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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Raptor on January 06, 2004, 12:45:37 pm

Title: Remodelling V ships
Post by: Raptor on January 06, 2004, 12:45:37 pm
Okay, nasty can of worms time.....

With the HTL build looking more stable, and with these very high ships starting to appear, the V ships are going to start looking very dated.

So, should we, as a commiunty, rebuild V's ships?:nervous:

Please post opinions, but no flaming please.
Title: Remodelling V ships
Post by: Taristin on January 06, 2004, 12:52:42 pm
Well... We... err...

Maybe?
Title: Remodelling V ships
Post by: Black Wolf on January 06, 2004, 01:00:08 pm
I'd like to say yes, but I would have to acknowledge what a huge project this would end up being, and what degree of individual variation would inevitably creep in, either through people intentionally changing the shape of the model to make it (In their opinion) better, or just in peoples different styles of texuring and modelling. So I guess I'm a cautious yes, as long as things remain canon looking and a relatively high degree of coninuity can be maintained.
Title: Remodelling V ships
Post by: kasperl on January 06, 2004, 01:00:39 pm
people are already doing that, the Mjolnir has been done, i spotted other sentry's, and there are plans to re-doing Mik's high poly Herc 1 too. basicly, if anyone feels he could help, he can pick a ship and go to work.
edit:

re-read some stuff.

i think the shape should stay the same, and only details should be added. we can use the textures as guides there. new textures aren't going to happen, the skills are simply not in this community. if anybody thinks he can create new textures for :V: models, go ahead, but i have seen nobody jumping at the chance. higher poly models should be made though, but only adding details, rounding bends, and that kind of stuff.
Title: Remodelling V ships
Post by: Flaser on January 06, 2004, 01:04:16 pm
My answer is a definite YES.

On the other hand it's up to the modellers and their inclination to do it. So I have to go with: IF THEY WANT TO.

They can do a marvelous job - see the Fenris/Leviathan (once its finished) or the Mjorlin.

However if they aren't inclined to re-realise an old concept, than there's nothing we can do about it other than giving them nice ideas that would make it interesting or doing it ourselves.

BTW it should be more than mere remodelling - it should expand the original concept with all the new things that could have been done by :V: if they could or cared to.

Things like Big Anti Capship guns for FS1 ships - not beams, just guns that would be slow and high-caliber, like WWII battleship canons - of course that would need the rework of FS1, but if carefully edited these guns wouldn't upset the game, only add life to the capships.
Title: Remodelling V ships
Post by: Nico on January 06, 2004, 01:13:39 pm
Well yeah, that should be done, but the shape should be respected, not like I don't remember whom' herc1, with the ablated nose :doubt:.
Title: Remodelling V ships
Post by: Raptor on January 06, 2004, 01:23:30 pm
Well, as quite few are in favor, I'll start working on the Aeolus then.  Been thinking it needs a face lift for some time, even before HTL came along.
Title: Remodelling V ships
Post by: Flipside on January 06, 2004, 02:17:31 pm
Very very cautious 'Yes' but Black Wolf is right, remodelling the ships would involve putting things in that aren't currently there, i.e. Greebles, details in the Textures etc, and that would vary greatly depending on who was doing it :)

Flipside :D
Title: Remodelling V ships
Post by: Drew on January 06, 2004, 02:21:21 pm
well.....duh!
Title: Remodelling V ships
Post by: TopAce on January 06, 2004, 02:31:32 pm
I think it is no worth the effort. Nobody would see those changes in the middle of a dogfight. If you were wondering ... I was the one who voted for the second choice:

No, they should stick to Canon!


Maybe the lighting effects would be a bit better, but I belive original V models are really good considering to their age.
Title: Remodelling V ships
Post by: Flipside on January 06, 2004, 02:41:58 pm
I think they do work pretty well myself, besides, people would notice the changes and whinge or make pointless posts like 'well duh'.
Title: Remodelling V ships
Post by: magatsu1 on January 06, 2004, 02:55:15 pm
worthwhile, but I reckon original work should be put first.
Title: Remodelling V ships
Post by: Raptor on January 06, 2004, 03:11:08 pm
Well, I had the idea that this project, IF it was started, would be completely open, with as many people as possible having a say on the new looks.

Here's my stab at the Aeolus. A basic, first stage outline.
(http://angelfire.com/space2/raptorsnest/Aeolus-stage1-1.jpg)
(http://angelfire.com/space2/raptorsnest/Aeolus-stage1-2.jpg)
(http://angelfire.com/space2/raptorsnest/Aeolus-stage1-3.jpg)

If people prefer that the V model not be replaced, then this could be an 'Aeolus MkII' or 'Aeolus Refit' then.

It's a little longer (290m ATM), a little fatter ATM, and is not quite as deep.  I was aiming for a lean, sleek shape, with the dorsal/ventral turrets having proper places. What do people think so far?  Suggestions?

I will round off the edges later, and it might get UVmapped.
Title: Remodelling V ships
Post by: Ace on January 06, 2004, 03:21:43 pm
A good example of how a community could upgrade the look of their models can be seen here:
http://starsiege2845.com/

StarSiege had low polygon models, but the new mod for Tribes: Vengeance has faithful recreations of the models as well as new ones.
Title: Remodelling V ships
Post by: magatsu1 on January 06, 2004, 03:22:27 pm
Needs more detail. More Polys.

I know that's a ****ty thing to say. People keep sayin' it to me. :blah:

How about reshaping the turrets so they look more than acopy/paste stylee box glued to the main model ?
Title: Remodelling V ships
Post by: KARMA on January 06, 2004, 04:15:54 pm
the crap thing is that most of the :v: ship would require a retexturing, more than a remodelling.
BTW, there's an high poly Fenris model coming soon.....:)
Title: Remodelling V ships
Post by: aldo_14 on January 06, 2004, 04:36:47 pm
I'm against the idea.  Originality is much better, especially as the design, capabilities, etc in the original models would have been determined partly by the engine capabilities.  Plus its more interesting than rehashing... same reason I've never really wanted to do anything for the various TC's that are underway, regardless of how interesting the subject matter is.
Title: Remodelling V ships
Post by: karajorma on January 06, 2004, 04:41:49 pm
I wouldn't make it some official project. Just let anyone who wants to redo one of the ships do so. That's pretty much what's going on now and I've got no problems with it at all.
Title: Remodelling V ships
Post by: Nico on January 06, 2004, 04:44:47 pm
Quote
Originally posted by Ace
A good example of how a community could upgrade the look of their models can be seen here:
http://starsiege2845.com/

StarSiege had low polygon models, but the new mod for Tribes: Vengeance has faithful recreations of the models as well as new ones.


That's cool :)
I never understood what was thr thing that made starsiege turn into a UT like :doubt:
Mechas were way cooler.
"remembers the first one, Earth Siege,  with the wooping 24*24 textures" Laugh all you want, but I still think it looked darn cool. Too bad I can't make it run under XP.
Title: Remodelling V ships
Post by: IceFire on January 06, 2004, 04:59:54 pm
If they get redone, I wouldn't want to see a re-writing of the history books for the craft.  They should essentially look the same and have the same shape but have more and better details.
Title: Remodelling V ships
Post by: Lightspeed on January 06, 2004, 05:06:39 pm
Good.

We should shift the LODs a bit, anyone who wants those models will have a powerful machine anyway :)

You should do a uber-detail LOD with really lots of details which is only visible at distances less than 50 metres.

The second LOD would be what you see normally (at most distances when youre set to high detail levels) - still way higher poly count than V's models of course, but only about half of the 'special' LOD.

I can do some high-resolution textures, if the ships already have properly applied tiling textures / UV maps.
Title: Remodelling V ships
Post by: Raptor on January 07, 2004, 02:46:28 am
In order of posting:

magatsu1: Oh I'm no where near done yet.  I'm thinking about doing HTL and non-HTL versions.  Any ideas would be welcome.

As for turrets, who created high poly replacements for the Orions?;)

Aldo_14: I never said that we completely redesign their ships, just redo them.  I was thinking along the lines of take original model, make a clean, neat copy (V's ones are a MESS), and detail that.

Karajorma: Your right.  I must admit that I voted for 'only those that need it', which for me are these:
Aeolus (doing now)
Hades
Moljnir (done)
transports and freighters (Size mostly, and Triton, Argo and Dis are excepted)

Icefire: Who said anything about rewriting history?:confused:

Lightspeed: Well then, I know who to bug when I finish this models mesh then....;7
Title: Remodelling V ships
Post by: Bobboau on January 07, 2004, 03:52:52 am
I say yes, but I don't like that 'they need it baddly' the V models were very very good, and still are, but were not going to impress anyone with the current spread, I think the new ubberfied models should go along the lines of the new fenris model I've seen, adding lots of detail that makes the model look more like it'self, and not 'better'
Title: Remodelling V ships
Post by: aldo_14 on January 07, 2004, 04:34:01 am
Quote
Originally posted by Raptor

Aldo_14: I never said that we completely redesign their ships, just redo them.  I was thinking along the lines of take original model, make a clean, neat copy (V's ones are a MESS), and detail that.


