Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Galemp on December 06, 2004, 02:33:33 am
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It's a start.
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It's very good start:nod:
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Is that the Faustus? It's very, very good :yes:
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Nice :yes: keep it up
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Looks like a shivan cargo container (the one that goes on the asmodeus) after something crashed into the bottom and bent it....or the front of a Faustus.
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It's pretty obvious that it IS in fact the Faustus. The round thingy on the side is in the [V] texture.
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might look cool if wou did some alpha effects on the solar array. but then theres that problem with the subobjects rendering first.
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Not a bad start :)
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That's what I call a start. ;)
:yes:
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Originally posted by c914
It's very good start:nod:
Indeed :nod:
...what the heck is it?
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It's the Front section of the Faustus.
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Are you gonna make a little more of an indentation for the so-called docking bay?
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Originally posted by Trivial Psychic
Are you gonna make a little more of an indentation for the so-called docking bay?
ooh, I totally forgot about that. Let me find it.
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Isn't the docking station that little round thing you already have?
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Originally posted by Striker
Isn't the docking station that little round thing you already have?
Those are the docking ports, where ships like transports will actually dock to. The docking bay is basically a fighterbay, located at the rear ventral of the forward segment. It isn't used in any [V] campaigns, and considering the small size of the Faustus, most would rather pretend that its not there, but that would shut it out for any campaign that intends to use that bay.
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wow Faustus? docking BAY? makes no sense to me but ok
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It's used in FS1, when the Shivans first appear. The crippled GTSC Plato launches escape pods that jump out at the node. That's all they're good for, but it's still very useful sometimes.
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Edit: Galemp beat me to it.
So far, very nice.
Could also be useful for a special-ops sort of campaign, rather like how in Wing Commander II's special ops campaigns you were often flying from a freighter with your fighter lashed onto the side.
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i always thought that little 'fighterbay' thing was a little bay where they could launch probes out of... or escape pods :)
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That's precisely what it is, but it still needs to be there because the game doesn't differentiate between an EP and a fighter. Whether or not it gets modeled in is another matter, but I'm of the opinion that any detail is good detail.
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-not if you run as crappy a comp as i do :nervous:
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Back, with updates...
(http://web.njit.edu/~pjo3/faustus/sci2.jpg)
(http://web.njit.edu/~pjo3/faustus/sci3.jpg)
and mapped, so far. Needs some tweaking on the stretched areas.
(http://web.njit.edu/~pjo3/faustus/sci1a.jpg)
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It's a god aweful shame that those textures hide the detail on the side of the ship. I really like this, and am looking forwayd to a completed mesh. :yes:
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No worries, Raa, once I've mapped the inside edges of the recessed bits properly it will be more evident. Plus, you'll get all the new FSO specular lighting etc. to pick it out in detail.
EDIT: Solar panels done. I'll work on the aft engine block tomorrow.
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Dude, it rocks. :yes:
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wow.. some parts of that look almost photo-realistic...:eek2:
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Very, very cool. Can't wait to see this finished. :nod::yes:
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Nice. :yes:
Do I have to high-res-ify the textures?
(But they are already very good.)
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Whoa....
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that is quite possibly the most beautiful high poly model I've ever seen.
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I officially deity our Emperor!
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niceness!!!! 1337nesss!!! :D
*grabs model to make perdy renders...*
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Crap, I've lost access to 3DS Max... this may take a while to complete. :nervous:
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It's beautiful work.
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how can you lose acces?
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Max will sometimes randomly invalidate authorization codes. It's done that to all but one PC in my animation class. And they're not even allowed access to the internet.
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*weeps*
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Actually it's because I've moved out of architecture studio so we don't have access to the network licensed software. Unlike some people I actually have an authorized version of the software.
Maybe Hippo can help me out on this. Gimme a few days.
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Originally posted by Galemp
Actually it's because I've moved out of architecture studio so we don't have access to the network licensed software. Unlike some people I actually have an authorized version of the software.
Maybe Hippo can help me out on this. Gimme a few days.
Student edition or what?
(I have a licensed version as well...)
*discretely points at no one in particular*
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My version is authorized...
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My version is.....*cough*
Oh, is that the time? Must go feed the dishes & wash the fish.
