Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Nico on March 24, 2004, 01:31:52 pm
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Ah well, long time I didn't do anything for FS2, so I decided to take one of my old favourites, the ezechiel, and bring it up to todays ( HT&L ) level of quality. For the occasion, I've redesigned it a bit, and have given it a name more in adequation with the usual FS2 naming convention. Meet the GTF Orpheus ( WIP ):
(http://www.swooh.com/premium/venom/fs2pics/orpheuswip1.jpg)
(http://www.swooh.com/premium/venom/fs2pics/orpheuswip2.jpg)
(http://www.swooh.com/premium/venom/fs2pics/orpheuswip3.jpg)
It'll have a detailled cockpit if someone explain me how to make transparent maps that actually work, it also needs more detailling on sme areas, and doesn't have missile launchers yet. Current polycount is 1216. Smoothing result is what you'd get with autosmoothing ( autofacet in PCS, right? ) at 45°.
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Venom you just made me a happy man, this was the best fighter of yours, and now it just got even better :D
If i was you i would keep the name ezechiel, it added to the coolness for me :nod: and i think the glide rails should be longer, but thats just me nit picking, so i'll shut up.
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Ooooooh.... :eek:
That's nice. :nod::yes: Can't wait to see it textured...
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if you want your texture to be transparent, just make sure that -trans is in it somewere
cockpit-trans would be a good one (note there is no texture by the name cockpit)
looks good, but I think it could use more detail
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the -trans tag always gave me crappy results...
As for the details, yeah, I know, that's why I said it still needed details :p But that'll be minor ones, most of them will be done with the textures.
As for the name, well... Dunno, I'll let people decide. Let see if I can add a poll to the first post.
Nope, I can't.
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sw33tness. :yes:
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TGAs have an alpha mask, it should work as transparency just about everywere, though I don't think it's actualy ever been tested
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it looks a tadd to atmospheric for me, but that's just taste. I suppose that if you added a tiny manuevering truster one some of those wings, it'd look quite a lot better.
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I can easily deal with that: lets say it's atmospheric capable :D
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:cool: :yes: ...Nice
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Sw33t. 1337 design dude... :cool: :yes:
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what modelling prog is that?
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An interceptor fighter? It looks like to be a Medusa-Perseus hybrid.
Excellent quality. :D
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fap fap
fap fap fap
fap fapfap
fap
Sweet.
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Ohhh!! Venom bac to FS modding???
That is always good :)
BTW make it a bit more resmbled to the old one... it makes it look cooler :)
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Very unconventional, quite Robotechish, seems air-space capable.
To sum it up as the test pilot would say: "OH My, Sweet Go(o)d(n)ess? Where have you been all my life?!"
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Nice design, needs a bit more detail like you say. Maybe add intakes on the engines, most terran fighters seem to have them.
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Most FS2 ships don't have intakes actually.
For the record, the old one, second from the left:
(http://www.swooh.com/premium/venom/variouspics/ngtaplayer.jpg)
It had around 600 polys iirc. Trust me, not all the details need to be modelled.
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Tis truly beautiful. Though to be truthful, I thought you we're spiffing up the Orion or something.
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No, I've decided not to touch old canon ships ( I've done, more or less the mara ), coz adding details to something that already exists, and that you can't modify w/o being insulted, is:
1) boring
2) useless
3) boring
4) something anybody can do
5) boring
6) is basically unoticeable, details are swallowed by the blurry maps, and I don't feel like redrawing those maps, would be long and tedious.
Did I say it was boring, too?
So I don't wanna :p
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Make a concept art Manticore :D
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Sweet, but it looks like you're missing the lower two tail fins :)
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Originally posted by Nico
No, I've decided not to touch old canon ships ( I've done, more or less the mara ), coz adding details to something that already exists, and that you can't modify w/o being insulted, is:
Touchy f*cker arent ya :p Anybody insults your work, tell them to **** off and make their own
1) boring
2) useless
3) boring
4) something anybody can do
5) boring
6) is basically unoticeable, details are swallowed by the blurry maps, and I don't feel like redrawing those maps, would be long and tedious.
Did I say it was boring, too?
So I don't wanna :p
1. Boring maybe, all depends on the person thats doing it. Personally I prefer to have something to work from already, originallitys not my strongpoint.
2. Meh, maybe, models already exist but then whats the point in redoing an old ship of your own.
4. Not everyone can do it good.
6. Anything you do I'll texture for ya, time permitting. Bar Shivans, get giger for them.
Your right on the intakes, probably no room for them on the texs.
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Originally posted by Lightspeed
Make a concept art Manticore :D
Yes.
And the Benkei. Do the Benkei!
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Not bad Venom. I think you need to add the other two tail fins back in though.
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i like those fighters Nico. :yes:
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Looking at it again, it looks like a Pelican (HALO)
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It does? :wtf:
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No, it doesn't. At all:
(http://halosn.bungie.org/fanfic/images/cornershots/pelican.gif)
People keep trying finding likelinesses everywhere :p
As for the fins, no, don't want them back, for various reasons. It'll stay with only two fins from now on :)
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Originally posted by Nico
...6) is basically unoticeable, details are swallowed by the blurry maps, and I don't feel like redrawing those maps, would be long and tedious.
...
Not basically! Totally!
Redundant. Just makes the basically slow FSO even slower.
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minor update:
(http://www.swooh.com/premium/venom/fs2pics/orpheuswip4.jpg)
(http://www.swooh.com/premium/venom/fs2pics/orpheuswip5.jpg)
(http://www.swooh.com/premium/venom/fs2pics/orpheuswip6.jpg)
I've added the cockpit, the underneath guns ( the original had 8 guns, so this one will too ), the two gliding rail fins ( now you get why I didn't put four fins on the engine pods? ), I've made those rails longer, and the overhal plane shorter, with smaller wings. Also have removed the plates on the "neck", they'll come back later, theywere annoying for tweaking the main body.
Anyway, two questions:
1) Orpheus or Ezechiel?
2) you like that nose, or you prefer the old one?
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I'd personally take the new, mostly because I like the more "modern jet figher look" I feel the fighter looks better with it.
Name... Well, um... Orpheus, I guess, since it's not part of a series and it would stand out if Ezechiel was kept. Although a new series of fighters using biblical names is a thought....
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1) Ezechiel. Awesome.
2) I kind of like the old nose. The pilot looks great nestled in there, though. ;)
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How'd you do that cockpit? :)
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the very tip of the nose doesn't look quite right
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Originally posted by Unknown Target
How'd you do that cockpit? :)
Model, texture? What else do you expect :p
Bob: yeah, I know, still some tweaking to do so smoothing doesn't do those annoying shades.
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maybe try one of those double tiped vasudan style noses
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Originally posted by Nico
Model, texture? What else do you expect :p
Bob: yeah, I know, still some tweaking to do so smoothing doesn't do those annoying shades.
I meant how did you stick it in there :D :p
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Originally posted by Nico
(http://www.swooh.com/premium/venom/fs2pics/orpheuswip5.jpg)
... the two gliding rail fins ( now you get why I didn't put four fins on the engine pods? )
It all becomes clear now. The new Ezechiel is hot hot hot. I take back everything I said. :)
Anyway, two questions:
1) Orpheus or Ezechiel?
2) you like that nose, or you prefer the old one?
1. Ezechiel. I've never cared about making names match up with the stupid naming system Volition used.
2. The new nose rocks. Just needs some clean up, like you already mentioned.
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I like this. I might use it in Starforce as an atmospheric fighter, because most of the other fighters in Starforce aren't exactly aerodynamic.:)
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thats assuming he lets you use it :rolleyes:
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I am pretty certain he will publicly release it since he said that he's no longer doing major FS2 projects.
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Very nice model. I'll post the ones from the mod I'm doing at uni sometime.
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Oh and, Venom? this needs a high poly version. ;)
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:eek2:
This is almost better then pussy!
Great mesh dude!:yes:
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Originally posted by Darkage
:eek2:
This is almost better then pussy!
Great mesh dude!:yes:
lets not go too far Dark :cool: :p
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Venom, can I have sex with that?
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Hey Venico;), how about GTF Cherubim? I kinda picture it as a high-powered interceptor with the armament to quickly deal the those pesky, hard-to-kill Seraphim.
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Originally posted by Woolie Wool
I am pretty certain he will publicly release it since he said that he's no longer doing major FS2 projects.
yeah, I'll release it
Originally posted by Mike
Oh and, Venom? this needs a high poly version.
It's already high poly enough for my taste :p
Originally posted by Janos
fap fap
fap fap fap
fap fapfap
fap
Originally posted by Darkey
This is almost better then pussy!
Originally posted by KT
Venom, can I have sex with that?
You need to get laid, you weirdos :p
Originally posted by Liberator
Hey Venico, how about GTF Cherubim? I kinda picture it as a high-powered interceptor with the armament to quickly deal the those pesky, hard-to-kill Seraphim.
Heh? I'm not wanna call my ship after a dickless 4 years old version of a winged luke skywalker which would wear his diapers on his back :p
I've decided, and it's gonna stay Ezechiel :p
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Nice ship concepts :yes:
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Originally posted by mikhael
It all becomes clear now. The new Ezechiel is hot hot hot. I take back everything I said. :)
That's the best view, isn't it? I like it. It's going to be awesome once it's textured. :)
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Very Nice :yes:
...although I think it looks a bit more 'conventional' than the original version, and I preferred the 4 engine pods which that had.
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I agree, in fact, the old one looked meaner, that's why I'm changing some stuff. I've decided to bring back the old nose for exemple, and I'll change the wings too. I'll keep the twin engines tho, I think, I wanted it to be reminiscent of the herc2 engine pods with that.
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Another update
(http://www.swooh.com/premium/venom/fs2pics/orpheuswip7.jpg)
(http://www.swooh.com/premium/venom/fs2pics/orpheuswip8.jpg)
(http://www.swooh.com/premium/venom/fs2pics/orpheuswip9.jpg)
Changed the nose shape back to the original version, the wings are now halfway between the old version and the one I posted before. Made the fins thicker, more like protections for sensors and stuff rather than actual fins. I also noticed some edges needed to be straightened :p
Oh, there's a line running along the ship coz I'm actually working on half of it, the second half is just a mirrored instance of that half of ship.
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I like what you're doing to the wings. Actually, I hate to change my mind, but I think the new nose is better now. But if you've made your decision stick with it, it's a minor detail.
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I'll probably tweak the proportions, but I'll keep that nose.
besides, the previous one was a complete rip off of my SF-19 nose.
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the nose looks a bit to smooth now, make a ridge or something to rough it up a little. and I think it could use something on the bottom, maybe a small fin or something
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The previous version looked like interceptor/ X superiority fighter. This one looks like the Avenger or P-47 Thunderbolt: mean mother****er assault ship, introducing you with quad Kayser packs everywhere.
I wuv it, but I fear this would "surprise me with sex" if I ever approached it.
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:cool: :yes:
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NOOOOO!
Venom! Step away from the computer! Go back to the previous version!
Oh the humanity! You've killed her!
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Originally posted by mikhael
NOOOOO!
Venom! Step away from the computer! Go back to the previous version!
Oh the humanity! You've killed her!
that's what i thought when i saw the new one, but i thought that would be a bit to negative to say......
she's too.... fat, ok?
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very nice, macross-influenced maybe?
btw like it a lot, but...dunno there's something missing, and I agree with mik, I prefer the older version too.
The last version could become very interesting btw, the rounded nose look wrong but it's indeed interesting, maybe you could try some minor variations?
another thing.... you could add another section on that nose, behind the cockpit, to breake those long flat area
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Originally posted by Nico
Heh? I'm not wanna call my ship after a dickless 4 years old version of a winged luke skywalker which would wear his diapers on his back
No, these Cherubim (http://www.pantheon.org/articles/c/cherubim.html) .
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Originally posted by KARMA
I prefer the older version too.
But... I don't care? :p ( that's directed to everybody who thinks the same, not just you, the quote was just better :p )
Like it or not, for what I mind :D
Of course there's gonna be more tweakings, but I do it my own way, and that's it. I don't do my stuff to please other peoples tastes, but mine.
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Sometimes, Venom, you're an arrogant prick. I think that's why I like you. ;)
Seriously, I could see multiple versions of the same ship. Using the first version of the cockpit, you could have it as an superiority fighter. The current, bulkier nose (with the suggested extra cockpit section behind the current one) could be a electronics warfare variant, etc.
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Originally posted by mikhael
Sometimes, Venom, you're an arrogant prick. I think that's why I like you. ;)
Well of course, I never hid that fact :p Anyway, everybody likes me, it's just natural :p
No, really :D
As for the rest, pb is, I don't think I kept the old version, lemme check.
Ah, yes, I did. But it's nowhere near as complete as the other one, so forget it :p
Oh, and no need to break the long, flat areas. The old one was much worse in that regard, but people tend to forget about a very basic thing: textures, for god sake :p that's what textures are for, details :p
I think HT&L really drives people crazy these days, it's still a game, not Pixar latest movie :doubt: Real time, you know? Something everybody should be able to play, not only the ones with a radeon 9800 and a pentium 2.4 Ghz.
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I prefer the new one, though i reckon you should actually cut some polys to make the nose less bulbous.
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Originally posted by Nico
Another update
(http://www.swooh.com/premium/venom/fs2pics/orpheuswip7.jpg)
(http://www.swooh.com/premium/venom/fs2pics/orpheuswip8.jpg)
(http://www.swooh.com/premium/venom/fs2pics/orpheuswip9.jpg)
Changed the nose shape back to the original version, the wings are now halfway between the old version and the one I posted before. Made the fins thicker, more like protections for sensors and stuff rather than actual fins. I also noticed some edges needed to be straightened :p
Oh, there's a line running along the ship coz I'm actually working on half of it, the second half is just a mirrored instance of that half of ship.
Meh, go back to your previous version with the pointed nose, and alter the tip of the nose so it has a perfectly symmetrical point instead of the funny-looking one, and then texture and release it. It shouldn't be exactly like the Ezechiel.
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By all means, trash that nose and revert to the one from earlier this thread.
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All I'm going to say is that when I saw the update, the first thing to come to mind was "Bottle-Nosed Dolphin." That's not a bad thing, but I thought it looked better with a tapered fuselage. Right now there's a fairly large divergence in shape between the gun pods and the main hull. Though I can't complain, it's much better than anything I could come up with.
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Originally posted by Lightspeed
By all means, trash that nose and revert to the one from earlier this thread.
I think he should do both, so everyone will be satisfied (except maybe those poor souls who just live to ***** and moan.
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those engine nozzles remind me of the YF19.
Hmm, I wonder if a thrust vector effect would be possible ?
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Originally posted by Lightspeed
By all means, trash that nose and revert to the one from earlier this thread.
"listens to little voice in head"
No?
It's no, then :p
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[q]Originally posted by Venom
You need to get laid, you weirdos :p[/q]
So, was that a no?
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Originally posted by Nico
"listens to little voice in head"
No?
It's no, then :p
It looks like an oversized (human) nose. And it's too plain for my liking. :p
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Originally posted by Nico
I don't care
And don't force me to say this a third time.
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Nico, you just keep listening to that voice inside your head, the new version is far superior, it just needs a few modeled seems here and there (though that one you have on the back doesn't look right IMHO, I'd say make one just before and one just after the hump, but that's just me) that's all it needs realy that and a rediculusly large number of fins for no realistic reason.
I think this model would look especaly cool cell shaded, we need to get that working again in HTL (it'll be after 3.6 I'm afraid, needs vertex shaders)
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Nose reminds me of a super entard for some reason. I like it overall but the blockiness of the leading edge of the wings looks out of place with the rest.
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The nose needs detail - perhaps a couple of little indents with forward lights or something like that. It looks too bulbous as it is.
But its your ship - do what you want :)
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Yays! It looks more like the original.
When skinning the ship, I'd make it look like the front part of the nose is detachable by maintenance crews and contains the sensor suite.
Also, keep the Ezie name, it sounds much more badass :)
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would make the perfict fighter for my little mod.
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Originally posted by Kalfireth
The nose needs detail - perhaps a couple of little indents with forward lights or something like that. It looks too bulbous as it is.
Yeah, I planed stuff like that.
Bob: yeah, you're right with the seam, I don't like it either, in fact.
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And yet nother update
(http://www.swooh.com/premium/venom/fs2pics/orpheuswip10.jpg)
Added canards, various openings, extruded out some struts on the wings.
Also remembered I had an upgraded variant of the ezechiel planed for a later chapter in OTT, the Ezechiel Black. So vola, here's the Ezechiel B.
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if those canards are pointing slightly downward, I love them
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Don't like the winglets* Sorry.
Actually, I think it looks a bit 'flabby' round the edges..... in particular the rear pods... the original 'zech was sharper. Although i think this may just be the smoothing effect on the flat edges (which tends to make meshes look like plasterciene), so it's probably not a model thing. I like the wings, tho. :nod:
for i have also recently done a revision of summat, and considered - and rejected - winglets for that too
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Originally posted by Bobboau
if those canards are pointing slightly downward, I love them
They do.
Aldo: it's been proven all along that thread that one can't please everybody :p
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Originally posted by Nico
They do.
Aldo: it's been proven all along that thread that one can't please everybody :p
touche :)
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The canards help the nose, a lot, Venom. Can we see a head on and a profile view? I'm really curious how close those get to the primary pods.
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only thing I think it needs is a little something on the bit were the engines conect to, maybe just rounding the back a bit
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The engine pods are too smooth.
Also, I like the color scheme that you are using, will that continue into the texturing phase? Please?
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Originally posted by Bobboau
only thing I think it needs is a little something on the bit were the engines conect to, maybe just rounding the back a bit
It's just a place holder, I didn't put any work there yet.
Lib: yeah, it's probably gonna look about like that on the maps too.
Mike: yeah, I'll put some more pics later.
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I like canards, reminds me of Eurofighter 2000. Cool. :)
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Originally posted by Nico
And don't force me to say this a third time.
We can break you. Wait and see.;7:drevil:
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Originally posted by Woolie Wool
We can break you. Wait and see.;7:drevil:
Just to clear up things: making me say it a third time means the total cancelation of the thing, coz that would piss me off. I guess most wouldn't care, but maybe some would. Everytime you piss me off, I kill a kitten. Think of the kittens :p
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*stomps away grumbling to himself and checking Nico's house to make sure there aren't any kittens in there*
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I'm not a cat fan myself... so... :devil:
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Don't push him Raa, I want that fighter!
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as do I,
shal I kill the infadels for you, MY LORD!?!
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Well, Raaha.. whatever, Snipes keeps disliking my stuff, so why not :p
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Just keeping your ego in check. :p
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*stands between Snipes and Bobboau and aims a G36 at Bobboau's head*
One wrong move and...:drevil:
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Less spam, more model development. I want this thing out VERY badly.
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Should be the last update for the modelling part, I don't plan on adding/changing anything else:
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip01.jpg)
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip02.jpg)
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip03.jpg)
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip04.jpg)
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip05.jpg)
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip06.jpg)
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Nice. Still don't like fat nose. what polycount?
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about 2240
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Why didn't you flatten the ends of the fins?
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because I didn't want to
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Makes it look a bit dumpity, tho.
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well, it's not a slim, sleek ship either :p
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the whole thing looks a bit, fat.
i'm not sure if that's a bad or a good thing TBH.
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It's one big target from above and behind, I'll give ya that :D Looks good, and despite what others have said, I like the nose, although the canards seems to have spoiled the clean lines :)
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:yes: :)
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Originally posted by Unknown Target
It's one big target from above and behind, I'll give ya that :D Looks good, and despite what others have said, I like the nose, although the canards seems to have spoiled the clean lines :)
I'm kind of undecided about the canards, to be honest.
edit: it's not such a big target from behind, honestly:
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip07.jpg)
at least not worse than an herc :p
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God that's a beautiful ship, even if it does Gerard Depardieu's nose.
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Originally posted by mikhael
God that's a beautiful ship, even if it does Gerard Depardieu's nose.
I like Depardieu, vindiou!
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Trying different alternatives to the large nose canards
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip08.jpg)
edit:
Nah, I know what I'm gonna do. I prefer the canardless version, so I'll do that:
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip09.jpg)
The one on the left is a bit thiner, and is slighly different. Gonna be the space superiority version. the canard one, on the right, is more fat, I think I'm gonna give it a second cockpit and make it a strike bomber, ala F15.
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That sounds like a good idea to me. I won't argue over the new nose anyways :)
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Ph34r!
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip10.jpg)
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cool.
is this the final texing, or are you going to really tex with tiles?
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Save for the cockpit, there's no map on that ship. It's useless to start mapping it until I don't touch the mesh anymore. And me thinking it was done only a couple hours ago :doubt:
Nyway, I've also changed a lot the normal fighter version, it's slimmer, and shorter compared to the one above, now.
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I know you don't care, but I like that nose, with the single cocpit.
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yup, I don't care :p
Last update for today, coz I'm fed up with it:
temporary comparison ( until both are done, obviously ) between the normal and heavy versions:
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip11.jpg)
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip12.jpg)
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip13.jpg)
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Looking great, but the Heavy varient needs larger/more ordinance under the wings. It is heavy after all ;)
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that's planed ;)
Gonna remove the four underneath guns and put missile launchers there.
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Looks really, relly nice. Can't wait to see it textured :yes:
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Originally posted by Nico
I like Depardieu, vindiou!
It shows. And what's "vindiou"?
I like the dual cockpit one. When you changed the front end to look like the large nosed frenchman, I was hoping you'd put in the RIO-style station. :)
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Originally posted by mikhael
I was hoping you'd put in the RIO-style station. :)
?
vindiou, can't translate, countryside expression to end a sentence.
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In a Tomcat, the RIO (RADAR Intercept Officer) position is the seat behind the pilot in the cockpit.
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IMHO the normal version could be sleeker/aerodynamic - a return to the old "sharp" edges.
The Heavy version is right on spot though - especially with the flat canard nose - it gives it some charmish character.
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you know I think it could use some more detail on the body, do you think you could have a few bit's of exposed machinery or something, just a few cut outs or something
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nah, don't want that on this one.
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Started mapping the fighter version.
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip14.jpg)
Also set up a designation system:
the very original version is the Ezechiel A ( demonstrator version, that's what it was in OTT actually, a ship performing test on real battleground, availabilibity was limited to one squadron in the whole campaign ).
The version above is the standard, series version, designated Ezechiel C
The biplace version is designated Ezechiel B.
Dunno, maybe I'll make more versions, why not.
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I like where you're going with it, Venom. :) Good work.
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Beautimus!!!:D
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Just found this for the first time.
That looks BLOODY GOOD Venom! Bloody good!
I always liked the fighter, although it was much too large (all of them were) for the FS2 engine scaling system (or the AI) but if you convert it this time I'm sure it'll be sized nicely. Excellent work on the redesign...it looks very much like a cross between some very serious anime work and the next gen fighters coming out like the F/A-22. Well done!
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keep a low detail version of the textures (ie no shadeing or such, this would look omnipotent cell shaded)
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Just a matter of turning off a few ( well, a couple hundred :doubt: ) special effect layers in photoshop, Bob ;)
But for cell shading, you'll HAVE to have the ink lines hardcoded. You realize if I have to make the lines with the mirrored technic, the thing will go in the 5000 polys range...
Nway, thanks :)
yeah, Ice, that F22 thing, I tend to do it too much these days, I started with one ship, thought it was cool, then kept doing that since then. Have to stop there or every ships of mine will look the same :doubt:
One of the reason I've thrown away the nose from the first pics in that thread.
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It's smiling to us! :D
It's kawaii++, sexcellent. I love it. Fap fap fap.
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It's not kawaii, it's mean looking, the evil made machine itself, grwaaaaah!
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:yes:
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(http://www.swooh.com/premium/venom/fs2pics/EzeBwip15.jpg)
another maping update.
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I think you MIGHT have gone a bit over the top witht he detail in the wing maps there, Venom. ;)
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:eek2:
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Originally posted by mikhael
I think you MIGHT have gone a bit over the top witht he detail in the wing maps there, Venom. ;)
Nah, it's just right.
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Originally posted by Nico
Started mapping the fighter version.
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip14.jpg)
Also set up a designation system:
the very original version is the Ezechiel A ( demonstrator version, that's what it was in OTT actually, a ship performing test on real battleground, availabilibity was limited to one squadron in the whole campaign ).
The version above is the standard, series version, designated Ezechiel C
The biplace version is designated Ezechiel B.
Dunno, maybe I'll make more versions, why not.
Okay, NOW I like it again. If you release it, I might put out a slightly modified version with a pointed nose called the Ezechiel D, which would be an atmospheric variant. Then we'll all be happy.
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Originally posted by mikhael
I think you MIGHT have gone a bit over the top witht he detail in the wing maps there, Venom. ;)
No.
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Originally posted by mikhael
I think you MIGHT have gone a bit over the top witht he detail in the wing maps there, Venom. ;)
Well, it does come from OTT, so that's fine :p
WW: well, good luck modifying it.
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Originally posted by Nico
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip15.jpg)
another maping update.
Ugh, not the wings. Please dont kill the wings. Have less stuff on the white wing sections and you will be good.
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Woolie, as this isn't a model dump ship, it's usually protocol to consult the author before modifying the mesh. Its something that modders can take offense to if you aren't careful. Not that you have it yet, but don't you ever jeopardize a release by saying how you will modify it.
And wow. Maybe a tad more contrast on the wing mapping (main color sections, not detail), but that's a relatively minor thing. This one really needs a :jaw:
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I figured out a way to code in outlines for cell shadeing effectively, don't worry :)
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Originally posted by StratComm
Maybe a tad more contrast on the wing mapping (main color sections, not detail)
It's the white decal that's eating the contrasts ( in fact, the ship is all grey, there's a decal layer in toshop.
Bob: cool, wanna see that :)
One more update:
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip16.jpg)
I know the bottom needs more work, but that's all for today.
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Venico, it looks nice, but it's entirely too light compared to the pretextured version. I think it would look nice with portions of the texture darkened way down, not 0,0,0(RGB), but something like 75,75,75(RGB).
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I know, tried already. See the fact that there's about no contrast on the white part? well, on the dark parts I tried, it did the exact opposite, and it looked vasudan :p
So for now, I'm keeping it like that, I'll worry about colour schemes later. But I do intend to have it about the same colour as it was in OTT.
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Originally posted by Nico
WW: well, good luck modifying it.
Heh, it probably won't be THAT hard, although from my experiences, your ships' mapping and textures have been quite tricky to do things with (as evident in my failed attempt to shinemap the Ezechiel), so it might actually be uite a challenge, I dunno.
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Texture count / res?
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one map for the cockpit/pilot, one map for the glass parts of the canopy ( transparency map, will save a giant useless alpha channel and a huge TGA file as well ) and one 2048*2048 map for the ship itself. Then a 256*256, 128*128 and 64*64 maps for the lods. I thought about using a custom map for the debris, but that would be pushing it.
The cockpit and glass maps would be reused for any ships using those parts, so that's one map that would be loaded for a lot of ships, don't think it's a memory waste that way.
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Originally posted by Woolie Wool
Heh, it probably won't be THAT hard, although from my experiences, your ships' mapping and textures have been quite tricky to do things with (as evident in my failed attempt to shinemap the Ezechiel), so it might actually be uite a challenge, I dunno.
Don't bother planning it, you won't have my permission to modify the mesh anyway.
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Originally posted by Nico
one map for the cockpit/pilot, one map for the glass parts of the canopy ( transparency map, will save a giant useless alpha channel and a huge TGA file as well ) and one 2048*2048 map for the ship itself. Then a 256*256, 128*128 and 64*64 maps for the lods. I thought about using a custom map for the debris, but that would be pushing it.
The cockpit and glass maps would be reused for any ships using those parts, so that's one map that would be loaded for a lot of ships, don't think it's a memory waste that way.
2048 * 2048? Seems a bit...big.
IMo.
I've just started going back to 1024*1024 for fighters.... honestly don;t see how much difference a larger map would make, given the distance you tend to see the models at. i'd have went for 512*512, but i'm using the base mesh for renders.
EDIT: As an aside, I just found a really good way to do corroded / damaged textures (i.e. grain)... my new ******** engines look **** hot! Yay!
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:yes: wow...this thing could become the new SCP flagship to show of the game to not-yet-believers....
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Originally posted by aldo_14
2048 * 2048? Seems a bit...big.
IMo.
I've just started going back to 1024*1024 for fighters.... honestly don;t see how much difference a larger map would make, given the distance you tend to see the models at. i'd have went for 512*512, but i'm using the base mesh for renders.
Woomeister told me that one 2048*2048 map runs better than two or three smaller maps. Anyway, nothing prevents the map to be scaled down if there's a performance hit.
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Originally posted by Nico
Woomeister told me that one 2048*2048 map runs better than two or three smaller maps. Anyway, nothing prevents the map to be scaled down if there's a performance hit.
Yeah...just sounds big to me. most of the time, I find that fine details (i.e. at hi-res) become invisible at any reasonable distance. (although it doesn;t look a problem on the 'zec), so I switched down for a long time. I've only moved back because I'm going to do my capships as properly mapped (i.e. non tiled texture), and want the practice with larger maps.
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Well, you might have noticed ( :p ) I'm a strut line freak, so large maps help a lot with that :)
And I decided some time ago to do the same as you: not gonna use tiled maps anymore, even for very large capships. Even if that means I have to use 3 or 4 2048*2048 maps, I think the visual gain would be well worth it. I've grown to hate tiled maps, they're usually ugly, and have to follow the polygons, which is a severe design constraint.
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well, I used about a single 2048 map for my corellian corvette, so it sound a bit too much for a fighter for me too, btw it's up to you.
anyway, it's surely very nice, althought it is a bit too cartoonist (so far) for my tastes: I suppose you are making it this way because you want to use the cellshadings? (haven't read all the thread)
aldo, what's the way you found for the corroded textures? I'm always interested in those things:)
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2048*2048 map seems excessive, especially with so little detail in it.
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Originally posted by Nico
... one 2048*2048 map runs better than two or three smaller maps. Anyway, nothing prevents the map to be scaled down if there's a performance hit.
this is true
I'm hopeing after 3.6 we can get a better material system, something that would enable you to do multi-textureing (ie have a tiled texture bended over a mapped texture) as well as more controle over defuse light specular light and glow mapping (enableing you to link multible glow maps to diferent ship variables, like thrust, or weapons fireing, or sheild streignth)
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Watch out shivans, Alpha 1 has a new toy to play with.
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Originally posted by Bobboau
...glow mapping (enableing you to link multible glow maps to diferent ship variables, like thrust, or weapons fireing, or sheild streignth)
This I want to see. Way, way too many ideas on this one to be healthy ;)
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My god.......that is easily the COOLEST fighter i have ever seen!!!
She reminds me of a dolphin...in a good way. Bet she can give any shark a run for her money!!! ;) Nice work, when can we see her in action???
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when it's done.
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Originally posted by Gank
2048*2048 map seems excessive, especially with so little detail in it.
Ok, another one wanna tell me he thinks 2048*2048 maps seem big to him? Coz I just love repeating myself.
Now I know what's with all this monkey stuff on the net :rolleyes:.
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Originally posted by Bobboau
this is true
I'm hopeing after 3.6 we can get a better material system, something that would enable you to do multi-textureing (ie have a tiled texture bended over a mapped texture)
you mean for example a tiled texture and a non tiled decal texture for scratches, dust, rust etc etc?
sounds nice
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Holy smoke. Next few updates I'll probably be popping her in the highlights, Venom. :)
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I hope :p
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Originally posted by KARMA
aldo, what's the way you found for the corroded textures? I'm always interested in those things:)
Well - and this is for subtle denting more than anything else - it's actually really simple. Just a white spraypaintbrush (with the non-radial brush - the one with gaps, either the round one or the 'slash' one) with 10 -20% opacity, with a (same opacity, brush) black brush over the top and very slightly offset..... it works surprisngly well as just a general noise-type texture, plus it's also of use when I do shading, as it roughens up the edges of shadows, burns, etc.
Can probably also add to the effect by varying the specular map appropriately - i.e. bare shiny metalwork - although I've yet to try that.
I'll post a piccy when I get home, show what I mean.
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Originally posted by Nico
I hope :p
You hope for more updates or for the highlight? :p
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the highlights :p updates are up to me ;)
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Originally posted by aldo_14
Well - and this is for subtle denting more than anything else - it's actually really simple. Just a white spraypaintbrush (with the non-radial brush - the one with gaps, either the round one or the 'slash' one) with 10 -20% opacity, with a (same opacity, brush) black brush over the top and very slightly offset..... it works surprisngly well as just a general noise-type texture, plus it's also of use when I do shading, as it roughens up the edges of shadows, burns, etc.
Can probably also add to the effect by varying the specular map appropriately - i.e. bare shiny metalwork - although I've yet to try that.
I'll post a piccy when I get home, show what I mean.
ahh ok, I think you mean something like what I did in some points of this textures, am I right?
(http://www.3dap.com/hlp/hosted/swfs2/wips/awh.jpg)
that's a bit old texture btw, now I do things with a little different style, btw I use a lot the the layer masks and the contrast between black and white brushes to make realistic decals, and it works very well for me too
nico: if you are working for cell shading...don't you mind making a textures version for standard HTL? it will make your ship easyer to be used, and I'm really curious about how it'd look
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I'm not doing it for cell shading, but it will be easy to do a map for that mode if needed.
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Originally posted by KARMA
ahh ok, I think you mean something like what I did in some points of this textures, am I right?
(http://www.3dap.com/hlp/hosted/swfs2/wips/awh.jpg)
that's a bit old texture btw, now I do things with a little different style, btw I use a lot the the layer masks and the contrast between black and white brushes to make realistic decals, and it works very well for me too
Yes...well, at lower res. Also worjks surprisingly well for rust. Albeit I don't use layers because It's too much of a pain to preview them on the model.
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you're using max, right, you can use PSD files as maps, with max :p
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:eek: :yes: looks very good.:)
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Originally posted by Nico
you're using max, right, you can use PSD files as maps, with max :p
Yeah, but I use 3dexploration to view the thing when I draw the textures. Max is a bit of a system hog, at least when I ahve photoshop open as well.
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Same here. Even when it's the only thing running. :doubt:
I need more RAM... :(
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getting closer:
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip17.jpg)
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip18.jpg)
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip19.jpg)
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip20.jpg)
I wanna get Dark's crown with this one :p
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:eek2:
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you have to save what you are doing anyway to see the modifications, so just save as bmp the test maps and as psd at the end of the session.
I work with photoshop and lithunwrap opened at the same time, to preview what I'm doing I save as bmp, click on the reload texture button in lith, look at lith's preview window. That's a 10 second process, without any pain;)
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ahh much, much better now, more realistic (althought I still don't like plain lines:p)
you know you can make different colour schemes of the textures which can be changed in FRED, right? Assuming that white= no paint, you could make many variations in the colour of the dark plating (cyan, blue, red....) in few seconds from the psd, like different squadron's colours.
am I wrong or you have a texture warping on the white top plating behind the cockpit? I mean that it seem like you uvmapped those polys with a minimal portion of texture, which was good when there was only the plating line, but makes the shadow a bit warped
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yeah, but you're not gonna nitpick I tell you :p
And they're NOT plain lines, there's a dent, but it's very small so you have to be way closer to see it. Too close, even, you're not supposed to come THAT close from a ship :p
Anyway, the day bump is added to the code, you're gonna regret not having done the way I did ;)
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well not really:p It happens the same in other points but I mentioned only the one noticeable:D
good work btw
about bumps... I wondered the same to be honest, but I work whith what I have at the mo, and I'll face that when it'll happen (and you can obtain a similar -but worse- effect with specmaps for example, w/o having to make big changes)
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Christ, I think Darks crown may well be yours...it's beautiful! With elements of Descents Pyro... fighters.. mecha...
Its... perfect... :eek2:
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You know what, reading your post, I've gone into a 20 seconds reflection trip, and, well, I've clearly imagined how the eze could tranform into a robot :D
Karma: yeah, but it's not like it's bad that way, and, honestly, I don't like exagerated dents, makes the ship looking like it's made out of bricks. When you're watching a real plane, you see lines, no dents or anything, so I like it that way.
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I'm cookoo for cocoa puffs over that ship!
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Originally posted by Nico
Ok, another one wanna tell me he thinks 2048*2048 maps seem big to him? Coz I just love repeating myself.
Now I know what's with all this monkey stuff on the net :rolleyes:.
I said it was excessive given the lack of detail in the tex, but you've fixed that up I think. And you should use bevels instead of lines, lines look too cartoony.
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Originally posted by Gank
And you should use bevels instead of lines, lines look too cartoony.
Ok, I'm sure you do it on purpose, so I invite you to read the two or three posts from me above :o
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I did, lines still look cartoony, bumb mapping or no
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Originally posted by Nico
I wanna get Dark's crown with this one :p
I say the crown is yours. That's professional quality, Venom. No two ways about it.
Steak, this REALLY should already be in the highlights.
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Originally posted by Gank
I did, lines still look cartoony, bumb mapping or no
No they don't. Hah! :p
Thanks Mike :)
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:blah: :blah:
Amazing. I'm speechless. Realy, really great.
but aldo is still the king when it comes to fighters :D :D
edit: definatly deserves to be in the highlights.
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*drool* *drool* *drool*
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Got to go with Venom on the lines bit... the cartoony bit definately dropped away completely as soon as the panels went charcoal grey.
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Looks good :nod:
RE: Karma, this is what i meant.... it looks a lot older, rather than corroded i s'pose
(http://www.3dap.com/hlp/hosted/reciprocity/wipshots/eng_corrd.jpg)
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Originally posted by Nico
getting closer:
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip17.jpg)
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip18.jpg)
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip19.jpg)
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip20.jpg)
I wanna get Dark's crown with this one :p
Now you're cooking with GAS!! That is beautiful!!:nod: :nod:
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I can't stop looking at it...:eek2:
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Wheeee, I'm almost done with the main lod!
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip21.jpg)
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip22.jpg)
That's pretty tiring, doing that thing... And making the lods, now THAT is gonna be fun :doubt:
Anyway, Windows just told me I was running dangerously low on memory, so I think it's time to stop for today.
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*spooge*
Could you orient it in a conventional three-quarter view so we can get a really good look at it?
Like this:
(http://www.hades-combine.com/bar/races/terran/turretspnd/safat.jpg)
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tomorrow, I've shut down max already.
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wow nico that is the best fighter i have seen when do you think you will release it.
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Best ship ever created, period. Damn it, it's amazing and perfect. I wish I had the skills of you man, awesome...
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I'm not sure if I would ever want to change it. Damn, that's a fine ship now that it's completed its little diet.
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Venom...almost sorry to say it but I DO think you can have Dark's crown with that one. Thats amazingly awesome! Incredibly amazingly awesome :)
Just make sure its a good size for the FS2 engine when you convert! :)
I'll be signing up to fly her!
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Originally posted by Nico
Wheeee, I'm almost done with the main lod!
That's pretty tiring, doing that thing... And making the lods, now THAT is gonna be fun :doubt:
Anyway, Windows just told me I was running dangerously low on memory, so I think it's time to stop for today.
Nice, the high res textures really pay off :)
I'm not a fan of the hull plating lines being so bold as well as the strong beveling on some of the things, prefering a subtle beveling on all of the details, however since you're aiming for an anime look it works.
I love the version with the nose canards since it reminds be of the SAAB Viggin (one of my favorite airplanes since it's so weird)
...and it looks like Dark is dead, long live Venom! (of course now Dark will show up after all of these years and make us bow down to his campaign, Arsenal of Darkness, which has in truth secretly been in development... :drevil: )
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Venico, how long did you actually spend on that map BTW?
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Nico, that person should be on all Fs2 fighters:nod:
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Originally posted by aldo_14
Venico, how long did you actually spend on that map BTW?
started two days ago, working on and off on it.
Ace: it's Viggen :p ( and it's not especailly weird, not more than the grippen, the rafale or the ef2000, try the draken, if you want an odd looking saab plane ;) )
Icefire: it'll be scaled around the pilot, so I'm afraid it'll be as big as the old version :p
Difference is, this time, it's gonna face FS2 era ships, not the OTT fighters and weapons. The thing is quite superior, gotta have some sort of weakness, right? :) ( well I know you won't agree, but can't help it :p )
jdjtcagle: I don't understand what you mean :p
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you know what I think would be especaly cool, if you shine mapped it so the darker colors were shiney (and had a diferent color tint) and the white was matte.
it looks like you haven't UVmapped the very top/bottom, but that could just be te texture
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they are uv mapped, but that's a side mapping, hence the map warping there. But I can't do anything about it: no more room on the map to add such a large area :p
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:(
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bah, come on, ingame, nobody would notice.
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you should try to fix at least the polys with the white plating.
You don't notice it on the black parts due to low contrast, but it is noticeable on the white. Maybe trying to reuse other portions of the map, partially redesigning them to make it pssible?
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I'm gonna try something. But seriously, it's much worse UNDER the nose :p
Anyway, fixing just the white part won't do it coz:
1) the white part doesn't follow at all the polys
2) in case of a reskin, that would just move the pb somewhere else
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Originally posted by Nico
started two days ago, working on and off on it.
bloody 'ell....I've been working on the Cm for like, 3 days sofar, and I've not even finished the base hull plating.
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Originally posted by Woolie Wool
*spooge*
Could you orient it in a conventional three-quarter view so we can get a really good look at it?
Like this:
(http://www.hades-combine.com/bar/races/terran/turretspnd/safat.jpg)
:barf: :D Haha, good ship Venom, not so good ship/missile Woolie :D
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Originally posted by Unknown Target
:barf: :D Haha, good ship Venom, not so good ship/missile Woolie :D
AAA sentry gun, hactually.
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Originally posted by Nico
Icefire: it'll be scaled around the pilot, so I'm afraid it'll be as big as the old version :p
Difference is, this time, it's gonna face FS2 era ships, not the OTT fighters and weapons. The thing is quite superior, gotta have some sort of weakness, right? :) ( well I know you won't agree, but can't help it :p )
I don't see a problem there, it's scaled right on par with FS fighters by the pilot.
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Originally posted by mikhael
Steak, this REALLY should already be in the highlights.
Truly, truly sir. ;)
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I wanna see her in game first myself ;)
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jesus f;n christ mary and joseph!
thats a serious F'N fighter! a true post fs2 era bird....
damn it if only Dark saw the type of works uve been puttin thru into the game, he might just come out of hibernation!
oh and yea i think ur gonna earn that crown dude.
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Awww, you pushed me out of highlights :p
Seriously, that's fantastic job. You deserve every praise my limited vocabulary has to offer :nod:
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ah, my first highlight :)
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Ownage
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I...couldn't...help...myself...
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and that's about what it's gona look like in game, exept it's gona look more metalic
and I think I should have mentioned this earlier, submodels are rendered before the hull so make sure the guy and the cockpit is in a seprate subobject, and that the glass is ether in a seprate subobject after that or part of the hull
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or there could be an animated glowmap on the weapon barrels....
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i think Lightspeed holds Dark's crown
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Is this going into inferno?
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Originally posted by Bobboau
and I think I should have mentioned this earlier, submodels are rendered before the hull so make sure the guy and the cockpit is in a seprate subobject, and that the glass is ether in a seprate subobject after that or part of the hull
Ah yeah, good to know :p
Tho they're already detached from the ship, actually.
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Originally posted by Roy fokker
lets not go too far Dark :cool: :p
:nervous:
Erm...yes not too far:D
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This SO deserves to be the poster-boy (er..ship) for the SCP engine improvement.
We could easily get that quality (Kal's pic) ingame. With shinemaps, new thruster glows, Lightspeed's planets and nebulas in the background..oooh baby.
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Originally posted by redmenace
Is this going into inferno?
Probably not. It doesn't really fit with the stylistically different, lower-poly ships currently in Inferno.
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I wonder if it will go into any mod.
nico, could you make 2 different variants? The heavy and interceptor.
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Originally posted by Nico
grippen
The correct spelling is "Gripen". Another one of those funny Swedish names that even the Swedes probably find hard to spell.
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this ship is amazing.... I cant wait to get it in game to have a real good look at it.
GRAT JOB!
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Originally posted by Nico
jdjtcagle: I don't understand what you mean :p
i meant that cockpit should be on all Fs2 fighters and bombers :)
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Originally posted by jdjtcagle
i meant that cockpit should be on all Fs2 fighters and bombers :)
I disagree - because bubble cockpits are also pretty neat. (also cos i have a little concept which i've yet to model with a very unusual cockpit design.... ;) )
wouldn;t mind nicking that pilot model, tho.
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Originally posted by aldo_14
wouldn;t mind nicking that pilot model, tho.
That's what I meant really :D
Love the pilot model and It would be neat
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:yes: :yes: :yes:
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Sorry, CF. I have a feeling you'll be back up there in the future, though. ;)
Originally posted by Nico
ah, my first highlight :)
Surprised it took you so long. :D Well deserved.
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Originally posted by aldo_14
I disagree - because bubble cockpits are also pretty neat.
doesn't prevent it :p
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We demand more screenshots!:p
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Originally posted by Setekh
Surprised it took you so long.
that's because he's too lazy:D
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Originally posted by Woolie Wool
*spooge*
Could you orient it in a conventional three-quarter view so we can get a really good look at it?
Like this:
(http://www.hades-combine.com/bar/races/terran/turretspnd/safat.jpg)
hey! Bandwith freeloader!
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Originally posted by KARMA
that's because he's too lazy:D
sheddap :p
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:lol: Now now fellows... ;)
So, what is going to be the aim of this model? Are you going to try and get her in FSO? :)
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well yeah, of course, that's the idea :p
there, the pic woowoo requested:
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip23.jpg)
haven't done much on it since last time, tho.
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That design is so beautiful it doesn't fit with all those butt ugly [V] FS2 designs.:D
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Originally posted by Nico
well yeah, of course, that's the idea :p
there, the pic woowoo requested:
(http://www.swooh.com/premium/venom/fs2pics/EzeBwip23.jpg)
haven't done much on it since last time, tho.
*orgasm*
I must be dreaming.
*covets Venom's mad skills*
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Originally posted by Nico
well yeah, of course, that's the idea :p
Hey, just making sure :p
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btw, about the highlight: it's GTF, not GTD ;)
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*looks at highlight*
You mean the Ezechiel's NOT a destroyer? :p :nervous: Heh, thanks, fixed.
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well, in some way, it is :p
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Originally posted by Lynx
That design is so beautiful it doesn't fit with all those butt ugly [V] FS2 designs.:D
Actually, this does "vaguely" resemble teh Medusa.
Not that that's a bad thing.:nervous:
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Originally posted by Liberator
Actually, this does "vaguely" resemble teh Medusa.
Not that that's a bad thing.:nervous:
The Medusa is from FS1, where the ship designs looked actually good. It's just most Fs2 ones that make me puke every time I see them.
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FS1 was more military. FS2 was stylized space combat. I prefer Military myself...
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Agreed.
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The ship it most reminds me of is the Apollo. Take away the wings, and you've got an Apollo.
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Originally posted by Rictor
The ship it most reminds me of is the Apollo. Take away the wings, and you've got an Apollo.
take away the wings and you have a dildo with thrusters strapped on :p
anyway: the design rocks, i think that is definatly the way terran design would go:
sleeker, but still with a militaristic touch.
it reminds me a bit of the messerschmidt me-262.
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don't start the dildo ship thing again.
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?
What again, you psycho sex obsessed freak?
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WHY MUST YOU POST COOL STUFF WHEN I TAKE A FEW DAYS AWAY FROM HLP!??!?!?!?!?!?!? :hopping:
Venom, I'm.... speechless. She's beautiful.
Although I think that the black-on-white lines would be better off grey-on-white... :nervous:
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It's beautiful. Most beautiful ship i've seen to go into the FS2 engine. I think I'm going to go fantasize about using it now. Speechless. Omg.
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Beautiful ship indeed :)
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question: would it be possible to have something like the nameplates on capships, for squad numbers and stuff? you know, a map with a green area and stuff, so I can save space on the map ( I already saved a lot, btw, I've quite some room now by optimizing the textures ) but also, mainly, so you can have different numbers on the same wing ships w/o needing a map per ship?
I'd remove the "01" bit on the map, and would use a small 128*128 map for all the markings.
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Yeah, it's possible, except that would probably break loadout. It should work somewhat similarly to insignias I think.
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loadout? I thought there was an option in fred to assign a different map to a ship, would be just a matter of changing the marking map one in fred, no
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Well, if you change your ship, how's FS2 going to know what to do with the ship you're currently flying. The same goes for your wingmates. Outside of loadout-controlled wings, though, it should work ok (I don't know what it would do in spawning wings, but you'd probably wind up with each wing that comes in having the same set of plates).
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It changes the texture. Not the entire ship, Strat. Just like the nameplate on Karma's Fenris, you can change the nameplate in FRED2_open and have each vessel with the same pof, but with different titles.
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That sounds like a cool idea, im suprised no one has tried it before, also im curious to see how the heavy version is coming along ;7
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I know how the texture replacement system works, Raa, though that last post may not have made that as explicit as it could have. My point is guys that I somehow fear the effects of trying to change a texture that isn't present on a ship at all. If you switch, say, from the Eze to a Herc in loadout but the mission has you in a ship with 01 plastered on the side, what will happen. It works perfectly on the Fenris because by definition the mission designer has control over the class of ship that's being effected. With a fighter, and a human-pilotable fighter at that, the assumption that you know what class of ship you're dealing with suddenly gets thrown out the window.
EDIT: And the spawning wings thing has to do with how reinforcements come in when you have multiple waves. I think that each wave is a copy of the original with a different range of identifying numbers, though I'm not 100% sure of that. Suppose I could test it out pretty easily though with a couple of cruisers though.
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talk to goober about it, he implemented the system he should know how it works. and yes this should be posable.
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Probably it could be a nice idea to create an automatic system,
something like...
your main texture is ezegreen.pcx your plating number is XX-ezegreen.pcx (where X is a number)
when in FRED you give to a ship a texture XX-name.pcx and there are textures with same name and successive numbers, give to the wings successive numbers
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so you have like 1 to 9 ... then if/when it reaches the last one it simply loops back to #1 again, would that be possible?
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Since an Alpha is available through the use of TGA why not have an Alpha Transparency for the part of the ship in question and use a second texture with only the part in question used.
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Because alpha-transparent tga's are a lot bigger than the 256 color pcx that would be needed do whatever you'd need with a nameplate, and will work the exact same way. And the way Nico's proposed would only involve an optional 128x128 8-bit texture or so to accomplish, as opposed to two huge maps of which both must be used. It's a quite simple decision actually.
In truth, having nameplates on a fighter seems a bit excessive to me in the first place. It's not like the flight crews are too worried in advance about what position within Beta wing they will be flying in to paint a new ID marker on the fighter. That aside, in the case of reinforcement wings, I'd almost rather see them come in with a fresh 01, 02, 03 etc than having them actually continue to add up.
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Originally posted by Sheepy
That sounds like a cool idea, im suprised no one has tried it before, also im curious to see how the heavy version is coming along ;7
It's not coming along anytime soon, I'll first complete the ezechiel C ( main lod is almost finished, just a few polys to map in the cockpit :p ), then I'll take a look at Karma's Fenris ( new mapping, I believe it deserves it ), then I have a couple ideas I wanna try out.
Originally posted by Sheepy
so you have like 1 to 9 ... then if/when it reaches the last one it simply loops back to #1 again, would that be possible?
well, with XX, you'd go up to 99, I think that's way enough so you never have to worry about reaching the last one :)
Originally posted by Liberator
Since an Alpha is available through the use of TGA why not have an Alpha Transparency for the part of the ship in question and use a second texture with only the part in question used.
Bah, I was replying post per post, but noticed StratComm already replyed. So to sum up: exactly what he says: to save space.
As for the name plates, I agree that new wings should start with fresh numbers, but that's beyond the point, not my problem, at least. What I want is just avoid having all the Ezechiels in existence being numbered 01 :p So it's decided, I'll do that green panel thing. That'll even allow me to put numbers ( or anything else ) wherever I want on the ship.
The rest is up to fredders/coders.
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Good 'nuff.
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a bit off topic, but I did mention that we fixed the old z buffer error with green transparency, it should also work with alpha chanels that make parts completely transparent
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Originally posted by Sandwich
WHY MUST YOU POST COOL STUFF WHEN I TAKE A FEW DAYS AWAY FROM HLP!??!?!?!?!?!?!? :hopping:
Venom, I'm.... speechless. She's beautiful.
Although I think that the black-on-white lines would be better off grey-on-white... :nervous:
Impeccable timing, wasn't it? :D
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Mmh, wanted to try it ingame ( early fly if you want ), so Woo converetd it for me. Pb is, PCS doesn't like it:
"Stack overflow protection was engaged,
please correct the errors in this model (too many polygons in the same average location). "
Conversion works fine with Woomeisters' converter ( he calls it "woomeisters super htl modelview" :p ), but autofacet won't work, which makes the ship either w/o smoothing at all, or with one single smoothgroup ( which of course leads to ugly things in some places )...
So what's wrong with PCS again?
oh, a few pics, to make the bums happy ( with full smoothing ):
(http://www.3dap.com/hlp/hosted/inferno/ezebeta01.jpg)
(http://www.3dap.com/hlp/hosted/inferno/ezebeta02.jpg)
(http://www.3dap.com/hlp/hosted/inferno/ezebeta03.jpg)
See? it works, and woomeister reports no performance hit at all with two of them on screen ( plus one old version ).
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Very impressive. I think you need to convert that for Iwar2, now. ;)
I'd do it except for that small problem of the maps disappearing. ;)
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Shock :doubt:
You learn something new everyday, for instance, while max usually gives the triangulated polycount, when you're working in poly editing mode rather than mesh editing mode, it gives untriangulated polycount. So that eze above is a bit "more" heavy on the poly count than I thought :p
4391 polys to be exact.
Hargh.
Gotta have to make some severly optimized lods :p
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:yes2::cool::yes:
Amazing work Venom. To see it ingame, its just so incredible.
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*drools some more*
Originally posted by Havock
take away the wings and you have a dildo with thrusters strapped on :p
Shut up.
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nah, that'll be ok, talk to kazan, see if he can get a more informative error mesage, like roughly were the problem polys are.
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That's cool, nice and all, but what I want most is some help for that smoothing pb :doubt:
edit: didn't see your message when I posted that, Bob.
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well for that, you'll need to get PCS working, and for that you'll need an error mesage better than "two out of the 5000 polys in your model are perfictly aligned to **** you, but I'm not going to tell you wich two"
PCS does suport auto-faceting wich will fix the smooth groupe problem.
ah, and I didn't see your edit when posting this :D
you know you may want to try messing with the scaleing factors, there are some models that if I changed there size would convert but otherwise wouldn't
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As my edit said, the post was directed to the other people commenting the screens, not at you :p
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Originally posted by Nico
4391 polys to be exact.
Hargh.
Gotta have to make some severly optimized lods :p
Have you tried Max's optimize modifier? I only recently learned about this one, and it can do wonders. Or completely ruin your model, either or.
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yeah: it sucks. Don't even need to try on that mesh, with concave shapes like that, it's bound to **** up.
It's much better to make a lod from scratch and, in the end, much faster, actually.
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Fixed it. There was some kind of geometry error blocking PCS from converting it.
(http://www.3dap.com/hlp/hosted/inferno/ezeautofacet.jpg)
(http://www.3dap.com/hlp/hosted/inferno/ezeautofacet2.jpg)
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mmh, but with just ambient lighting and no shading whatsoever, it's kind of hard checking the smoothing groups.
K, since my laptop seems to be able to run FS2 fine, what SCP files should I get to try that out myself?
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Taylor's latest build, and/ore bob's environment build. :nod:
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links? sorry, I checked the threads in the SCP forums, but theres... hmm, something like a hundred files scattered everywhere, and I can't say for sure what is what, and which is latest :p
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Try the "Latest Builds" SCP sub-forum. Of the top 3 threads there, one should have a build from Bob, one from Kazan, and one from Taylor. I'd advise you to use Taylor's, which includes a few extra .dll files for some reason.
Later!
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Those extra DLLs are for OGL. OGL doesn't supprt shinemapping, so ignore it. I'll dig up links if you still don't want to look.
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[scp][/scp]
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does Bobboau's environment mapping build contain the shinemap build integrated, or is it a seperate download? The shine/spec mapping is (to me) by far the coolest SCP feature, and I'de love to maybe see some screens of that ship , taken with shinemap build.
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...Yes.
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bah, for now, I used inferno build, seems to have only very faint spec maps. My FPS is low too coz my laptop is obviously not the fastest comp ever. But since my PC doesn't like FS2 for some reason, don't have much choice.
(http://www.swooh.com/premium/venom/fs2pics/ezeingame00.jpg)
(http://www.swooh.com/premium/venom/fs2pics/ezeingame01.jpg)
(http://www.swooh.com/premium/venom/fs2pics/ezeingame02.jpg)
(http://www.swooh.com/premium/venom/fs2pics/ezeingame03.jpg)
(http://www.swooh.com/premium/venom/fs2pics/ezeingame04.jpg)
(http://www.swooh.com/premium/venom/fs2pics/ezeingame05.jpg)
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Oh, it's just a test, there's still some mapping tweaks left to do.
Smoothing ingame looks ****y, but that's nothing I can do about,unfortunately. I'll see about the transparent maps for the cockpit later, for now they're pure green.
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Originally posted by Nico
My FPS is low too coz my laptop is obviously not the fastest comp ever.
LOW? you call high 30's/low 40's LOW!?!?!?!:wtf:
Nicely done craft. Not my cup of tea, but one has got to admire talent:nod:
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i like the cockpit Nico.
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40 FPS is not low at all.
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40 fps with one ship onscreen...
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Is pretty good by my PC's standards. If I ever got that mesh, I'd have to up the smoothing on the nose...alot. But I love that glowing cocpit! It's awesome!
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the smoothing on the nose is a render bug, nothing you can really do about. And increasing the polycount on that ship, considering it's already 4400 polys heavy, s not a good idea :doubt:
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Originally posted by Woolie Wool
40 FPS is not low at all.
Depends on how you look at it, in the same mission as that I get 76-120 fps for one ship.
Depends on your card :D
The smoothing seems to vary between some FS Open builds. If you use the latest INF Build it doesn't smooth the nose very well. While an older one did it perfectly. Bobboaus latest build does it fine here too. The ENV Build makes it too shiny here:
(http://www.3dap.com/hlp/hosted/inferno/ezeshiny.jpg)
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Eh? I had no intention of touching the polies... Bah. I'll wait for the release. :sigh:
Edit: Yeah... the environment build still needs work.
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Gorgeous :drools:
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....My goodness! :eek2:
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last pics for today:
(http://www.swooh.com/premium/venom/fs2pics/ezetechroom00.jpg)
(http://www.swooh.com/premium/venom/fs2pics/ezetechroom01.jpg)
(http://www.swooh.com/premium/venom/fs2pics/ezeingame06.jpg)
Background nebulas by Lightspeed.
It's gonna look better once the canopy glass is visible.
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Are you gonna do an SOC skin variant? *hint hint nudge nudge* ;)
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So nice... !
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I'd say lower the specular value on the white parts and raise it on the dark parts, but that is just imho
and there was a render error (well actualy it was a file loading error, but you don't give a damn about such technical jibajaba) with ubber poly sized ships, but it has been fixed in more recent builds.
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Would you be mad if I snipped the cocpit from this one to use on other meshes? I wanna put one in my Tamnanki Bomber in TVWP.. (Just for fun really.)
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I think I remember him saying that he was going to make one and let everyone use it
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Can I have sex with it yet?
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Oh I hope so! I want to put it in a few ships...
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:wtf: / ;7
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if I were the type of person to do such a thing those two posts would hve just gone in my sig
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;7 What hole to use? :p
Sorry... Too far... :D
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Waaaaaayyyyyyy too far...
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LOL!!!
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Originally posted by Bobboau
I think I remember him saying that he was going to make one and let everyone use it
yeah, that's been planed for long, just have to go over my lazyness and upload it :p
For the spec, well, it has no spec map yet, basicaly, it's the direct conversion with no more work on it. Just a preview, ok? The underside of the ship isn't even completly mapped yet :p
Sandwich: the eze is more or less a SOC only ship already so consider that a SOC skin.
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Originally posted by Nico
last pics for today:
(http://www.swooh.com/premium/venom/fs2pics/ezetechroom00.jpg)
(http://www.swooh.com/premium/venom/fs2pics/ezetechroom01.jpg)
Dude, the detail is so good that it can't even be rendered like that. I love it. :)
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Oh...My....God
OMG!
OMG OMG!
OMG OMG OMG OMG OMG OMG!!!!!!
WOOOOOWWWW!!!!!
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Originally posted by Setekh
Dude, the detail is so good that it can't even be rendered like that. I love it. :)
techroom screenshots :)
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I know, I know. ;) I just think it's great when things are oversaturated with detail... so when people look past what they're expected to see, what they find is that the mod is even better than they thought. That's cool. :)
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Can you decrease the opacity of the cockpit glass map? Cos justnow it seems tot ally clear, which looks a bit gash, natch.
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Originally posted by Nico
I'll see about the transparent maps for the cockpit later, for now they're pure green.
... but actually I tried, pb is, the normals of the glass have been flipped during conversion, since it's invisible woomeister didn't notice, so the tweakings will have to wait the next conversion.
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It possible to shinemap the glass? You wouldnt need to worry about opacity (as much) If the glass is shinemapped.
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Thats the most beautiful fighter I've ever seen... nice work! :yes:
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Originally posted by Deepblue
It possible to shinemap the glass? You wouldnt need to worry about opacity (as much) If the glass is shinemapped.
It should be automatic if you can get a slightly smoked transparency, shouldn't it? The shinemap is a separate event....
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Originally posted by Deepblue
It possible to shinemap the glass? You wouldnt need to worry about opacity (as much) If the glass is shinemapped.
That's what I want to do indeed.
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Would it be highly reflective? In such a case as glass is, if the sun were shining at it and you were looking at just the right angle a large glare would fill the middle of your screen because the glass is reflecting sunlight. So, will it be standard shinemap reflective or largely reflective?
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Actually glare is single-directional; having a big shiny spot on the outside doesn't necessarily translate to having one on the inside. The idea that light can somehow shade out light doesn't make sense. Take, for example, sunglasses intended to reduce glare from the sun; they are, more often than not, shiny on the outside.
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special glass, low reflection :p
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Are you going to freshen up the Raziel too? I would love to see a high-poly Raziel.
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I have other ships planed, but not the raziel.
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Shame that. I like the Raziel. :D
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Check my sig, I've uploaded the cockpit ( 3ds and max5 format ). Beware, it requires work, it's not easy to cram it into a mesh unless you're confortable with your 3d proggy ( you need to delete all the polys around it, merge vertices, etc ). I recommend avoiding boolean with it. It's also NOT meant for close up ( well, the pilot at least, is VERY ugly from closeup ) coz I kept the polycount as low as possible. You're warned.
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Any plans to make a Hi Poly Benkei?
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Not anytime soon.
Oh, and that'll make some people cringe, but I'm not gonna release the ezechiel for the time being, there's some exclusivity on it, sorry.
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Meh. I have to learn how to get MAX to connect objects. It never does with the 'connect' tool in the vertex editer. And the 'create' tool doesn't let me make a complete connection. :doubt:
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Just boolean the two parts without them touching, then once they're the same object, you can seperately move and connect the coclpit verts by hand.
Oh, and enjoy your old/new title, Venico. ;)
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Originally posted by Raa Tor'h
Meh. I have to learn how to get MAX to connect objects. It never does with the 'connect' tool in the vertex editer. And the 'create' tool doesn't let me make a complete connection. :doubt:
in the modify panel, "attach".
create doesn't connect, it... creates, obviously :p
Thnks, Sandwich :)
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Yeah I kinda managed to connect it that way last night. But it's not absolute, and kinda ugly at points.
I put [the cocpit] in an Ares, and in my Tamnanki. I wish I could show screenshots.
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eh?
if you need hosting for those screenies Snipes, mail to [email protected]
remove no spam
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Originally posted by Nico
Not anytime soon.
Oh, and that'll make some people cringe, but I'm not gonna release the ezechiel for the time being, there's some exclusivity on it, sorry.
Who gets it, then? :D
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Originally posted by Sandwich
Oh, and enjoy your old/new title, Venico. ;)
Hahah, nice one. :)
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Originally posted by kasperl
eh?
if you need hosting for those screenies Snipes, mail to [email protected]
remove no spam
Thanks, but that's not why I can't post it. :)
It's 99.95% likely to be a chapter 2 bomber for TVWP. I want to pimp it, because it's hella cool, but I'm not project lead, so I can't make that decision. That, and the skins are still being worked on.
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Originally posted by Raa Tor'h
Yeah I kinda managed to connect it that way last night. But it's not absolute, and kinda ugly at points.
I put [the cocpit] in an Ares, and in my Tamnanki. I wish I could show screenshots.
Well, it just attaches the two meshes together, then you have to adapt the cockpit to the ship, it's not magic, it won't conform just like you want to, it involves work with vertices, mainly.
Anyway, I'm done with all the lods, I'm working on the debris now:
(http://www.swooh.com/premium/venom/fs2pics/debris.jpg)
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I can't see clearly but you haven't already you should tilt the pilots head to the side as if he broke his neck in the death roll :lol:
Or at least have the pilot look dead in some way, (blood on the canopy is another good idea) . :)
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the pilot isn't in there, he's a separate debris :p ( he's gonna fly away when the ship explodes :D )
Man, making that ship is exhausting :p
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Originally posted by Nico
I have other ships planed, but not the raziel.
Why? That ship kicked sooo much ass...
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Originally posted by Nico
the pilot isn't in there, he's a separate debris :p ( he's gonna fly away when the ship explodes :D )
Man, making that ship is exhausting :p
don't make him one object! have body parts an stuff! oh! oh! and have a red particle spew come out of them!
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Originally posted by Woolie Wool
Why? That ship kicked sooo much ass...
Because it took me 3 weeks to make that one, then I have a couple others planed. I don't think you realize the amount of work put into that ****ing ship.
Carl: there's a limited amount of debris per ships, and I have no idea how to make blood particles :p
But if that can please you, me and woomeister have already joked about that too :p ( I also would like to expand on Bob's idea of destoyed capships spawning escape pods, they should also spawn dead bodies :D ).
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What will be your next one, O Model God (no sarcasm there, you really are godlike)?
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:doubt:
Next, I'm gonna remap Karma's fenris.
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And, like a god, Venom has no concern for the opinions of his humble followers.:p;)
No offense, but you really come across as kind of uncaring sometimes.
One more thing, I think Karma's Fenris is fine already.:p
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Originally posted by Woolie Wool
No offense, but you really come across as kind of uncaring sometimes.
I know, I try hard to be that way, actually :p
As for the Fenris, well, if Karma tells me it's fine the way it is, I'll let it be, if not, well, I told him I'd do it, so I'd do it.
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you know our HTL system might make model particle systems posable (the dead bodies everywere after a capship blows)
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that would rock, but, honestly, what I'd really like, is for debris to spawn particles ( would be "fireball" anis ) for a short time after the ship is destroyed, that would make explosions oh so much more impressive :p
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[color=66ff00]I wish my modelling was as 'efficient' as yours, ultiamtely I stopped because the effort put into it outweighed the satisfaction of completeing one. :sigh:
[/color]
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and that debris should not go away at 300m/s...........
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As for the dead-bodies thing, if we seriously wanted to add these in, or even if we were just partially serious, it could be flag-activated in the command line. That way we could advertize it as being rated "E" for everyone but have a cheat to add the bloody bodies with the -dead_bodies custom flag.
I also agree that there should be a way to decelerate debris, but on a ship-per-ship basis with a FRED checkbox. If we could add as well a "no-explision" checkbox so that if you wanted the player to come accross the remains of a specific ship (not a generic debris field), you could destroy it part way through the mission without the explosion being visible. The ship would just go straight to debris. I know that there IS an option to destroy a ship before the mission begins, but even with a slow-debris option the debris would scatter enough over time that if the player got hung-up a bit longer than you expected, the debris could be long gone before the player gets there.
Oops. I made a feature request in the middle of a release thread. Dam rants!
Later!
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10,000 bodies from a burning Orion might seem a bit....excessive, natch.
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well, I'd assume some would still be pinned down in the halls, some would be instantly vaporized, and some would be in escape pods...
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Hey Nico,
First off, love the work on this ship.
This forum is very confusing trying to find anything useful for beginners, and the FSSCP website is essentially trash unfortunately (half the links are dead, the rest of the pages are broken)... anyway I do some modeling myself, but can't do textures for squat, so I was wondering if there's anyone I could hand models over to for texturing around here.
Also, my models are just models, not for any specific game. I use MilkShape at the moment but just grabbed TrueSpace 3.2, where are some of the better tutorials for learning how to prep models for FSO? There's a lot of terms I see on the boards here that I can't figure out the meaning of from the context, and as I said, it's a mess trying to find info on the boards.
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:welcome:
[wiki]ShadowDrakken[/wiki]
Theres a good place to start :)
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the particle spew for debris, would placeing spewers any random place along the surface work?
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I duno, that could look a bit goofy. If you could somehow match the spawn with the split plane then it'd be fine, but I worry about pods randomly launching away from hull plates. And oh yeah, did I mention it needs to be table/mission defined as to the type/number of the pods? ;)
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Pods being the particle spew?? I thought we were gonna have vacuum-bloated BODIES be the particles! :p
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yeah, that's what I was saying, though in another thread, I mentioned my desire to have capships spew a few escape pods that mill around for a while or something
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I still think that to avoid issues with floating pods or having them blow up, have them leave the ship and warp out after 3-5 seconds. That way you eliminate the need to actually track them as targetable, damagable objects, though you still have to keep up with them long enough to let ships collide with them.
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One humble suggestion:
Randomly-spawned capship explosions, ranging from just breaking apart and drifting(would probably have to rig lightmaps to go dark during the animation), to breaking apart with the reactor going critical(shockwave spawned from that section, with a great many hunks of shrapnel(sort of like asteroids?), to the reactor going *bang* in the first place...
the first ought to spawn more ejection pods, and the last only a couple(which would probably be fried by the shockwave anyway, if they didn't bail soon enough) perhaps time-based release of ejection pods? say, one every half-second? or.... maybe...
perhaps the SCP could rig the game so ejection pods began spawning at 1% hull... though this would take a bit of a rework of the model, creating "ejection points"...
Sorry, I'm rambling. *kicks himself for drinking and posting*
edit- another idea. Perhaps not random, but SELECTABLE. That way, mission campaigns could involve covering rescue ops in the sealed decks, or maybe later battles wind up near the derilict hulk... :) Could be done by assigning explosion animations on a per-ship basis in the tables... and, of course, having an end-result model(and debris models, a la asteroids) for at least the first couple would be a must, for coolness alone...
yet another idea. perhaps the forward weapons and lights(er, lightmaps) going offline, but the aft lights going into an "erratic flicker" for a while, with the aft weapons still being partially online?
another, unrelated idea: downing a capship, or even doing serious harm to it, with small fighter-based weapons(meaning guns/light missiles) is just plain silly. I would think this could be done by souping up the armor, and damage done by torps...
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Originally posted by ShadowDrakken
Hey Nico,
First off, love the work on this ship.
This forum is very confusing trying to find anything useful for beginners, and the FSSCP website is essentially trash unfortunately (half the links are dead, the rest of the pages are broken)... anyway I do some modeling myself, but can't do textures for squat, so I was wondering if there's anyone I could hand models over to for texturing around here.
Also, my models are just models, not for any specific game. I use MilkShape at the moment but just grabbed TrueSpace 3.2, where are some of the better tutorials for learning how to prep models for FSO? There's a lot of terms I see on the boards here that I can't figure out the meaning of from the context, and as I said, it's a mess trying to find info on the boards.
Yo.
First, considering the amount of work involved in mapping models, I'm not mapping other people's stuff, bare exceptions. I used to, but not anymore, sorry.
For the tuts, I'm not familiar with milkshape or Truespace ( well, actually, I'm familier with turdspace, bt hate it with a passion ), so I can't help you for that, but many people on this board use it and will be glad to help you.
To the others: mind going on with your particle discussions in a new thread, please? :)
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Originally posted by ShadowDrakken
Hey Nico,
First off, love the work on this ship.
This forum is very confusing trying to find anything useful for beginners, and the FSSCP website is essentially trash unfortunately (half the links are dead, the rest of the pages are broken)... anyway I do some modeling myself, but can't do textures for squat, so I was wondering if there's anyone I could hand models over to for texturing around here.
Also, my models are just models, not for any specific game. I use MilkShape at the moment but just grabbed TrueSpace 3.2, where are some of the better tutorials for learning how to prep models for FSO? There's a lot of terms I see on the boards here that I can't figure out the meaning of from the context, and as I said, it's a mess trying to find info on the boards.
[wiki]ShadowDrakken[/wiki]
as for the SCP, the website is indeed a pit of dispair, look in the wiki, here:
[scp][/scp]
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Don't forget my FAQ :D The modding section and Turretting tutorial will probably be particularly useful to you.
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Originally posted by ShadowDrakken
This forum is very confusing trying to find anything useful for beginners, and the FSSCP website is essentially trash unfortunately (half the links are dead, the rest of the pages are broken)... anyway I do some modeling myself, but can't do textures for squat, so I was wondering if there's anyone I could hand models over to for texturing around here.
The forum is kinda confusing I guess - There've been various efforts to clean up and centralize for years, but we never seem to get around to it. Still, as a general rule, all you really have to do is ask - most people are fairly friendly.
And yeah, the SCP site is pretty shameful. The coders were working faster than the webdudes for awhile, and so I think people essentially gave up on the site and just went to the forum for the latest news.
Anyway, as for getting models mapped, well, that's pretty hard. There aren't too many texturers around the community, and even fewer non-busy ones. Your best bet would be to post pictures your ships here in the modding forum. If they're good, sometimes peopple volunteer to texture them just to get them out there. Other times, a campaign staff member might request the model for their particular project, and things'll often get mapped that way. Alternately, you can just flat out ask the community for a texturer in a topic somewhere. It doesn't often work, but not often doesn't mean never.
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Hey, thanks everyone. I'll poke around a while and absorb all the great knowledge ;)
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MOST people are very friendly. Everone has there buttons.
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alright redmenace, I'll be sure to avoid you then ;) j/k
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I am a jolly sort of fellow, most of the time. Just don't ask a question like "what is HT&L" after being here a few months.
And don't ask if there is going to be a FS3.
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lol, a friend keeps bugging me about FS3... I figure if there's not one by now, there won't be one... Volition hasn't done anything in years, and tho I've not seen anything official, I'm sure they folded
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Originally posted by ShadowDrakken
lol, a friend keeps bugging me about FS3... I figure if there's not one by now, there won't be one... Volition hasn't done anything in years, and tho I've not seen anything official, I'm sure they folded
Check the Wiki on that one.
Nico, the Eze is inevitably going to end up as the mandate hero of high poly SCP ships.
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Originally posted by Nico
Not anytime soon.
Oh, and that'll make some people cringe, but I'm not gonna release the ezechiel for the time being, there's some exclusivity on it, sorry.
Exclusive to whom? Coz that's a campaign seller right there methinks :)
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Originally posted by redmenace
MOST people are very friendly. Everone has there buttons.
*cackles maniacly*
*can't spell*
:D
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Originally posted by ShadowDrakken
lol, a friend keeps bugging me about FS3... I figure if there's not one by now, there won't be one... Volition hasn't done anything in years, and tho I've not seen anything official, I'm sure they folded
Read my FAQ. You've got a full answer for the whole sordid story there.
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Originally posted by Unknown Target
*cackles maniacly*
*can't spell*
:D
I can't say.
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Originally posted by redmenace
I am a jolly sort of fellow, most of the time. Just don't ask a question like "what is HT&L" after being here a few months.
And don't ask if there is going to be a FS3.
[kidding]When will FS3 come out?[/kidding]
:p
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(http://nodewar.penguinbomb.com/aotd/Turnsky/bang.jpg)
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Originally posted by Nico
I can't say.
*doesn't get it*
*sleeps*
:D
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Originally posted by redmenace
(http://nodewar.penguinbomb.com/aotd/Turnsky/bang.jpg)
I hope you didn't think I was at all serious in any way.
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I was away for military service and...
:drool:
wow!
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Originally posted by Woolie Wool
I hope you didn't think I was at all serious in any way.
no, but I thought I would post that anyway :D
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GWaaaaah!
(http://www.swooh.com/premium/venom/fs2pics/ezechielc.jpg)
It's done.
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excellent, she looks gorgeous, but you knew that already :D ... now all we need is some ingame screenies :D
Also whats the weapon set up like on this beast?
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you already have ingame screeshots on the previous page.
weapon setting: 8 gunpoints, 6 missile points.
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Overpowered? ;)
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Balanced by fluff. The one who would put more than 4 Ezechiels in a mission would be worthy of a good spankage.
It had 8 gunpoints in OTT, but wasn't overpowered at all ( was kind of couterbalanced by the fact it's quite large, which is a real drawback, believe me, or ask Icefire, that made him pull his hair of frustration :p ), and I just couldn't tone it down :p
The Ezechiel B ( two seated one ) will have 4 guns, but a larger secondary payload. But it's not gonna be done anytime soon.
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There's quite a significant quality jump between lods 0 and 1 in that pic...
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well yeah, considering there's one less 0 in the polycount, and the map goes from 2048*2048 to 256*256 :p
It's a lod, it's supposed to ease the CPU work, so that's how it is. Since Lod1 will appear ingame farther away than in that pic, you shouldn't notice it anyway. And that lod still looks better than the original ezechiel in OTT :p ( save for the map, was 512*512 ).
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The problem is, the game uses the second LoD in the little target box, so as a personal choice, I tend to prefer fairly detailed second lods, with bigger breaks for the third and fourth, but that's just me.
That said, if it is more detailed than the OTT Exechial, maybe at least the 512x512 map is in order? I can't see it adding too much to the performance, and it would at least make the lod more recognizeable.
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it's not more detailled ( it's half the OTT eze main lod polycount ), it just looks better :p
The little target box, as you say, is "little" :p
And who gives a damn about how the ship looks like in the target box, as soon as it's not a square with stretched maps? If you recognize the ship on first sight in the windows and don't go "huh!", it's fine by my standards. Remember the main lod is more than 4000 poly, there's some sacrifices to be made for that. Would be kind of annoying if people were going "yeah, your ship looks cool, but I'm not using it coz it makes my PC lag".
As you say, personal choice.
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You should make the pilot's helmet an individual debris chunk...
And that's a beauty of a ship :D
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my suggest is to use a 512x512 in the lod1, and use lod0 at a closer range
actually since pcs support 6 LODS, the SCP guys should really enable the 2 additional LODs in FSO, it's necessary for uberdetailed ships like this one
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Nico when are going to release this great ship.
