Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: magatsu1 on October 01, 2004, 04:51:58 pm
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(http://premium.uploadit.org/magatsu1/new1.JPG)
(http://premium.uploadit.org/magatsu1/new2.JPG)
I've been feeding off the scraps throw from Aldo's table again. They're his turrets too. I have a feeling this may have been used elsewhere.
I've yet to boolean the two sides together hence the untextured rear sections. To be honest I hate using booleans but I don't see any pratical way of making a ship truly symetrical.
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Looks like the Icaunus.... the ship with the corvette bay IIRC :)
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Cool....
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How big is it? Armaments? Fighter bay? I like it:nod:
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Wow.....niceness.
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Corvette sized me thinks. (or maybe an Iceni style Frigate)
Oh yeah, that Armour texture (like the side of the Deimos, but lighter) is by PSYCHO. You know, just for the record. All others are retail plus a couple of my own.
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Corvette bay?! That thing must be...large.
"Command, we're deploying corvette wings Alpha and Epsilon, please stand by."
:eek2:
If you hear that transmission, you know it's time to surrender. Quickly. :lol:
EDIT: I only see the large turrets...any smaller ones for defense?
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yeah, when I get 'round to it.
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Originally posted by Blitzerland
Corvette bay?! That thing must be...large.
"Command, we're deploying corvette wings Alpha and Epsilon, please stand by."
:eek2:
If you hear that transmission, you know it's time to surrender. Quickly. :lol:
EDIT: I only see the large turrets...any smaller ones for defense?
It was (this model was never finished or released, BTW. Inferno has a reskinned version, I believe). Something like 10km long, dwarfed the Colossus.
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...I hate those turrets, I really do.
As for the ship itself, I like it.
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This is a much more kick ass then the one you did earlier!
Those guns are interesting (Aldo's), texture-wise...
One thing, the light texture in the back near the engines.. why have lights pointing stright up? (if those are lights for windows???)
Such a large area I would assume to be for viewing by crew/passengers. Does it serve another function?
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There are other ways of connecting two objects besides booleaning them (and in my experience, bool union of two just touching objects is touchy at best, impossible at worst in Truespace), but they can be quite tedious. Max has an excellent symmetry function, but I guess that doesn't help you any.
I agree that the turrets aren't the best I've seen, but then they also aren't the cubes of doom from the stock :V: models. Ah well, worth a mention I guess. Also I've got a couple of texture comments, mostly involving the lights. First, that Orion map is icky. I never liked it on the Orion either for that matter, but it completely is out of place on a ship with Deimos/Nike skins. Secondly, the texture you've got as trim on the forward-facing bits, the one with the red lights (is that Shivan? Hades?) is also a little odd; it works ok, but you might try the engine fill texture (not the one with the actual engines on it, but the one with the same background) from the Deimos instead. I fear that glowmapping will bring out the disjoined nature of that texture when you get this in game.
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wow.... to be honest, i dont know wheather to love it or hate it. if i could get it into truespace, then i could just try to get a slightly better texture scheme...
also, ditch the turrets. i have nothing againts aldo, but those turrets are totally ugly! if i ever get around to it, ill post up my new improved flak turret model... works for any turret :)
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Big window=main battery director station?
And the cubes of doom don't bother me, it's the fact that these look like some of the turrets/disasters off the front end of the Typhon.
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The turrets themselves aren't the problem. It's that the textures both accentuate and disguise their shape, making them seem like a particularly well-defined blob with two huge sticks coming out. The base needs to be bigger and the arms smaller, and it'd be fine.
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ya, something like that, i think.
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Originally posted by StratComm
There are other ways of connecting two objects besides booleaning them (and in my experience, bool union of two just touching objects is touchy at best, impossible at worst in Truespace), but they can be quite tedious.
I just wanted to point out that Truespace 6.5 allows to join objects together that are intersecting, or aren´t even touching each other. Even far apart, TS always joins them with no problem. It could be that that feature wasn´t introduced in TS 3.2, wich is the one widely used and downloaded (because it´s free). But the later versions can do it. I use that a lot. :p
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I've used 5, which by all accounts handled its geometry much like 6. It's not that it won't join them, it's that it won't connect them and so you'll have to do it by hand. And it occasionally FUBAR's the operation, though it's not very common. Not a terrible problem, though, and I'm sure you know what you're doing.
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If you triangulize, it conects everything. I make it a point to have all my models triangulised, to avoid any possible hassle.
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Nice. Looks very slick!
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The grey AWACS textures don't fit with the rest of the ship, but otherwise it looks good.
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simly five words:
modell good texsture work bad
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Originally posted by Getter Robo G
Such a large area I would assume to be for viewing by crew/passengers. Does it serve another function?
um, I dunno...:nervous:
Originally posted by Swamp_Thing
I just wanted to point out that Truespace 6.5 allows to join objects together that are intersecting, or aren´t even touching each other. Even far apart, TS always joins them with no problem. It could be that that feature wasn´t introduced in TS 3.2, wich is the one widely used and downloaded (because it´s free). But the later versions can do it. I use that a lot
why do people always assume I'm using v3 ? :blah:
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Originally posted by Getter Robo G
One thing, the light texture in the back near the engines.. why have lights pointing stright up? (if those are lights for windows???)
Such a large area I would assume to be for viewing by crew/passengers. Does it serve another function?
This is a logical/texturing/design error that appears quite often, even on [V] ships. I mean, we know ships have artificail gravity and have decks. Having lights/windows on top and bottom just doesn't make sense on a warship. It's like having the roof and bottom of a carirer full of windows...talk about structural integrity beeing bad....
And the dock poins on some ships are from above/below, which allso makes little sense...
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very good :)
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Hmm... Why does this look familiar? (http://nodewar.penguinbomb.com/forum/showthread.php?t=2075)
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Originally posted by Raa
Hmm... Why does this look familiar? (http://nodewar.penguinbomb.com/forum/showthread.php?t=2075)
'cause it's an aldodump ship :p
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(http://premium.uploadit.org/magatsu1/nonameupdate.JPG)
Those grey box fellas are missile batteries. They're not the actual models/textures I'll use for 'em, just place holders to show where they will go.
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Changed the turrets, I see. I like it both ways, though...
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is it possible to build missle turrets which look like the missle pods of G.O.D. defence platforms from babylon 5?
i think that would look better than FS missle batteries
and for my oppinion it looks od when an anti fighter turret is as big as a fighter;)
the ship looks cool want it in my fleet
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I like the changed textures. The only thing I'd look at changing further is the "dirty" miner tile; there is a cleaner equivalent that would probably be more appropriate for such a shiny capital ship. The missile battaries look a lot like the design I used for the Raynor's torpedo launchers.
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Originally posted by magatsu1
why do people always assume I'm using v3 ? :blah:
Why do you assume it was adressed to you? The quote made it perfectly clear i was talking to Strattcomm. :wtf:
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Nice model :nod:
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Much better look at rear!
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Originally posted by Swamp_Thing
Why do you assume it was adressed to you? The quote made it perfectly clear i was talking to Strattcomm. :wtf:
um, wasn't that clear, but never mind.
Originally posted by Rol
is it possible to build missle turrets which look like the missle pods of G.O.D. defence platforms from babylon 5?
i think that would look better than FS missle batteries
Got any pictures of that ?
Originally posted by SratComm
I like the changed textures. The only thing I'd look at changing further is the "dirty" miner tile; there is a cleaner equivalent that would probably be more appropriate for such a shiny capital ship. The missile battaries look a lot like the design I used for the Raynor's torpedo launchers.
I like the dirty tile. I'll haved to check out the Raynor launchers too.
Originally posted by HIG
Nice model
um, I'll be sure and let Aldo know you like it...:nervous:
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Are the missile pods anti-fighter or anti-cap-ship?
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I was thinkin' Cyclops or similar (maybe a Cyclops with some table hackin') and maybe some of the weaker beams to balance.
I was also thinkin' of makin' the raer tower some sort of "Gunnery Control" and linking the turrets to 'em in FRED (such as reducing Turret AI) to give it the usual that "not immediatly obvious but fundermental" flaw ships usually have
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Originally posted by TrashMan
This is a logical/texturing/design error that appears quite often, even on [V] ships. I mean, we know ships have artificail gravity and have decks. Having lights/windows on top and bottom just doesn't make sense on a warship. It's like having the roof and bottom of a carirer full of windows...talk about structural integrity beeing bad....
And the dock poins on some ships are from above/below, which allso makes little sense...
pleez! windows can be in the ceiling! easy! on the floor, tho, theres no excuse :p
as for top-bottom dockpoints, look at it this way: they probably go into massive dock-bay-type-things, because a dock door that big CANT just go into the decks! it makes sence to me, and anywayz, who cares? :)
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Windows on aceeling on a WARSHIP? that's no tourship. Armor, not windows is the logical way to go....
Dock points for transports and the ilk. If they dock from the top, then the entrance is ointing down and every materails/crew has to be taken up/down which is more difficult htan simple transfering things on one level.
Besides, in the hallfight scene we can clearly see how the transports work. There are no lifts, no bay to enter...
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we also saw that they were EVA when they entered, and also that that was a shivan ship, not terran.
did i say it was practical? no, i said it was cool and POSSIBLE.
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In Hallfight they had cut a hole in the hull of the Azrael, I'm fairly sure. The Shivans don't seem to do "round", but that's what the entrance was shaped like.
Hey, crew lounge! You gotta give 'em somewhere to relax off-duty or they get grumpy during those year-long deployments.
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hes right... lets stop arguing, i might lose! :eek: