Hard Light Productions Forums
Hosted Projects - FS2 Required => Inferno => Topic started by: Woomeister on November 08, 2003, 02:27:16 pm
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Basically a thread to show off misc stuff.
(http://www.3dap.com/hlp/hosted/inferno/selketshine.jpg)
Selket shine mapped
Cutscenes:
(http://www.3dap.com/hlp/hosted/inferno/introshot01.jpg)
(http://www.3dap.com/hlp/hosted/inferno/introshot02.jpg)
Updated intro
(http://www.3dap.com/hlp/hosted/inferno/solcuta.jpg)
(http://www.3dap.com/hlp/hosted/inferno/solcutb.jpg)
Early test shots of next cutscene
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(http://www.volitionwatch.com/vwbb/images/smilies/jawdrop.gif)
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wow:eek2:
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(http://www.3dap.com/hlp/hosted/inferno/earthbg1.jpg)
(http://www.3dap.com/hlp/hosted/inferno/earthbg2.jpg)
First attempt at turning the cutscene planet into a FS2 bg, just in case we can't use the Earth model once HT&L is back in the INF exes.
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You'd have to use the 32-bit tag to get rid of the banding, though, eh? Oh well, it is awesome. Truly stunning.
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Can't use 32 bit as it shouldn't be in the INF exes yet.
IIRC in DX there's a 30km rendering limit and in OGL it's 100km, so in standard HT&L exes the Gargant and Earth models won't work in DX and the Earth model won't work in OGL.
(last time I checked those where the limits anyway)
Once HT&L is re-enables in the INF exes, both limits will be 100km
The Earth model is real size so blows the limit away :D
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Does this limit cause knossos 3 to be invisible in the main campaign? Just thinking there is some kind of bug happening there if that's the case. Not that it has anything to do with this thread.
And Woo, that Earth is amazing. Desolate and overpopulated, just like I'd have expected it to be. Banding or no banding, I'd say leave this as the earth image, unless at some point you intend to blow it up. Also, couldn't Earth be inserted into a background POF instead of putting it in mission? Seems like that would take care of the distance culling issue.
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yes knossos 3 is gone. but as stated before, there has to be a far clipping plane for t&l to even function
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Yeah it seems like since that's the most-distant object in the original game the distance limit should have originally been set to that distance. Although it's sort of a nuicance rather than a real problem, since you rarely actually look at said knossos under normal play conditions (you see it when you jump in but that's about it)
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Originally posted by StratComm
And Woo, that Earth is amazing. Desolate and overpopulated, just like I'd have expected it to be. Banding or no banding, I'd say leave this as the earth image, unless at some point you intend to blow it up. Also, couldn't Earth be inserted into a background POF instead of putting it in mission? Seems like that would take care of the distance culling issue.
That current Earth is a 1024*1024 256 colour pcx background, but I can make a 720 poly smaller Earth model with a 2048*2048 version of the map.
I suppose both could be used depending on which would fit best in the mission.
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(http://www.3dap.com/hlp/hosted/inferno/earthpof1.jpg)
(http://www.3dap.com/hlp/hosted/inferno/earthpof2.jpg)
720 poly, 60km earth with 2048*2048 map, also glowmapped cities.
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you may want to put more glow through Southeast Asia and China
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WOW the pics look great.
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Originally posted by PhReAk
you may want to put more glow through Southeast Asia and China
I second that. India and China have 2 billion ppl together, and altho they may not all haev electricity, they are certain to have more than the piddy 240 odd million of USA.
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That Earth map is a composite of 4 different Earth maps, one is a nighttime light shot, and it's what I used as the glowmaps file. It's not my fault if they didn't turn their lights on when the image was taken :D
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Actually right now they don't have lights.
