Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Grey Wolf on February 22, 2004, 06:21:15 pm

Title: The Patcom Revised: WIP
Post by: Grey Wolf on February 22, 2004, 06:21:15 pm
Started work on fixing the innacuracies and improving the detail on my Patcom model, as was suggested in the other thread. Here's what I have done so far:
(http://www.3dap.com/hlp/hosted/gtdwolf/pics/patcom5.jpg)
So far, I removed the innacurate guns and cockpit, subdivided, smoothed, and moved the vertices for the raised section.
Title: The Patcom Revised: WIP
Post by: mikhael on February 22, 2004, 09:21:14 pm
Much better. I think your engine and radiator section might need some work though.
Title: The Patcom Revised: WIP
Post by: Unknown Target on February 22, 2004, 09:55:09 pm
While you're at it, why don't you improve the original model and add panel details and stuff?
Title: The Patcom Revised: WIP
Post by: Setekh on February 23, 2004, 06:42:02 am
:yes: on the progress. Gonna be pretty good when it comes out, if Mik's to be believed. ;)
Title: The Patcom Revised: WIP
Post by: Grey Wolf on February 23, 2004, 06:26:42 pm
Quote
Originally posted by Unknown Target
While you're at it, why don't you improve the original model and add panel details and stuff?
Because I'm using Blender, and I have to add each individual polygon by making the vertices.
Title: The Patcom Revised: WIP
Post by: Grey Wolf on February 25, 2004, 06:56:35 pm
Quote
Originally posted by mikhael
Much better. I think your engine and radiator section might need some work though.
I managed to get the Patcom again in IW2, and I realized that you're right about the radiator and engines. I'll update them in the next revision.
Title: The Patcom Revised: WIP
Post by: Grey Wolf on February 25, 2004, 07:23:26 pm
And speaking of the next revision....
(http://www.3dap.com/hlp/hosted/gtdwolf/pics/patcom6.jpg)
The next thing to be worked on is the PBCs and missile launchers.
Title: The Patcom Revised: WIP
Post by: mikhael on February 25, 2004, 09:23:48 pm
I dunno. That engine section still looks off to me.
Title: The Patcom Revised: WIP
Post by: phreak on February 25, 2004, 09:31:51 pm
just need to add some polys.  it looks about right, just need some additional views of it.
Title: The Patcom Revised: WIP
Post by: Nico on February 26, 2004, 02:10:12 am
Quote
Originally posted by Grey Wolf 2009
Because I'm using Blender, and I have to add each individual polygon by making the vertices.


Oh!!! that reminds me of the old days on 3ds3!
"sheds a tear"
3ds3 could extrude and all, but I... didn't know :p
Title: The Patcom Revised: WIP
Post by: Setekh on February 26, 2004, 06:58:47 am
Quote
Originally posted by Nico
Oh!!! that reminds me of the old days on 3ds3!
"sheds a tear"
3ds3 could extrude and all, but I... didn't know :p


We are such nerds. :D
Title: The Patcom Revised: WIP
Post by: Grey Wolf on February 26, 2004, 06:03:42 pm
Quote
Originally posted by PhReAk
just need to add some polys.  it looks about right, just need some additional views of it.
That's about right. I haven't gotten around to subdividing and smoothing it yet.
Title: The Patcom Revised: WIP
Post by: mikhael on March 01, 2004, 12:39:46 am
Hey, GW, when this is done, how about letting someone (me or Trashman or whomever) have a copy of the model and textures and stuff so we can try to put the thing into Freelancer?

I figure you put a pair of Dock-on Turrets on it (ventral and dorsal dockports), a turret on each pylon, and then put the other weapon points in their various places and you'll have created one of the sickest gunboats in Freelancer. ;)

It'll look ugly as sin, what with all the external weapons sticking out everywhere, though. *heh*
Title: The Patcom Revised: WIP
Post by: Nico on March 01, 2004, 02:00:55 am
put them where they're supposed to be in IWar2, and that should be ok ( so one on top, one on bottom, and 2 on each wing end, iirc ;) ).
Title: The Patcom Revised: WIP
Post by: mikhael on March 01, 2004, 02:55:03 am
It'll still look ugly as sin, Venom. :D But wouldn't that just be a hell of a ship in Freelancer? It's got WAY too many gunmounts for anything but a freighter and its not massive enough to fit in that category. Its just sick. :D
Title: The Patcom Revised: WIP
Post by: IPAndrews on March 01, 2004, 03:29:23 am
EW!
Title: The Patcom Revised: WIP
Post by: Nico on March 01, 2004, 03:37:19 am
Quote
Originally posted by mikhael
It'll still look ugly as sin, Venom. :D But wouldn't that just be a hell of a ship in Freelancer? It's got WAY too many gunmounts for anything but a freighter and its not massive enough to fit in that category. Its just sick. :D


