS!!!)
Post by: Mr Carrot on November 25, 2002, 11:45:42 am
Looks great but get rid of the glowing lights it makes it look all cheap sci fi instead of real gritty millitary hardware.
Title: WIP - The Orion Project (IMGS!!!)
Post by: StratComm on November 25, 2002, 12:28:27 pm
Quote
Originally posted by Ryx

I was thinking about putting some kind of text on the side of the turrets, but what should it say?

Anyone have any ideas for a better colour on the 'main' turret bit? I was thinking brownish, but I'd thought i'd ask first. :nervous:


Serial numbers/letters seem appropriate for turrets (it's not like the gunners would be outside the ship to paint it with something else).  As for color, steel grey really seems most appealing, or perhaps a dull black.  Something really neutral.  Of course, on the orion they were yellow, but I think this has gone past that point long ago.
Title: WIP - The Orion Project (IMGS!!!)
Post by: mikhael on November 25, 2002, 12:44:24 pm
Quote
Originally posted by StratComm
...Of course, on the orion they were yellow...


ShivanBubba:   Hey Carl! Look! They made sure we could see their turrets real clear like!

ShivanCarl: Yeehaw doggie! Lets defang'em, Bubba!



Just say no to yellow turrets. ;)

This is also a good reason to avoid glowing bits on turrets, but glowing bits look better than yellow plating. ;)
Title: WIP - The Orion Project (IMGS!!!)
Post by: wEvil on November 25, 2002, 02:02:49 pm
looking good

What i'd recommend is sthinking about those nice and easy-to-pop cables that possibly power the gun?

Freespace2 orions have a very blue metal-outlook with a matte finish, so try working that into the cannon.  Add some details around the flat areas as well if you can be bothered :)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on November 25, 2002, 05:26:33 pm
(http://w1.520.telia.com/~u52019065/Project/Turretl-18.jpg)
(http://w1.520.telia.com/~u52019065/Project/Turretl-19.jpg)
(http://w1.520.telia.com/~u52019065/Project/Turretl-20.jpg)
Just to show of the lights I added to the mesh and some new extrusions. :)
So what's better? lights, or no lights.
Quote
Originally posted by wEvil
looking good

What i'd recommend is sthinking about those nice and easy-to-pop cables that possibly power the gun?

Freespace2 orions have a very blue metal-outlook with a matte finish, so try working that into the cannon.  Add some details around the flat areas as well if you can be bothered :)

Added some extrusions. :)
Yeah, I thought about that too, but decided against doing something more "real", 'cause I don't think many people will do render's with the turret so up-close you'll notice. :nervous:


Quote
Originally posted by StratComm


... As for color, steel grey really seems most appealing, or perhaps a dull black.  ...


Right now the colour's a greyish-blue. :) See pics. I have decided to leave the text bit to another day.
Title: WIP - The Orion Project (IMGS!!!)
Post by: WMCoolmon on November 25, 2002, 05:26:36 pm
Quote
I was thinking about putting some kind of text on the side of the turrets, but what should it say?


"This space for rent" :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: mikhael on November 26, 2002, 02:00:11 am
Quote
Originally posted by WMCoolmon


"This space for rent" :D


Better yet, the ever classic "Shoot Me", as seen on the bottom of target drones. ;)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Bobboau on November 26, 2002, 02:09:29 am
///caution///

--stand clear--
:ick
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on November 26, 2002, 02:35:00 am
Quote
Originally posted by Bobboau
///caution///

--stand clear--

listen to bob, kids :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on November 26, 2002, 06:18:04 am
:sigh: If the glows are so horrible I might as welll remove 'em.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Tar-Palantir on November 26, 2002, 07:54:51 am
Quote
I was thinking about putting some kind of text on the side of the turrets, but what should it say?


How about 'Hot' on one side and 'Cold ' on the other?
Title: WIP - The Orion Project (IMGS!!!)
Post by: Mr Carrot on November 26, 2002, 08:04:07 am
I wouldnt say the glows are "horrible" they just dont fit the gun....
Title: Must have, must shoot...
Post by: Star Dragon on November 26, 2002, 08:46:19 am
:yes:

I LOVE THEM!

I see you went with the chrome (good choice, Jabba is pleased) ;)

The glows really make it stand out (especially feels like it's powered up and ready to fire!)
Title: WIP - The Orion Project (IMGS!!!)
Post by: neo_hermes on December 07, 2002, 06:44:41 pm
:eek2:Excellent
Excellent :nod:
Title: WIP - The Orion Project (IMGS!!!)
Post by: WMCoolmon on December 07, 2002, 08:34:16 pm
Quote
Originally posted by Bobboau
///caution///

--stand clear--

Drawing inspiration from Bobboau's idea and "Caution: contents may be hot after heating," I nominate "Avoid the beam and you won't get hit" ;)
Title: WIP - The Orion Project (IMGS!!!)
Post by: NeoHunter on December 07, 2002, 09:31:49 pm
Looking good! I like the details on the cannons.

When do you think you can get it completed???
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on December 08, 2002, 03:17:32 am
There are some stuff left to do on the front section, but otherwise that's finished.

I should point out now, that it isn't a texture-to-mesh thing. My skillz are not there yet. Polycount for the nearly completed section's ~16k, IIRC.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Fetty on December 08, 2002, 04:38:51 am
:eek2:

*2 hours later*

:eek2:


im seeing an animation right infront of my eyes

beautiful ....
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on December 08, 2002, 05:07:04 am
thanx :)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on December 09, 2002, 04:54:55 pm
Ok an update for real this time.
(http://w1.520.telia.com/~u52019065/Project/Orion02.jpg)

Made an error here (below)
(http://w1.520.telia.com/~u52019065/Project/Orion04.jpg)
(http://w1.520.telia.com/~u52019065/Project/Orion07.jpg)
(http://w1.520.telia.com/~u52019065/Project/Orion13.jpg)
(http://w1.520.telia.com/~u52019065/Project/Orion20.jpg)
Forward dock point.

And finally...
(http://w1.520.telia.com/~u52019065/Project/orion15.jpg)

As, I said - not exactly texture-to-mesh. I should have used booleans more often then I did, 'cause the MAX booleans started to act funny.
I'm going to put windows on those extrusions, but I can't seem to find a good way to do it (short of modeling them). Any ideas?
Title: WIP - The Orion Project (IMGS!!!)
Post by: Unknown Target on December 09, 2002, 05:45:20 pm
*jaw drops*


Woooooooowwwww!!!!!
How do you do all that detail, anyways?
Title: WIP - The Orion Project (IMGS!!!)
Post by: Terawatt_99 on December 09, 2002, 05:48:01 pm
model them! :D


(at least give it a shot, and keep going on them until someone posts a better idea, instead of waiting around, so that if nobody has any good ideas then you won't have wasted all this time waiting around :) )
Title: WIP - The Orion Project (IMGS!!!)
Post by: Unknown Target on December 09, 2002, 05:50:54 pm
Um, dude, those are the models. :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: wEvil on December 09, 2002, 06:02:02 pm
purdy..thats going to be an utter ***** to texture though
Title: WIP - The Orion Project (IMGS!!!)
Post by: Stryke 9 on December 09, 2002, 06:06:46 pm
I'm going to assume that's all a disp mapper so that I don't have to beat you over the the head for having infinitely more free time than me.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Galemp on December 09, 2002, 06:07:28 pm
Funny, I had always thought of those lights as recessed rather than extruded.

Why aren't you smoothing the curve?! :eek:
Title: WIP - The Orion Project (IMGS!!!)
Post by: Carl on December 09, 2002, 06:12:20 pm
"sweeeet"-Eric Cartman
Title: WIP - The Orion Project (IMGS!!!)
Post by: Carl on December 09, 2002, 06:14:27 pm
but with the turrets, make the base square, not round.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Galemp on December 09, 2002, 10:05:36 pm
The base is square. It just has a circular turntable so the turret can rotate. Note the notches for the rotation gears.

Lots of attention to detail, very good. :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on December 10, 2002, 03:51:38 am
Thanks all. :)

All is created with extrude, bevel, inset, shapemerge, etc. I made best friends with the Create poly tool for all those nasty overlapping faces. It's all geometry no dicp. maps at all.
The turrets are circular, though, but those smaller turrets are more square.
I don't expect the texturing to be easy, no. :sigh:
Title: WIP - The Orion Project (IMGS!!!)
Post by: Terawatt_99 on December 10, 2002, 06:29:01 pm
Quote
Originally posted by Unknown Target
Um, dude, those are the models. :D


i was talking about the windows that he says he wants to do...
Title: WIP - The Orion Project (IMGS!!!)
Post by: Sandwich on December 10, 2002, 07:09:53 pm
A few things... first off... WHY DIDN'T I SEE THIS BEFORE?!!!?!?!??!?!?! :D

Second: for the turrets, can I recommend you increase the diameter of the barrels by 20% or so? They look disproportionatly small to the turret itself.

Third: I agree with GE on one count - I always thought those windows were recessed, not extrusions or on extrusions.

But I think that having the fore-dorsal ( = Top-front for you land-lubbers! Yar!!) "curve" as distinctly angled flat sections is uber-cool. :D MAke sure to leave smoothing for that section off! :p

Fourth: on those hull extrusions that stick up the most, model a reason for the season - give 'em some grilles on their sides or something... or you could just texture their sides with grilles.... whatever. I just like things to look like they have a purpose of some sort. :)

Fifth: Did I say: :JAW:!!!!!!! :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: WMCoolmon on December 10, 2002, 08:01:55 pm
Quote
Originally posted by Sandwich
Fifth: Did I say: :JAW:!!!!!!! :D

Yes, but I think you meant :eek2: :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ace on December 11, 2002, 05:02:40 pm
I'd just add some window portholes on the sides of the vertical extrusions Sandwich mentioned, as it makes sense that some of the areas would be observation decks or quarters for officers, etc. (there would be plenty of quarter space for such a crew in the front "nose" especially considering that probably the entire rear and center section is for the reactor and reaction-mass save for the hangar and ordinance areas. Also just because the top and bottom extrusions have viewing portholes doesn't mean that those areas of the hull are weak ;)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Shrike on December 11, 2002, 05:08:41 pm
*avoids commenting on the turrets*

Looks good so far, although it seems wide.... could just be the fact that it's not the entire hull.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Unknown Target on December 11, 2002, 05:28:52 pm
Hey, BTW, how do you do those panels?
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on December 11, 2002, 05:32:21 pm
Quote
Originally posted by Shrike
*avoids commenting on the turrets*

Looks good so far, although it seems wide.... could just be the fact that it's not the entire hull.


It used to be wider, actually. but it's pretty close now compared to my converted fs2 Orion, IIRC. I'll check again to make sure, though. :)

Also I have decided to go with geometry windows. :)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on December 12, 2002, 03:04:44 am
well, it sure is too wide, the front section is almost a square section, it's nearly two times too wide I think... Then again, maybe I'm just plain wrong, I admit I didn't see the orion mesh for quite some time...

Just checked, I'm plain wrong :P seems I'm already becoming senile, I'm losing my memories, aaaaaaaaaaaaaaah!

btw, looks great so far.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Styxx on December 12, 2002, 05:48:52 am
Nice work.

*also avoids commenting on the turrets*'
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ashrak on December 12, 2002, 06:42:59 am
oh man convert it to LW too its like WOW!!!!!!!! some coool rendering opertunities :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on December 12, 2002, 08:10:26 am
(http://w1.520.telia.com/~u52019065/Project/Orion23.jpg)
(http://w1.520.telia.com/~u52019065/Project/Orion24.jpg)
(http://w1.520.telia.com/~u52019065/Project/Orion25.jpg)
(http://w1.520.telia.com/~u52019065/Project/Orion26.jpg)

Don't mind the textures too much, just a test. :nervous:
Title: WIP - The Orion Project (IMGS!!!)
Post by: Sandwich on December 12, 2002, 08:50:10 am
Quote
Originally posted by Ryx
Don't mind the textures too much, just a test. :nervous:



Ahh, ok - I was worried! :p


Lookin' good! :)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Darkage on December 12, 2002, 10:14:02 am
1: **** ME!!!


Damn this is damn good dude !

Great details ! on the front section;)
I realy need to learn how to model.

*Go's back to model a cube and a shpere*
Title: WIP - The Orion Project (IMGS!!!)
Post by: mikhael on December 12, 2002, 11:04:28 am
Quote
Originally posted by Ashrak
oh man convert it to LW too its like WOW!!!!!!!! some coool rendering opertunities :D


In the conversion process the thing ends up as pure triangles. Let me tell you: Ryx Orion as pure triples HURTS MY MACHINE. And its just the front end, with no turrets. :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ashrak on December 12, 2002, 11:14:39 am
Quote
Originally posted by mikhael


In the conversion process the thing ends up as pure triangles. Let me tell you: Ryx Orion as pure triples HURTS MY MACHINE. And its just the front end, with no turrets. :D


dont tell me it cant be converted....
Title: WIP - The Orion Project (IMGS!!!)
Post by: mikhael on December 12, 2002, 11:22:16 am
Of course it can. It just becomes very polylicious due to conversion. And you'll likely have to redo the textres/surfacing yourself--if Ryx releases it.

