Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Galemp on November 15, 2003, 02:13:02 am
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The HT&L Friendly version, as seen here...
http://www.hard-light.net/forums/index.php/topic,18694.0.html
And textured:
(http://www.3dap.com/hlp/hosted/fsport/working/scpmj/mj1.jpg)
(http://www.3dap.com/hlp/hosted/fsport/working/scpmj/mj2.jpg)
(http://www.3dap.com/hlp/hosted/fsport/working/scpmj/mj3.jpg)
(http://www.3dap.com/hlp/hosted/fsport/working/scpmj/mj4.jpg)
(http://www.3dap.com/hlp/hosted/fsport/working/scpmj/core1.jpg)
(http://www.3dap.com/hlp/hosted/fsport/working/scpmj/core2.jpg)
(http://www.3dap.com/hlp/hosted/fsport/working/scpmj/blades2a.jpg)
(http://www.3dap.com/hlp/hosted/fsport/working/scpmj/blades2b.jpg)
(http://www.3dap.com/hlp/hosted/fsport/working/scpmj/bladesa.jpg)
(http://www.3dap.com/hlp/hosted/fsport/working/scpmj/bladesb.jpg)
Mik, what do you think?
Well. I'm exhausted. Goodnight.
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:eek: damn! that looks amazing dude!
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.............:eek2:
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:eek2:
Somebody be a nice chap and add this to the highlights.....'cause DAMN!
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Galemp, I think you and Styxx need to talk. He has done something slightly different with the outer grinder that I like a lot, but you've got some stuff on your outer grinder I like too (the hazard stripes on the cross bars and the like).
The inner grinder and the beam core need some work though. Particularly, the two secondary launchers have completely disappeared, as has the maintenance hatch access. Also the blue tips on the inner grinder's focus arms and the nails of the outer grinder doesn't look quite right.
Maybe the three of us should sit down and discuss this. :D
Great work! :)
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one last post before bed... keep telling yourself that...
Well, since I haven't seen Styxx's I can't really comment on it. But I actually didn't refer to the original high-poly Mjolnir while I was doing this, since I couldn't find it. I knew about the launchers, but there didn't seem to be enough surface area on the front where they were supposed to be; with the bevels, the front wasn't any different from the sides or the back.
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:eek2: :eek2: :eek2: eeeeeee:eek2: :eek2: :eek2:
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All I can say.... WOW! :eek2:
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Muy bueno, can't wait to see more! :yes: :) :yes:
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:eek::eek2::eek:
Okay, now I won't bother tring to texture my model (built for the old limits, with three scondary missile turrets)
Good stuff:yes:, but the core section is very dark, hard to make out any detail.
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mjolnir Mk2 wuzzzzzzzzzzzzzzzaaaaaaaaaaaaaaaaaaa
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Originally posted by Galemp
one last post before bed... keep telling yourself that...
Well, since I haven't seen Styxx's I can't really comment on it. But I actually didn't refer to the original high-poly Mjolnir while I was doing this, since I couldn't find it. I knew about the launchers, but there didn't seem to be enough surface area on the front where they were supposed to be; with the bevels, the front wasn't any different from the sides or the back.
Yeah, one of the things I did was remove all recessed details from the model. So the front of the launchers should have recessed bits with launch tubes inside. We can get that sorted later.
Styxx, could you post your version of the outer grinder in this thread?
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That's worth a high-quality yegads. :eek2: Welcome to the highlights, sirs. :nod:
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Steak, did you just slap together that highlight pic out of nowhere or what?
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Cut it out from one of the pics above, slapped it on one of my starscapes, and there she is. :nod:
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um, you do realise the lvlshot actually makes the image bigger right? anyway good work both ofyou :nod: cant wait to see it in game, is it one big map or lots of little ones?
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Not bad for a slap up. :D
Anyway, here's some pics of the high poly Mk2. Sorry about the colors. They're mainly to show the details, sorta. :D
http://www.3dactionplanet.com/hlp/hosted/the158th/mik/MjolnirRef01.jpg
http://www.3dactionplanet.com/hlp/hosted/the158th/mik/MjolnirRef02.jpg
http://www.3dactionplanet.com/hlp/hosted/the158th/mik/MjolnirRef03.jpg
On the front end of the beam core, you can see, among other things, the recessed secondary launchers. They're a bit big, so maybe they should be multiple smaller launch tubes, in a staggered grid array. You can also see the starboard maintenance hatch, which allows access into the generation chamber behind the lens.
On the aft end of the RBC, there are ten 'figure-8' rectangles: five on the core, and five spread across the back end of each of the fingers of the outer grinder. These are thrusters. The ones on the core are for large scale FOV changes for the entire RBC, whilst the ones on the backs of the outer grinder fingers are for actual propulsion. You can also see the after dock point in the center of the beam core's "pommel".
In the close up shot, you get a much better view of the thrusters, and you can see that most of the back side of each of the outer grinder's fingers are taken up by thermo-dump panels.
I do hope all this helps. I swear, one of these days I have to put together a blueprint sort of render/spec sheet thing for this model. :D
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My god... it's... I want... Dude!!
Really excellent work.
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If the other model is textured I say we should use both.
Who said the Mjolnir had only one version?
Excelent work, both of them.
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:cool: 'nuff said. ;)
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Originally posted by mikhael
Not bad for a slap up. :D
Anyway, here's some pics of the high poly Mk2. Sorry about the colors. They're mainly to show the details, sorta. :D
You're not too bad yourself. :D
Ahhh, that mesh is excellent. I'm particularly fond of the way you've integrated in the missile launchers - but is there one on the back for all-round fighter cover? ;)
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Nice job :)
May I shinemap this beauty? :D
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OMG!!!!! Kick ass!!!
The engine whitstands all those polys at will???
*goes to add more detail to all ships done to this date*
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*jaw drops*
HOLY ****!
DAMN THAT'S ****ING AWESOME!
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:eek2: Very impressive work :yes:
When will they be available for download ? :D
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now glowmapped, and shinemapped, ingame that would make some hellishly impressive eyecandy..:nod:
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Originally posted by Skippy
When will they be available for download ? :D
Excellent question, I second it ;)
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looks like it uses the origonal maps so it is alredy glow and specmapped
I don't like the outer grinder, the glowwy bits are far too distorted
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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Now why did I have to decide to leave before I saw this?
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holy crap
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Originally posted by Petrarch of the VBB
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Now why did I have to decide to leave before I saw this?
Makes you feel really queer, doesn't it?
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It is my intent that this model be free for use in any and all mods, without restriction. I would like any work based on my mesh be put back out so the public can use it for further work.
Also, I had intended that it be a sort of nudge to get the community thinking of reworking the :V: ships to take advantage of the new capabilities of our engine.
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Hello! DAM that girl is fine!
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Originally posted by Setekh
Ahhh, that mesh is excellent. I'm particularly fond of the way you've integrated in the missile launchers - but is there one on the back for all-round fighter cover? ;)
No, unfortunately, there is not. When I was building the MK2 originally, I was thinking about where to put weapons and the like. I had initally thought of putting a pair of multipart turrets on the dorsal and ventral sides of the aft docking pod, but decided against it. To do so would have broken up the five-way radial symmetry of the vessel too much You'll note that the symmetry is only broken in four discrete cases: the two secondary launchers, the forward sensor boom, and the starboard maintenance hatch.
As I kept thinking about it, I focused on the role of the RBC: its a blockade weapon. Ideally, you would surround a node with these things and be ready to perforate anything coming through. The threat should always be in front. I would suspect that if fighters are likely to be an issue, the RBC would have several sentry guns stationed behind it as point defense.
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Good morning!
OK, now that I can reference the original high-poly model I'm going to make some changes. I can see now just what those bits are intended to do, and I'll make it look better. I'd still like to refer to Styxx's, though. Permission do do some mesh tweaks on the core would be appreciated.
Lightspeed (etc): It uses maps from the original Mjolnir, the Deimos, the Hecate, the Boadicea, and two of Venom's Tau maps: door1 and the warning stripe. The sloppy use of the Hecate tile on those panels is irritating me, so I think I'll cook up a new texture that conforms to those shaped better.
Bobboau: Yeah, I stretched the Mjolnir maps. But since the original proportions of the lights were rectangular, it doesn't make that much of a difference. Part of the inspiration came from the texturing job for Ryx's GTA Icarus, which uses the Mjolnir maps in exciting ways.
Mik, I certainly believe this can usher in a new era of high-poly modeling for the Freespace community. :D So who wants to do the Aeolus?
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What tweaks do you need to make to the beam core?
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Well, I want to distinguish the missile launchers as such, and make the maintenance hatch smaller. Right now they're just bumps with nor enough surface area where it's needed. Ideally I'd like a flatter front surface so I can place the Deimos engine texture (you know, with the two circular vents) there just like you have on your high-poly model.
I'd also like to nudge the band with the antennae back a teeny bit and let the other cylinder show through; this part. (http://www.3dactionplanet.com/hlp/hosted/the158th/mik/MjolnirRef03.jpg) Then I can cap it there in the same way I cap the others, so as not to break the consistency.
And, of course, I want to seperate the lens from the rest of the body and make it a turret, then model in some damage on the core behind it so when you blow the turret off there's damage mapping.