But I am assuming the aridness/dead nature of the landmasses is more than accidental, so perhaps you could explain the lack of lighting in that region to population dieout as a result of overpopulation. However, as this takes place fairly far into the future, I would suggest making amendments to the nightside lights. Assuming no major wars (as we can since the eastern seaboard of the US is fairly obviously intact), the American continent is going to be much more urbanized than that. Some lights in the oceans would be a plus too (sea colonies) but that's more of a personal choice.
Also, I couldn't help but notice that the earth shot you've got in the first post (with the moon) has earth illuminated from its north pole. Not to be overly critical, but that ain't gonna happen. It is an awesome shot, just rotate earth so that it isn't illuminated quite like that. Otherwise, I need a better jaw smily than I have ever seen to describe most of that stuff.
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Love the way you're intergrating the SCP into the mod. Earth is just amazing - I really like HTL, but right now without earth some missions just suck.
Agreed about earth though - can you get more lights? Earth's industrialization probably won't be turning back barring any major disasters.
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Originally posted by StratComm
Actually right now they don't have lights.
Also, I couldn't help but notice that the earth shot you've got in the first post (with the moon) has earth illuminated from its north pole. Not to be overly critical, but that ain't gonna happen. It is an awesome shot, just rotate earth so that it isn't illuminated quite like that. Otherwise, I need a better jaw smily than I have ever seen to describe most of that stuff.
I can easily move the light a bit, it was more of a test of the Earth and Moon maps to see if they looked good, the actual 'cutscene' is a very quick 3 second flyby at the moment.
Using the SCP texture replace can allow the Earth model to be used as other planets too, though I'll make a smaller mesh for the moon...
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Seems like you've been pretty busy lately woo :) Cant wait to see what the finished product looks like. Oh and while your at making cutscenes, why not tease us a little more with an R2 Inferno Trailer. ;7
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Welcome to the highlights, dude. Beautiful stuff. :)
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Originally posted by DeepSpace9er
why not tease us a little more with an R2 Inferno Trailer. ;7
Kind of pointless until we have the new weapons and missions sorted, also I'd need a faster INF exe to try and get a decent framerate for fraps.
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SAy, is the Earth model gonna be released?:wink:
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its in the chapter 1 VPs
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Originally posted by Woomeister
Kind of pointless until we have the new weapons and missions sorted, also I'd need a faster INF exe to try and get a decent framerate for fraps.
Use the -nospec parameter to disable specular lighting and your framerate will improve.
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and very soon he's going to get an inferno exe that would work with T&L.. as long as there isn't 24 textures per subobject
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I think 22 is our max...
with -nospec I get 20fps in m14 max when looking at anything
with spec it drops to 7-12 :D
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Originally posted by TrashMan
SAy, is the Earth model gonna be released?:wink:
No plans at the moment, need to make the Mars and Venus maps for it, make a smaller version with moon maps, and probably try to add debris so I can blow it up someday :D
Oh mview can't handle the large earth texture so you'll need to resize it down to 1024*1024 to view it, the full texture works fine in game though.
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Originally posted by Woomeister
(http://www.3dap.com/hlp/hosted/inferno/selketshine.jpg)
Selket shine mapped
Wow, my shinemaps look really good on that model :nod: :yes:
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Yep sure do :D
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Even better on my Kurruk. :D
Which I love, BTW, Woo. Ignore them, we're finding increasingly less good taste on the boards recently *hints to that car thread* ;) :D
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wouldnt earth look more like coriscant in the future? more cities of lights? especially in the more heavily populated areas around traditonally large populace locals... IE NYC, LA, Chicago etc.?
but overall wow. i am looking forward to Inferno, this mod is bangin!
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Why not have the Shivans pulverize the moon so much, it breaks apart and starts to fall towards earth. Then in one of the missions you have to blow up as much moon debris while trying to fight the Shivans trying to stop you :nod:
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I don't think earth needs to go to the coriscant levels of urbanization (it's still, we assume, the primary source for food for everyone in Sol after all) but I do think that traditional population centers (North America, Europe, Southeast Aisa) should be much more, well, urban.