Which reminds me. Class is over. Gotta finish these models for Narol so I can get back to the Herc, and then the Medusa.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on December 12, 2002, 11:24:33 am
Quote
Originally posted by Ashrak


dont tell me it cant be converted....


It can be converted. Problem is, conversion tends to bad things to the poly-count.
The .dxf-format, for instance, loads all triangles non-welded. At least, in my experience. :sigh:
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on December 12, 2002, 11:34:54 am
Quote
Originally posted by Ryx


It can be converted. Problem is, conversion tends to bad things to the poly-count.
The .dxf-format, for instance, loads all triangles non-welded. At least, in my experience. :sigh:


yeah, a DXFformat won't keep the UV settings either. BTW, you probably can untriangulate the mesh in LW, so that's not a big pb.
Title: WIP - The Orion Project (IMGS!!!)
Post by: mikhael on December 12, 2002, 12:21:11 pm
Quote
Originally posted by venom2506


yeah, a DXFformat won't keep the UV settings either. BTW, you probably can untriangulate the mesh in LW, so that's not a big pb.


Not without a plugin. LW doesn't have any default functions for seeking coplanar neighbors and merging with them. As one of the Lightwave greats said, "Adding Polys easy, getting rid of them is hard work."
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on December 12, 2002, 12:57:01 pm
mmh... rather tahn polys, search in the edge tools. untriangulating has, actually, nothing to do with polys :P It's just a matter of turning some edges invisible.
Title: WIP - The Orion Project (IMGS!!!)
Post by: mikhael on December 12, 2002, 01:05:31 pm
I'm probably not being terribly clear: I can merge polys just fine. Pick poly A, pick poly B, hit SHIFT+Z. two triangls become1 quad.

that's not the problem.

Meshes like Ryx's Orion, have about 100000 triangles. And there's no handy tool in lightwave to SAFELY remove edges like that.

Reduce-Polys will merge polys and drop edges--but it very often makes polys disappear for no discernible reason. Even on its most conservative and "safe" settings, it will make some 3 pt polys just vanish. Just to make sure, I tested it again on my HercMk1 model and watched it kill have the tail end of the main body. Very simple geometry back there, no degenerate polys or anything.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Riven on December 12, 2002, 02:46:22 pm
Looking absolutly :jaw: :jaw::jaw::jaw::jaw: droppingly good Ryx and you guessed it, i'm here trying to recruit for the Realization project, and seeming as this is the most realistic model ever produced do you wana join?
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on December 13, 2002, 03:09:22 am
Quote
Originally posted by mikhael
Meshes like Ryx's Orion, have about 100000 triangles. And there's no handy tool in lightwave to SAFELY remove edges like that.
 


oh yeah, didn't understand right.
Tho I can't understand that either, how the hell can a conversion add polys? Just like ryx is applying a meshsmooth modifer right before converting :doubt:
Title: WIP - The Orion Project (IMGS!!!)
Post by: mikhael on December 13, 2002, 11:32:19 am
Quote
Originally posted by venom2506

how the hell can a conversion add polys?


3dsMax->Lightwave generally converts all faces to triangles, Venom.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on December 13, 2002, 11:59:40 am
Quote
Originally posted by mikhael


3dsMax->Lightwave generally converts all faces to triangles, Venom.


and how does that increases the number of faces in any way?
a polygon is made of triangles, if it conerts your quads to triangles, you still have the same number of polys, nothing is changed. So I don't understand. :blah:
Title: WIP - The Orion Project (IMGS!!!)
Post by: Carl on December 13, 2002, 12:22:24 pm
what? how would coverting quads to triangles not increase polycount? you're not making sense, venom.
Title: WIP - The Orion Project (IMGS!!!)
Post by: mikhael on December 13, 2002, 12:24:35 pm
All Non Triangular Faces are converted to Triangular faces, presenting you with a lot more edges, more normals, etc. A mesh tha is composed of nothing but rectilinear polys is faster to render in realtime and manipulate than one composed of triangular polys. 100K quads vs 200k triangles creates a huge performance hit.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on December 13, 2002, 01:56:17 pm
mmh, no.
the edges are still there, just not visible, the vertex count hasn't changed I bet, so you can't have more olys right? anyway, not gonna argue with you. just ask Ryx how many polys he has in max ( max gives you only triangulated polycount, that's for a reason ).
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on December 13, 2002, 01:59:29 pm
(http://w1.520.telia.com/~u52019065/Project/Orion29.jpg)

And ~15.3 kpolys :)
Title: WIP - The Orion Project (IMGS!!!)
Post by: mikhael on December 13, 2002, 02:01:36 pm
Quote
Originally posted by venom2506
mmh, no.
the edges are still there, just not visible, the vertex count hasn't changed I bet, so you can't have more olys right? anyway, not gonna argue with you. just ask Ryx how many polys he has in max ( max gives you only triangulated polycount, that's for a reason ).


No, the vertex count hasn't changed, but a TWO TRIANGLES have twice as much ancillary data (you know, normals, UV and surfacing information, etc) than ONE QUAD. There /is/ a difference. If there was no difference, I wouldn't have mentioned it, would I? Fire up Lightwave and give it a shot so you know what I'm talking about.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on December 13, 2002, 02:05:02 pm
hit"q" or "a" ( dunno, english keyboard stuff) to be sure.
anyway if it's 15.3 k, there's no way even if it was an untriangulated mesh it would turn to be more than 100k.
see my point? there's obviously something else.
Title: WIP - The Orion Project (IMGS!!!)
Post by: mikhael on December 13, 2002, 02:07:58 pm
Quote
Originally posted by venom2506
hit"q" or "a" ( dunno, english keyboard stuff) to be sure.
anyway if it's 15.3 k, there's no way even if it was an untriangulated mesh it would turn to be more than 100k.
see my point? there's obviously something else.


Venom, the 100k vs 200k numbers were picked as an illustrative example of the difference between quads and triangles NOT AS NUMBERS FROM RYX' MESH.

You seem to be confusing me talking about Ryx's mesh and me talking about the differences between quads and triangles (both of which are polys AND faces).

Are you clear now, or do you need me to explain it in more detail?
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on December 13, 2002, 02:09:24 pm
Quote
Originally posted by mikhael


No, the vertex count hasn't changed, but a TWO TRIANGLES have twice as much ancillary data (you know, normals, UV and surfacing information, etc) than ONE QUAD. There /is/ a difference. If there was no difference, I wouldn't have mentioned it, would I? Fire up Lightwave and give it a shot so you know what I'm talking about.


No: the quads are still dealed as triangles, , like it or not, coz otherwise explain me how... hmm... an exemple... yeah: there's still one normal per triangle, otherwise how would the prog deal a spheric UV mapping on a non planar poly? Damn, I sure think all I've learned about 3D basis during my max formation wasn't pure crap :rolleyes:
Don't wanna fire up LW as you say (couldn't even find the polycount key anyway ), but I can get a look at the max file if Ryx can provide it to me
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on December 13, 2002, 02:10:33 pm
Quote
Originally posted by mikhael


Venom, the 100k vs 200k numbers were picked as an illustrative example of the difference between quads and triangles NOT AS NUMBERS FROM RYX' MESH.

You seem to be confusing me talking about Ryx's mesh and me talking about the differences between quads and triangles (both of which are polys AND faces).

Are you clear now, or do you need me to explain it in more detail?


I took ryx mesh as an exemple too, just try, a sphere made with quads, and the same sphere triangulated, make a render, compare the render times. it's that simple
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on December 13, 2002, 02:15:45 pm
Quote
Originally posted by venom2506


...but I can get a look at the max file if Ryx can provide it to me


What's your version of MAX?

I modeling this in MAX 5.
Title: WIP - The Orion Project (IMGS!!!)
Post by: mikhael on December 13, 2002, 02:16:09 pm
Quote
Originally posted by venom2506


I took ryx mesh as an exemple too, just try, a sphere made with quads, and the same sphere triangulated, make a render, compare the render times. it's that simple


Take a 100k quad sphere and rotate it in realtime. TIME THE UPDATES.

Triangulate the same sphere. Now its 200K triangles. Rotate the sphere in realtime. TIME THE UPDATES.

Shock! Horror! Gasp! Surprise! The 200k Triangle sphere takes much longer per frame to update than the 100k Quad does even though the vertex count is exactly the same. I'm not talking about renders, I'm talking about dealing with the mesh.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on December 13, 2002, 02:23:46 pm
Quote
Originally posted by mikhael


Take a 100k quad sphere and rotate it in realtime. TIME THE UPDATES.

Triangulate the same sphere. Now its 200K triangles. Rotate the sphere in realtime. TIME THE UPDATES.

Shock! Horror! Gasp! Surprise! The 200k Triangle sphere takes much longer per frame to update than the 100k Quad does even though the vertex count is exactly the same. I'm not talking about renders, I'm talking about dealing with the mesh.




well, what can I say? [stupidity removed too, coz it was unfonded criticism] there's not a single difference in max. Anyway, think what you want, I need not prove anything. Case closed for me.
Ryx: I use Max5 too, but it's a prerelease version, so it might not be able to read the file :(
Title: WIP - The Orion Project (IMGS!!!)
Post by: mikhael on December 13, 2002, 02:31:05 pm
[edit]stupidity removed[/edit]
Title: WIP - The Orion Project (IMGS!!!)
Post by: Terawatt_99 on December 13, 2002, 09:47:39 pm
sweet looking windows, keep up the excellent work :D:yes:
Title: WIP - The Orion Project (IMGS!!!)
Post by: vyper on December 14, 2002, 04:09:03 am
How render in game:
Got Wildcat? :eek2:

Seriously, I'm impressed.
Title: WIP - The Orion Project (IMGS!!!)
Post by: KillMeNow on December 14, 2002, 07:22:34 pm
heard there might be the need of this here

http://www.kaydara.com/partners/sdk/fbx/index.php

its a file format that will allow transfaer of 3dmodels from any package to any other(well teh main ones anyway)

enjoy
Title: WIP - The Orion Project (IMGS!!!)
Post by: mikhael on December 14, 2002, 07:35:47 pm
Quote
Originally posted by KillMeNow
heard there might be the need of this here

http://www.kaydara.com/partners/sdk/fbx/index.php

its a file format that will allow transfaer of 3dmodels from any package to any other(well teh main ones anyway)

enjoy


Useful--but only for people who have one of the following:
3ds max 4, 4.2, 4.3, 5
maya 4.0, 4.5
Softimage 3.8sp2, 3.9, 4.0
lightwave 7.0, 7.5
XSI

Us LW6 users are right out. :(

If it supported LW6/6.5 and Truespace, I'd say we had a winner. :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: KillMeNow on December 14, 2002, 08:14:46 pm
i'd try it anyway lw 7 still uses the lw 6 file format - a model modeled in lw 7.5 and saved as normal will open happily in 6
Title: WIP - The Orion Project (IMGS!!!)
Post by: mikhael on December 14, 2002, 09:03:19 pm
Quote
Originally posted by KillMeNow
i'd try it anyway lw 7 still uses the lw 6 file format - a model modeled in lw 7.5 and saved as normal will open happily in 6


I thought there were some differences between LWOB between 6 and 7. Isn't LW7 using LWOB-2.5 instead of LWOB-2.0?
Title: WIP - The Orion Project (IMGS!!!)
Post by: KillMeNow on December 14, 2002, 09:40:08 pm
not 100% but when i got ot export models i can save as lw 5.lwo but not lw 6.lwo

as i said worth a try
Title: WIP - The Orion Project (IMGS!!!)
Post by: phreak on December 14, 2002, 09:56:46 pm
mein gott!

heilige scheiß

great work
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on December 18, 2002, 09:30:41 am
Thanks. :)

I'm going to try and redo the front.
This bit here;
(http://w1.520.telia.com/~u52019065/Project/Orion02.jpg)

So polycount is down to ~13.5 kpolys. :)

Windows are finished. Problem with both Boolean and shapemerge tools, make adding more windows very difficult. :(
Title: WIP - The Orion Project (IMGS!!!)
Post by: Sandwich on December 18, 2002, 02:54:12 pm
Is that the same pic as before?
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on December 18, 2002, 03:14:23 pm
Quote
Originally posted by Sandwich
Is that the same pic as before?


Yes. I just wanted to show what part, I was changing. :)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Carl on December 18, 2002, 03:31:52 pm
you don't have to try and bring down the polycount when it's only 13.5k. large ship models like that usually go up to ten times that much.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Sandwich on December 18, 2002, 03:38:58 pm
Quote
Originally posted by Carl
you don't have to try and bring down the polycount when it's only 13.5k. large ship models like that usually go up to ten times that much.


No, he's trying to bring it down to ~13.5k polygons.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on December 18, 2002, 03:48:46 pm
no, no, no.
After i removed the greebles and stuff, and replaced that with new 'blank'* faces, the polycount was ~13,5 kpolys.