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This is spectactular. If all upgraded FS1/2 ships are done with this quality and respect to the original design (despite how bad the original Mjolnir model was, but the concept) this is going to be great :)
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I think you should map it rather than do multi textuereing, HT&L much prefers small numbers of textures per subobject
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Well, since it has all been said, I will just say "Very nice". :D
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Originally posted by Galemp
So who wants to do the Aeolus?
I might:nod:
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Nice! :eek2::yes:
Did you make it so that "point object at other object" in FRED actually points the thing in the right direction? ;)
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Now, who wants to make a version that aims ? (i.e. If a target is behind it, it turns to face it... :nervous: )
Then it would need to be named after another mythological weapon...
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unless the new mjolnir isn't pointing straight up when its POFed we could do that. it should be possible to do since the Faustus has stuff rotating about Z
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Originally posted by mikhael
No, unfortunately, there is not. When I was building the MK2 originally, I was thinking about where to put weapons and the like. I had initally thought of putting a pair of multipart turrets on the dorsal and ventral sides of the aft docking pod, but decided against it. To do so would have broken up the five-way radial symmetry of the vessel too much You'll note that the symmetry is only broken in four discrete cases: the two secondary launchers, the forward sensor boom, and the starboard maintenance hatch.
As I kept thinking about it, I focused on the role of the RBC: its a blockade weapon. Ideally, you would surround a node with these things and be ready to perforate anything coming through. The threat should always be in front. I would suspect that if fighters are likely to be an issue, the RBC would have several sentry guns stationed behind it as point defense.
Your design ethic (rather, Volition's) occurred to me, in fact. I'm happy you've thought it out. In that case, what ordinance did you have in mind for those missile launchers? Again, great mesh. I love it just the way it is.
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i think that would be up to the designer. i would suggest 2 pirhana launchers and a torpedo launcher
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I'd load one up with Tornadoes, and the other with Tempests; if you're trying to take out the main turret, having a couple swarm missile launchers in your face is gonna be rough. A Piranha or AAA turret on the backside would help, too.
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i don't think AI turrets handles aspect swarm turrets correctly
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Originally posted by PhReAk
i think that would be up to the designer. i would suggest 2 pirhana launchers and a torpedo launcher
This is what I was going to recommend.
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A torpedo launcher? Isn't this thing supposed to use its beam against capitals? I agree about the pirhana launchers, but the torp seems like too much. Perhaps a heatseeker of some kind.
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Suppose we gave this thing a Bomber AI, then had the missile launchers as secondary hardpoints? We'd have the bonus of having the Mjolnir automatically point to its target.
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it would then turn away from caps and attack fighters with its missile launchers
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Maybe make the beam a primary hardpoint and make the missile launchers turrets?
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I would really hate to see the Mjolnir with anything but a single primary beam weapon and two secondary launchers. I believe the RBC was designed to be a stationary beam cannon, not a warship without an engine.
The decision not to include turrets anywhere, including the tail end of the unit, was a concious one. Turrets anywhere but on the aft side of the RBC do not make sense. The outer and inner grinders rotate in opposite directions, leaving only a narrow cylinder in front of the RBC clear. In all other directions, the grinders occlude a turrets FOV.
If someone needs extra fire power around the RBC, they can always drop some sentry guns or even assign a wing of fighters to play nanny.
Galemp: Though it hurts my pride, go ahead and change the geometry with respect to the secondary launchers and the lens. The original model has a the lens, lens collar, and main beam core seperate parts anyway. The back, however, I'd hate to see changed. I like the proportions the way they are now. The reason I didn't include cutouts on the outer grinder was so I could ditch the detailed machinery in the rotation hub. There's really no need to see any of the stuff in there, I think.
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As an aside, I would have put Hornets in the three launchers on mine, but since I'm not likely to finish it now...:sigh:
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Originally posted by StratComm
A torpedo launcher? Isn't this thing supposed to use its beam against capitals? I agree about the pirhana launchers, but the torp seems like too much. Perhaps a heatseeker of some kind.
Indeed. If I was sitting on an anti-capship beam, the torpedoes are kind of a less useful addition, I would think. Fighter suppressants... they ought to do the job well.
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give em two fish turrets, and perhaps a couple ML-7 turrets on the outer grinder tips - that would make her mean to anything trying to attack her that's smaller than a fenris
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Damn, talk about jinx. I had just sent a PM to mikhael showing the mapping I was working on for it... You've done a great job though. I also worked only on the outer body up to now. Here's a pic:
(http://www.3dap.com/hlp/staff/sticks/pics/mjolnir2-pic01.jpg)
Used mainly the original Mjolnir maps, plus two or three others.
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That is stunning. :eek2:
I see Mjolnir, Setekh, and Collosus in that shot alone. :D
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Originally posted by Raa Tor'h
I see Mjolnir, Setekh, and Collosus in that shot alone. :D
Whaaaa? :nervous: :)
Hey, Styxx, you were right about you getting the hang of mapping. ;):yes:
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cant decide!!1
i like styxx's mapping better (prolly because its lit), but i also like how GE did the glows around the beveled parts
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Hmm.. I like both of them. Either way, they 0\/\/]\[Z the old Mjolnir. Excellent work guys. :yes:
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Fascinating! It's not quite as exciting as mine, but there are some parts I definitely like:
- The Setekh gold chevron maps. :yes:
- The caution stripes around the ring.
- The Colossus texture where I used the Hecate.
It doesn't really show off the geometry as much, but I'll definitely take some ideas from yours. :D
Speaking of which... do you and/or Mik have AIM and/or ICQ? We need to get together and chat. My contact info's in my profile.
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I like styxx's more, maps don't seem as distorted,
and I UV mapped that section if anyone want's it, I had to rebuild the interior bit but I tryed to keep it as close to mikhael's origonal as posable (useing a 50 division cylender so it maches the symetry of the model more), after spending a lot of time with it I think more detail could have been squeezed in useing the SCPs newer zbuffer format multable subobjects are now ok. a lot of the polys seem to be spent around sealing up booleans. remember when I say HT&L likes single subobjects I mean from a hierarcial perspective not a geometric one, as long as it can group the polys together into on rendering call it's happy
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Dang. This runs in game with HTL? Im going to have to get a better computer. GREAT JOB! ***** (5 stars)
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Originally posted by Galemp
Fascinating! It's not quite as exciting as mine, but there are some parts I definitely like:
- The Setekh gold chevron maps. :yes:
- The caution stripes around the ring.
- The Colossus texture where I used the Hecate.
It doesn't really show off the geometry as much, but I'll definitely take some ideas from yours. :D
Speaking of which... do you and/or Mik have AIM and/or ICQ? We need to get together and chat. My contact info's in my profile. [/B]
If you want to use any of my ideas on your map, go ahead, but I don't think I'll be working on the other sections now that you have them mapped (I'll just want to use yours, if that's not a problem). And I have ICQ, it's on my profile.
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Originally posted by Galemp
- The caution stripes around the ring.
[/B]
Heh, I noticed that too. "Watch out, I'm pointing a fricking huge beam in your face!"
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wow nice :yes: (Styxx and GE)
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ME LIKE!
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:eek::eek::eek::eek::eek::eek::eek::eek:
HOLY CRAP!
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Want it want it !
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I have ICQ and AIM, both of which should be listed in my profile.
Bob, I try, at all times, to unify my meshes. If that means using a boolean and working some geometry around to seal it smoothly, that's what I do. I don't like having bits hanging near each other that don't share vertices, nor do I like have polygons that are hidden/occluded by other parts of a model (the Orion's spiky bits come to mind). In the original (30k) version, most of the polys were spent edging things or making them more round. The bulk of the geometry is fairly bare, leaving detail to the texture artists. Only in places where there's a detail that I wanted detailed pretty clearly, did I spend geometry (like on docing clamps or hatches. the original has seven hatches and an internal beam generator).
Which part did you rebuild Bob, and exactly why? Everything should have been built with a multiple-of-five cylinder at its base, so you shouldn't have had to modify anything to keep the symmetry.
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the very center, and I did that largly so I could just UV map one blade and repete it five times, if I wouldn't have pointed it out you probly wouldn't even see it, it doesn't seem as the center was made from a five based cylender, but I could be wrong
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I'll be damned, you're right: its a hexadecagon. I should have caught that during the initial modelling. I feel pretty stupid. I should have realized that when I saw that the fingers of the outer grinder didn't line up as nicely as the fingers of the inner grinder.
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I noticed that too; I just chopped them off right before they joined to the ring. That let me mirror the outer fingers 5 times, and I mapped the central ring with a cylindrical map and 5 uv tile reps.
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The horrible things you guys do to my meshes. :lol:
Man, I have to say, though, letting other people play with my meshes (especially on something I care so much about) is hurting my ego pretty bad. You guys keep finding things wrong. :D
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well at least your prety cool about it, doing things like this back in the day with TBP would have ended with my testicles in a jar
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What's the big deal? I'm a big fan of sealing up Booleans, and I managed to work around your hexadecagon easily enough. :)
But I know the feeling. When something you like is mangled out of recognition, it is always a blow to your ego. :blah: *glares at StrattComm*
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if you want it to be mobile, dock an argo on the back end of it or somesuch..;)
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The Satis works rather well for moving Mjolnirs too. *grins*
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Any progress? :)
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No.
Pay no attention to the man behind the curtain.
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:(
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*smacks the man behind the curtain...*
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Ow.