Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Bobboau on January 13, 2004, 09:45:09 am
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http://freespace.volitionwatch.com/blackwater/hiherc.zip
still in work, but good enough that you all should be sufficently impressed
this was posted in another thread, but I figured it deserved it's own thread
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Damn.. that's what I'm talking about! Upping to that level of detail alone is a good start - I don't even think more detail needs adding really - just some new textures...
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don't know if it work in game, and I looked at it only in modview, but you better check the way the to halfs are connected;) (the mirror tool of ts6 should fix it)
except this it's excellent (still don't like the side guns, thought)
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I tryed useing mirror, it didn't work very good, so I just stuck them togther so people can play with it.
btw you should be useing the fs1 maps (I recomend you rescale them to 512x512, the fs1 maps should be slightly larger than that)
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lemmetry...be back in some minutes
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make screenies, please, i still haven't found the time to tinker enough to get FSO working.
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It crashes my copy of FS2 - the game loads ok but if I try to view it in techroom or in mission, it quits to desktop.
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i tested it hearlyer and it looks awesome
ill have some screens in a few mins bob.
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probably it is due the problem above.
btw bob I found that the mirror doesn't work when there are disconnected submodels (ventral guns), probably it is this why you weren't able to use the mirror tool.
http://www.3dap.com/hlp/hosted/swfs2/wips/highherc.cob
edit: if the mirror lines aren't necessary for the uvmaps, you better cut em since they increase a bit the pcount.
Also, if you disconnect some bits here and there (splitting in few submodels) you should be able to save a lot of polys and have more room for extradetails.
Btw it isn't very necessary, since pcount isn't that high and it is already sweet
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From the top
FS2 Model, FS2 Texs
FS2 Model, FS1 Texs
Bobb's Model, FS1 Texs
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well those were glued after I tried, try moveing some of the verts along the center line, you'll probly see there is quite a bit of weirdness going on, and I didn't want to deal with that
also this is for the HT&L capable FSO builds, it will crash stock FS (and most likely non-HTL mode FSO) undoubtedly, use the most up to date build.
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well in the cob I posted above I succesfully used the mirror, so the two halfs are now connected, and the line in the middle should be clean
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btw where are the moderators? we need a new highlight;)
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Ah yes, I forgot to turn HTL on... it works fine now - I'll upload some shots when I get back from the bank.
Edit: Right, here we go...
(http://www.zen8740.zen.co.uk/hiherc/screen03.jpg)
http://www.zen8740.zen.co.uk/hiherc/techroom.jpg
http://www.zen8740.zen.co.uk/hiherc/screen02.jpg
http://www.zen8740.zen.co.uk/hiherc/screen05.jpg
http://www.zen8740.zen.co.uk/hiherc/screen08.jpg
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Not too bad, Bob, but it barely looks different to me. Maybe I need to pull out my Herc1 model again.
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aww cmon mik, wait untill you see some real screens
HTL was on, thats why there are no shines
as usual, techroom first.
(http://mywebpages.comcast.net/ksickafoose/images\hpherc00.jpg)
check out what Bob did with the sides :D
(http://mywebpages.comcast.net/ksickafoose/images\hpherc05.jpg)
worst screen i got, buy look what bob did with the fin.
(http://mywebpages.comcast.net/ksickafoose/images\hpherc08.jpg)
nice ass :D
(http://mywebpages.comcast.net/ksickafoose/images\hpherc04.jpg)
see those scoops? theyr *inside* instead of flat.
(http://mywebpages.comcast.net/ksickafoose/images\hpherc06.jpg)
bod did a great job sprucing it up :D now if somone can get those halves fixed
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Oh, and Highlighted ;)
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The Herc may not be all that different, but there's really not much you can do with such a blocky ship.
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The great thing is it uses the current texture mapping.
