Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Bobboau on November 28, 2004, 12:11:42 am
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http://freespace.volitionwatch.com/blackwater/htlcorvette2t-01.zip
ok, so I'm trying to get this finished, you'll need to make some small tbl changes, turret 1,2,3,and 4 need to have the letter 'a' added to the end of them, this is becase I'm giveing them lower LOD models.
I'm sure I missed some stuff so tell me what it is.
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Isn't this already done?
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no, I got it working in game then got distracted
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Eh, that link should probably be http://freespace.volitionwatch.com/blackwater/htlcorvette2t-01.zip
I'm guessing this one has LODS & debris.
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heh, yeah, you can probly guess what I do when ever I post a link
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That's why the call me "The Trivial Psychic". Anyway, I had a chance to look through it in MODview (before said program gobbled up all of my free RAM, ballooned my swap file, and froze my system requiring a cold boot) and I have noticed a few things.
The good:
-HTL Coolness!!!!
-LODS
-Debris
-Destroyed Engine Submodels :yes:
The Bad:
-One of the turret normals is off, starboard side, rear flank
-Rotational main turrets have no rotation listed in the POF data, though the gun barrels have the wrong rotation axes
-There appears to be a bank of primaries in there (firepoint near the rear main engine)
I'm guessing that these are non-intentional.
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that gun was being used to position thrusters as PCS lacks visualiseation, won't cause any problems but it will be removed.
as long as the turret higherarchy is set up corectly they'll rotate properly, they move right in game so I ain't stressing over them
that turret normal is a genuine problem, fixed it
try it out in game.
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My model view just started acting "wacky".. it won't open high poly models anymore (like our sdf-1)... does anyone have the link to the HTL modelview??? (or rather the increased limits one?)...
Much thanks..
.
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well thats ok, cause your not gona find in game bugs looking at it in a viewer...
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I always get that too many binding boxes error. Where's that higher limits ModView again ?
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I am interested in getting my hands on the HTL Modelview and the most recent version as well. I thought I had the most recent one, but what I have does not work for the majority of things coming out.
Link please?
And why do we not have a database for these things?
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Do a search (http://dynamic4.gamespy.com/~freespace/forums/search.php)for high poly limits modelview and make sure the poster is Vasudan Admiral
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Or look in the Wiki... (http://dynamic4.gamespy.com/~freespace/fsdoc/index.php?pagename=Download%20Tools)
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:doubt:
get your own thread!
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This ship is really well designed. Its a major improvement compared to the vanilla deimos. The debris works fine, too. I haven´t noticed much slowdowns, but my machine is a really big one, so i can´t say, how it works on slower computers (especially in huge battles). I didn´t alter my ship-table, but it seems to be no problem. IMHO nice work. I´m really looking forward for the final release of the orion.
BTW: this table-thing is really disturbing. I don´t think, that there are many people out there, who are still playing the freespace2 main-campaign. Mod makers and campaign-writers (god bless them all) usually don´t implement all this cool stuff in their table-files. So most people never play all this nice improvements (like decals or afterburnertrails) you are working so hard on. It´s a shame.
I´m not really into this stuff, but could the use of modular table-files be a solution?
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Well, I fixed up the turret normals on my version, added the rotation data for the turret bases (whether you think its relevant or not), and removed the primary firepoint, but I have noticed a few more things. Firstly, if you open up 2 Modview windows and bring up your Deimos (I haven't checked this with your previous release) and the original [V], and select the side-view on both, you can clearly see that yours is out of position compared to the original. While you may see this as trivial, since you copied the subsystem info (size, location) right from the original, they are now out of position. The communications subsystem now barely touches the main hull. I've repaired these (with the exception of the engines since they're submodels, which could alter game ballance somewhat), though I left the 2 split subsystems where they were, since they are of less consequence. Next, on your LOD1 you have turrets, but I think you left out some texturing for them, as they come up as red in Modview. Also, the barrels on these LOD1 turrets seem to lack a subobject name... is this intentional? Are they required for something like this?
Don't be put out by my constant questioning of this model, as its light-years ahead of anything I could ever create, but I'd like to see your work in the new mediaVP, so its best if all of the potential bugs are ironed out.
Later!
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Um, have you ever heard the expression, "It's TOO GOOD!" Now that I can see it, my God man you got so much detail in those engines and those rear pipes people can barely see (unless my settings are wrong) and that section top middle half circle-like section (ribbed?)... Don't get me wrong it looks awesome in solid mode, but I think those details are swallowed up by the mapping... Wouldn't it be better to shave those down a little and optimize it more instead of throwing polys into those sections if it may be a waste?
Just an opinion, maybe you can see something I can't...