I know.  That's what I'm against....I'd vastly prefer a complete redesign & rebuild to recycling the old models.
Title: Remodelling V ships
Post by: Nico on January 07, 2004, 05:37:50 am
I don't. What's the point, then? A ship is a ship, if you redesign it, you change the name, then you do reciprocity :p
Title: Remodelling V ships
Post by: karajorma on January 07, 2004, 06:45:41 am
That's what he's saying Nico. He prefers working on original stuff for his own campaign.

Raptor : while your new Aeolus is pretty it's not that close to the original. The idea is to make them pretty close the original but with extra detail (Like the Fenris and Mjolnir) rather than making fairly big differences.
 Have a look at Karma's Fenris and you'll notice that the silhouette is identical to that of a [V] fenris. Your Aeolus while nice isn't close at all. It would make a nice Aeolus Mk II though.
Title: Remodelling V ships
Post by: Nico on January 07, 2004, 06:58:36 am
Actually, if there wasn't a shot of the old one underlayed, I'm sure you couldn't have tell the difference. As far as I know, the mjolnir and the fenris could not fit at all ( I'm pretty sure the fenris does, but the mjolnir... ).
Title: Remodelling V ships
Post by: KARMA on January 07, 2004, 08:18:51 am
well the fenris is almost identical to the :v: model, I just changed a couple of things (the main bridge, and I also added a secondary bridge below the radar+ a couple of very minor details)
The point is that I don't have time to texture something outside the SW conversion (I'm drammatically slow in texturing..well as in anything I do:)), so I wanted a model that could be mapped by others using the original high res textures, with minimal modifications.
If I was going to work on textures too, I'd have modifyed the model much much more.
Title: Remodelling V ships
Post by: aldo_14 on January 07, 2004, 10:42:30 am
Y'know, i just realised how truly god-awful the Aeolus model is.... how it passed their QC I'll never know.
Title: Remodelling V ships
Post by: Nico on January 07, 2004, 10:47:01 am
Come on, it has at least 60 polys :p
Title: Remodelling V ships
Post by: magatsu1 on January 07, 2004, 12:27:08 pm
I like the basic shape and the two fixed SGreens.
Title: Remodelling V ships
Post by: Woolie Wool on January 07, 2004, 02:12:11 pm
We should also do higher-res textures. Good textures can make a low-poly model look much more detailed than it actually is.
Title: Remodelling V ships
Post by: Lightspeed on January 07, 2004, 03:05:48 pm
that's what I offered woolie :p
Title: Remodelling V ships
Post by: Ace on January 07, 2004, 03:44:45 pm
Quote
Originally posted by Nico


That's cool :)
I never understood what was thr thing that made starsiege turn into a UT like :doubt:
Mechas were way cooler.
"remembers the first one, Earth Siege,  with the wooping 24*24 textures" Laugh all you want, but I still think it looked darn cool. Too bad I can't make it run under XP.


StarSiege 2845 is just using the Unreal Warefare (UT, Tribes: Vengeance) engine. It will have infantry, powered armor, HERCs, flyers, and tanks like StarSiege originally intended to have.

They're trying to go for a whole "scifi war" sim as opposed to just robots.

But anyway, that's a good example of how a community can take a game and run with it, expanding on the original ideas.
Title: Remodelling V ships
Post by: Knight Templar on January 07, 2004, 04:51:35 pm
No, leave canon as it is. All it'll turn into is a pissing battle of personal preference. Tis' the same idea as filling in the blanks for the V-T war or between FS1 & FS2.

Sure you can do it, but it should only really go in campaigns and such.
Title: Remodelling V ships
Post by: Liberator on January 08, 2004, 01:33:21 am
I think an ideal point to shoot for would be to just about double the polies.  That way, it can look about the same and still have lots of details.
Title: Remodelling V ships
Post by: Raptor on January 08, 2004, 03:34:24 am
Well, we have got a nice disscussion going haven't we!

New pic, stage 2.
(http://angelfire.com/space2/raptorsnest/Aeolus-stage2-1.jpg)

After last time, I went over the design, reworked several points, making it closer to the original.
I've almost finished recessing the engines, once thats done I'll start rounding off the edges on the hull.

I'd best just explain the bulge on the top.  Thats the mount for the forward dorsal MP turret, and might double up as a bridge.
Title: Remodelling V ships
Post by: KARMA on January 08, 2004, 04:57:18 am
In my opinion you should go with a cleaner mesh to start, from what I see the original :v: model is a bit messy in some points, just try to individuate the main elements and put them all in your new mesh, in the cleanest way possible.
Then start adding details or -if needed- rebuild again the mesh to include new elements.
Title: Remodelling V ships
Post by: Raptor on January 08, 2004, 05:23:13 am
Quote
Originally posted by KARMA
In my opinion you should go with a cleaner mesh to start, from what I see the original :v: model is a bit messy in some points, just try to individuate the main elements and put them all in your new mesh, in the cleanest way possible.
Then start adding details or -if needed- rebuild again the mesh to include new elements.


