Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Deathstorm on January 13, 2003, 12:45:17 pm
-
What happened to the GTD Tennyson? I loved the look of that ship, and wanted to see more of it.
Was it ever turned itno a .POF?
-
You're not the only one that misses it.:(
-
I don't know if anyone has converted it to .pof yet.
:sigh:
-
Anyone got a pic?
-
Originally posted by SKYNET-011
Anyone got a pic?
Try Here (http://www.hard-light.net/forums/index.php/topic,11425.0.html)
-
:lol:
ok...sorry...I don't think ryx is gonna release that one...
Secret stuff :drevil:
-
Actually, the model files have been available for some time.
Look in the above linked thread. :p
-
just a tip: for barreled turrets tha have an orientation ( you can tell the front from the back of the body of this ones ), those that are on the top must face forward, and those that are up side down must face backway, if you don't, FS2 will still use them that way, and your turrets will be reversed. I didn't see that ship, btw, nice work from Ryx.
-
ryx whatabout that orion ?
-
Originally posted by Fetty
ryx whatabout that orion ?
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.
TIP: When you have a problem with overlapping faces in MAX, remove them all together and re-create them with this tool. Create Faces. :yes:
-
Originally posted by Ryx
TIP: When you have a problem with overlapping faces in MAX, remove them all together and re-create them with this tool. Create Faces. :yes:
other tip: convert to "editable poly", and to cap holes use select "border", choose the one you want and "cap". Very cool, much better than the "cap holes" modifier.
-
Originally posted by venom2506
other tip: convert to "editable poly", and to cap holes use select "border", choose the one you want and "cap". Very cool, much better than the "cap holes" modifier.
Damn, that's spiffy :nod: :D
I will use this m
-
aww ryx it was realy cool
-
Originally posted by Deathstorm
Was it ever turned into a .POF?
Yes last night.
I had to replace the barrel turrets though, those ones won't work in FS2.
-
Originally posted by Woomeister
Yes last night.
I had to replace the barrel turrets though, those ones won't work in FS2.
Unless the problem with the turrets was due to poly limits, you should be able to get turrets like that to work in FS2. I've done weirder stuff as an experiment.
-
Well the turrets do add nearly 3k to the polycount. the entire model would be about 7k with them. (including lods etc)
-
Originally posted by EdrickV
Unless the problem with the turrets was due to poly limits, you should be able to get turrets like that to work in FS2. I've done weirder stuff as an experiment.
well, anyway, it' not bad the turrets are gone. I like the ship, but those turrets are ugly.
-
Originally posted by Woomeister
Well the turrets do add nearly 3k to the polycount. the entire model would be about 7k with them. (including lods etc)
3k as in 3000? Dang. Good enough reason for removing them to me. I've done some really odd stuff with turrets as experiments so I know we can make some pretty unusual turret setups. :drevil: