Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Galemp on November 07, 2004, 11:19:41 pm
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Something quick, since the official mapping was easy to follow. Still needs turrets.
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NICE!!! Looking good!!!
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Rear black things should be bumped out tather than recessed, but otherwise, tis brilliant. :yes2:
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Originally posted by Black Wolf
Rear black things should be bumped out tather than recessed, but otherwise, tis brilliant. :yes2:
They're not black, they're bare metal, but otherwise :nod:
Very nice BTW.
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oh...
nice :nod:
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Man, they're just popping out of the woodwork now!
*Expects someone to show-off a hi-poly Sath at any moment* :nervous:
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Originally posted by Black Wolf
Rear black things should be bumped out tather than recessed, but otherwise, tis brilliant. :yes2:
They're not black, they're bare metal, but otherwise :nod:
Very nice BTW.
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Whoa. Are you planning to give that mapping as well?
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*braces himself against the shower of bukakke-like praise from the community*
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Jerk. You just totally eradicated any hope I might have had at producing a hi-poly version of ANYthing.
;)
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Meh, it's okay.
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Err... OK, yes, that kicks arse, but I'm not 100% sure it's going to work exactly... what's the PCount?
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that last one was just a bump map.
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:nod:
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Originally posted by Trivial Psychic
Man, they're just popping out of the woodwork now!
*Expects someone to show-off a hi-poly Sath at any moment* :nervous:
Just wait a bit more...
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A hi-poly Sathanas would eat my computer alive. Particularly when I try to play JAD.
As to the Aten: w00tness.
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Holy Makrellla!
Bob, when can we expect bumpmapping in SCP?
(I'm not rushing, demanding or begging... maybe I should be begging for things, I merly want to know your plans, since so far you're the number 1 graphic engine guru).
BTW no.2 - you wrote about tweaking with shaders - what the status on those?
PS.: thanks for all the work you've done so far, and this new garmada of HTL ships is wootage!
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It's done... but I'll be damned if I'm putting this through Truespace and PCS. I'd like to use the MAX exporter but it seems a shame to have to re-do all the POF data. I wish Styxx would make a POF importer for 3DS Max.
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Well, release the model and someone else may do it for you.
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nice one:nod:
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It's just excelent HLT model:nod:
what is pcount?
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I now have a reason to include the Aten into consideration whilst making missions :)
Excellent work indeed! :D
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It looks awesome unmapped, but I fear the indendtations and details will be far too subtle to be noticed when textured. You have to make them really big and apparent, or else it will all unfortunately be lost when mapped.
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you know you can import all pof data from an old model to a new one in pcs.
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the Max plugin and PCS don't always get along though, so there's a good chance that wouldn't be possible.
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You're joking right? I converted the Sobek with Max, and reimported the data with PCS. It's just a matter of renaming the turrets correctly on te max version.
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if the plugin is makeing POFs that PCS can't load it means there is a bug in the plugin that you need to contact Styxx about.
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now for controversy:
burn it SEND IT TO HELL!!!!!!!!!!!!!!!!!!!!!!!!!!
all because the rear turret is badly placed
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Bump out the bits on its back (the black thingies). They're bumped out, but placed in a recessed socket.
Else than that, good work :yes:
If you could fix the model's UVmapping it would own.
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Outstanding :yes:
You've just made an obsolete pile of junk into a very attractive obsolete pile of junk! :D
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I always liked the Aten. The only bad thing about it is how the textures are applied.
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'Tis a good shape, but it's worse than useless as a cruiser...
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What? I always thought the black things in the back should be bumped in, not out.
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Tis weird - I'd never, ever considered the possibility that they might be bumped in, nor had anyone I've spoken to since these models have started coming out, and yet it seems every HTL Vasudan model featuring them has them recessed in.
If you look at the way the light hits it on the FS1 texture though, it's pretty obvious that it's coming out.
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Originally posted by pyro-manic
'Tis a good shape, but it's worse than useless as a cruiser...
Obviously you don't really remember what it was like to go up against one of these without a shield.
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It's underbelly is it's weakest point, it's defended by one lousy turret. All that is moot since it's weaker than the Fenris hull-wise. It's a beautiful ship though.
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I think I remember seeing a higher number for its hull strength, actually.
Atens fitted out with SVas beams are nice if you're just trying to add some anti-cap firepower to a convoy escort...let the fighters fight the fighters.
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Originally posted by Flaser
Obviously you don't really remember what it was like to go up against one of these without a shield.
'twas easy. Hercules full of dumbfires. Strafe, turn, burn, repeat. :D You can dodge most of it's turret fire (crappy slow laser bolts), so you only have to worry if it's being guarded by a load of Seths...
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:yes: :yes: :yes:
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why haven't we had any updated shots?
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why cant i have it now????
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Originally posted by Black Wolf
Tis weird - I'd never, ever considered the possibility that they might be bumped in, nor had anyone I've spoken to since these models have started coming out, and yet it seems every HTL Vasudan model featuring them has them recessed in.
If you look at the way the light hits it on the FS1 texture though, it's pretty obvious that it's coming out.
How true :)
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Hasn't been updated because MAX to POF converter is broke and I'm not touching TS ever again. :p
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well render a shot of it in max with it's proper textures applied.
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My God! Something that beautiful shouldn't exist! :eek2:
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Originally posted by Bobboau
well render a shot of it in max with it's proper textures applied.
Textures have been applied, that's how I got the bumpmaps. Trouble is that it doesn't look all that different when it's textured, so I posted the bumped one instead because it was cool.
By the way, the polycount on this new one is actually low enough it might work in retail FS2 as well. We shall see.
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Originally posted by Galemp
Textures have been applied, that's how I got the bumpmaps. Trouble is that it doesn't look all that different when it's textured, so I posted the bumped one instead because it was cool.
You can easily change that if you fix the mapping ;7
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doh, double clicked...
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*walks in the door and kicks people till theyre awake*
oy! this thing done yet?
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The model's all done, but I can't export it using Max and I don't have Truespace installed.
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Originally posted by Galemp
Textures have been applied, that's how I got the bumpmaps. Trouble is that it doesn't look all that different when it's textured, so I posted the bumped one instead because it was coo.
that had occured to me but I kept quiet incase I was missing something obvious...:nervous:
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anychance of finishing this soon?
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Get Styxx to fyxx his plugin for Maxx.
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Having unraveled the mysteries of the POF exporter plugin, I am now finally able to release my updated Aten.
(http://web.njit.edu/~pjo3/aten2.jpg)
The improvements aren't really that noticeable, but they are there.
(http://web.njit.edu/~pjo3/aten1.jpg)
I modeled the bottom based on the LOD1 textures; there was originally supposed to be a dock point there.
It's fully compatible with any tables, textures or missions you might have, just drop it in your Models folder. Chances are it would work in retail FS2 as well, but try it at your own risk.
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Sorry to be blunt, but this thing doesn't even start to compare with your faustus ;)
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Make some screens with low ambient setting and -spec on, and you will see all the little extruded/recessed bits a whole lot better.
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Works.... And looks good!
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tut tut, bumping old threads again eh ? :p
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Those Screenshots don't even BEGIN to do the model justice...
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sorry, but the more recent SCP builds have had some lighting issues. Blame them. :hopping:
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:shaking:
800x600 (http://img226.exs.cx/img226/9831/bluesmall3pn.png)
1600x1200 (http://img140.exs.cx/img140/993/blue5pv.png)
*is going to die* :eek:
Galemp's model = :eek2:
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Um, I think the textures on LODS2 and 3 are... wrong. Open it up in MODview and you'll see.
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move me