Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: c914 on September 25, 2004, 03:01:25 pm
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Here is [glow=green]DOWNLOAD (http://www.freewebs.com/c2711/rar/GTI%20Bretonia.rar)[/glow]
For the people still having problems with the table, try this (http://www.3dactionplanet.com/hlp/hosted/the158th/spicious/GTI%20Bretonia-shp.tbm) ( thix for this to Spicious )
and few screens:
(http://c914.w.interia.pl/ob/gtiingame07.jpg)
(http://c914.w.interia.pl/ob/gtiingame05.jpg)
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Very nice :yes: :yes:
Only one thing (well perhaps it's only me). Use another texture for the platforms. The docking point texture looks somehow weird...
You have pretty good sense of design. ;)
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Good work.
Mind releasing it for public use?
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It needs to be broken up a little on some of the big, empty surfaces, especially on the big central cylinder. A few recessed bits with the windows texture should do the trick.
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Interesting. Not sure about using the beam texture on the platforms, though - IMO the arcadia textures are better for that.
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by 5 turrets do you mean 5 beam turrets or 5 laser turrets.
'Cos that would just be a big target for pirates with just 5 turrets.
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I don't think a civil station has beam cannons.Seriously...
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Which is why it will be a sitting duck for pirates.
Maybe if it had some AAAs that wouldn't be unfeasable
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What a very good station designer you are:nod:
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This is good indeed :tup:
You gonna give this for public release? ;7
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How big are those platforms? If they're only large enough for one Satis it's decent, though that would be one baby sized station. Remember, Arcadia's are economic hubs as well as naval bases. I've always thought they were like DS9(minus the ubar-cool rotating photon launchers :D )
Also, any station is going to have serious armament to deal with pirates and possibly a naval fighter detachment.
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Originally posted by Liberator
Also, any station is going to have serious armament to deal with pirates
Why does everyone say that? I don't see people in London arming their houses and office buildings to deal with pirate attacks :) Even banks and other secure places only need minimal protection, not armament to deal with a full scale military attack.
This is a civilian station. It could easily only be found in places like Delta Serpentis which have a big military presence.
IIRC there isn't a single mention of pirates anywhere in FS1 or FS2. Considering the fact that GTVA military forces can get anywhere in a system within a matter of a few seconds it's quite possible that anyone attempting piracy within the GTVA has been stomped into tiny, flat pirate shaped novelties.
IF you want pirates in your campaign it's fine but there is no reason to say that there have to be pirates and everything has to be designed with pirates in mind. It could easily be the case that 5 turrets are more than enough to deal with troublemakers.
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For me, it looks like space-hospital station. :D
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I like it a lot, but the texturing could be better, I think you overused the grey plating texture.
The top/bottom of the rings, expecially, would work better with a plating with the same orientation of the polys.
You probably should also put more details here and there as BW said
For the landing platforms, I'd use some animations for landing lights
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You gonna give this for public release
since im not doing andy mod or camaping for FS yes:)
by 5 turrets do you mean 5 beam turrets or 5 laser turrets.
i mean fife standard turrets in those two options:
1. 2 x flak 3 x Terran Huge Turret
2. 5 x Terran Huge Turret
I've hasn't yet decidet witch one I choose
I'd use some animations for landing lights
Station landing platforms gona had animated landing lights
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The station is too small for Terran Huge turrets. IMHO
How about using some Subachs?
I think that'd be pretty cool. The station should have at least one flak turret.
And please replace the platform texture.
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Mayby you right Terran Huge turrets are to big for this instalation ald replace them by Subach or other pirmary weapons is a good choise. What you thing about morning star:D
And please replace the platform texture.
It will be replaced by new texstue as soon as I do one :rolleyes:
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Really nice station. :)
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*subscribes thread*
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Pirates were mentioned in Silent Threat...you fought some off.
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Originally posted by karajorma
Why does everyone say that? I don't see people in London arming their houses and office buildings to deal with pirate attacks :) Even banks and other secure places only need minimal protection, not armament to deal with a full scale military attack.
This is a civilian station. It could easily only be found in places like Delta Serpentis which have a big military presence.
IIRC there isn't a single mention of pirates anywhere in FS1 or FS2. Considering the fact that GTVA military forces can get anywhere in a system within a matter of a few seconds it's quite possible that anyone attempting piracy within the GTVA has been stomped into tiny, flat pirate shaped novelties.
IF you want pirates in your campaign it's fine but there is no reason to say that there have to be pirates and everything has to be designed with pirates in mind. It could easily be the case that 5 turrets are more than enough to deal with troublemakers.
Pirates in London? Not really. But how many robberies do you have each day in a ctiy with a strong police presence.. Lots
and many shopowners (at least in USA) have a gun.
Now, space is freaking BIG and waiting for police to arrive there is not a god idea. That's a lot of free spce for smugglers and "pirates", even with constant patrols and everything.
So, yes - I think even civy stations should be armed, but lightly..
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Sorry Got too caught up in my criticism of the amount of turrets, this is an Excellent model.
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:eek2: Wow. I adore it.
Orientation of the mapping could be tweaked in some places, but in general I love the model and texture choices. :) Good job!
As per the landing platforms: try install01-04a, doctile3, or ctile1. Or make a new landing pad texture using a big circle.
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Originally posted by TrashMan
Pirates in London? Not really. But how many robberies do you have each day in a ctiy with a strong police presence.. Lots
and many shopowners (at least in USA) have a gun.
Now, space is freaking BIG and waiting for police to arrive there is not a god idea. That's a lot of free spce for smugglers and "pirates", even with constant patrols and everything.
So, yes - I think even civy stations should be armed, but lightly..
Doesn't matter how big space is if navy ships can get to you in under a minute. That's not enough time to pirate anything at all. Systems like Delta Serpentis could have zero piracy on the basis that anyone stupid enough to attempt piracy in the Terran capital system would have gotten their ship blown out from under them very quickly. Any pirate who isn't completely brain dead would probably have moved on to an easier target.
How heavily the station has to be armed is a function of how vulnerable the mission designer/modder want it to be.
There is no reason a civi station has to be armed (especially in systems like Delta Serpentis etc) so it's up to the campaign to say how big a threat pirates are.
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A+
you may be recruited later for ferrium - once we get sufficiently along on the engien
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Originally posted by Kazan
A+
you may be recruited later for ferrium - once we get sufficiently along on the engien
NO! Stop taking our modelers!!111!1 :p
I'm looking forward to a new engine (really looking forward to), but not to losing our modelers.
:sigh:
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We're not going anywhere :p
Ferrium may make use of our talents, but it doesn't take our talents out of the pool. If I ever get my conversion issues resolved, for example, I have quite a few models that I want to give to the community.
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I'm looking forward to a new engine
me to..mayby there i could create 20k polys model and know that he will work very good in game.
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Not unconditionally, you will experience a major drop in the FPS value.
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but a seriouslly less severe drop than you expirience in fs2
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Originally posted by karajorma
IIRC there isn't a single mention of pirates anywhere in FS1 or FS2. Considering the fact that GTVA military forces can get anywhere in a system within a matter of a few seconds it's quite possible that anyone attempting piracy within the GTVA has been stomped into tiny, flat pirate shaped novelties.
IF you want pirates in your campaign it's fine but there is no reason to say that there have to be pirates and everything has to be designed with pirates in mind. It could easily be the case that 5 turrets are more than enough to deal with troublemakers.
There is a mention of pirates in a mission of Silent Threat. In fact they're your enemies in that mission. But then again, it's Silent Threat we're talking about. :p
In any case, a civvie installation in securely held, well-populated space can get away with being poorly armed. You won't see one of these in the outlying systems, tho.
As for your second paragraph, I have a good reason (or rather, a combination of reasons) for why pirates will be so prevalent in HFH, and why the Navy never thwacked them. I just don't want to say what it is. ;7
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Originally posted by Mad Bomber
There is a mention of pirates in a mission of Silent Threat. In fact they're your enemies in that mission. But then again, it's Silent Threat we're talking about. :p
Which mission is that?
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Originally posted by Kazan
but a seriouslly less severe drop than you expirience in fs2
takt what i want models not olny for lookin on them but to play:)
ande he is station with new landing platforms
(http://c914.w.interia.pl/ob/gti04.JPG)
what you think now?
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My only gripe is that AFAIK the dock texture is something like 128x128. And to be stretched along that space would severly... errr. 'uglify' it. :nod:
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New texstue is 256x256:p
would severly... errr. 'uglify' it
yes i know that.
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[hint]I could convert any Jedi Knight 2 or Jedi Academy textures if you want me to. Some of the models are already using some JK2/JKA textures.
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If you had some good landing pod..yes i want it:D
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I am momentarly not running GtkRadiant(Map editor), so I do not know if there is a plausible landing pad texture. If you ask me, the taspir or the narshaadda texture pack should contain some nice textures. In theory. :nervous:. I will see what I can do for you.
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Coudl you..please..this station need realy good ladnig pad texsture
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Originally posted by Night Hammer
Which mission is that?
That one with, like, 2 dozen Chronoses coming and taking stuff from the doomed Arcadia, but half of them are pirate impostors, and you had to scan 'em to figure out which ones were the impostors.
At least, I'm pretty sure that one was in ST... :nervous:
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I know exactlly what texture would fit there like a million bucks. Remember Tachyon:the Fringe? Well, the instalations there use an animated texture, with green arrows flashing towards the center of the pad. It looks really good. If i knew how to extract them, i could get them for you...
Speaking of extracting textures, anyone knows how to extract textures from SW:KOTOR, knights of the old republic? There´s some great ones for the inside of ships... :D
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Try opening its package files with WinZip. I cannot guarantee it would work, I don't even think that game has something to do with the Q3 engine.
I am looking for a texture for you right now ...
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1024x1024
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Here is the glow texture, may be of some use:
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Hmm. That is a nice texture... I gotta get this game so I can rip textures from it. ;7
I can't rely on KT to rip them all :p
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Originally posted by Night Hammer
Which mission is that?
See
http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/Silent%20Threat%20Campaign%20and%20Mission%20Briefings
Pirates have attacked the Talus Mining Facility. Because this installation processes materials critical to our warhead production, control of Talus is of the utmost strategic importance.
EDIT; link breaks, don't know why but it's inserting a BR for GOK why. See Silent Threat briefings in the Wiki.
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Originally posted by Mad Bomber
As for your second paragraph, I have a good reason (or rather, a combination of reasons) for why pirates will be so prevalent in HFH, and why the Navy never thwacked them. I just don't want to say what it is. ;7
I've got no problem with that. I've got pirates in TMA myself :) I was just saying that you can easily explain why there aren't any if you want to :)
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@TopAce
Is that texture from Jedi Academy? Looks good!! The KOTOR texture packs can´t be open with Winzip, gotta find another way...
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Big Thix TopAce:D
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that's a killer texture
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Hre is what i do with texsture form TopAce:
(http://c914.w.interia.pl/ob/lp.jpg)
anyone know how to save it in dds format:doubt:
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Don't bother; split your pads into four sections and map each corner so that it rotates around. You'll save texture memory and add texture resolution, with no loss in quality.
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trust the strattcomm.. the strattcomm he is good, the strattcomm he is wise
hehe
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I can only see a Red X.
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Originally posted by c914
takt what i want models not olny for lookin on them but to play:)
ande he is station with new landing platforms
(http://c914.w.interia.pl/ob/gti04.JPG)
what you think now?
Make it much larger (a bit over Arcadia size) and give it some good but not over-the-top armament (one LRBGreen, two SGreens, and several AAAfs would be nice) and it would be an awesome military installation, especially with the textures you chose. It looks military, not civilian. A civilian installation would likely be a kind of space hotel, with a nice paintjob and flashy colored lights, and two whole buckets full of dazzle. Sort of Las Vegas in Space. This station is the opposite of such a structure.
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I think it's perfect for a civvie installation. I mean, how likely is it that civvies will cruise around the gaff looking for the shiniest installation to visit? Plus, look at your bog-standard holiday inn tourist destination, or high rise flat - little or no flashy lights atall.
Yes, you could do a very nice little casino installation with glowmaps (possibly animated), etc. But not all civvie installations should be like that.
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Right. "Civilian" doesn't just mean "random families out on holiday". The term also encompasses shipping and corporate types.
One of these could easily be a corporate HQ, for some business that found it necessary to base their operations in space, or something.
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For some reason it looks like it would be a hospital to me, well thats my opinion for now, I like it:nod:
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Originally posted by Woolie Wool
some good but not over-the-top armament (one LRBGreen...
uh, :wtf: dude. LRBGs can vaporize corvettes from halfway across the system in one shot.
*remembers that this is the guy who invented the Terran-Shivan Alliance*
Oh... riiight. You have fun, there. Don't hurt yourself.
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i dunno, personally, i think that model is perfect. absolutely perfect. using the dock thing as a landign pad is quesionable, but at least he aligned it right :rolleyes:
plus, the overused grey tile looks much more civillian. i mean, civillian stuff is supposed to look kinda boring and predictable (like civillians :p ) not all powerful and cool (like military) or awesome (like shivan :) )
so, i think its great. it DOES look very hospital-like. cant wait to FRED it into something!
[edit] DOH!!! i missed the 2nd and 3rd page :nervous: uh, id only read the 1st when i posted. sry, ill go read the rest straight away!
[edit#2] ok, read up. i like the second version. much better :) looks a bit more military now. i would make it a... civillian-based station, but with a strong military presence on it. because those landing pads look alot like shipping platforms to me...
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Make a nice centerpiece for a big, semi-permanent civilian cargo depot...
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Originally posted by Galemp
*remembers that this is the guy who invented the Terran-Shivan Alliance*
Oh yes, how could I forget about that little gem of a campaign:p:lol:
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terran-shivan?? whats this campaign called? it deserves further study :p
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no... no, it doesn't. We shall not discuss this matter further.
So, how goes the station? Have you decided on a landing pad mapping technique? Are you going to POF it yourself, and has it been claimed for any particular campaign?
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Have you decided on a landing pad mapping technique?
I've use TopAce landing pad and try do do what StratComm posts.
Are you going to POF it yourself
Pofing is easyest part of creating model:D
has it been claimed for any particular campaign?
nope..model is free for all.
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WOOHHOO! when can we get it?? :p
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done yet?:p
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i had a great idea for a civie station, get a whole bunch of cargo containers from nowadays, and bolt them together, then you get your station or a funky looking borg cube.
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*sigh*
your mind is an awful thing to lose...
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Originally posted by Grimloq
*sigh*
your mind is an awful thing to lose...
Dude... did you even look through the mods VA uploaded? :p
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Ghoul that was not a nice comment, besides I like his station.. I certainly HOPE you were kidding, last thing we need is another borg cube (got several to choose fom as it is!) :D
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Originally posted by Black Wolf
Dude... did you even look through the mods VA uploaded? :p
no! i meant the 'funky borg cube'!
VA didnt make any funky borg cubes, did he?:eek:
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Originally posted by Grimloq
no! i meant the 'funky borg cube'!
VA didnt make any funky borg cubes, did he?:eek:
No but... bah, never mind.
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the design station reminds me of a station i saw in tachylon
there are space stations as big as cities
you need 5 minutes to fly by;)
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good :D
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i wasnt saying the station is bad or any others i think they are great, i was only joking.
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remeber you this station:)
hee is few in game pictures to refresh your's memory:
(http://c914.w.interia.pl/ob/gtiingame01.jpg)
(http://c914.w.interia.pl/ob/gtiingame02.jpg)
(http://c914.w.interia.pl/ob/gtiingame03.jpg)
(http://c914.w.interia.pl/ob/gtiingame04.jpg)
model is in 95% ready and if i find out why turrets does't work:mad: it will be ready to download
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Nice work.
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dude.... thats..... beautiful..... :blah:
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Originally posted by Grimloq
dude.... thats..... beautiful..... :blah:
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That is what a space station is SUPPOSED to look like ;).
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Suggesstion: Give Trashman a yell. He's made a station before with working turrets. maybe he can take a look?
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And I still have two or three in the works, but I'm just too damn lazy to finish them...
And yes, I have to agree.... beautifull...
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hehe ive got one more station witch wait, wait..and wait:)
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What's actually wrong with the turrets?
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Oops - missed this! Bloody good work, c914! It looks fantastic with all those lights, and I love the design. Top notch. :yes::yes::yes:
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the lighting is what sells it :)
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For me, it's the glowmaps. I loooooooove little twinkly lights on dark parts of the station... And if I could, I'd have tweaked the red glowy lights on the platforms to make them look a bit cooler, too.
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Originally posted by Grimloq
dude.... thats..... beautiful..... :blah:
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What's actually wrong with the turrets?
in game turrets don't fire, you can't target them:doubt:
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did you glue lights to them, then glue the lights to the ship?
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I suggest you release the station in its current state and have someone fix the turret problem for you.
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Originally posted by c914
in game turrets don't fire, you can't target them:doubt:
That generally happens to me. But I know why. When you make convert the model, you have to make sure that your turrets are all called turretNN and that when you make the table for the turrets, you name the table's turrets exactly the same as the model's turrets. And you cannot rename the turrets in PCS or modelview, because that never fixes the problem...
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Check the turretting tutorial in my FAQ. See if your hierarchy differs from the one in the pics there.
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Originally posted by c914
in game turrets don't fire, you can't target them:doubt:
1/' are they a seperate subobject on the converted pof (i.e. in modelview)
2/ do they have the $subsystem line in the subobject properties?
3/ do they have a corresponding tbl entry for the subobject?
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Sub objects hierarchy, and names are that as it should be.
Tables are good:doubt:
..heh i think that now only stays new conversion to pof
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I think the thing that connects the docking section to the other part is too small.
don't like the use of the glowing arcadia texture.
other than that it'e great
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Are axes set fine?
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Originally posted by Raa
For me, it's the glowmaps. I loooooooove little twinkly lights on dark parts of the station... And if I could, I'd have tweaked the red glowy lights on the platforms to make them look a bit cooler, too.
thats... what i meant :blah:
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like i said new converion in to pof and turrets works:)
Here is three new screens with litle changed texstures ( not yet finished..im working on animated landing pods )
http://c914.w.interia.pl/ob/gtiingame05.jpg
http://c914.w.interia.pl/ob/gtiingame06.jpg
http://c914.w.interia.pl/ob/gtiingame07.jpg
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I'm still uncertain if I like this thing. It's probably the glow. I mean - golden roof? Riders of Rohan, anyone?
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That's the reflection from a golden sun.
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R0x0r. :yes:
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ya, really!
but dont use animated textures, put blinking lights in sequence down the pads, tis less system intensive and better looking IMO.
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/me wonders how to put blinking lights without creating animated texsture:doubt: :p
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/me wonders how to put blinking lights witout creating animated texsture:doubt: :p
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-=EDIT=-
wow 3 post by one clicking on sublimit button:D
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ERm...isn't there a opotion for that in the newer PCS.
But as I recall, there was a limit of 4 lights?
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yes
no
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Originally posted by c914
/me wonders how to put blinking lights without creating animated texsture:doubt: :p
Nohow?
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It's called glowpoints.
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Glowpoints..but isn't this need more system power?
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I'd expect glowpoints to use the same amount of system resources as just adding another engine glow would. Probably much less than an animated glowmap of any reasonable size would.
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Glowmaps, I don't think it is what c914 is thinking of. Do you want animated textures such as in Quake 3?
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No he wants info on glowpoints. i.e blinking lights without an animated texture. You'd do that with glowpoints.
Glowmaps could give a similar effect but would probably have to be quite large to do justice to such a large model.
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like on the uly.
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Very nice work so far, those last screens are really good, keep up the good work. Highlighted.
:)
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we got a name for this bad boy?
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GTI Bretonia, I hope that's a greek or norse god, or place, place is actualy the convention for station.
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GTI Springfield ;)
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GTI Bretonia- i realy don't remember from where i get this name
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Wow, looks fantastic - especially in the SCP.
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Bretonians were one of the Imperial Races from Warhammer fantasy Battles, at least that's where I heard of them ;)
Nice model! :D
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They're also the Freelancer name for the British, don't forget.
I always thought we Bretonians got the best FL capships, myself.
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Originally posted by Deathstorm V2
They're also the Freelancer name for the British, don't forget.
I always thought we Bretonians got the best FL capships, myself.
What? Bretonia got the worst looking ships in FL. They were an offense to the eye. I don't know what the designers were on when they made many of the FL ship (not only bretonian).
*Great loking station BTW...*
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Well, to each their own. I like the station as well, just forgot to put it in the last post.
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Nice work. I hope the over exposure effect will be working soon.
This installation is perfect for this effect.
(http://img26.exs.cx/img26/2349/blooming.jpg)
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Release?
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soon...if anything gona work perfectly in tests this week:)
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That last pic makes me want a wormhole and a defiant nearby LOL! Any chance you could do that kind of magic on DS9? (the 2nd Ludi one)
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I don't know, but the textures look strange. Is it because of the images you uploaded are low-quality?
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Originally posted by karajorma
I'd expect glowpoints to use the same amount of system resources as just adding another engine glow would. Probably much less than an animated glowmap of any reasonable size would.
No, they act more like weapon effects.
If you want a cool example of glowpoints I could post my TBP Omega maybe. (the only problem I have is that they cut into the rendered model similar to beam glows and thruster glows.
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Originally posted by DaBrain
Nice work. I hope the over exposure effect will be working soon.
This installation is perfect for this effect.
(http://img26.exs.cx/img26/2349/blooming.jpg)
Once we get overexposure and better looking star effects (and better framerates), the SCP will have a lot more appeal.
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whats 'overexposure'?
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Originally posted by Deathstorm V2
They're also the Freelancer name for the British, don't forget.
I always thought we Bretonians got the best FL capships, myself.
That was the Britannians, IIRC.
Grimloq: The thing that makes it look all warm and fuzzy/hazy.
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ick, i hate that...
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Originally posted by Knight Templar
That was the Britannians, IIRC.
No, he's right, it was Bretonians
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Originally posted by Grimloq
whats 'overexposure'?
It is a feature that sticks was working on until he had to leave temperarily. It is like simulating a glow originating from a glow point. Sorta like a blur
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I think it is TOO much. Way too much.
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Additional OX info
http://www.ati.com/developer/sdk/RADEONSDK/Html/Samples/Direct3D/RADEONLightGlare.html
http://nvidia.com/docs/IO/8228/D3DTutorial_EffectsNV.pdf
These were some pics that styxx posted a LONG time ago. There are some issues as you can easily see.
(http://mason.gmu.edu/~jwillshe/screen00.jpg)
(http://mason.gmu.edu/~jwillshe/screen03.jpg)
(http://mason.gmu.edu/~jwillshe/screen07.jpg)
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Me want installation! Me want installation! Me want installation! Me want it! I also need a full version of AXE (i'm not paying for it!) and a tutorial of texturing with GameSpace Light 1.5 :)
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Don't spam other threads with requests for warez. It's not polite to get other people's topics closed for illegal discussion.
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Heheh. Sorry. I want the GTI.
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That looks, well, TOO DARK!
ANd the other one too light! IS this an example of over exposure?
How about taking a cue from SFC3? They have "running silent" or night time type textures that are extremely dark, but not black (you can still make out details). I think that kind of effect is way cooler looking. In fact I use them to simulate my Section 31 forces.
http://img40.exs.cx/my.php?loc=img40&image=arc1.jpg
pic was too big so posted link - Just a thought...
l8tr!
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Thats not over exposure I don't think.
yah actually all I posted were shots of the initial attempt.Basically it was in its alpha form. It has remained out of CVS till sticks returns. I am not sure if there is an EXE anymore.
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I am sorry to say that I think the lighting effects in those pics is absolutely HORRIBLE. And if *I* am bothering to post about it, they must REALLY be horrible.
Getter, the lighting in the pic you posted is da bomb, IMO. :yes:
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lol, of course they are horrible. Those were the only ones left in the thread that I could get. Everything else was 404(missing, red Xs). You can't see the thread because it was moved to the internal forum. I am sure the finished product would be much better. But with a normal, non experimental build,you won't see bad lighting like that
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BUt I didn't do anything...
Those are not self illuminated (at least in FS2) or glow pointed YET). Those are just NORMAL textures...
Imagine how good they would look If I could get OMNI or LS or the other texture Guru's to doll them up? Section 31 would have the most bad-ass looking ships around! :D
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Model is ready.
here is [glow=green]DOWNLOAD (http://c914.w.interia.pl/rar/GTI%20Bretonia.rar)[/glow]
Enjoy it:D
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:) :) :) :) :cool: :cool: :cool: :cool:
Thank you! Downloading now! :nod:
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Excellent excellent excellent :D
*downloading*
I'll use this in my campaign (if I ever get it finished). If U don't mind, ofcourse :)
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*drools over installation* Guh... AHAHAHAHAH! I FINALLY HAVE THE MOST BEAUTIFUL INSTALLATION EVER!!! AHAHAHAHAHA! *cough, gag, cough, pant, pant* It does look awesome. I will also use it in my campaign. If it's okay.
To the guy who made this: Do you mind if I mess with it?
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Primus and Cobra model is FFA and you can use it just in credit post me as it creator
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My .rar version is saying that the archive is corrupt. WTF is that all about?? Oh yeah, I reset my password for gmail. You can now email me again at [email protected]. ;)
What's FFA?
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Just finished downloading (took almost half an hour with 56k) and it's great :yes:
And ofcourse I won't give you any credit ;)
Woohoo! My 10th post. Celebrate!! :D
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Cobra.. What program U used? I unzipped it with WinRAR v3.30 and without any problems...
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I used a trial of v3.30. And I'm getting it registered as it's period ran out. Hold on a second... If it took you a half-hour, then why did it take me 10 minutes? :confused: Is it supposed to have only the .vp?
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****ty 56k... It's been slow all weekend :hopping:
And yeah.. VP file and readme...
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Well, the RAR thingy says it's corrupt and incomplete. ****ty thing.
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That's wierd.... Download it again?
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Good idea.
[EDIT] What ISP U use? Has it been raining where you're at?
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:eek2: It works... Only problem is, it overloads my model viewer. :wtf:
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I got ModelViewer v1.0 Beta 05 (Build 28) and no problems.
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I got Model Viewer 32, the one that comes with FSKit. Where did you get yours?
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Good question... I don't remember......
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I could send them to you by email... Two files, 1.14M..
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This warning system is new to Fred2_Open. The following issue will not preven your mission from loading in FS2 but it could cause instabibility (i.e. crashes), please fix it.
Warning: ships.tbl(8681):
Error: Required token = [#End], [$Subsystem:] or [$Name] GT].
File:E:/projects/Freespace/scp/fred_upgrade/code/Prase/PARSELO.CPP
Continue with warnings?
:doubt:
It happens when I start Fred2_Open_r V.3.5.5. If I click yes it goes on with simular errors starting from the [$Name] list down to $Subsystem fighterbay.
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send it to [email protected] And, uhhhhh, the GTI Bretonia is making FS2 crash... Tell me how you did it...
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Originally posted by JR2000Z
:doubt:
It happens when I start Fred2_Open_r V.3.5.5. If I click yes it goes on with simular errors starting from the [$Name] list down to $Subsystem fighterbay.
You have a buggy version, then.
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It's 5:30pm and this is what I get:
Transfer przekroczony
Godzinny limit transferu dla konta c914.w.interia.pl umieszczonego na serwerze MIASTO WWW został przekroczony.
Godzinny limit transferu dla kont bezpłatnych, zlokalizowanych na serwerze MIASTO WWW wynosi 1,5 MB. W związku z jego przekroczeniem, konto o nazwie c914.w.interia.pl zostało czasowo zablokowane. Zostanie ono ponownie automatycznie odblokowane począwszy od następnej godziny. Zapraszamy do ponownego odwiedzenia tej strony w późniejszym czasie.
Jeśli jesteś właścicielem tej strony i chcesz znacznie powiększyć godzinny limit transferu do 7,0 MB, możesz w każdej chwili dokonać ulepszenia tego konta. Zachowując ten sam dobry adres oraz dotychczasowe ustawienia, otrzymasz znacznie większą pojemność (25 MB), atrakcyjny transfer 2,5 GB/m-c, a do tego brak okienka reklamowego pop-up.
Ulepsz swoje konto i wejdź w nowy wymiar MIASTO WWW EXTRA - zanim założysz sprawdź szczegóły oferty.
I have noidea what this says... I tried direct click, right click save as and open fresh page and cut/paste address, still get same message. Are you out of bandwith??
I can reccomend a host for individual files under 400k (unlimited bandwith practically) and up to 200mb total on invividual files...
link is HERE:
http://www.free-webspace.biz/?lang=english
l8tr!
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Transfer limit for MIASTO WWW is 1,5 Mb for hour. The limit for that hour was exceeted. You just have to try laaaaaater....
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Cobra..
"[EDIT] What ISP U use? Has it been raining where you're at?"
Was that for me? I don't understand..
And the transfer speed is less than 1k/s.....
Uploading of the ModelViewer v1.0 Beta 05 (Build 28) failed, but download the ModelView32 and read the instructions in that archive......... It's on my site.....
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Cobra...
Check this thread ->
http://www.hard-light.net/forums/index.php/topic,15019.0.html
This is what I use.....
....So U don't need to download anything from my site......
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Originally posted by Primus
Cobra..
"[EDIT] What ISP U use? Has it been raining where you're at?"
Was that for me? I don't understand..
That was for you, who else? What ISP are you using? Is it raining where you live?
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Hey, Getter, I checked the site, and it's in English. What the heck's wrong with yer computer? And what do you do on that site?
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Oh... What is ISP?? And no, it's not raining.
Did you check that thread? :)
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ISP = Internet Service Provider
What thread?
I checked the MODVIEW thingy and it's the exact same one I have. :wtf:
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My ISP is ****ty Auria.. But not for long.. We're getting broadband :D :D :D
And the installation crashes my FRED2 3.5.5. I wonder if it should be newer version of FRED2...... :(
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***** YOU, PRIMUS!!! You think Auria is bad, I have Netzon! Bad service, bad customer support. They keep you on hold for 30 minutes just to tell you you need to change your dial-up number... ****ty bastards... If you look at the readme it says that you need FRED_Open 3.6.
*Eyes number of posts* Hey, it's time to celebrate again! 20 posts!
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This is what I get from not really reading the ReadMe.....
Okay... Netzon sounds worse.... But max speed with Auria is 5k/s and that happens very rarely.. Usually it's only 1.5k/s.. But today it seems to be less.... [EDIT] Only good thing with my ISP is that weekends are free.
And I guess I won't use this model in my campaign... I also have ****ty lowEST-end computer........
Yeehaa! 20+ posts!!! Champagne for everyone!! :D
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Originally posted by Cobra
ISP = Internet Service Provider
What thread?
I checked the MODVIEW thingy and it's the exact same one I have. :wtf:
I just noticed this :D ..Sorry..
This thread: http://www.hard-light.net/forums/index.php/topic,15019.0.html
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it's working now...
Before it didn't and I thought maybe the ISP was in Russian, then I looked into his sig. It may be Polish, I knew C914 was not from a western country.
Regardless if you fixed it or just got your limit back, thanks!
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I really want this station, but it won't download for me. Could somebody who has it email to me.
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...it doesn't want to let me download.
"Internet Explorer was unable to open the requested site. It is either unavailable or cannot be found."
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It let me download... Try again?
Originally posted by Primus
This is what I get for not reading the readme...
[/B] Hey, we're a lot alike! :D
max speed with Auria is 5k/s
[/B]
And I thought Netzon was bad... Eh, I guess it's the customer support that makes it bad...
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Since some people have problems I took the freedom to mirror (http://www.netcologne.de/~nc-muenchma2/GTI_Bretonia.rar) it.
Edit : while download worked, I can't get that thing to work in game. Whenever I enter the Bretonia into the table, FS2 won't start at all. And, yes, the .vp is in the right place. Greatness. Any hints?
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It happens when I start Fred2_Open_r V.3.5.5. If I click yes it goes on with simular errors starting from the [$Name] list down to $Subsystem fighterbay.
ive use fred2_open_C06172004 and hee is no bug. Try to skip those and lunch mission with instalation.
Whenever I enter the Bretonia into the table, FS2 won't start at all
try to replace some standard FS2 model with it and lunch game. If it works there is problem with tables:doubt:
It's 5:30pm and this is what I get:
Transfer przekroczony
Godzinny limit transferu dla konta c914.w.interia.pl umieszczonego na serwerze MIASTO WWW zosta³ przekroczony.