Dunno, compared to an anubis, it's not overpowered.
Title: The Patcom Revised: WIP
Post by: Grey Wolf on March 01, 2004, 02:00:10 pm
OK, main hull is complete, now I'm working on the starboard and port cannons:
(http://www.3dap.com/hlp/hosted/gtdwolf/pics/patcom7.jpg)
Mikhael, I'll send the model and textures over when I'm done with it. It'll probably be a COB or SCN file though.
Title: The Patcom Revised: WIP
Post by: mikhael on March 01, 2004, 02:36:46 pm
Quote
Originally posted by Nico


Dunno, compared to an anubis, it's not overpowered.


Word. When I got that Anubis, it was all over. Shame it couldn't mount Class 10 weapons. That would have been some serious sickness. :D

I was toting around a bunch of those ALLCAPS weapons until the end of the game.

Those wrecks REALLY need not to show up until after the main campaign is done. It makes the levelling way too easy.
Title: The Patcom Revised: WIP
Post by: Nico on March 01, 2004, 04:25:01 pm
To be honest, I think I never got any lvl 10 weapons :p
Title: The Patcom Revised: WIP
Post by: Grey Wolf on March 04, 2004, 09:35:59 pm
OK, PBC and missile launchers now in place. Pic of the current status (both without smoothing and with autofaceting):
(http://www.3dap.com/hlp/hosted/gtdwolf/pics/patcom8.jpg)
Question before I go on to the command section: On the standard command section, is the Quad Light PBC off-center like on Cal's?
Title: The Patcom Revised: WIP
Post by: mikhael on March 04, 2004, 10:38:20 pm
The standard command section doesn't have a Light Weapons hardpoint. That was a new feature in Cal's prototype. BTW: the corners of the Quadpacks are supposed to be rounded off.
Title: The Patcom Revised: WIP
Post by: Grey Wolf on March 06, 2004, 12:34:50 am
OK, modeling of the ship is finally done. Time to start skinning in TS3.2...
(http://www.3dap.com/hlp/hosted/gtdwolf/pics/patcom9.jpg)
I have a feeling that my command section is a bit flat, but this model is far closer than my old version.
Title: The Patcom Revised: WIP
Post by: Setekh on March 06, 2004, 12:57:17 am
Sweet. This is definitely one I want to see shown in off in FSO. :)
Title: The Patcom Revised: WIP
Post by: Grey Wolf on March 06, 2004, 01:13:13 am
Done with the textures. I tried finding the rapid fire PBC and the quadpack textures, but I wasn't sure where they were in the resource zip. So you get my fairly simple textures for those. So here's the model with full texturing:
(http://www.3dap.com/hlp/hosted/gtdwolf/pics/patcom10.jpg)
Total vertices: 1404
Total faces: 2148
I'll try converting it tomorrow.
Title: The Patcom Revised: WIP
Post by: phreak on March 06, 2004, 01:17:10 am
i found the missile launcher and pbc textures

avatars/missile_magazine
avatars/standard_pbc
Title: The Patcom Revised: WIP
Post by: Grey Wolf on March 06, 2004, 01:20:13 am
I took a look at the textures for those, and to tell the truth, applying them is above my ability. Haven't gotten much farther with UV mapping than just the basic planes, cylinders, spheres, and boxes. I think I'll just use my textures, they actually look fairly decent.
Title: The Patcom Revised: WIP
Post by: Setekh on March 06, 2004, 01:45:54 am
Quote
Originally posted by Grey Wolf 2009
Done with the textures. I tried finding the rapid fire PBC and the quadpack textures, but I wasn't sure where they were in the resource zip. So you get my fairly simple textures for those. So here's the model with full texturing:
(http://www.3dap.com/hlp/hosted/gtdwolf/pics/patcom10.jpg)
Total vertices: 1404
Total faces: 2148
I'll try converting it tomorrow.


It looks excellent. :) Pardon the IW2-ignorant one, but are the textures meant to be that fuzzy?
Title: The Patcom Revised: WIP
Post by: Singh on March 06, 2004, 02:01:38 am
Quote
Originally posted by Setekh


It looks excellent. :) Pardon the IW2-ignorant one, but are the textures meant to be that fuzzy?


yup :)
Title: The Patcom Revised: WIP
Post by: Grey Wolf on March 06, 2004, 02:36:25 pm
I'll start attempting to convert the model as soon as I finish downloading the current FSO software. My old version was only 3.51...
Title: The Patcom Revised: WIP
Post by: Grey Wolf on March 06, 2004, 05:29:22 pm
Here we go, one Tachyon-class patcom in FS2:
(http://www.3dap.com/hlp/hosted/gtdwolf/pics/patcom11.jpg)
I also made the surprising discovery that COB2POF can convert HT&L models.
Title: The Patcom Revised: WIP
Post by: Bobboau on March 06, 2004, 05:38:10 pm
I wouldn't use COB2POF, it doesn't suport auto-faceting and it's BSP generation is painful

you should try modeling in that texture detail
Title: The Patcom Revised: WIP
Post by: aldo_14 on March 06, 2004, 05:51:04 pm
Quote
Originally posted by Bobboau
I wouldn't use COB2POF, it doesn't suport auto-faceting and it's BSP generation is painful

you should try modeling in that texture detail


I'd be wary of modelling in the subobject detail, though - that causes smoothing ****ups (i.e. the subsobjects aren;t correctly smoothed OR faceted) in any models I make, as has been mentioned before.
Title: The Patcom Revised: WIP
Post by: Grey Wolf on March 06, 2004, 06:29:42 pm
Quote
Originally posted by Bobboau
I wouldn't use COB2POF, it doesn't suport auto-faceting and it's BSP generation is painful

you should try modeling in that texture detail
COB2POF doesn't support autofaceting, but it does support actual smoothing, and it doesn't crash when I'm trying to convert the model, as POFCS did.

Anyway, the model is completely in-game now, complete with shields, docking points, missile banks, and gun points. Here's a screen of it firing off a round of Hornets at a Lilith:
(http://www.3dap.com/hlp/hosted/gtdwolf/pics/patcom12.jpg)
Title: The Patcom Revised: WIP
Post by: Bobboau on March 06, 2004, 06:59:59 pm
smoothing doesn't look as good
Title: The Patcom Revised: WIP
Post by: Grey Wolf on March 06, 2004, 07:17:18 pm
Hmm... Can't quite seem to get the thrusters to display. Not quite sure what's wrong.
Title: The Patcom Revised: WIP
Post by: Bobboau on March 06, 2004, 07:22:40 pm
thruster glows?
Title: The Patcom Revised: WIP
Post by: Grey Wolf on March 06, 2004, 07:47:50 pm
Yeah. They show up in PCS and Modelview, but aren't showing up in the game.
Title: The Patcom Revised: WIP
Post by: mikhael on March 07, 2004, 12:03:18 am
Looks nice. :)

Out of curiosity, did you (could you?) give it authentic Iwar2 shields?
Title: The Patcom Revised: WIP
Post by: Grey Wolf on March 07, 2004, 12:10:03 am
Not in any way I could think of, at least without editing the source. Haven't started work on the table yet, either.
Title: The Patcom Revised: WIP
Post by: Carl on March 07, 2004, 12:44:30 am
bah, just make a new shield animation.
Title: The Patcom Revised: WIP
Post by: Bobboau on March 07, 2004, 01:20:48 am
if there not showing up on player ships that's posably a bug
Title: The Patcom Revised: WIP
Post by: Setekh on March 07, 2004, 04:54:13 am
Oh... sweet. What's the performance like with it? Standard?
Title: The Patcom Revised: WIP
Post by: Grug on March 07, 2004, 05:46:01 am
ooh Very pretty. :D

Nice Job. :)

Hehe, can the front still undock? :p
Title: The Patcom Revised: WIP
Post by: Grey Wolf on March 07, 2004, 10:42:19 am
Bobboau: It doesn't show up for the wingmen either with the ship, so I'm suspecting it's a problem with the model.
 
Carl: It's a bit more complicated than that. I-war 2 style shields are 1-2 independent shields, and they track the shots and impose themselves between the shots and you.

Setekh: I haven't played around with the HT&L bits enough to find out what standard is :p But I've been getting fairly decent framerates with four in game.

Grug: Not in the current in-game version, I could possibly make a version with that capability later. I also have the model set up so that if turret fighters ever get modeled, we can put them in without having to modify the main hull.
Title: The Patcom Revised: WIP
Post by: mikhael on March 07, 2004, 11:48:51 am
Quote
Originally posted by Carl
bah, just make a new shield animation.



