Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Swamp_Thing on August 16, 2004, 07:22:01 am
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My very first instalation/station.
(http://uploads.the-spectrum.org/OrbitalStation.jpg)
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Reminiscent of a federation starbase - doesnt exactly look GTVA, but pretty good nonetheless!!
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It's a pretty good station, but i think it's a bit too long on that end bit. Reduce it by half?
Btw... Does the second section of the station rotate? (the part that has thoes four 'arms' that connect to the centre and the outer ring)
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Some textures look a little overstretched, but otherwise pretty damn neat.
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Star Trekish ...
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Or Fleet Sation Ticonderoga from Starship Troopers
(http://www.trooperpx.com/Collect/imgcolec/Story/TechTera.gif)
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That is pretty damned cool. Up the repeats on that top texture and release. :nod: We need more stations.
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Originally posted by Singh
Reminiscent of a federation starbase - doesnt exactly look GTVA, but pretty good nonetheless!!
It´s not meant to be GTVA, only terran. The circular shape is meant to provide artificial gravity, when rotating.
I suppose there is some way of making it rotate, in FRED?
Texture is still on working stages.
Still needs turreting, wich will be done as soon as i find out how!!:D
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Hey swamp thing you busy with your own campaigns?
Anyway that station kinda hits me as a better loking terran station for B5.. I hate the lookof the Orion Stations they have. Yeah it sorta has that Trek look, but the more you look at it the less it actually does when you start comparing it to other things...
keep it up man!
Damn you aldo! where did you get that blueprint? I got a 54,0000 roger young mocking me as well as a 3k knock off that refuses to stop crashingin fred... :D
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Pretty nice :) :yes:
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Nice looking model.
Rotating can be defined in PCS. But even back in the days of the Great War, the GTA had artificial gravity without rotating sections.....but I'm just nitpicking ;)
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Originally posted by Swamp_Thing
It´s not meant to be GTVA, only terran. The circular shape is meant to provide artificial gravity, when rotating.
I suppose there is some way of making it rotate, in FRED?
Texture is still on working stages.
Still needs turreting, wich will be done as soon as i find out how!!:D
Rotation is a pof setting... it's been a while and i don't have a reference handy, but you need firstly a submodel properites setting ala
$name="rotatey bit"
$angle=180
Or something...er, check the Orion / Fenris radar sections. Basically, you need to specify a rotational axis, and then a set of properties which determine the amount the object rotates by.
Finally, you also need a tbl entry which specifies the rotation speed. Again, check the Orion radar reference.
Sorry I can;t be more specific, I'm on my work PC and don;t have any pofs or whatnot handy to give exact details.
Originally posted by Getter Robo G
Damn you aldo! where did you get that blueprint? I got a 54,0000 roger young mocking me as well as a 3k knock off that refuses to stop crashingin fred... :D
Google image search for 'Fleet Station Ticonderoga'. there was a time I would have actually made a blatant rip-off model of it, but I think it's maybe a bit too 'conventional' nowadays.
I had a low poly roger young-esque model that I made ages ago (literally years). Fairly close in terms of the front section and engines (improvised the rear and middle a lot to get it under old Fs poly limits), I had even had - freespace, not St - texturing & turreting done and everything, but TS corrupted the model.
Think the model was in my first modeldump, albiet it's probably going to look like a horrific piece of work now.... it was made in blender, for one thing.
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Aldo didn't mention it but the subsystem you want to rotate has to be a submodel. You can't make the main model rotate. However look at the Knossos in Modelview or PCS and you'll see that it is possible to fake it by making an invisble box your main model and the station a submodel of that.
If you only want part of the station to rotate you'll have to seperate it from the main body of the model.
Originally posted by Swamp_Thing
Still needs turreting, wich will be done as soon as i find out how!!:D
My very own Turreting Tutorial (http://homepage.ntlworld.com/karajorma/freespace/shipmods.html) - Should teach you everything you need to know :)
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Originally posted by karajorma
Aldo didn't mention it but the subsystem you want to rotate has to be a submodel. You can't make the main model rotate. However look at the Knossos in Modelview or PCS and you'll see that it is possible to fake it by making an invisble box your main model and the station a submodel of that.
If you only want part of the station to rotate you'll have to seperate it from the main body of the model.
'twill screw up the shading, though.
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That's true. But anything you want to rotate will have screwed up shading as soon as you make it a subobject.
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Ok, changed the repeat of a few textures. The lower part of the large disc looks better, but i´m not so sure about the top part. I prefered it as it was. But as soon as you fly near it, it would look odd.
I think FS came out with a shabby set of textures. They could have added a lot more, and more detailed. When comparing FS with Unreal Tournament´s texture packs, it becomes so much obvious. I used to map for UT, and you had textures for every possible thing you could imagine! FS is a bit poor on that chapter.
Oh, well...
(http://uploads.the-spectrum.org/OrbitalStation1.jpg)
I also did an automated defense turret to be placed around the station. It´s a simple model, very unsofisticated.
(http://uploads.the-spectrum.org/Defenseguns1.jpg)
(http://uploads.the-spectrum.org/Defenseguns3.jpg)
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I better liked the original top. But of course, that's only me. :D
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Originally posted by karajorma
Aldo didn't mention it but the subsystem you want to rotate has to be a submodel. You can't make the main model rotate. However look at the Knossos in Modelview or PCS and you'll see that it is possible to fake it by making an invisble box your main model and the station a submodel of that.
If you only want part of the station to rotate you'll have to seperate it from the main body of the model.
My very own Turreting Tutorial (http://homepage.ntlworld.com/karajorma/freespace/shipmods.html) - Should teach you everything you need to know :)
Actually, i had already found that page, i just haven´t yet set out to study it carefully. The reason why, is because i need to find out how to add a ship´s table entry, to test the models in FRED. Got any links up your sleeve for that? :D
Btw, the idea of the station was to have it ALL rotating, not just a sub object. There are two radars on top that would rotate independentlly. But what i really wanted was for the station to slowly rotate, to actually give out the idea of it creating gravity.
:)
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Originally posted by TopAce
I better liked the original top. But of course, that's only me. :D
So did i!! :D
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Originally posted by Swamp_Thing
Actually, i had already found that page, i just haven´t yet set out to study it carefully. The reason why, is because i need to find out how to add a ship´s table entry, to test the models in FRED. Got any links up your sleeve for that? :D
I didn't write it myself but before he disappeared Galemp wrote a guide to tables. Check the GE's VPView section of the FAQ. There's a lot of good stuff in there but it doesn't cover any of the new SCP flags so it's incomplete.
EDIT : Odd. It appears to have moved to http://www.3dap.com/hlp/hosted/fsurp/help/ge/vptut.html since I last looked :)
Originally posted by Swamp_Thing
Btw, the idea of the station was to have it ALL rotating, not just a sub object. There are two radars on top that would rotate independentlly. But what i really wanted was for the station to slowly rotate, to actually give out the idea of it creating gravity.
:)
That's what I thought you wanted. Take a look at my advice about the knossos.
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I approve. :yes:
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What has become of your 'Seal of Approval'?
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The Seal? I forgot the url for it, and 3dap dun' let me have ftp access no more. Don't know why.
Anyway.
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Damn... The station crashes on FRED! As soon as i try to add it, it crashes to desktop!! WTF?!?
Tried first with 8 single part turrets, then only 4, and then took them all out, and it still crashes...
What am i doing wrong??? I copy and pasted the GTI Arcadia, took out the extra turret entries, renamed the entries to point to my pof, but it crashes...
:hopping:
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How many polys in the station? Which version of FRED?
Have you tried a debug build?
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my ship crashes to d/top aswell (ingame, not FRED). is it a table issue ?
latest SCP builds & the "Taylor and I(Kazan) Fixed FRED" version
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It would make a good Earth Federation installation for Starforce, what with the rounded contours and all.
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Originally posted by Knight Templar
The Seal? I forgot the url for it, and 3dap dun' let me have ftp access no more. Don't know why.
Anyway.
Are you getting an FTP timeout error trying to connect to 3dap? I get that a lot myself - pain in the tits, cos i need to delete the last of the Reci files and archive the mod links.
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Voila...
http://www.hard-light.net/forums/index.php/topic,21214.msg451906.html#msg451906It took us much longer than anticipated to fix the outgoing email issue, but we re-enabled the port Friday and things seem to be working fine. You should now be able to access the outgoing SMTP server and send mail normally again.
Also, some people seem to be having trouble accessing FTP, so we've created an alternative method for those of you having problems: you'll need to FTP to hosting.gamespy.com port 21 and then change to your /planetsite/hostedsite directory. For example, if you're hosted on www.planethalflife.com/toads, you would need to FTP into hosting.gamespy.com and then change your directory to /planethalflife/toads to access your site.
You can still use http://hostedftp.gamespy.com to upload your HostedFTP/Fileplanet forums, or you can switch to the /cdrom/planetsite/hostedsite directory.
If you have any further problems with FTP or email, please contact [email protected]. For non-tech hosting issues, you should be mailing [email protected]
Again, we apologize for the inconveniences these problems have caused and we truly appreciate your patience!
-Kevin "Fragmaster" Bowen
Community Project Manager, IGN/GameSpy - http://www.igngamespy.com Site Director, PlanetUnreal - http://www.planetunreal.com
It's in the Hosted Sites Support Forum, so not everyone will be able to see the post.
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What's the latest Debug build of FRED? Sounds like Magatsu could use it to check his tables.
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Originally posted by Goober5000
Voila...
http://www.hard-light.net/forums/index.php/topic,21214.msg451906.html#msg451906It's in the Hosted Sites Support Forum, so not everyone will be able to see the post.
Cheers. Must of been off on one of my little hiatuses when that was posted. (actually, probably was during either project handin / uni exams)