Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: jonskowitz on September 16, 2001, 03:10:00 am
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Told you I'd get it up tomorrow. Well, it's techically tomorrow (shame the *.jpg is so crappy...)
(http://www.homestead.com/jskgames/files/f12.jpg)
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Old-skoolish fighter design, but it looks damn cool nevertheless.
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Inspired by the Buccaneer (sp?)?
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hehe, brits rule..
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) cool fighter, try somthing more modern (euro fighter)
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Cool (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Can I make a British ship for your mod? (could be fun (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) )
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Originally posted by Jabu:
Old-skoolish fighter design, but it looks damn cool nevertheless.
Good, That's the effect I was going for...
At the start of the game the design for the F/A-12 is supposed to be almost 30 years old. While it probably should look more modern than it does, I chose not to make it that way so the player would have a very real sense for the (relative) age of the design.
Originally posted by IPAndrews:
Inspired by the Buccaneer (sp?)?
The Buccaneer... Maybe subconciously, I was actually thinking more of a cross between the F-86 Sabre and the F-4 Phantom II. I think the skin for the model was based off the Buccaneer however (the concept drawings for the skins come courtesy from Travis Wilbur, a member of the JSKGames staff).
Originally posted by aldo_14:
Cool (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Can I make a British ship for your mod? (could be fun (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) )
I hadn't really planned on having any additional craft within the game, but if you want to make a few more then by all means... I'll be the first to admit that only having a single fighter type used by the US, the EU, and various others over a 30 year period makes very little sense. Just take a look at the F-44 ( http://dynamic.gamespy.com/~freespace/ubb/noncgi/Forum2/HTML/000741.html ("http://dynamic.gamespy.com/~freespace/ubb/noncgi/Forum2/HTML/000741.html") ) and the F/A-12 (this page) to get an idea of what I'm doing. Just keep in mind that (with the exception of the B-58) ALL western fighters are aerospace capable.
I look forward to seeing it.
[This message has been edited by jonskowitz (edited 09-16-2001).]
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Oh yeah, you should probably try the demo ("http://www.homestead.com/jskgames/files/betaFSII2SF011.zip") too!
[This message has been edited by jonskowitz (edited 09-16-2001).]
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Originally posted by jonskowitz:
I hadn't really planned on having any additional craft within the game, but if you want to make a few more then by all means... I'll be the first to admit that only having a single fighter type used by the US, the EU, and various others over a 30 year period makes very little sense. Just take a look at the F-44 ( http://dynamic.gamespy.com/~freespace/ubb/noncgi/Forum2/HTML/000741.html ("http://dynamic.gamespy.com/~freespace/ubb/noncgi/Forum2/HTML/000741.html") ) and the F/A-12 (this page) to get an idea of what I'm doing. Just keep in mind that (with the exception of the B-58) ALL western fighters are aerospace capable.
I look forward to seeing it.
[This message has been edited by
jonskowitz (edited 09-16-2001).]
I like the F-44 BTW... i'll try and play about a bit, try and make something based on the Tornado / Harrier / Hawk jets used by the RAF... can you tell me what size it should be, and what the armament is?
This mod really interests me, it's the sort of thing i'd like to have done myself (had i thought of it).
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its a really good design (obvisly for your style) but wheres me polys????!!!!
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Origionally by Shirley Temple:
You love me!, You really love me!...
Sorry, just seemed funny t me at the time...
Most fighters are aroung 20 meters in length (the F/A-12 is considered a bit big at 22 meters, the F-44 is around 17 meters, and the Type-37 is only 14 meters, but isn't aerospace capable.)
Bombers are (of course) larger. The A-36 torpedo bomber is around 33 meters long and the Boeing B-58 heavy bomber is about 50 meters long (sorry, no model yet (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) )
The primary weapons in use are:
G-22: (short name: g22) A six-barrelled, 20mm gatling cannon with a cyclic rate of fire of around 1200-1500 rounds per minute (about 20-25 per second). This weapon is the standard sidearm carried by ALL western fighters (except the F-44). Average payload is 600-1000 rounds.
G-22f: (short name: g22f) An updated version of the G-22 with a higher rate of fire (over 1800 rounds per minute, that's about 30 per second!) So far the only fighter that carries this weapon is the F-44 space superiority fighter (British Aerospace's replacement for the F/A-12, the F-80 will likely carry it as well.) Average payload, 800 rounds.
G-20: (short name: g20) A single-barrelled 20mm autocannon with a cyclic rate of fire of 600-700 rounds per minute. These are carried by western bombers (A-36 and B-58). Average payload, 1000+ rounds.
G-18: (sorry, not done yet (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) ) A single-barrelled 40mm autocannon with a cyclic rate of fire of about 400-500 rounds per minute. Fires explosive shells and causes about twice as much damage as the 20mm weapons. Used on turret-mounts only.
Type-7: (short name: type7) A single-barrelled, 37mm chaingun with a cyclic rate of fire of about 600 rounds per minute. Carried in twin mountings by all chinese fighters. Average payload 400-600 rounds.
Type-9: (short name: type9) A single-barreled 76mm cannon with a cyclic rate of fire of less than 120 rounds per minute. Causes extreme damage when it hits (10x that of a 20mm shell). Used in the heavy turret mounts of the Chinese missile cruisers.
The secondary weapons are:
Sidewinder VII SDM: (short name:SRM) a short-ranged space defense missile that can be carried by all western fighters and bombers.
Average payload (fighters) 6-8 (fully loaded)
(Bombers) 12+ (fully loaded)
Sparrow G SDM: (short name: LRM) A medium-ranged space defense missile that can be carried by all western fighters.
Average payload: 6-8 (fully loaded)
Novabomb ASM: (short name: torpedo) A short-ranged anti-shipping missile that can be carried by all western bombers and fighter/bombers. Uses a nuclear-pumped X-ray laser to defeat it's target's OPPS (Orbital Projectile Protection System, pronounced 'oops').
Average payload: 2-12 (the B-58 kinda skews the average a bit (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif), the A-36 carries 4)
Titan ASM: (sorry, not done yet) A long-ranged anti-shipping missile that can only be carried by the B-58 and some capital ships. Uses a nuclear-pumped X-ray laser to defeat it's target's OPPS (Orbital Projectile Protection System, pronounced 'oops').
Average payload: 4
Redeye SDM: (sorry, not done yet) A short-ranged space defense missile carried by all chinese fighters. Its heatseeking guidance system makes it very easy to use.
Average payload: 4
Atoll XI SDM: (sorry not done yet) A medium-ranged space defense missile carried by the chinese type 39 fighter.
Average payload: 4
Spandrel ASM: (sorry, not done yet) A short-ranged anti-shipping missile carried by chinese type 38 and 389 fighters. Limited effectiveness, intended mostly to disable a ship's defenses prior to a cruise missile attack.
Sun ASM: (short name: cruise) An extreme-ranged anti-shipping missile carried by chinese cruisers and corvettes. Uses a nuclear-pumped X-ray laser to defeat it's target's OPPS (Orbital Projectile Protection System, pronounced 'oops').
Average payload: 8-16
I think that's all of it... A few other notes, always set the 'recharge rate' to 0 (these are conventional projectile weapons with limited payload), NOTHING has shields (they don't exist in this setting), the acceleration values should be pretty high (20-30 normal, 5-15 afterburner), and the rotation values should be pretty high (the F-44 is the most maneuverable craft in the game, and it has 6's! About double or even triple what FS craft have, with the pitch always having a lower value than heading), and most fighters only have 45-65 hitpoints ( the F/A-12 has 65, the F-44 has 50, and the type-37 has 45) with a 20mm shell causing 1 damage per hit (37mm causes 2 points, 40mm causes 2-3, and the 76mm causes 10). The missiles (SDMs) all cause about 50-60 with pretty healthy blast radii (25-30), so a direct missile hit is pretty much universally fatal.
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Originally posted by LAW ENFORCER:
its a really good design (obvisly for your style) but wheres me polys????!!!!
Just can't please some folks (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)
This one was difficult to stabilize, so most of them are "wasted". I think it's poly-count was 420 or so (hell, each tailplane probably took over a dozen each to fix the BSP problems, ha!)
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very nice, I have a model of (about) the same kind that I did for my first (aborted) campaign, Outerspace. The Scimitar...
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Originally posted by LAW ENFORCER:
its a really good design (obvisly for your style) but wheres me polys????!!!!
Nothing wrong with a low poly model - means you can use more in a mission (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif).
UIt was impressed with the models in the demo, especially with the low polycounts...
BTW, I've done some work;
(http://homepage.ntlworld.com/g.white19/test0.jpg)
(http://homepage.ntlworld.com/g.white19/test1.jpg)
(http://homepage.ntlworld.com/g.white19/test2.jpg)
(http://homepage.ntlworld.com/g.white19/test3.jpg)
This is based on the Harrier / hawk fighters used by the RAF...I like it, although i'm not sure it looks space age enough. 356 polys.
(http://homepage.ntlworld.com/g.white19/test4.jpg)
(http://homepage.ntlworld.com/g.white19/test5.jpg)
This is a lot more sleek, but I just don't like it - i think it's a bit too thin... (250-ish polys) was my first attempt. I only have time to texture one, but I can send off unused dxfs for the other to anyone who wants it.
[This message has been edited by aldo_14 (edited 09-17-2001).]
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First one is better. For a better space look, change the air intakes.I think old space fighters would have huge exhaust, things like that.
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The first one, obviously. The second looks anorexic.
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Originally posted by venom2506:
First one is better. For a better space look, change the air intakes.I think old space fighters would have huge exhaust, things like that.
If it's only used in space why make air intakes (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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SOC Inferno,
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Soc Inferno
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iqc 102628858
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Looks too 'atmospheric.'
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Originally posted by darkage:
If it's only used in space why make air intakes (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
coz they're both atmospheric and space cable if I'm right. and that looks cool (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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hence his continuall use of the word 'areospace'...
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btw, the Fa12 looks like the US shuttle with the 2 additional propellers, to me (bottom view)
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Turbines would be more accurate, Venom. Props are the spinny things that old skool planes and helicopters have. I know your french, I just thought I'd mention it. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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is there only going to be 15 missions? what a waste! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
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Originally posted by Shrike:
Turbines would be more accurate, Venom. Props are the spinny things that old skool planes and helicopters have. I know your french, I just thought I'd mention it. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
okok mea culpa
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LOL! 15 missions was a "guesstimate". We're still working on the campaign (although we're not working as hard as I would like). Besides, I already have a sequel in mind that takes place in 2182, so all the same models will be used.
The way the campaign is looking right now it's going to be broken into 3 acts, with each act taking 4-7 missions to complete. Act I is the closest to completion, but nothing is certain yet (the storyline is still evolving after all).
That first model is EXCELLENT. Want to know some thing really weird? It looks kind of like the origional concept drawings for the F/A-12, but was discarded because it looked too modern (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) FYI, we want to keep the number of ships in the game pretty small to allow for enough table entries so we can have entirely different paint-schemes depending on which carrier the fighter is flying off of (http://dynamic.gamespy.com/~freespace/ubb/noncgi/cool.gif) But I would love to include that first fighter, maybe use it as the F-80 (British Aerospace's second generation fighter/bomber).
One final word. The EARLIER fighters (such as the A-36, F/A-12, and Aldo's fighter) all have intakes because they use a kind of 'ram-rocket' engine. Second generation craft (such as the F-44 and F-56) and non-atmoshperic craft (such as the chinese fighters) use a fusion/plasma engine instead, and as such have no intakes. Just thought I'd clear that up for everyone (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)
[This message has been edited by jonskowitz (edited 09-17-2001).]
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Great design. Skin is top notch. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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hey, johnskowits, don't do different paint schemes, use squadron names. 1st for a flat place (wing or something) you set the vertexes for the squadron logo. Then you use UV unwrap or something like it and make a special texture for the wing, and then you shrink it into a box that is propper size for squadron logo, and when you play, it will all be there. No need to waste Tbl entries.
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-Analazon
Creator of the mod that will not be coming for a while
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Originally posted by Analazon:
hey, johnskowits, don't do different paint schemes, use squadron names. 1st for a flat place (wing or something) you set the vertexes for the squadron logo. Then you use UV unwrap or something like it and make a special texture for the wing, and then you shrink it into a box that is propper size for squadron logo, and when you play, it will all be there. No need to waste Tbl entries.
I mapped the whole thing with UVmapper, anyway.... can add lots of little crap onto the basic maps.
(can even play about with coulour replacer plugins, although the results generalyl aren't great) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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Ok, do you know how to use UV unwrapper? Alls I get is a bitmap with all of the stuff scattered around in one small area. It won't let me map a single face.
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-Analazon
Creator of the mod that will not be coming for a while
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Run that by me again? It sounds like a really cool idea, but I currently have to use 2 or more maps (one top and one bottom) to texture each model (the F/A-12 needed three because of the number of overhanging surfaces). I'm pretty sure I'm using Cubical projection, but I'm not sure it's working right because I've been getting some really weird results.
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Originally posted by Analazon:
Ok, do you know how to use UV unwrapper? Alls I get is a bitmap with all of the stuff scattered around in one small area. It won't let me map a single face.
You'll kick yourself....
Edit> Select> All
(or, 'Ctrl+A')
then
Edit>new UVMAp>box
Bingo...
also look at the hotkey list in 'Help'
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Hey,
Could I borrow the tailfin off that bad boy? I'm kind of trying to slap my own model together out of used parts and a few new ones (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) That's because no one will model my Valkery that will be extremely awsome in the end (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Be my guest...