How would that help? That would certainly give them a nice shield hit, but it wouldn't take care of the real issue.

Iwar2 craft, like that AdPat, have two shields, covering the belly and the back. The shields are canted slightly so that the nose of the ship gets double coverage and the engines get no coverage at all. You can actually have four shields (two up, two down) with a Shield Synchronizer (adds the equivalent of a light shield to the face its placed on). Also, Shields can only block a certain number of hits per second, so if several shots come in simultaneously, they'll all get through but one.

That's authentic Iwar2 shields. Not some silly shield animation.
Title: The Patcom Revised: WIP
Post by: Bobboau on March 07, 2004, 11:59:07 am
try this build (http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_3-6-04.zip) just the same, it sounds very much like it is a bug I recently killed (regarding anythiny ship that goes through the ship selection proces, includeing wingmen)
Title: The Patcom Revised: WIP
Post by: aldo_14 on March 07, 2004, 12:00:14 pm
Quote
Originally posted by mikhael



How would that help? That would certainly give them a nice shield hit, but it wouldn't take care of the real issue.

Iwar2 craft, like that AdPat, have two shields, covering the belly and the back. The shields are canted slightly so that the nose of the ship gets double coverage and the engines get no coverage at all. You can actually have four shields (two up, two down) with a Shield Synchronizer (adds the equivalent of a light shield to the face its placed on). Also, Shields can only block a certain number of hits per second, so if several shots come in simultaneously, they'll all get through but one.

That's authentic Iwar2 shields. Not some silly shield animation.


Well, I think you can build holes into shield models - never tried it though.   'Doubling up' shields on certain bits would probably be impossible, though.  

The thing for blocking simultaneous shots should(?) be easy - give the shield a very low hitpoints, but allow it to regenerate quickly - I think this is possible using tbl settings
Title: cool
Post by: Star Dragon on March 07, 2004, 04:47:37 pm
I remember asking about the "patcom", though ot knowing the name almost 2 years ago...

   Is this considered a "Cruiser"? Looks like a nice small mean and lean cap ship. BTW is this only for HT&L or can retail handle it?
Title: The Patcom Revised: WIP
Post by: karajorma on March 07, 2004, 05:38:59 pm
In FS2 terms I guess it would be a gunship.
Title: The Patcom Revised: WIP
Post by: mikhael on March 07, 2004, 06:21:41 pm
The AdPat is a corvette, in proper naval parlance. I don't know what that translates to in Freespace parlance, because they've got a ****ed up system.

Regardless, its about four times longer than any fighter, far wider, though not much taller. If I recall correctly, the old Dreadnaught Patcoms had a crew of about 80 or 120 with a bridge crew of four.
Title: The Patcom Revised: WIP
Post by: Bobboau on March 07, 2004, 06:29:21 pm
gunship
Title: The Patcom Revised: WIP
Post by: aldo_14 on March 07, 2004, 07:03:31 pm
Quote
Originally posted by mikhael

Regardless, its about four times longer than any fighter, far wider, though not much taller. If I recall correctly, the old Dreadnaught Patcoms had a crew of about 80 or 120 with a bridge crew of four.


In a sub-100m long ship?  Must've got...tight in there.
Title: The Patcom Revised: WIP
Post by: Grey Wolf on March 07, 2004, 09:15:41 pm
Quote
Originally posted by Bobboau
try this build (http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_3-6-04.zip) just the same, it sounds very much like it is a bug I recently killed (regarding anythiny ship that goes through the ship selection proces, includeing wingmen)
That could very well be it, considering that's how I selected the wingmen. I'll try it tomorrow.

Star Dragon: This is HT&L only, since the main model section is a little over 1k polys, with the total about 2.5k triangulated.

Aldo: IIRC, the older patcoms were bigger than the Tachyon, which seems to have a crew of about 2-4.
Title: The Patcom Revised: WIP
Post by: mikhael on March 07, 2004, 10:52:17 pm
Quote
Originally posted by aldo_14


In a sub-100m long ship?  Must've got...tight in there.


Not really. A modern Seawolf class attack sub pulls in at about 108mx11mx12m, and it has a crew complement of about 134.

I'd say that a Dreadnaught class corvette would be quite comfy with 80-120 people.
Title: The Patcom Revised: WIP
Post by: Grey Wolf on March 08, 2004, 09:18:52 pm
Bobboau was right, it was an exe flaw. Here's a pic with the engine glows:
(http://www.3dap.com/hlp/hosted/gtdwolf/pics/patcom13.jpg)
Title: The Patcom Revised: WIP
Post by: mikhael on March 08, 2004, 09:44:47 pm
Quote
Originally posted by mikhael
Regardless, its about four times longer than any fighter, far wider, though not much taller. If I recall correctly, the old Dreadnaught Patcoms had a crew of about 80 or 120 with a bridge crew of four.