It's pretty easy to make really high-res textures for it this way... the thing that makes it looking like the old one is just the bad texture job :nod:
Once the model is done, i can texture it, if nobody else wants to do it ;)
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niiiiiiiiiiiiiiiiiiiiiiiiice
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Originally posted by Drew
aww cmon mik, wait untill you see some real screens
Actually, I think it looks pretty good. I'm not saying its bad or anything. Just that I like my version better. Admittedly, you can't use the old textures for it, but its got better detailing. It updates and details the original without straying TOO far from canon.
Oh, and I fixed your pics:
(http://mywebpages.comcast.net/ksickafoose/images/hpherc00.jpg)
(http://mywebpages.comcast.net/ksickafoose/images/hpherc05.jpg)
(http://mywebpages.comcast.net/ksickafoose/images/hpherc08.jpg)
(http://mywebpages.comcast.net/ksickafoose/images/hpherc04.jpg)
(http://mywebpages.comcast.net/ksickafoose/images/hpherc06.jpg)
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Looks good so far, but IMHO it still needs to be intensively greebled according to the details the hi-res textures show.
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Nice. :yes:
Now add LODS, and it will be ready for use.
Oh, and Drew, do you have engines glows switched off or something?
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the fs1 textures are already high res btw, and it is stil in progress
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Oh!! Bob into modelling again!!! Damn nice, just like I remember :)
How many polys???
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one thousand eight hundred something
the fs1 textures are already high res btw, and it is stil in progress
not high-res enough for that model i'm afraid. Makes the new & shiny model look washed out.
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not high enoug?? I don't think so... really:
fighters/bombers: 0 - 1000 polys
cruisers/freighters/transports and whtsoever below corvette size: 1600 - 2200 polys
Corvettes: 2500 - 3300 polys
Destroyers: 3300 - 5000 polys
Juggernauth and beyond: 4500 - 8000
These are the poly counts that I use, and think they are the best to keep an excellent detail level/performance balance. Oh, NOTE that these poly counts are for the main hulls only, so they aren't for ships turreted...
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I think he meant the textures Raven, and I agree, if I'm right S-Spline can only do so much ;)
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Heh... this model is bound to kick the frameset down some. Very nice ;)
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Will this high-poly frenzy reach the heights of masochism with high-poly missile models?
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now let's get mik's Herc poffed and in-game :shaking:
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raven, I was using this pcount already in vanilla fs2 (except the bigger ships) :lol:
btw lightspeed I was referring to the high res maps from fs1, not the fs2 maps. Maybe they aren't optimal, but not that bad. But if you feel confident that you can do better...go for it!:)
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the textures for the herc are currently at a high enough resolution, unfortunately, the herc is by far the worst UV mapped ship in the game, also it looks like some V artist decided to hit the brighten button on it at some point so that's why the colors are washed out, what I need to do is completly reorganise the UV layout (only about half of it is actualy getting used right now) and do some touching up of the maps
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Originally posted by Petrarch of the VBB
Will this high-poly frenzy reach the heights of masochism with high-poly missile models?
Welcome to three days ago. These missiles were posted on Lightspeed's weapons thread.
(http://angelfire.com/space2/raptorsnest/missiles1.jpg)
I have no fricking idea why someone would make high-poly missiles though.
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I can't see how someone could posably want more than 100 polys on a missle
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Well, i remember someone else made an hi-poly version of the Herc with a whole new mesh...
It was Lightspeed IIRC, that fighter was pretty cool.
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Originally posted by Bobboau
the textures for the herc are currently at a high enough resolution, unfortunately, the herc is by far the worst UV mapped ship in the game, also it looks like some V artist decided to hit the brighten button on it at some point so that's why the colors are washed out, what I need to do is completly reorganise the UV layout (only about half of it is actualy getting used right now) and do some touching up of the maps
They aren't hi-res enough to do that model justice. Reorganazing the UV map is a really good idea, though :)
Anyway, i can't wait to see your results ;7 :nod:
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Originally posted by Zarax
It was Lightspeed IIRC, that fighter was pretty cool.