As for the moon thing, all I can say is :wtf: Or alternatively, no. Please no.
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Don't worry, no is the word.
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Originally posted by PhReAk
and very soon he's going to get an inferno exe that would work with T&L.. as long as there isn't 24 textures per subobject
And how will you get around that 30Km distance rendering problem with HT&L you mentioned in the SCP FAQ thread? Will it have something to do with that W-Buffer thing you mentioned in said post?
Later!
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nope w-buffering isn't supported on all cards. i can always make the far plane just go out to 100km or so. *has an idea* :drevil:
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This is probably something best discussed within the SCP forum, but would it be possible to have a command line tag to change the far plane from its default of 30Km to whatever the campaign designer needs? Or would it be possible to create an easy (that is easier than compiling one's own version of the code) program to modify certain preset values in the exe so that different campaigns can have something such as the far plane, automatically changed for their own named exe (such as the _INF, of course)?
Later!
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We need a custom exe anyway since the number of ships we have far exceeds normal fs2.
(http://www.3dap.com/hlp/hosted/inferno/Gigasshine.jpg)
More shiny ships :D
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We're doomed! :(
Very nice and scary Gigas, and it think that it'll be nastier if there are more Shivan red lines in the normal hull - right now, it seems the front to too red and the back has no red lines at all.
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It has a few custom red maps on the leg part, but I don't have shine maps for them so you don't notice them except in closeup pics.
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(http://www.3dap.com/hlp/hosted/inferno/newicons01.jpg)
(http://www.3dap.com/hlp/hosted/inferno/newicons02.jpg)
Complete species icon set nearing completion. Ones shown are cruiser-destroyer ones.
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Originally posted by Woomeister
(http://www.3dap.com/hlp/hosted/inferno/newicons01.jpg)
KICK ASS! There's a Kurruk Icon!!!! *does happy dance*
Have any more shots of it in action?! :D:D:D
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Bleh, I still want to see this in place of that red on the Kurruk.
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I liked the blue Anuket miner02vtile04a I think... Well, the blue glowy one...
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The Geb map is too pale for such a dark ship.
As for Kurruk shots, probably won't be any more until the weapons are replaced with the new ones.
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(http://www.3dap.com/hlp/hosted/inferno/persgpoint.jpg)
Glowpoints added to some fighters, the capships won't get them though.
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Does the Nemesis SD in the background have green engine trails?
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Yeah, that's the EA's engine trail effect enabled by the new species code, I believe.
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The EA icons too are in because of the species code. They'll have their own icons this time :)
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Originally posted by SadisticSid
Yeah, that's the EA's engine trail effect enabled by the new species code, I believe.
Cool. I'll probably use those trails in the Starforce mod because SIA engine glows are green. I'm using the regular 3d engine trails right now and I made a green thruster01 for them.
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Looking great, Woomeister. :yes: Just out of curiosity (and I thought this before but this reminded me), why are you doing the icons FS1-style and not FS2-style? :)
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Because they looked better?
I think so atleast.
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FS2 icons even need work... how about full 3d representations of them on the map screen. That would look more 24th century.
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That'd be cool...like WC3, 4, and Prophecy.
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Originally posted by Setekh
Looking great, Woomeister. :yes: Just out of curiosity (and I thought this before but this reminded me), why are you doing the icons FS1-style and not FS2-style? :)
Two reasons.
1. I prefered the FS1 style
2. I can do the 20 of these for every 1 FS2 style one
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True dat, I understand perfectly. Keep it up. :)
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Current size for the entire mod is now 174mb, compared to the 250mb just for R1 :)
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Phew... talk about a mod of gigantic proportions. In more ways than one, of course. ;)
Congrats on the 10k posts in the forum, btw. :nod:
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We've also blown the 2000 download mark
I got the 10k post :D
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Moving on up, eh? Just wait till R2. :D
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Originally posted by Woolie Wool
Cool. I'll probably use those trails in the Starforce mod because SIA engine glows are green. I'm using the regular 3d engine trails right now and I made a green thruster01 for them.
I got my own plans for that new speacis code, I got 4 of em in my mod and they all use different types of tech, as what gameplay will be like I can only say that it will be a much more powerfull story than the FS/FS2 ones, you actuly get to make a difference in battle.
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Originally posted by Woomeister
2. I can do the 20 of these for every 1 FS2 style one
:wtf: Making the FS1 types seems harder. I can take an Aurora screenshot of a capship with fullbright lighting, resize it, make it black and white, put some finishing touches on it so it looks okay shrunken down, make a few darker versions for the second frame and the fade ani, compile it with anibuilder and BANG. It's done. With FS1 style you have to draw a border and fill in the interior.
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Lets look here.
Originally posted by Woolie Wool
I can take an Aurora screenshot of a capship with fullbright lighting, resize it, make it black and white, put some finishing touches on it so it looks okay shrunken down, make a few darker versions for the second frame and the fade ani, compile it with anibuilder and BANG. It's done.
1.) Screenshot
2.) Cut out the ship
3.) Modify the cut out
4.) Finishing touches
vs.
Originally posted by Woolie Wool
With FS1 style you have to draw a border and fill in the interior.
1.) Get the model on your screen
2.) Draw it and color
The first plan is easier...how? Unless you have no artistic skill, I'd go with the FS1 icons. o_O Plus I just like the look of them better than FS2. Not as detailed, maybe, but it's just got that style.
Good work on those icons Woo. Though I'd redo the Apothes (sp?) icon, especially cause you're using that new model. The current one is ugly. XP
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Ummm....you won't need to cut it out if you use a solid black background. Aurora renders ships with a black background.
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FS2 icons require the palette to match otherwise they look crap, FS1 icons use 3 colours for the main icon and so are quite easy to make.
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What image program do you use? I use a program that can save and load palettes. I use a greyscale palette for images like briefing icons.
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For most icons I use Corel Photopaint 10, though the briefing icons I used PSP7 to make.
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Couple of screens since I was bored:
http://www.3dap.com/hlp/hosted/inferno/DEVBattle01.jpg
http://www.3dap.com/hlp/hosted/inferno/DEVBattle02.jpg
http://www.3dap.com/hlp/hosted/inferno/DEVBattle03.jpg
http://www.3dap.com/hlp/hosted/inferno/DEVBattle04.jpg
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What is that ship??? An adaption of one of the OTT designs? I don't recognise it, though it looks pretty cool. Also, why does that engine texture (the map, not the glow) look strangely familiar?
EDIT: Oh, it's a rework of the Raiden. Looks good, but seriously where did that engine texture come from. It looks HW2-like, but crisper and more defined.
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It's the ones Lightspeed did:
http://www.hard-light.net/forums/index.php/topic,18657.msg358314.html#msg358314
with a background glow from our own effects files.
It's a modified Raiden originally made for INF2. It wasn't to be used until OTT was complete. It has 39 turrets and will become a 2nd EA Corvette.
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Originally posted by Woomeister
http://www.3dap.com/hlp/hosted/inferno/DEVBattle03.jpg
Lol! Quite an ambitious ship I have there, eh?