:wtf: I am using a brand new mesh.  The V one is there as a guide.

UPDATE: Been rounding out some of the edges.
(http://angelfire.com/space2/raptorsnest/Aeolus-stage3-1.jpg)
(http://angelfire.com/space2/raptorsnest/Aeolus-stage3-2.jpg)
Title: Remodelling V ships
Post by: Nico on January 08, 2004, 05:27:50 am
Quote
Originally posted by Liberator
I think an ideal point to shoot for would be to just about double the polies.  That way, it can look about the same and still have lots of details.

Being smoothed is different than having lots of details, in my book.
Title: Remodelling V ships
Post by: Singh on January 08, 2004, 05:44:52 am
whoa!! That reworked Aeolus is like a new U-boatified version of the old ship! :shocked:

In other words, good work- but its still different, more like a refit of the Aeolus than a rework of the original :/

As the others said, remaking the models means taking the original model and adding in polies, making 'em look a hell of a LOT better than the originals.

Still an ub3r sl33k U-boat you have there :)
Title: Remodelling V ships
Post by: Nico on January 08, 2004, 06:20:49 am
Well I kind of like what raptor is doing.
Title: Remodelling V ships
Post by: Setekh on January 08, 2004, 06:42:38 am
Quote
Originally posted by Bobboau
adding lots of detail that makes the model look more like it'self, and not 'better'


And this, ladies and gentlemen, is the punchline. Model in textures - the Fenris is ideal because it has large sections of unique texture that can be modelled in, as opposed to just gratuitous modelling in of tiled textures.
Title: Remodelling V ships
Post by: Omniscaper on January 08, 2004, 01:01:52 pm
Textures do make a difference in low poly models. Of course it cant contend with a remodeled HercII but I decided to take a hack at retexturing. Its just a first 20 minute pass at it using different filters and emboss techniques. And of course artistic interpretation of very pixalated textures. I concentrated on the cockpit area.

(http://www.penguinbomb.com/omniscaper/Screenshots/Test.JPG)
Title: Remodelling V ships
Post by: Nico on January 08, 2004, 01:12:18 pm
Well it's well known that even a bad mesh will look cool with good maps. The other way around is, I must say, not true at all.
Title: Remodelling V ships
Post by: Raven2001 on January 08, 2004, 04:40:39 pm
I guess that the capships (terran specially...) could use with added details...
Vasudan ones could go just with smoothing...
As for shivans...Well, I dunno...
For fighters... retexturing jobs like those Omniscrapper did should do the trick...

Also, more detailed turrets on all ships would do it...
Title: Remodelling V ships
Post by: Flipside on January 08, 2004, 04:51:30 pm
Surface Baking with shading and Bumpmaps etc for fighters works pretty well... I did it on an Apollo once, I just texture baked the surfaces, using it's own texture as the bumpmap.. I've still got the piccy somewhere.....

(http://80.71.3.130/~sectorga/tifiles/Flipside/Apollo.jpg)

It was a 10 minute job, but just made the Apollo look that tiny bit fresher :)

Edit : that a 3dx render, so excuse the slightly odd poly-lighting, it's not the best program in the world for doing this with ;)
Title: Remodelling V ships
Post by: aldo_14 on January 08, 2004, 06:10:08 pm
You could (Re: Aeolus) try giving it more of a 'ships hull' type look, accentuate the front 'bumper' a bit, and maybe add some recessed lights around it.  Also maybe model some boxes on the edges (like the crates on the Triton) as a base for the Flak (or whatever) turrets on the side.  Maybe add more detailed rear thrusters (as on the midsection thrusters - i.e sticking out a bit and more distinct).  Maybe add some semi-recessed 'bridge bits on the underside..........
Title: Remodelling V ships
Post by: Raptor on January 09, 2004, 01:43:08 pm
I gave in to temptation and did a quick turreting job.

(http://angelfire.com/space2/raptorsnest/Aeolus-stage4-1.jpg)

Aldo, not completely sure what you mean about most of your post...

Question about dorsal/ventral turrets: should they all be the same as on the V model, or should I change the barrel form for each weapon? The picture above has Standard Flak in the front pair, Plasma based weapons in the midships one, and Long Ranged Flak in the aft pair (longer barrels than the standard)

Also, what should the other side turret be?  Should I make it Genric, or persific?
Title: Remodelling V ships
Post by: Raven2001 on January 11, 2004, 11:58:31 am
oh, btw, I'm thinking that in a near future I'll remake the Deimos and maybe the Hecate... those will be released publicaly, but I'll take some time to start...

In the meantime, you can bump your ideas about details and stuff I should add...
Title: Remodelling V ships
Post by: aldo_14 on January 11, 2004, 12:46:43 pm
Quote
Originally posted by Raptor

Aldo, not completely sure what you mean about most of your post...
 


I don;t think i can really explain it better without making the model, actually.  Um, the general idea is to look at adding 'surface detail' that doesn't change the basic shape of the ship - things like overlapping armour plates, little 'bulges' like exterior snesor pods or whatever.... that sort of thing.  that, and you could accentuate the features of the original model, like taking the front 'bumper' / lip and expanding upon it to give it an almost boat-like shape.  i.e. work on the 'idea' of the Aeolus, rather than the current shape - because you don't have the same constraints as V did when it comes to making the thing.

There is also concept art for the Aeolus lying about that might be of use... well, sort of.  It's labelled as a carrier, but it was obviosuly downsized and turned into a cruiser.  Because I made a similar carrier design, and it just doesn't work for a large ship.

I think it's only on the V website though....
Title: Smoothing? WHY?
Post by: Gregster2k on January 11, 2004, 01:25:12 pm
There's no need to SMOOTH edges of [V] ships. PERIOD. If the SCP ever implements FULLY functional ATI Truform, it will do that job for you. :rolleyes:

IMHO you should add any high-res versions of a model as a new highest LOD and bump all the rest down a level, removing the current lowest LOD level out of the picture (i skim read this topic so if someone else suggested this...:D )......
Title: Remodelling V ships
Post by: aldo_14 on January 11, 2004, 01:31:01 pm
You need a bit more control to properly smooth geometry than relying on trueform alone.
Title: Remodelling V ships
Post by: Gregster2k on January 11, 2004, 01:40:46 pm
what do i know? i care about these in the following order though:

FPS
Detail
Smoothness
Title: Re: Smoothing? WHY?
Post by: karajorma on January 11, 2004, 01:46:39 pm
Quote
Originally posted by Gregster2k
IMHO you should add any high-res versions of a model as a new highest LOD and bump all the rest down a level, removing the current lowest LOD level out of the picture (i skim read this topic so if someone else suggested this...:D )......


I wouldn't bump the lowest lod at all. When a ship is 6000m away and only 50m across it really isn't worth spending more than 10 polys on it. Hell you could probably get away with a cube.
Title: Remodelling V ships
Post by: Flipside on January 11, 2004, 01:51:24 pm
Well, the Taurvi badly needed work, the model was fine but the textures seriously needed updating. I sat down at Photoshop and this was the result....

(http://www.aqsx85.dsl.pipex.com/images/Taurvi1.jpg)

(http://www.aqsx85.dsl.pipex.com/images/Taurvi2.jpg)

(http://www.aqsx85.dsl.pipex.com/images/Taurvi3.jpg)

Flipside

I'm still tweaking the Shine and Brightness on the textures, but it's looking hopefull :)
Title: Remodelling V ships
Post by: SadisticSid on January 11, 2004, 01:52:49 pm
Excellent, that's so much nicer :)
Title: Remodelling V ships
Post by: Flipside on January 11, 2004, 02:35:22 pm
Tweaked as much as I dare....

http://www.aqsx85.dsl.pipex.com/TaurviTex.zip

There you go, use them if you want to :)

Edit : Theres a bumpmap in there as well, in preparation for post 3.6 ;)

Oh yes, and heres what it looks like now....

(http://www.aqsx85.dsl.pipex.com/images/Taurvi4.jpg)
Title: Remodelling V ships
Post by: Lightspeed on January 11, 2004, 03:50:52 pm
I'd love that background nebula :p
Title: Remodelling V ships
Post by: Flipside on January 11, 2004, 03:58:45 pm
:p

It's in the Inferno Forum ;)

Flipside
Title: Remodelling V ships
Post by: Gregster2k on January 11, 2004, 06:44:32 pm
My god, that Taurvi is awesome, Flipside.

Quote
Originally posted by karajorma


I wouldn't bump the lowest lod at all. When a ship is 6000m away and only 50m across it really isn't worth spending more than 10 polys on it. Hell you could probably get away with a cube.


You know what kara, you're right. Why dont we all just add *MORE* LOD levels? *grin*
Title: Remodelling V ships
Post by: Liberator on January 11, 2004, 07:05:57 pm
SMOOTH?!?!?

Um, most of the "offending" ships are on the order of a kilometer long.  There are going to be smooth angle big enough to see from 10 meters, much less multiple kilometers.

Maybe the Vasudans could get away with it, seeing as their tech is slightly more advanced in certain areas.  But Terran stuff is defined as being angular and boxy.

I also refuse to believe that the various fighters are 20+ meters long.  I could beleive a little larger than modern aero-fighters like the F-14 or the F-15, but 20 meters is the size of a medium sized ocean vessel.
Title: Remodelling V ships
Post by: Bobboau on January 11, 2004, 07:29:01 pm
ok that's it I am once and for all ending this "the fighters are too big" bull

(http://freespace.volitionwatch.com/blackwater/proof1.jpg)

(http://freespace.volitionwatch.com/blackwater/proof2.jpg)

(http://freespace.volitionwatch.com/blackwater/proof3.jpg)

that herc is 13 meters wide 11 tall and 23 long, prety much the exact same as it is listed in model view

any other models you want me to demonstrate this with?
Title: Remodelling V ships
Post by: Taristin on January 11, 2004, 07:31:25 pm
...hehe, I wanna see it in a Seth. How big are Vasudans...?
Title: Remodelling V ships
Post by: Flipside on January 11, 2004, 08:08:55 pm
Heh, judging by the Shield test ANI, I'd say about 7ft 2"+

ie. about 2.15m or taller, depending on how tall the Human is ;)
Title: Remodelling V ships
Post by: Taristin on January 11, 2004, 08:15:00 pm
Looking at that again... those are some really frikkin' huge gun barrels... :eek2:
Title: Remodelling V ships
Post by: KARMA on January 11, 2004, 08:22:04 pm
well  surely they aren't small (both fighter and barrels)  :)
and more important the size of the cockpit is like if it was a two persons fighter
Title: Remodelling V ships
Post by: Bobboau on January 11, 2004, 08:26:22 pm
no, no it isn't, there would be about two meters worth of stuff in front of him, look at the FS1 opening, the distance is comprable, also look at modern fighters,
someone else look up a cockpit of a modern fighter
Title: Remodelling V ships
Post by: Omniscaper on January 11, 2004, 08:28:32 pm
Damnit!!! These fighters will definitely NOT fit in the Enterprise's shuttle bay. There goes my goals for pathing fighters bays on the Trek ships. Then again runabouts don't fit either. Time to convert some custom battle shuttles.
Title: Remodelling V ships
Post by: Gregster2k on January 11, 2004, 08:36:37 pm
Omniscaper couldnt you just scale all your starships up...?
Title: Remodelling V ships
Post by: Omniscaper on January 11, 2004, 08:45:37 pm
I guess I could. You suppose people will notice a non-canon extension of 10 meters? Does it matter? Too many Trek purists out there. I'm borderline. I care more about tech comparisons to Freespace.

Personally I love the bulkyness of Freespace fighters. If the fighters were the same size as today's fighters, it would seem unlikely that jumpengines, shields, and particle weaponry would even fit.
Title: Remodelling V ships
Post by: Taristin on January 11, 2004, 08:48:35 pm
Quote
Originally posted by Bobboau
no, no it isn't, there would be about two meters worth of stuff in front of him, look at the FS1 opening, the distance is comprable, also look at modern fighters,
someone else look up a cockpit of a modern fighter


That, and surely, the pilot would be sitting down... no? So his legs would extend forward a little, and be covered by the technobabble. Maybe with some retracting bits that move forward/backward at time of entry.
Title: Remodelling V ships
Post by: mikhael on January 11, 2004, 09:00:41 pm
Quote
Originally posted by Bobboau
ok that's it I am once and for all ending this "the fighters are too big" bull

that herc is 13 meters wide 11 tall and 23 long, prety much the exact same as it is listed in model view
...
also look at modern fighters, someone else look up a cockpit of a modern fighter

Whereas you are correct about the overall scale of the Herc being correct, you should notice that the cockpit is obvously a two-man cockpit. Its huge. If you put the Herc next to a 1:1 scale model of an F14, for example, you'll see that the Herc either has an outsized cockpit, or its a two seater. (for reference, the Herc and the Tomcat are about the same length, thought the herc has the edge by about 4m and the Herc is about 8 times as tall as a Tomcat).

Quote
Originally posted by Liberator
I also refuse to believe that the various fighters are 20+ meters long.  I could beleive a little larger than modern aero-fighters like the F-14 or the F-15, but 20 meters is the size of a medium sized ocean vessel.

Listen to Bob, dude.  The Tomcat is 19m long. A Herc is 23. That IS only a little larger than a modern aero-fighter.
Title: Remodelling V ships
Post by: phreak on January 11, 2004, 09:04:41 pm
actually we can do occulsion querying in OGL/DX9 (DX would need to upgrade again).  This way we can count how many pixels have been drawn in a cube with side of 2*radius of ship.  If its below a certain number, say 16 pixels total. It wouldn't be drawn.

edit:

Mik: if you lay the pilot down on his stomach, he could endure greater ge-forces.  I doubt that would factor much into the herc since its slow and doesn't turn all that well.  If were atmosphere capable (very doubtful), i'd imagine ge-forces affecting the pilot.
Title: Remodelling V ships
Post by: mikhael on January 11, 2004, 10:18:17 pm
Quote
Originally posted by PhReAk
Mik: if you lay the pilot down on his stomach, he could endure greater ge-forces.  I doubt that would factor much into the herc since its slow and doesn't turn all that well.  If were atmosphere capable (very doubtful), i'd imagine ge-forces affecting the pilot.


Um... Well... What you talkin' 'bout, Willis?

Not only is the relevance completely eluding me, but I have to point out that percieved g-forces are due to force vector differentials. If a Herc takes a hard turn, fires its afterburners, or does a DIVE DIVE DIVE !, the pilot is going to feel g-forces. Atmosphere doesn't matter. Being near a giant gravity well (like a planet) does, but only in so far as it adds another force vector to provide a potential differential.
Title: Remodelling V ships
Post by: Bobboau on January 11, 2004, 11:34:50 pm
FS ships fly like there were in an atmosphere, and that is a concept for fighter jets that I have had for years, I wonder why they don't put fighter pilots in a horizontal position

and I think i put my little guy too far back in the cockpit, but realy, I think it proves that the ships while huge are not grousely over sized and disproportionate (I have made a bomber for BWO (the Vanir) that I had in mind would have a crew in the cockpit aria, I took into acount scale of the ships just as I think V did on there fighters)
Title: Remodelling V ships
Post by: Bobboau on January 11, 2004, 11:47:09 pm
ok, I'm going to take a crack at ubberizeing the herc, now, I am wondering if I can make a few small changes to it, namely I want to get rid of the two useless down and to the side tube thingys, and to maintane visual balence add a second set of fins to the bottom back (like there is on the top back).
BUT I am conflicted, I am one of the purists who wants only cannon looking ubberizeations, oh, I think I'll make the cannon looking one first, and when done make the 'improoved' one, this should be a good precedent, becase I'm not likely to like the 'improovements' other people make and thus would like a cannon looking one
Title: Remodelling V ships
Post by: Drew on January 12, 2004, 12:01:54 am
Quote
Originally posted by Bobboau
namely I want to get rid of the two useless down and to the side tube thingys, and to maintane visual balence add a second set of fins to the bottom back (like there is on the top back).

no man, if you do that, ill kill you...with this pen *clicky clicky*

those tubes are probably lat thrusters anyway. And if the herc was atmospheric capable, an extra pair of fins in that location would severely fork up its stability
Title: Remodelling V ships
Post by: Bobboau on January 12, 2004, 12:37:00 am
ok, I'll save my medaling for after I get a good looking cannon ship
Title: Remodelling V ships
Post by: Sandwich on January 12, 2004, 01:55:31 am
Just wanted to post a number of guidelines for remodelling that I picked up along the way:



These are recommendations, not orders. But if you don't follow them, I reserve the right to ban your arse. So there. :p


(kidding! :D)
Title: Remodelling V ships
Post by: Bobboau on January 12, 2004, 03:54:19 am
ok this (http://freespace.volitionwatch.com/blackwater/hiherc.zip) is as far as I've gotten so far, I still need to add the cylender things and the little fins and other little details, and it's offcenter and ect, but it's a good 8 hours of work
Title: Remodelling V ships
Post by: Black Wolf on January 12, 2004, 04:50:38 am
Quote
Originally posted by Bobboau
ok that's it I am once and for all ending this "the fighters are too big" bull

http://freespace.volitionwatch.com/blackwater/proof1.jpg

http://freespace.volitionwatch.com/blackwater/proof2.jpg

http://freespace.volitionwatch.com/blackwater/proof3.jpg

that herc is 13 meters wide 11 tall and 23 long, prety much the exact same as it is listed in model view

any other models you want me to demonstrate this with?


The windows on the Deimos please.
Title: Remodelling V ships
Post by: KARMA on January 12, 2004, 05:03:48 am
btw fighter's length may be comparable to actual real fighter's lenght, nonetheless they are usually huge comparing the volume, and they also give some odd impression about their size, probably due to their detail proportions.
Also I think that we are used to see smaller fighters from the shows. BSG, starwars, the WC film, lost in space.
Probably it is in our common imagination to think at a spacefighter like a small craft.
This doesn't mean that a fighter HAS to be small, actually making "bigger" fighters gives an uncommon feeling and a unique style.
But I still think that cockpits are usually too huge compared to the fighter's size, and this give some odd impression to me:p
Title: Remodelling V ships
Post by: KARMA on January 12, 2004, 05:14:06 am
It's very nice bob, I love it
improovable points:
ventral is underdetailed compared to dorsal
depending by the pcount you want, you may work a bit on the guns, instead of making them just an attached cylinder, for example you may work on the laser tips, and maybe add the hole. I'd also change the attachment to the hull of the sideguns, for example making a flat lateral section as a base for those guns.
BTW it's turning out wonderful:)
Title: Remodelling V ships
Post by: Lightspeed on January 12, 2004, 07:05:04 am
I like what you've done so far, bob :)
Title: Remodelling V ships
Post by: Setekh on January 12, 2004, 07:07:08 am
Indeed, that's nice progress.

I like your pilot/scale comparison, btw. ;)
Title: Remodelling V ships
Post by: mikhael on January 12, 2004, 10:55:00 am
Quote
Originally posted by Bobboau
ok this (http://freespace.volitionwatch.com/blackwater/hiherc.zip) is as far as I've gotten so far, I still need to add the cylender things and the little fins and other little details, and it's offcenter and ect, but it's a good 8 hours of work


Pics and/or the cob file might help.
Title: Remodelling V ships
Post by: Flipside on January 12, 2004, 12:22:41 pm
Of course, the main difference between the Herc and the Tomcat is that the Tomcat has a top speed of over 650m/s ;)
Title: Remodelling V ships
Post by: Bobboau on January 12, 2004, 07:36:42 pm
Quote
Originally posted by mikhael


Pics and/or the cob file might help.


what, you don't have a pof veiwer?
I generaly upload pofs directly becae I figure everyone has the viewers for them set up and ready to go
Title: Remodelling V ships
Post by: mikhael on January 12, 2004, 09:28:50 pm
Um... *heh* No. I don't. I don't even have Freespace installed, since I don't actually play the game.
Title: Remodelling V ships
Post by: Knight Templar on January 12, 2004, 11:07:01 pm
Riiight...
Title: Remodelling V ships
Post by: mikhael on January 12, 2004, 11:48:00 pm
Well, I don't. I have X2 and Iwar2 installed. I haven't played FS1 or FS2 in um... Wow. Like two years now. Since right after I got on HLP. I just make models and give them to other people and they use them. I've never personally seen the Raynor, or any of the 158th models in game.

Actually I take that back. I've seen the SF-Naga in game.  That's the scariest son of a ***** I've ever flown against. Whatever Narol armed her with hits like a ton of bricks.
Title: Remodelling V ships
Post by: Sandwich on January 13, 2004, 01:03:24 am
Mik, Mik, Mik.... Whatever shall we do with you? ;)
Title: Remodelling V ships
Post by: aldo_14 on January 13, 2004, 04:16:50 am
I probably haven't played FS2 in a year myself....with the exception of testing CoW (then losing a massive bug list which took ages to recover partially), I haven't seen any mods in game for ages.  Especially now that neither FRED_open or PCs will work on my machine, so I can;t convert or test anything anymore.
Title: Remodelling V ships
Post by: Bobboau on January 13, 2004, 09:43:27 am
OK, I'm updateing the zip, just extract the model into your freespace root directory and run it in game, someone take screenshots for mik
Title: Remodelling V ships
Post by: Taristin on January 13, 2004, 11:17:23 am
...Heh, atleast I'm not the only one who doen's play FS much anymore... I only test out the new features, and the occasional ship here and there. I'd much rather model and map things. That's the fun part. :)
Title: Remodelling V ships
Post by: Raptor on January 17, 2004, 07:56:22 am
UPDATE:
Been a while since I worked on this.

(http://angelfire.com/space2/raptorsnest/Aeolus-stage5-1.jpg)
(http://angelfire.com/space2/raptorsnest/Aeolus-stage5-2.jpg)
Here I've smoothed off most of the stern engines, and that lower section of hull.  I've also added a couple of sensor domes, one forward and one aft, and a reverse thruster bank.  (this the sort of thing you meant Aldo?;) )

(http://angelfire.com/space2/raptorsnest/Aeolus-stage5-3.jpg)
Laying out the decks, so I can recess windows into the hull etc.