* I deleted all those faces and recreated them. Thus 'blank'.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Sandwich on December 18, 2002, 08:05:45 pm
Ah, ok - my bad. Apologies to one and all. :)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Setekh on December 25, 2002, 04:10:06 am
Oh... wow... I've been waiting for someone to do this for... well, since I first played FreeSpace. :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on December 25, 2002, 04:37:34 am
Thanks :)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Turnsky on December 25, 2002, 04:47:24 am
What sort of rig have you got?? if i tried (as if i could :D ) to render anything with a polycount like that, well let's just say "would you like your athlon original recipe or extra crispy?"

burnt athlon anyone? ;)

seriously though, keep up the good work, you have a winner on that one.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Sandwich on December 25, 2002, 05:11:03 am
Quote
Originally posted by Turnsky
What sort of rig have you got?? if i tried (as if i could :D ) to render anything with a polycount like that, well let's just say "would you like your athlon original recipe or extra crispy?"

burnt athlon anyone? ;)

seriously though, keep up the good work, you have a winner on that one.


Look in his siggy. :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Turnsky on December 25, 2002, 03:55:52 pm
only a 1900+? hmm, i guess 256mb, with my 2200+ on my kt3 ultra 2 i'd say i need more ram..
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryder P. Moses on December 25, 2002, 04:12:11 pm
What, 13500 polys? Hell, that's nothing. It's when they get up into the hundred thousands that you start having lockups. I could field 13500 on my ten-year-old computer with my five-year-old software, never mind on my hardly even obsolete dual. And mosta youse gots even better ****. Like MAX.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Setekh on December 25, 2002, 11:38:41 pm
Quote
Originally posted by Ryx
Thanks :)


Don't mention it. Just make sure you finish this thing. ;)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Turnsky on December 25, 2002, 11:42:13 pm
Quote
Originally posted by Ryder P. Moses
What, 13500 polys? Hell, that's nothing. It's when they get up into the hundred thousands that you start having lockups. I could field 13500 on my ten-year-old computer with my five-year-old software, never mind on my hardly even obsolete dual. And mosta youse gots even better ****. Like MAX.



well, some of us can't afford $3000+ software wish i could get into 3d modeling though, i just don't have the cash (and the educational resources) to do it though..
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on December 26, 2002, 07:13:59 am
Quote
Originally posted by Setekh
Oh... wow... I've been waiting for someone to do this for... well, since I first played FreeSpace. :D


then you missed two interesting threads on the previous page, by Mikhael and me :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Stunaep on December 26, 2002, 08:56:22 am
can the flames, and get back to modelling. NOW!!! We want more high-poly FS models. NOW!
Title: WIP - The Orion Project (IMGS!!!)
Post by: Terawatt_99 on December 26, 2002, 06:00:03 pm
Quote
Originally posted by Turnsky



well, some of us can't afford $3000+ software wish i could get into 3d modeling though, i just don't have the cash (and the educational resources) to do it though..


looks like you can afford an internet connection though, *wink* wink* *nudge* *nudge* ;7
Title: WIP - The Orion Project (IMGS!!!)
Post by: Turnsky on December 26, 2002, 09:50:42 pm
56k prepaid :sigh:
Title: WIP - The Orion Project (IMGS!!!)
Post by: Stryke 9 on December 27, 2002, 12:22:33 am
Turnsky: Just so you know, I'm working off of a heavily corrupted copy of a program whose advanced upgrade is $120. They don't even SELL the old one anymore. And my computer's nothing to write home about, either. It can still get up to 200,000 without flinching. So can it.:D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Turnsky on December 27, 2002, 06:22:03 am
yeah, but i live in tassie, where the nearest copy of 3ds max is probably 500 odd clicks away

here's to Gmax eh?
Title: WOW
Post by: PSYCHO on December 28, 2002, 09:23:03 pm
Now that is cool ................Nice job.....8)  Sumit some of the Pics at the link, they will like it.........8D
http://zaon.org/forums/forumdisplay.php?s=&forumid=5
                   Good Job Dude...........8)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Setekh on December 28, 2002, 09:38:34 pm
Quote
Originally posted by venom2506
then you missed two interesting threads on the previous page, by Mikhael and me :D


Mik just pointed them out to me... what can I say. :eek2:
Title: WIP - The Orion Project (IMGS!!!)
Post by: Sandwich on January 22, 2003, 07:00:05 pm
Quote
Originally posted by Ryx
(http://w1.520.telia.com/~u52019065/Project/Orion29.jpg)


Ryx, do me a small favor, will you? Re-render that shot, with a human-sized something "standing" on the hull - I wanna get an idea of the scale.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on January 23, 2003, 04:54:14 am
err... scale :nervous:

Yeah... I'll throw something together. (http://w1.520.telia.com/~u52019065/smiley/theyareontome.gif)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on January 23, 2003, 10:20:16 am
(http://w1.520.telia.com/~u52019065/Project/Orion37.jpg)
Hitman model by IO Interactive.

He, I discovered that I can't do charachter meshes, so I borrowed the Hitman model. :D

A bit hard to see, though. :blah:
Title: WIP - The Orion Project (IMGS!!!)
Post by: beatspete on January 23, 2003, 11:26:49 am
...So most of the extrusions are about 1 deck, to scale.  :yes: Good work.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Styxx on January 23, 2003, 01:07:00 pm
The Orion just seems ridiculously huge when you see it that way, eh?

:D
Title: WIP - The Orion Project (IMGS!!!)
Post by: kasperl on January 23, 2003, 01:12:42 pm
one anoying little remark: there is very little armour between the top of the deck (or the end of a window) and the actual vacuum. just seems a bit odd. a possible explanation though: the extrusions are luxuary lounges for non-combat situations, and a below-deck armour of a couple of feet rolls between te vacuum and the ship when the **** hits the fan
Title: WIP - The Orion Project (IMGS!!!)
Post by: Fineus on January 23, 2003, 01:13:10 pm
Styxx, that always struck me as perhaps FSs biggest problem, you could barely fit a few fighters in the launch bay hole but the size of one man is that big! I know fighters are larger than a man but not that much...
Title: WIP - The Orion Project (IMGS!!!)
Post by: kasperl on January 23, 2003, 01:18:15 pm
can someone make a render or something where you see each shipon it's side,and a human and a scale of measurement (a stick with marked things for meters or something). that way you would be able to see this alot better. you could also make an animation where yoou see the pilots scramble for there ships. or make a scene a la star trek. where you see someone look out of the window, and then the camera moves to a wide external shot of the ship.