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Well it won the battle :D
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It had a little help, but from that angle a cruiser could go a long way toward destroying a Ravana anyway. It's all in the tactics (which I'd like to see command make more use of for once). :rolleyes:
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Originally posted by Woomeister
Well it won the battle :D
Hella-Coolness™! :D:thepimp:
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Originally posted by StratComm
It had a little help, but from that angle a cruiser could go a long way toward destroying a Ravana anyway. It's all in the tactics (which I'd like to see command make more use of for once). :rolleyes:
Well I randomly placed them so it wasn't intentional. It wouldn't of lasted long if I'd put it in front of the Ravana :D
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A wing of Ursa 2s move out
http://www.3dap.com/hlp/hosted/inferno/DEVBattle05.jpg
Running out of power, I need to boost the Ursa 2 energy reserves more :)
http://www.3dap.com/hlp/hosted/inferno/DEVBattle06.jpg
A Succubus firing a rapid Shivan cannon at me
http://www.3dap.com/hlp/hosted/inferno/DEVBattle07.jpg
A Succubus at top speed
http://www.3dap.com/hlp/hosted/inferno/DEVBattle08.jpg
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397?!... :eek2:
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Hey, which Ursa II is that? I bet one of you textured Raven's...
yet, I posted my interpretation months ago, and nobody offered to texture it...
:blah: I've still got it laying around with some embryonics maps, but why bother finishing it now.
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If a mesh is released publically with a link, it is more likely to be textured by me than one I have to arrange to get. Also I like to do my own UV mapping and my own way of doing maps, which I can't always do if I'm mapping for someone else.
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Ursa II is magnificent.
Dark and deadly!
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Originally posted by Raa Tor'h
397?!... :eek2:
:eek2:
No kidding... gee, we need a new light missile class to fight those little buggers. ;)
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Well the sniper easily take care of them, and the hornet and shocker are good if timed right.
The Succubus itself needs new missiles, as it's too fast to obtain aspect lock :p
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Pah. I think the AI cheats, anyway... as soon as it's in aspect range, it attains aspect lock instantly. :nervous:
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Well the Succubus has never fired its missiles, so I'll make some Shivan heat seekers. It should be able to fire those more easily.
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Originally posted by StratComm
It had a little help, but from that angle a cruiser could go a long way toward destroying a Ravana anyway. It's all in the tactics (which I'd like to see command make more use of for once). :rolleyes:
No amount of tactics will allow cruisers to take on heavy destroyers once they've been balanced! But nor will those destroyers have a chance against a bomber squad without escort wings, or better yet, a cruiser. :)
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Originally posted by Woomeister
Well the Succubus has never fired its missiles, so I'll make some Shivan heat seekers. It should be able to fire those more easily.
do they need missiles because that high top speed i think they don't need missiles but that just me
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20 bomber assault on the Gigas
http://www.3dap.com/hlp/hosted/inferno/DEVBattle09.jpg
http://www.3dap.com/hlp/hosted/inferno/DEVBattle10.jpg
http://www.3dap.com/hlp/hosted/inferno/DEVBattle11.jpg
http://www.3dap.com/hlp/hosted/inferno/DEVBattle12.jpg
http://www.3dap.com/hlp/hosted/inferno/DEVBattle13.jpg
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Devbattle10 is... well... eeeew :ick
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It's a shield hit
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Only 30 m/s? The Notus is even slower than I thought.:eek:
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Why what where you expecting?
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40 m/s.
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The Jotun is 40, and the Notus is far bigger.
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The Jotun was 50 or so in R1 IIRC.
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Well it's 40 now, Ursa Mk II is 55.
The R1 stats for non used ships were not final, and most will probably be changed.
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Originally posted by Woomeister
It's a shield hit
Someone should re-do them... meef.
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I have 66 pof files to edit so I won't be doing it :D
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Yeah no kidding... that's WAY too big for a shield hit ANI. Those things are what, 64x64?
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The size of the ani depends on the size of the polys, since this ship was already breaking the converter limits, there isn't thousands of polys in the mesh.
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As part of the new balance settings bomber speeds can be boosted far more by diverting power from weapons and shields to engines than doing so with fighters. It makes a lot of sense, since (most) fighters traditionally rely on speed and agility to fight, while bombers rely on firepower and shielding to accomplish their objectives.
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Need to boost some of the power levels of the bombers, the Ursa and Notus kill their energy reserves using the Hastor in a couple of seconds.