(no disrespect intended)...
Yeah and work on Aurora some more, I like it !
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I noticed that too. The tile looks slightly stretched too.
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all that detail is quite visable when you have it lit in game and/or are cruseing over the surface
you didn't try to load this up in Aurora did you? cause if you did, I'm suprised there isn't smoke riseing from the lifeless mass of melted plastic and metal that you once called your computer.
man if I ever get back to Aurora I'm going to have to start all over again and actualy have some idea what I'm doing ahead of time.
the subobject names in LOD1 is an error, I'll fix it.
and I guess I'll have to tweak the subsystems aswell
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This is probably just personal opinion but i belive a debris model that "fills space" looks better than vaporising a large amount of the ship. For example the HTL fenris/levithian
IMO having the more of the "core" of the ship being left behind after the armour blows off would look nicer.
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Sorry to keep posting like this Bob, but I was concerned about the the path alignment so I loaded it up in PCS and sure enough, all of the paths were brought in from the original. I spent about 1.5h re-alingning the subsystem, turret, and docking paths, as well as the dockpoints themselves. In fact, it seems the [V] original model didn't have a path for the weapons subsystem. I had to do some radical realignment of the engine paths, since its no longer a box ahead of the engine exhaust that is the location of the subsystem. I also removed the "$" ahead of "engine" in the path layout, since its a submodel its tied to now. Since I already redid the subsystems, it would be a shame to let this all go to waste, so if you're interested, I could PM you a link to what I've done so far, then you could finish the sub-model naming. The other alternative, would be to merely tell me what the sub-models should be named, since I can make the changes in PCS anyway, let me finish it up, and then I can PM you a link. You interested? Again, are the LOD1 turrets supposed to be red in Modview?
Later!
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sence you've done all of that already, just upload it, post a link, and we'll use that as the base for continued bug hunting.
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As my personal web space is limited, I've only included the pof file in a zip archive. The textures required are in Bob's release. The file can be found here (http://freespace.volitionwatch.com/blackwater/HTLDeimosPathed.zip).
Enjoy!
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So Bob, how'd I do?
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Originally posted by Bobboau
:doubt:
get your own thread!
Sorry Bob. :(
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has anyone been testing that model?
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After I made my changes, I copied it into the models directory and gave it a whirl in "The 6th Wonder". Everything seemed to go well, though it fired a beam from one of the dorsal deck turrets, which I believe shouldn't have happenned. If people could test out this mission with this HTL and with the stock Deimos to see if this happens, it would lay this concern of mine to rest. Bob, while I've got your attention, weren't you gonna take my variant of the model and rename those LOD1 turret submodels? I was waiting for you to post an updated one so I could take down my zip. I need to take it down soon cause I may need the webspace.
Later!
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I have the file, you can take yours down if you want, I'll work on this a little later.
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I'll yet have to have a look at this.
What's with the extra textures, btw?
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LOD
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Originally posted by Bobboau
I have the file, you can take yours down if you want, I'll work on this a little later.
I was just hoping you'd put up a link so I could take mine down, but anyone else wanting it (post my fixes) could get it.
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i want screens first
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ive spotted a bug with the textures bob. I'll post a pic soon
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no soon. now.
:blah:
:lol:
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http://freespace.volitionwatch.com/blackwater/HTLDeimosPathed.zip
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Thanks a bunch Bob. I've edited my previous post to point to your link.
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Sorry for bumping up this old thread, but i really love the deimos corvette and as i saw this model, ive gone crazy.^^
But i have a slight problem with it, some of the textures are missing:
(http://img107.exs.cx/img107/4479/Deimos.jpg)
Whats going on?
Are there some other capital-ship models out there to replace the stock ones?
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Are you running with the enable jpg,tga textures option enabled? Cause it's the TGAs that are missing.
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pretty nice work, althought I have to agree that the nozzles are probably a bit overrounded. Just for my own curiosity, what's the final pcount? (tris)
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@ karajorma:
Hey, you again. You like helping me, huh?^^:lol: ;7
Yes, this option is enabled and the proper texture-files are in place.
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Chants: "Screenies Screenies"
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Originally posted by -Vulture-
@ karajorma:
Hey, you again. You like helping me, huh?^^:lol: ;7
Yes, this option is enabled and the proper texture-files are in place.
I like helping everyone. You only need to look at the FAQ to realise that :)
I seem to remember actually that the original version of the Deimos I used also suffered from this problem. Did you download the Deimos from this thread or are you using the one from mv_models.vp? If you're using both that could be the cause of the problem.
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you are missing one of the following textures, tcov4a-alpha.tga, and/or tcov4aint.tga
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I've have a similar problem with dissappearing textures although its not constant, it looks like fs2 is running out of texture memory as after looking at a certain amount of ships in the tech room you'll get one with textures missing and none display at all after that. Only started happening after I installed the media vps.
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@ Bobboau:
No, those texture files are in my models folder, together with the other ones (9 texture-files and the pof).
@ karajorma:
Yeah, really nice and huge faq :)
Yes, i donwloaded the one from this thread. But there is already a new one in the mv_models.vp? I use this file and i dont see any difference between the deimos-models. The model from the perseus fighter for example looks awesome with this mv_models.vp in place.
Ill delete this file and look, how my deimos looks then.
EDIT: Deleting the mv_models.vp didnt sole the problem.
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Actually it depends on the version of the VPs that you're using as to whether or not you've got the high poly deimos or not. The Beta 3.5.6 VPs had it in them but the new version apparently doesn't.
Okay. Here's (http://homepage.ntlworld.com/karajorma/freespace/Downloads/Kara_UNOFFICIALHighPolyDeimos.rar) a VP'd version of Bob's link at the top of the page. Stick this in your main FS2 folder. If this doesn't cure the problem then at least we know you're not putting the textures in the effects folder or something silly like that.
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wait a second, are you in d3d mode or OGL?
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Originally posted by karajorma
Actually it depends on the version of the VPs that you're using as to whether or not you've got the high poly deimos or not. The Beta 3.5.6 VPs had it in them but the new version apparently doesn't.
Okay. Here's (http://homepage.ntlworld.com/karajorma/freespace/Downloads/Kara_UNOFFICIALHighPolyDeimos.rar) a VP'd version of Bob's link at the top of the page. Stick this in your main FS2 folder. If this doesn't cure the problem then at least we know you're not putting the textures in the effects folder or something silly like that.
Lightspeed is also distributing it with his texture packs.
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Have those been trimmed down to take into account all the stuff in the media VP files yet? Cause otherwise it's more sensible to download a single 700K file than an 80MB one just to check what the problem is :D
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Err, no. Each texture pack contains the same files as the orevious, and new additional files.
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Originally posted by karajorma If this doesn't cure the problem then at least we know you're not putting the textures in the effects folder or something silly like that.
I dont know that much about modding FS2, but im not stupid^^ :ick: :lol: ;) . The tga's and the pof from the zip-pack out of this thread are all in the models folder.
Now i deleted them, copied the vp in my root-directory et voila, it works now, all textures are there, the deimos looks beatiful.
@ bobboau:
Im playing in D3D with 66.93 on a GF FX 5900.
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:lol:
textures go in the "maps" folder, or in FS2 root :p
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Actually I would have expected them to work from models. It's only effects and HUD where the game doesn't look for textures (unless it's changed again!) :)
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Actually, I was having troubl with MT a while ago because I had the mapd in models... and they had to be in maps for a mod dir... but that probably is irrelevant
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Originally posted by Anaz
:lol:
textures go in the "maps" folder, or in FS2 root :p
Damnit, if this would have been true, it would have been very painful for me*g* ;)
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Well recently I had a problem with a mission because a rogue .tbl file found it's way into the missions folder. So it appears as though some of the checks still work the way retail did it.
I know that the SCP programmers had to stop textures from effects and interface from being loaded because interface .ani files in those folders were being loaded because the game thought they were animated textures.
I guess it appears as though models is also similarly excluded from the locations that are checked.
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I'm wondering does anyone notice the thing I did with the windows? it's sort of subtle.
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Nope, what do you mean? You saw something on my screenshot?
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no, but I was trying to make it look like there was stuff behind the windows, unfortunately I don't think anyone noticed.
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I THINK i can imagine what you mean, but do you have a screen which shows it?
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well you can only realy see it when you'r moveing, so... no
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I'm sorry for bumping the topic however I want to download this and none of the links are working, can someone give me a link to this please :wtf:
Thanks,
Rico
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From what I can tell, VW has been down for some time.
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Somehow I got it...anyways, if you still want it, I mirrored it to Filefront.
http://files.filefront.com/HTL+GTCv+Deimos/;9266711;/fileinfo.html
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Is that with the new textures as well or just the model?
Thankyou :)
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It's the exact same copy as the file downloaded from VW. But there are missing textures, and the MediaVP version looks newer and better.
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Yeah, why this one? the MVP Deimos is better.
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:wtf:
This one IS the MVP Deimos. :p
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OK. nubbles said that it was missing textures.
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Hey stop blamin on me!
I included a screenshot. VA: Ah, they are ALMOST the same.
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This 1 is far better ;7 I love it :D