Actually, I just looked this up again today. Its a crew of 45, with a bridge crew of four.
Title: The Patcom Revised: WIP
Post by: Grey Wolf on March 10, 2004, 06:49:16 pm
Can someone who has decent luck with POFCS convert this for me? I realized that the COB2POF converted version had faulty collision detection, so I decided to try using POFCS. It converted once, but it made it into 2 subobjects (one with the model, one empty). Now, it won't even convert.
http://www.3dap.com/hlp/hosted/gtdwolf/patcom.zip
Title: The Patcom Revised: WIP
Post by: Grey Wolf on March 19, 2004, 11:03:49 pm
OK, solved that problem after ignoring the model for 9 days.  I forgot that Modelview32 doesn't save the eyepoint chunk.  Now, the AdPat will no longer go through Lilith-class cruisers :p

Planning on starting the tabling on Sunday. Any suggestions for default arnament?
Title: The Patcom Revised: WIP
Post by: mikhael on March 20, 2004, 12:41:49 am
Two quadpacks, which works out to at least 48 standard dumbfire seeker missiles. Five primary weapons points, which are split up to one light (the QL-PBC), two mediums (a Mining Laser and an Assault Cannon) and two heavies (a pair of stock PBCs).

Basically, give it two different sorts of primaries (is three possible?) and have one fire from three weapons points and one fire from two weapons points. Don't forget the AdPat is incredibly over-powered (accelerator ring wise), so it should have a ridiculous energy reserve and high recharge rate. Its also ridiculously lightweight and gets tossed around if something looks at it funny.
Title: The Patcom Revised: WIP
Post by: Grey Wolf on March 20, 2004, 03:22:54 pm
I don't think anyone has done the GUI yet for three primaries, so it'll probably be two.  Hmm.... Kaysers for the heavies, I'd think. Probably either a Prom R or a beam of some sort for the mediums.  Do you think a Rockeye would work for the dumbfire seeker missiles?
Title: The Patcom Revised: WIP
Post by: mikhael on March 20, 2004, 11:20:20 pm
Remember Iwar2 has several grades of dumbfire seekers: standard seekers, harrowers (seekers with a heavier payload) and deadshots (harrowers with a longer range, better onboard computers and a better payload). Rockeyes are probably a good bottom end for that. I don't know what you'd use higher up. Of course, there's nothing keeping you from using those anti-subsystem (Trebuchet?) missiles, or the like either.
Title: The Patcom Revised: WIP
Post by: mikhael on March 20, 2004, 11:38:00 pm
Oh, and I just checked. A fully loaded AdPat with two quadpack launchers with an internal magazine for each carries 90 dumbfire seekers (four magazines in each quadpack plus ten more magazines on the internal loaders, five seekers per magazine).
Title: The Patcom Revised: WIP
Post by: Setekh on March 25, 2004, 06:59:58 am
Quote
Originally posted by Grey Wolf 2009
Bobboau was right, it was an exe flaw. Here's a pic with the engine glows:
(http://www.3dap.com/hlp/hosted/gtdwolf/pics/patcom13.jpg)


Fantastic, it's entering the final stages. I'm totally ignorant on appropriate armament and armour, so I'll let Mik handle this for now - but I'm really itching to see this in FS. :)
Title: The Patcom Revised: WIP
Post by: mikhael on March 25, 2004, 11:39:58 am
Will it be appropriately sized in FS though? Its huge compared to an FS fighter. Its also a hell of a lot more manueverable. The damn thing can turn on a dime and do things that makes a Whitestar jealous.
Title: The Patcom Revised: WIP
Post by: Unknown Target on March 25, 2004, 12:55:05 pm
But then again it uses realistic physics :)
Title: The Patcom Revised: WIP
Post by: mikhael on March 25, 2004, 03:41:23 pm
Well yeah. :)

But still, will the AdPat be the Sledgehammer of Doom it is in Iwar2, or will it be a cranky slow thing between a capship and a bomber?
Title: The Patcom Revised: WIP
Post by: Grey Wolf on March 25, 2004, 04:05:03 pm
I was thinking about Hercules Mk. II speed and maneuverability. Which considering the fact it's the size it was in IW2, is pretty good speed and maneuverability.