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Anaz, Aldi, read the whole thread, will you? :p
Karma, yeah, I could, but I think I'm at my limit with that ship, if I have to touch it up again, I'll break something, my computer or my ankle most likely :p
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Nico: hehe, I think they know it's for private use only at the moment, but surely you'll release it in the future when you're done with it right? *hopeful wishing* ;)
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It'll be released alongside the campaigns that use it, don't worry.
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nice,:yes:
Depris looks good
anyway it's looks awesome ship
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Nice work. Your old version looks like LOD 1. :D:D
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Does this mean you're back modding then , Venico?
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make the pilot a peice of debris :D
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Nicos future response: "Read the thread, then post."
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Would I be wrong if I did so?
aldo: just doing an handful of things, and that's it.
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No you wouldn't. They made that very same comment 4 times now. :doubt:
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Whoa... at last. What a mammoth effort. Took 17 pages, but it was so worth it... for us, anyway. :D
Great going, Venom. You still the man. ;)
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9 pages here :p
The ship is now 17 meters long, wich is exactly half the original one, as well as about the same size as the Perseus.
Which renders what I said to Thunder wrong. So to balance the thing, well, it'll have 8 gunpoints, but each group of 4 will be dedicated to different weapons ( I fancy the lower guns being able to carry only disrupting guns :p )
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Originally posted by Nico
9 pages here :p
The ship is now 17 meters long, wich is exactly half the original one, as well as about the same size as the Perseus.
Which renders what I said to Thunder wrong. So to balance the thing, well, it'll have 8 gunpoints, but each group of 4 will be dedicated to different weapons ( I fancy the lower guns being able to carry only disrupting guns :p )
I like it bigger because it would make a good ship to take down various large ships from bomber to cruiser size. It would be fast, durable, but not terribly maneuverable, and would have eight medium-powered guns and a decent payload of long-ranged missiles. It would be a combination heavy assault fighter and heavy interceptor, and issued only to elite squadrons.
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Originally posted by Woolie Wool
I like it bigger because it would make a good ship to take down various large ships from bomber to cruiser size. It would be fast, durable, but not terribly maneuverable, and would have eight medium-powered guns and a decent payload of long-ranged missiles. It would be a combination heavy assault fighter and heavy interceptor, and issued only to elite squadrons.
Bigger means better target to enemy:p
Smaller is better:)
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Well, the ship is done, balancing and the rest is up to me for now, people will do whatever they want with its stats once it's released, but it's 17 meters long, period.
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Originally posted by Holy Imperial Gloriano
Bigger means better target to enemy:p
Smaller is better:)
Bigger also means more room for missiles, armor, etc., etc. Seriously, wouldn't it be silly to give a missile bank size of 100 to a Dragon? That's why fighters shouldn't always be really small.
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Originally posted by Nico
Well, the ship is done, balancing and the rest is up to me for now, people will do whatever they want with its stats once it's released, but it's 17 meters long, period.
Herc 1 is 20.
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and herc2 25, I know.
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Originally posted by Nico
So to balance the thing, well, it'll have 8 gunpoints, but each group of 4 will be dedicated to different weapons ( I fancy the lower guns being able to carry only disrupting guns :p )
Can I suggest something "radical"? Instead of dividing the gun banks so each bank has 2 on each side, give bank 1 all four on one side, and bank 2 the other four on the other side.
Why? Because one of the major reasons why the Erinyes was so powerful was because her primary weapon firepoints were closely grouped together, allowing most, if not all, of the 8 seperate bolts to hit the same target area.
While having the weapon pods on either side of the Eze pretty much negates this advantage, you can partially gain it back for times when the player is using only one bank at a time - all four shots from that bank will be concentrated, not spread out.
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But that would be weird.
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Not a bad idea, and it would set it apart even more than the truly awesome design and skin work.
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Originally posted by Nico
But that would be weird.
Yes, but not in a bad way IMO. Off-center payloads have been done, primarily on the Ursa IIRC.
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Please don't do this. It might seem cool, but it IS a bad idea. It's the biggest reason I hate the Cyclone (?) in inferno. You don't usually dogfight in an Ursa, so its off center main gun isn't as big of a problem (plus it has a pair of guns around the cockpit as well) but in a fighter (and especially a fighter with limited ordinance capacities) you'll find hitting things to be much harder than normal. But having all of your weapons clustered around some point other than the centerline of the ship screws up the lead indicator and makes dogfighting a particular pain. If the guns were mounted close to the cockpit like they are on the Banshee, then that would be one thing, but out on pods like this isn't the place to experiment with unconventional firepoint configurations.
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Offset launchers works fine except for dumbfires, but I agree, offset lasers are a pain, there's already a couple of craft in the base FS2 where there's a gun mounted below the cockpit that doesn't hit inside the reticle correctly
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mmmm...your getting me thinking of the original Hercules's weapons configuration. I love the original Herc, yet its firing mount placements do cause me to miss quite often. I have to aim a Herc much differently than any other ship...
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I dunno. I can't see why an off-center mount is going to cause targetting problems. I know in Iwar2 I'd often mount a mining beam on my port pylon. That's WAY off center and that's not an autotargetting weapon. It firest straight out from the weapon mount. I never had any trouble gutting things with it--even marauder fighters.
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Well, I just think it wouldn't look cool, and it makes little sense anyway, so: discarded :p
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I don't know about 'cool', Venom, but I can see where it makes PERFECT sense. It makes good technical and mechanical sense to put all four of your kaysers (or whatever) in one pod, so they can share common hardware, thus cutting down on space. By putting two kaysers to the left and two to the right, you've doubled up on the some hardware that you could have combined.
Personally, I figure its a game and that doesnt' matter anyway, but I figured I'd point out that it did make SOME sense. :D
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well, I could say that even tho it's not simulated, those guns probably have recoil, whatever people could say ( it's energy? who cares, there's a movement, a movement equals an action, and action induces a reaction, in the case of weapons, it's the recoil ), so that could unbalance the ship ( I figure 4 maxims shooting from the right of your ship might induce a severe quick on that side, and would send the ship spining away ), and weapons probably have different masses, whch would change the center of gravity of the ship if they're not balanced left/right. Weeeeh, techy geeky bably :p
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It's kind of already been established that all the ships have some sort of inertial control system, how else could they stop dead when you throttle off.
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verniers :p
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then why to you continue to fly backwards relitive you the ships z axis (even when turning) when hit by a waepon of mass and hve your throtel set full forward.
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About Karma's Fenris:
I finally looked at it ingame, and I must admit it looks much better than in the screenshots. Additionally, with two ezechiels in front of the screen, and the fenris taking the whole background, my framerate never dropped under 100 ( I have an athlon 900 and a radeon 9700 pro, plus 384mb of RAM ), so I've decided not to work on it, after all, it's fine as it is.
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Originally posted by Nico
... Additionally, with two ezechiels in front of the screen, and the fenris taking the whole background ...
Screenshots? :D
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later, maybe
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Originally posted by Nico
About Karma's Fenris:
I finally looked at it ingame, and I must admit it looks much better than in the screenshots. Additionally, with two ezechiels in front of the screen, and the fenris taking the whole background, my framerate never dropped under 100 ( I have an athlon 900 and a radeon 9700 pro, plus 384mb of RAM ), so I've decided not to work on it, after all, it's fine as it is.
:):yes: Now that's what I call impressive. I had always been afraid of what would happened when our mods outgrew the game, but thanks to FSO we're moving upwards and onwards still. Awesome.
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That would be pretty cool to see, actually :)
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Originally posted by Nico
About Karma's Fenris:
I finally looked at it ingame, and I must admit it looks much better than in the screenshots. Additionally, with two ezechiels in front of the screen, and the fenris taking the whole background, my framerate never dropped under 100 ( I have an athlon 900 and a radeon 9700 pro, plus 384mb of RAM ), so I've decided not to work on it, after all, it's fine as it is.
no prob, but still I'd like someone to resize textures to power of two (almost anybody can do that) and rework the shinemaps (either you or anybody else willing to).
Unfourtunately I can't do this on my own since spec doesn't work for me, so I can't check the results or make experiments.
I got the impression btw that the dark mech details on the sides are not spec at all, and infact the shinemap is completely dark there.
I think (I may be wrong, tho) that it could be better with more light variations in those areas, with more contrast, since I got the impression from the screenshots that the model's details in those areas are "hidden" by the low specularity, when the shinemaps should be studyed instead to highlight the details. To do so it is needed someone who knows how to do/edit shinemaps and able to test the results
sorry if I hijacked the thread, nico
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I already have the maps resized on my PC. If I can be bothered to bring it to this PC to upload, I may.
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Originally posted by KARMA
sorry if I hijacked the thread, nico
No problem, it has served its purpose already.
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(http://www.swooh.com/premium/venom/fs2pics/amdead00.jpg)
(http://www.swooh.com/premium/venom/fs2pics/amdead01.jpg)
BWHEHEHE!!!!
Note: the pilot, compared to the ship, is very tiny, had to fly past him to get a decent shot :p
Other note: he's lucky being dead, because he'd puke all over the known universe with that spinning speed :doubt:
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You're a sick, sick man. And a genius. But still a sick sick man. :D
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He's alive and kicking in his space suit. Bad that they didnt include any thrusters with it ;7 :p
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Originally posted by Lightspeed
He's alive and kicking in his space suit. Bad that they didnt include any thrusters with it ;7 :p
I really doubt he is alive: they also forgot to include an integral helmet...
Mike: there's nothing new in your statements :D
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Originally posted by Nico
I really doubt he is alive: they also forgot to include an integral helmet...
bleh. weak terrans :p
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Hw should be a little charred...
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Originally posted by Nico
later, maybe
Well if you get the time it would be really neat... :D
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Originally posted by Nico
BWHEHEHE!!!!
:wtf:
...
:eek2:
Mik's absolutely right. Except for the genius part. You'd only ever be an evil genius. :p
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evil genius are the best villains :D
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Especially with a tacky French accent.
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Originally posted by Lightspeed
He's alive and kicking in his space suit. Bad that they didnt include any thrusters with it ;7 :p
Yes, he still lives.
Give him a weapon and make him to some kind of turret :)
I want an "eject" feature...
Edit: Nothing, there was no mistake in it ;)
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always with "turrent'. WTF is a "turrent"?
The word is "turret" people. It has no damned "n".
Sorry. Its just one of the things that really poke a nerve.
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I'm not sure why I wrote that... I know the spelling...
Try to search for "turrent" in the forum, it's used pretty often.
What is it that leads to this mistake ?
An interesting case for linguistics.
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It's native english speakers who don't know their own language very well. And it's annoying. :p
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I look forward to the day when all ships in FS2 will be remade with that quality. One can hope, can't he?
turrentturrentturrentturrent
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SHIVAN! SHIVAN! :p
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turrents own
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TURRET[/i][/u], YOU GODDAMNED IDIOTS!!! :mad:
Edit: TURRENT[/COLOR]
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Can one of the admins put in a filter that automatically changes Turrent to Turret? Then we could end this stupidity once and for all. :yes:
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"turrent" isn't a word, "turret" and "torrent" are however... but a torrent is a turbulent, swift-flowing and uncontrolled stream, so I doubt that's what you're after.
people just need to pull out a dictionary if they don't believe when they're corrected
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its a joke thing, just like pwns ... get over it
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It's a rather crap joke then. When someone writes teh once in a while it's funny. When they only write teh then they need to be taken outside and battered to death with a brick.
It's the same with this. If you use it in a title or something then maybe you can claim it's a joke but if you've written turrents 5 or 6 times in your post then it's cause you're an idiot.
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hehe 'turrent' owns - it's just as horrible as 'standart' - both very common and *very* ugly mis-spellings.