just a few sugestions
Title: WIP - The Orion Project (IMGS!!!)
Post by: HeX on January 23, 2003, 02:40:03 pm
If this is a more "size accurate" Orion then any fighters made in comparison should be scaled accordingly. In other words, MUCH smaller then in game
Title: WIP - The Orion Project (IMGS!!!)
Post by: kasperl on January 23, 2003, 02:41:34 pm
Quote
Originally posted by HeX
If this is a more "size accurate" Orion then any fighters made in comparison should be scaled accordingly. In other words, MUCH smaller then in game


uhh? you lost me there, what are you trying to say?
Title: WIP - The Orion Project (IMGS!!!)
Post by: Styxx on January 23, 2003, 02:42:59 pm
Actually, the thing is that fighters ingame are huge too, much larger than any modern day fighter plane...
Title: WIP - The Orion Project (IMGS!!!)
Post by: Shrike on January 23, 2003, 02:48:49 pm
Sooo...... about those turrets.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Fineus on January 23, 2003, 03:02:57 pm
Quote
Originally posted by Styxx
Actually, the thing is that fighters ingame are huge too, much larger than any modern day fighter plane...

Can we please change that though? I mean I'm fairly sure I'm not the only one who enjoys the epic feel of capital ships alongside fighters rather than large everything...
Title: WIP - The Orion Project (IMGS!!!)
Post by: Mr Carrot on January 23, 2003, 04:42:45 pm
Just because they are one man doesnt mean they are small, the fighters would have to be HUGE To fit all the systems in, and the cap ships arnt exactly small ;)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Sandwich on January 23, 2003, 05:23:31 pm
Quote
Originally posted by Mr Carrot
Just because they are one man doesnt mean they are small, the fighters would have to be HUGE To fit all the systems in, and the cap ships arnt exactly small ;)


My fellow edible has hit it - the fighters in FS are appropriately huge. Have you even been alongside a real F-15? They are much bigger than they seem. And in space, you need that much more room for everything.

Oh, and:

Quote
Originally posted by Ryx
(http://w1.520.telia.com/~u52019065/Project/Orion37.jpg)
Hitman model by IO Interactive.

He, I discovered that I can't do charachter meshes, so I borrowed the Hitman model. :D

A bit hard to see, though. :blah:



HOLY...!!:shaking:

*wants to have a FS-Serious Sam MOD with the Orion hull as a spacewalk level*

:D :D :D :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on January 23, 2003, 05:41:04 pm
Quote
Originally posted by kasperl
one anoying little remark: there is very little armour between the top of the deck (or the end of a window) and the actual vacuum. just seems a bit odd. a possible explanation though: the extrusions are luxuary lounges for non-combat situations, and a below-deck armour of a couple of feet rolls between te vacuum and the ship when the **** hits the fan


Yes, I thought of this too, and I have to agree with your possible explanation. :nod:
Title: WIP - The Orion Project (IMGS!!!)
Post by: Galemp on January 23, 2003, 06:16:21 pm
Quote
Originally posted by kasperl
can someone make a render or something where you see each shipon it's side,and a human and a scale of measurement (a stick with marked things for meters or something). that way you would be able to see this alot better.  


I was thinking the same thing. Unfortunately Excel won't graph the kind of chart I want it to, so you'll have to live with this chart. Heights/lengths are in meters.

Code: [Select]

Human 2 Real
Type 6 Shuttlecraft 6 Star Trek
TIE Fighter 6 Star Wars
X-Wing 12 Star Wars
Nial Fighter 22 Babylon 5
Blue Whale 24 Real
GTF Hercules 25 Freespace
Space Shuttle 37 Real
GTB Ursa 54 Freespace
Football field 91 Real
Great Pyramid 146 Real
Corellian Corvette 150 Star Wars
Bird of Prey 157 Star Trek
GTC Fenris 253 Freespace
Enterprise-A 289 Star Trek
Nebulon B Frigate 300 Star Wars
Nimitz carrier 333 Real
Voyager 344 Star Trek
Empire State Bldng 381 Real
Petronas Towers 452 Real
WhiteStar 476 Babylon 5
Enterprise-C 526 Star Trek
GTCv Deimos 717 Freespace
MC80 Cruiser 1200 Star Wars
Narn Cruiser 1400 Babylon 5
Minibari Cruiser 1600 Babylon 5
Imp Star Destroyer 1717 Star Wars
Shadow Battlecrab 2000 Babylon 5
GTD Orion 2023 Freespace
Golden Gate Bridge 2737 Real
SD Lucifer 2777 Freespace
Home One 3200 Star Wars
GTVA Colossus 6117 Freespace
Babylon 5 8454 Babylon 5
Mt. Everest 8850 Real

Title: WIP - The Orion Project (IMGS!!!)
Post by: StratComm on January 23, 2003, 06:43:13 pm
Quote
Originally posted by GalacticEmperor


I was thinking the same thing. Unfortunately Excel won't graph the kind of chart I want it to, so you'll have to live with this chart. Heights/lengths are in meters.

Code: [Select]

Human 2 Real
Type 6 Shuttlecraft 6 Star Trek
TIE Fighter 6 Star Wars
X-Wing 12 Star Wars
Nial Fighter 22 Babylon 5
Blue Whale 24 Real
GTF Hercules 25 Freespace
Space Shuttle 37 Real
GTB Ursa 54 Freespace
Football field 91 Real
Great Pyramid 146 Real
Corellian Corvette 150 Star Wars
Bird of Prey 157 Star Trek
GTC Fenris 253 Freespace
Enterprise-A 289 Star Trek
Nebulon B Frigate 300 Star Wars
Nimitz carrier 333 Real
Voyager 344 Star Trek
Empire State Bldng 381 Real
Petronas Towers 452 Real
WhiteStar 476 Babylon 5
Enterprise-C 526 Star Trek
GTCv Deimos 717 Freespace
MC80 Cruiser 1200 Star Wars
Narn Cruiser 1400 Babylon 5
Minibari Cruiser 1600 Babylon 5
Imp Star Destroyer 1717 Babylon 5
Shadow Battlecrab 2000 Babylon 5
GTD Orion 2023 Freespace
Golden Gate Bridge 2737 Real
SD Lucifer 2777 Freespace
Home One 3200 Star Wars
GTVA Colossus 6117 Freespace
Babylon 5 8454 Babylon 5
Mt. Everest 8850 Real
[/B]


Well, when you put it that way, I guess things aren't scaled so inappropriately after all.  Except for the whole GTF Hercules > Blue Whale bit; I don't care if the cockpit was supposed to give full panaramic vision, that's still just too big.  Perhaps on the order of 12 meters would be more fitting...
Title: WIP - The Orion Project (IMGS!!!)
Post by: Sandwich on January 23, 2003, 06:50:02 pm
Quote
Originally posted by GalacticEmperor

Code: [Select]

Imp Star Destroyer 1717 Babylon 5
[/B]



:wtf:
Title: WIP - The Orion Project (IMGS!!!)
Post by: Styxx on January 23, 2003, 07:40:44 pm
Quote
Originally posted by Sandwich
:wtf:


:lol: :lol:
Title: WIP - The Orion Project (IMGS!!!)
Post by: Galemp on January 23, 2003, 07:48:50 pm
*smack* Shaddup. Like you never made a mistake.

Can anyone give me the sizes for some of the Homeworld ships?
Title: WIP - The Orion Project (IMGS!!!)
Post by: Styxx on January 23, 2003, 07:55:51 pm
Quote
Originally posted by GalacticEmperor
*smack* Shaddup. Like you never made a mistake.

Can anyone give me the sizes for some of the Homeworld ships?


Homeworld ship sizes will be hard... There's a few dozen different sizes from several sources. :p
Title: WIP - The Orion Project (IMGS!!!)
Post by: Fetty on January 23, 2003, 09:24:27 pm
try the official :nervous:
Title: WIP - The Orion Project (IMGS!!!)
Post by: Knight Templar on January 23, 2003, 09:29:59 pm
Jesus christ.. the Herc can't be that big?


Some of that seems really wierd when you look at it. Like the Star Trek ships, or the Fenris almost being twice as long as the Corellian Corvette
Title: WIP - The Orion Project (IMGS!!!)
Post by: NegspectahDek on January 23, 2003, 10:22:55 pm
Quote
Originally posted by Sandwich


My fellow edible has hit it - the fighters in FS are appropriately huge. Have you even been alongside a real F-15? They are much bigger than they seem. And in space, you need that much more room for everything.


The only better than standing next to an F-15 is standing on top of one  while its being opened up.  I may be able to get some pictures.

Oh.  Theres one more thing better than that.  Standing next to an F-15B thats undergoing a supersonic engine run.  My entire body vibrated.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on January 24, 2003, 02:35:38 am
Quote
Originally posted by Sandwich


HOLY...!!:shaking:

*wants to have a FS-Serious Sam MOD with the Orion hull as a spacewalk level*

:D :D :D :D


well... maybe it is a bit too big? :p

for the whole size thing: never realized the ursa was bigger than the spac shuttle :shaking: it's more than half a football field :shaking: ( american football I 'spose? )

when I compare things, I realize some things are ridiculously big. when you say 8 km, alright doesn't sound that big in a game... take a louk at the mount Everest :lol:
Title: WIP - The Orion Project (IMGS!!!)
Post by: Sandwich on January 24, 2003, 05:59:02 am
Quote
Originally posted by NegspectahDek
Oh.  Theres one more thing better than that.  Standing next to an F-15B thats undergoing a supersonic engine run.  My entire body vibrated.


How about 15 feet from an APC-mounted 0.6" caliber Vulcan cannon ripping apart a concrete high-rise? :D

Quote
Originally posted by venom2506


well... maybe it is a bit too big? :p


:ha: Hardly:


Quote
From the Serious Engine FAQ (http://www.croteam.com/engine_faq.shtml)


5. Your site mentions "100 square mile" level size. Is this all loaded in memory, or does the engine use a streaming technique?

Serious Engine has specific support for several key-features that enable creation of large worlds. That includes multitexturing, autoanimations, specially optimized physics, heavy use of LOD techniques etc.
Serious Sam game actually does include levels that cover 100 square miles area. In the game, you don't actually walk around all that area. You just sail in a ship along, and all the rest is scenery. Otherwise, you'd spend weeks there. But the point is that the engine can render scenes where things are at so large scales that you can both see the structure of the sand on the floor and a far-away mountain. And you can actually go to that far-away mountain if you want.


:D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on January 24, 2003, 06:13:04 am
I wasn't talking about if the game could handle it, but gameplay wise, it might be a bit too big :p Running for hours in a orion, well...
Title: WIP - The Orion Project (IMGS!!!)
Post by: Sandwich on January 24, 2003, 06:42:41 am
Quote
Originally posted by venom2506
I wasn't talking about if the game could handle it, but gameplay wise, it might be a bit too big :p Running for hours in a orion, well...


Not in - on. Imagine a level where you're on a spacewalk on the Orion's hull. You need to spacewalk because the inside is infested with Shivans, and you need to get from the bridge to engineering the quickest, safest way you can. So you head outside and have a little eyecandy stroll. :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Styxx on January 24, 2003, 06:45:33 am
Quote
Originally posted by Sandwich
Not in - on. Imagine a level where you're on a spacewalk on the Orion's hull. You need to spacewalk because the inside is infested with Shivans, and you need to get from the bridge to engineering the quickest, safest way you can. So you head outside and have a little eyecandy stroll. :D


Then a Shivan breaks through the armor and leaps on you, and you're screwed. :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on January 24, 2003, 07:33:14 am
Quote
Originally posted by Sandwich


Not in - on. Imagine a level where you're on a spacewalk on the Orion's hull. You need to spacewalk because the inside is infested with Shivans, and you need to get from the bridge to engineering the quickest, safest way you can. So you head outside and have a little eyecandy stroll. :D


so basically you're running on a flat structure with a few buildings extruded from the ground? sounds like Doom to me :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Sandwich on January 24, 2003, 07:46:28 am
Quote
Originally posted by venom2506


so basically you're running on a flat structure with a few buildings extruded from the ground? sounds like Doom to me :D


Bah! Don't pop my little bubble of delusions!


Ok then - how about the Orion from the FS2 intro - holed all the way through. :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on January 24, 2003, 08:21:36 am
Well, I'm about ready to discontinue this one.  Here's why:

Quote
Originally posted by Ryx


I've stopped working on that temporarily, or permanently. Don't know which yet. This is because MAX has been giving me problems with, mainly, the Boolean function.
_______________________________
Example:
I want to do a boolean add operation - add a rectangle to some part of the mesh. After I've the done the boolean, I discover that It has not removed the parts that were "pressed into" the mesh, so I have to manually delete these faces and then clean up stray vertices and weld them. Quite often, I must recreate faces.
_______________________________

This problem only occurs on old* models. If I start a new model from scratch, boolean works as it should.

Shapemerge makes it a little easier, but not much... :sigh:

I've decided that, If I cancel it, I will release what I have done so far. Maybe someone else will pick it up, or maybe you just want to look at it.

* An old model seems to be any mesh created with a previous install of MAX, even if the previous install was MAX 5.
 

[/size]

You can download what I've done so far Here (http://w1.520.telia.com/~u52019065/Project/Orion.maxscript.exe)
Just unpack and run the maxscript, or .3ds. Maybe I'll have to go back to MAX 4... :(
Title: WIP - The Orion Project (IMGS!!!)
Post by: Styxx on January 24, 2003, 08:24:04 am
That problem is easily "fixable" - your mesh is nor properly closed. Select all vertexes on the mesh and weld them before the boolean and, failing that, add a Cap Holes modifier.

:)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on January 24, 2003, 08:32:00 am
Quote
Originally posted by Styxx
That problem is easily "fixable" - your mesh is nor properly closed. Select all vertexes on the mesh and weld them before the boolean and, failing that, add a Cap Holes modifier.

:)


Didn't help, unfortnutely. After a weld STLcheck modifier reports no errors and problem remains. :blah:

Oh, and I have installed the 5.1 update too.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on January 24, 2003, 08:55:35 am
Quote
Originally posted by Sandwich


Bah! Don't pop my little bubble of delusions!


Ok then - how about the Orion from the FS2 intro - holed all the way through. :D


well, if you make the player jump from destroyed deck to destroyed deck to reach that crashed herc on the upper deck, with the rest of the hole as background, and with shivan and GTVA fighters dogfighting past it, well, that sure would be cool :)
Btw, if you get around to doing that mod ( and if you send me a copy of the game :D ), I can make you a LPM IK rigged shivan/vasudan whatever ;)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Stunaep on January 24, 2003, 01:21:47 pm
God. We need UT 2003, and people who play FS and UT. That would look.... big.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Sandwich on January 24, 2003, 08:45:36 pm
Quote
Originally posted by venom2506
Btw, if you get around to doing that mod ( and if you send me a copy of the game :D ), I can make you a LPM IK rigged shivan/vasudan whatever ;)


Well, I'm seriously considering going ahead with it. Problem is, I leave for a month of reserves on monday. But there are a few basic things I would require the mod to have - obviously rigged creatures and player models would be a main requirement. If you could do either or both, it'd be awesome! :)

For reference, if you have any questions as to polycount, supported IK stuff, whatever - search / ask at http://forums.seriouscommunity.com/ . They'll probably be home base for this MOD.

And the game is only $20!! Buy it! ;)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on January 25, 2003, 05:29:48 am
Quote
Originally posted by Sandwich


Well, I'm seriously considering going ahead with it. Problem is, I leave for a month of reserves on monday. But there are a few basic things I would require the mod to have - obviously rigged creatures and player models would be a main requirement. If you could do either or both, it'd be awesome! :)
 


you know, high poly rigging stuff is damn hard. LPM, on the other end, is really another story. Why do you think there's that many new player meshes for halflife, unreal, etc? ;)
Title: WIP - The Orion Project (IMGS!!!)
Post by: Setekh on January 25, 2003, 05:35:17 am
Quote
Originally posted by Mulla Mohammad Omar
God. We need UT 2003, and people who play FS and UT. That would look.... big.


The FS universe wouldn't fit UT2003, though. Definitely not deathmatch; bombing run is a CTF hybrid, but that wouldn't really work that well either. FS relies too much on story, which I think is one of its strengths, but doesn't lend itself to UT2003... well, not the way we think of it, anyway. :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Sandwich on January 25, 2003, 05:44:10 am
Quote
Originally posted by venom2506


you know, high poly rigging stuff is damn hard. LPM, on the other end, is really another story. Why do you think there's that many new player meshes for halflife, unreal, etc? ;)


LPM?
Title: WIP - The Orion Project (IMGS!!!)
Post by: Ryx on January 25, 2003, 06:02:07 am
Quote
Originally posted by Sandwich


LPM?


low-poly model/mesh, I think.
Title: WIP - The Orion Project (IMGS!!!)
Post by: Sandwich on January 25, 2003, 06:30:09 am
Quote
Originally posted by Ryx


low-poly model/mesh, I think.


Ahh, gotcha. :yes:

So Venom, does that mean you'll cook up some rigged models for me when you have the chance? :)

I'mm attaching what I have set up so far for a MOD - just put the ZIP in the serioussam\Mods\ directory (create it if it doesn't exist), and unzip it there. Then load up Serious Sam, go to MODS, and select Freespace - The Serious War (I know, I know - sheddup :p). It doesn't have anything changed in-game yet, but the menus are in Bank Gothic, and the header title's customized.

Oh, and by the way: if you don't have serious Sam, don't bother with the attachment. :p
Title: WIP - The Orion Project (IMGS!!!)
Post by: Setekh on January 25, 2003, 06:33:52 am
Quote
Originally posted by Sandwich
Freespace - The Serious War


This drips of your creative essence, Mike. :D Hey dude, do they make a pack with the First and Second Encounters both inside? :drevil:
Title: WIP - The Orion Project (IMGS!!!)
Post by: Nico on January 25, 2003, 06:37:04 am
Quote
Originally posted by Sandwich


Ahh, gotcha. :yes:

So Venom, does that mean you'll cook up some rigged models for me when you have the chance? :)


yeah, LPM=low poly mesh

well, only if it goes somewhere ( see the red faction mod... ).
Title: WIP - The Orion Project (IMGS!!!)
Post by: Sandwich on January 25, 2003, 07:02:07 am
Heh - thanks, Ed. :p Very funny. :lol:

I don't know if they have a combo pack, but the games are cheap - $20 USD new.

Venom - the problem is that I'll be in reserves for the next month, so I see this character modelling as something you are more than capable of carrying to completion without any sort of input from me. :D
Title: WIP - The Orion Project (IMGS!!!)
Post by: Setekh on January 25, 2003, 07:16:44 am
Quote
Originally posted by Sandwich
Heh - thanks, Ed. :p Very funny. :lol:

I don't know if they have a combo pack, but the games are cheap - $20 USD new.


I'm getting really discouraged, because I can't find any of these old games (like, the type I can still play on my P3-500) in the commercial stores anymore. :( FS2 is off the shelves, can't even find the SSOTY Edition (but I was able to secure a copy from my buddy down the road, thanks for the tip on the copying for non-profit clause). I might have to order it online, or something... :nervous:
Title: WIP - The Orion Project (IMGS!!!)
Post by: Turnsky on January 25, 2003, 04:23:37 pm
know how you feel, can't even find Sof2 of jedi outcast on shelves anymore :(

sucks to live in a small city..