You're mistaking. I never did any useful mesh for Freespace.
My modelling skills are non-existant :p
I haven't tried lately, though.
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Well, the link in in the plot/ships thread, if someone converted it for ingame use it would be really cool
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Hey Bob, do you think you could post a COB (or something like that) version of the Herc? I'm trying to put it into 3DExplorer but it's getting all screwed up in POF2COB...
Looks awesome by the way ;):yes:
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Originally posted by Zarax
Well, i remember someone else made an hi-poly version of the Herc with a whole new mesh...
It was Lightspeed IIRC, that fighter was pretty cool.
That would be me, and it was okay. It needs some serious reworking in places.
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Mikhael, if i can get my hands on it you would see it in my campaign as a Sol advanced version of the Herc...
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wasn't that like a 100,000 poly mesh
and use PCS
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Originally posted by Bobboau
I can't see how someone could posably want more than 100 polys on a missle
These models would only be displayed during the few moments when they pass right by your cockpit - it's rare but happened to me on quite frequently compared to other such events.
Actually high poly count missiles will be a very little drain - you just have to set the LOD distances correctly.
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Originally posted by Corsair
Hey Bob, do you think you could post a COB (or something like that) version of the Herc? I'm trying to put it into 3DExplorer but it's getting all screwed up in POF2COB...
Looks awesome by the way ;):yes:
well I posted the cob some posts above;)
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D'oh! Thank you Karma! :nod:
edit: I see something about textures above but... is it supposed to look untextured in 3DE? Or what... shouldn't it just use the old ones or is my computer just messing with me again?
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it should use the origonals
and I've got the seem fixed, and will upload after getting it totaly game ready
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Damnit! Will someone who can use the shinemapping post screenshots?
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Originally posted by Bobboau
wasn't that like a 100,000 poly mesh
12100, approximately.
Of course there's like 5000 polys taken up by totally useless details, and probably another 2000 taken up by poorly executed geometry. For example, I used 1650 polys on guns (with hollowed out barrels!) and another 1500 on missile tubes. That's 3000 that could be shaved down to probably 600 with some intelligent poly usage.
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the zip now contains a fully game ready model, it still should be remapped though
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That's a definite improvement, though I think the sides and fuselage could do with more work. But I'm not complaining. :):yes:
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Can we see updated screen shots, please? :D
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2 things:
- cockpit could use smoothing (the glass part looks... edgy)
- textures need more detail
Else than that it looks fantastic. And it doesnt slow anything down at all. 5 Hercs on screen = 0 FPS drop. (85 FPS without anything on screen, 85 FPS with the 5 Hercs on it) ;)
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very nice:yes: look's much better now
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Originally posted by Lightspeed
And it doesnt slow anything down at all. 5 Hercs on screen = 0 FPS drop. (85 FPS without anything on screen, 85 FPS with the 5 Hercs on it) ;)
[color=cc9900]Disable vsync and try that again.[/color]
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anything that stays above 85 FPS is no slow down for me. It'd be useless anyway since the additional frames are not needed due to V_synch. :)
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Originally posted by Lightspeed
anything that stays above 85 FPS is no slow down for me. It'd be useless anyway since the additional frames are not needed due to V_synch. :)
But it _would_ show how much of a slowdown the Hercs cause. :)
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Let me get this straight.... Bobboau recreated the Herc1, KARMA re-meshed the Fenris...
Does that mean more high-poly models from you SCP people soon? It looks like in the end we'll have to download a CD-ful of VPs. :eek:
*looks at his 56k modem... cursed thing*
Nevertheless, great work. If only we could get a re-meshing of the ACv Phaistos and the old AF Kato. :doubt:
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The SCP people aren't making them as an upgrade, IIRC, it's just people who want to do it making them.
And they happen to be in the SCP :D
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Can we see updated pics of the improvements, pweeease?
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are the FS1 texture files available for free download anywhere? i want them
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Check the FS1 port. I believe they are included in that.
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Originally posted by Unknown Target
The SCP people aren't making them as an upgrade, IIRC, it's just people who want to do it making them.
And they happen to be in the SCP :D
Yeah, suuuuuuure. :ick
Can't wait for the next model in line...
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Really?
what about a manticore:
(http://www.swooh.com/premium/venom/fs2pics/manticorewip.jpg)
:D
I should really finish it...
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OH SWEET JEBUS!!!!
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JEBUS H CHRIST ON A UNICYCLE
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See, that's what we're supposed to be doing. ;)
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yeah, finish that damned thing already :)
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Damn
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:ha: and you dared to grumble about the pcount of the fenris!:p
yes, you definitively should finish that cute manticore:)
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Bobbau, does your herc require HTL on or any other special setting?
It makes the game crashing every time both in mission and in ships database...
I have most SCP stuff turned off because i've got a TNT2 and a P3 933 here...
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Now that's weird...
I turned htl on and everything gone ok...
BTW, your Herc is really nice and it takes 30fps on my machine alone...
I get 70-75 with a standard Herc, while it falls to 40-45 with your version...
Great work.
Now, if you only could make a small thing i have in mind i would be really grateful...
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Nico - whaddaya waiting for? I wanna see that thing FLY! ;)
Very nice details on the cannon mounts/pylons, but IMO there's not enough details on the missile rack (lowest part, judging by the FS2 intro)... then agian, a nice texture could probably "fix that" :D
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Originally posted by Zarax
Now that's weird...
I turned htl on and everything gone ok...
Not weird. That's what's supposed to happen.
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Originally posted by Stealth[cro]
Nico - whaddaya waiting for? I wanna see that thing FLY! ;)
Very nice details on the cannon mounts/pylons, but IMO there's not enough details on the missile rack (lowest part, judging by the FS2 intro)... then agian, a nice texture could probably "fix that" :D
Of course, it's the original mesh, mine overlaps it and I haven't done that area ;) ( btw, the game has the gun/missiles switched, personnally I prefer the intro setup, but heh ).
The pb with the manticore is that, you gotta admit, you can't see much difference. It's cool and all there coz you have a fairly large still shot, but ingame, you're probably not gonna notice any difference...
I could take some artistic license to make it look cooler ( I personnaly much prefer the version shown in the concept pic, for exemple ), but people are usually not pleased with that ( I'm usually not either, at least for capships - coz detailling on them is much more visible-, and for the overhall shape of the ship -detailling is something else, for exemple, if bob decided to remove the hull on some parts of his herc and show some pipes underneath, I wouldn't mind at all, but if he, dunno, added two fins, or cut the nose, I'd call forth the names of the seven witches of Nazarheim upon him :D )
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What can I say, I'm a detail-freak The fighters aren't too hard to see from up-close - when I trail them, that usually means I'm under 100m from them and trying to breathe through its exhaust fumes :p
Anyways... I guess I better stop hitching the thread before Bobboau hunts me down... :eek: Off to give the Herc 1-B a field test.
edit: Field test result: PASS. :nod:
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Originally posted by Black Wolf
Not weird. That's what's supposed to happen.
Well, it is not logic that a non htl card could work with htl...
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yeah it is, D3D is set up so that if your card doesn't suport HT&L it's software emulation will kick in, and that is still a faster way of doing things than the old way
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I have a non-htl card, and with -htl the game is 4/4.5 times faster;)
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it's a lot faster than the old way
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Damn my ageing eyes, everytime I see this thread title with the paperclip at the front, I keep reading 'rubberized Herc' :(
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The new Herc looks great, just enough detail to make it look better without going overboard. It has a minimal effect on the game, if at all.
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Updated screenies? Plweeeeeese? ;)