That suxx:mad: first time i saw this
here is alternative link:
[glow=green]download me (http://www.freewebs.com/c2711/rar/GTI%20Bretonia.rar)[/glow]
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Error: Error parsing 'ships.tbl'
Error code = 2.
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Ship\Ship.cpp
Line: 2775
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
No luck there.
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I had same problem with other model.
Try to extract model and texstures from vp pack to game folders and lunch it.
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I already did that. No luck, again.
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heh..i don't have any idea whi it doest want to work in yours game:confused:
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Have anybody tried to edit the table entry?
I have but it still doesn't work. Maybe the problem is that I use FRED2 3.5.5, although the table entry looks same as any other entry. And I tested the model with Arcadia table entry and it worked! Meaning the FRED2 didn't have any problems.
So... I very confused....
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Originally posted by JR2000Z
It happens when I start Fred2_Open_r V.3.5.5. If I click yes it goes on with simular errors starting from the [$Name] list down to $Subsystem fighterbay.
That's caused by an error with the table entry. I'll take a look at it in a bit.
However FRED2_Open 3.5.5 will fail if it tries to open the model as the model has ~2000 polys in one subobject. You need a HTL version of FRED to use this model so grab the version Goober posted with the new conditionals in it.
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But it didn't fail... I copied Arcadia table entry and changed the model to gtibretonia.pof and FRED2_Open 3.5.5 worked fine.
And if you find the error in the table, tell me. I played with it and didn't succeed.
I can't use the newer FRED2_Open versions because of the OpenGL. I have an old video card, it's very antique........
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Hey Primus, looks like you've been here a little while but I've never seen you before. Welcome to HLP. ;)
:welcome:
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Not the first time I'm beamed, but it's always great. Thanks :D
And I'm a lurker, hanging in the background...... Except this weekend, I've posted about 20 times :p
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This is what debug sais:
ships.tbl(136):Error: Required token = [#End] or [$Name:], found [$Name G] .
ships.tbl(144):Error: Required token = [#End] or [$Name:], found [$Short name TInst02] .
ships.tbl(144):Error: Required token = [#End] or [$Name:], found [$Species T] .
ships.tbl(146):Error: Required token = [#End] or [$Name:], found [+Tech Description] .
ships.tbl(146):Error: Required token = [#End] or [$Name:], found [XSTR(The GTI Bretonia., -1)] .
Error: Unable to find either required token [#End] or [$Name:]
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Could somebody please .zip it for me. My computer for some reason open .rar files in a new window.
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Originally posted by Noise
My computer for some reason open .rar files in a new window.
What do you mean? Can't download it or can't unzip it?
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Whenever I try to download it, my computer opens an entirely new window and it displays a whole bunch of gibberish.
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Click the download with right mouse button and choose save target as. Meanwhile, I'll try to upload a Zip version of it to my site... It will take a while with this ****ty 56k modem...
[EDIT] Uploaded..... :D
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I DID IT!!!!! :D
I edited the GTI Bretonia table entry and now it works on FRED2_Open 3.5.5 without any problems....
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The table is missing a : be for the values. Freespace 2 can’t understand the table entries with out them.
Ex:
$Name GTI Bretonia
should be
$Name: GTI Bretonia
you will have to enter the : for tall the variables in the entire table entry.
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Exactly. I also added few quotes, don't know if it matters... Anyway.. It works...
So.. My 30th post.... Again, it's time to celebrate :D
........But now I'm off to sleep.... See ya next weekend..... :)
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Well, yeah, adding quotes to the weapons matter. No quotes, no weapons. Oh what did you do, add colons? I just noticed there aren't any.
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For the people still having problems with the table, try this (http://www.3dactionplanet.com/hlp/hosted/the158th/spicious/GTI Bretonia-shp.tbm). It's a modular table file so it should work if you put it in your tables folder.
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Hey C, it might be a good idea to put the download on the first post so that people don't have to go searching through the two-hundred some-odd posts to get to it. :yes:
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[C3P0]I never doubted you for a second! Wonderful [/C3P0]
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Originally posted by Knight Templar
Hey C, it might be a good idea to put the download on the first post so that people don't have to go searching through the two-hundred some-odd posts to get to it. :yes:
I wanted to ask you for the same!
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Thats good idea:yes:
I'll do it.
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I almost had it working for the retail FRED! :eek2: But FRED crashed. I got so close!
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Which FRED? The Volition one? That crashes at high poly models.
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Yes, the retail FRED. Waitaminnit. How many poly's does the GTI Britannia have?
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Did i write on readme tah station needs too run FS Open..YES..heh
I was thik that this was clear:doubt:
How many poly's does the GTI Britannia have?
if it need to run FS Open - too meany for standard FRED