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Heh. I can show a screen capture of my authorization. :p
What it shows, on the other hand, is up to you.
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Speaking of models, have you finished with the Boilerplate yet?
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Actually, I lost it in that HDD failure I suffered. Resend it to me, and I'll do what needs to be done.
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Originally posted by Raa
Actually, I lost it in that HDD failure I suffered. Resend it to me, and I'll do what needs to be done.
I'll ICQ you about it, then.
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(http://web.njit.edu/~pjo3/faustus/newsci8.jpg)
(http://web.njit.edu/~pjo3/faustus/newsci1.jpg)
(http://web.njit.edu/~pjo3/faustus/newsci2.jpg)
(http://web.njit.edu/~pjo3/faustus/newsci3.jpg)
(http://web.njit.edu/~pjo3/faustus/newsci4.jpg)
(http://web.njit.edu/~pjo3/faustus/newsci5.jpg)
(http://web.njit.edu/~pjo3/faustus/newsci6.jpg)
(http://web.njit.edu/~pjo3/faustus/newsci0.jpg)
(http://web.njit.edu/~pjo3/faustus/newsci7.jpg)
(http://web.njit.edu/~pjo3/faustus/newsci9.jpg)
Any chance of getting this into the highlights? (and changing the thread title? :) )
By the way, since these were taken I've added a real docking bay in the side for the excape pods, so don't worry about that.
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hooly ****.....that is one awesome looking science vessel :yes:
Soon...the hi poly fleet shall reign!!
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Ooh. Fancy.
I take back whatever wrong impressions I may have given on ICQ. This rocks. The exposed superstructure thing came off pretty well too.
What's the Polycount?
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thats damn sexy :D
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Wow. I really like what you did to good old Faustus. :yes:
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(http://www.cnn.com/interactive/entertainment/0302/gallery.simpsons.characters/gallery.mr.burns.jpg)
Excellent.
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Originally posted by Black Wolf
What's the Polycount?
What he said, but in tris
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thats like the sexiest ship alive, im sure KT will be over to hump it soon!
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Very nice
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that can't be under 7-8k polies, can it?
Looks great though.
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It can.
He used the textures very cleverly and only uberised the geometry where it shows.
I found the bare model, unsatisfactory - seeing it mapped prooves his point beyond all my expectations.
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everything about that is beutiful, exept the bit around the back of the engines
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(http://web.njit.edu/~pjo3/faustus/newsci5.jpg)
you might want to consider glow pointing that portion of the model.
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7954 polies triangluated. Phew. I could probably cut back in some areas if I had to, but since it's all one texture I bet HTL could handle it no problem.
The solar panels absolutely must be glowpointed. :)
I don't really like the way the mapping on the back of the engines turned out either, Bobboau, but I was really limited on the maps as they were given.
I spent lots and lots of time on the exposed superstructure bit where the nect connects to the head; I think it works, though. How bout you guys?
Now for kicks, open up the old Faustus model and do a comparison. :ick:
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Yeah I think it works. It's a little hard to tell exactly what it would be used for, but it looks cool. I assume it is destroyable :drevil:
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8ks not bad, bobboaus Demios is more iirc.
The exposed bit is excellent btw
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Originally posted by Galemp
7954 polies triangluated. Phew. I could probably cut back in some areas if I had to, but since it's all one texture I bet HTL could handle it no problem.
The solar panels absolutely must be glowpointed. :)
I don't really like the way the mapping on the back of the engines turned out either, Bobboau, but I was really limited on the maps as they were given.
I spent lots and lots of time on the exposed superstructure bit where the nect connects to the head; I think it works, though. How bout you guys?
Now for kicks, open up the old Faustus model and do a comparison. :ick:
Conscerning glowpoints, In my opinion, they should be visible but should be very small.
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It looks schmooper. :eek2::yes:
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Are glowpoints on rotating submodels doable ?
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:jaw:
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Yes, I did some on the Omega (I know what your thinking). If your using aurora you can attach glowpoints to subobjects, and if that subobject rotates, they will rotate with it.
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A-1 supar.:yes:
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You can do it with PCS as well, it's just not as interface-friendly in doing so. There's an associated submodel, you just have to ID the number of the parent from a different tab.
Redmenace: like I'm doing with the fighters?
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EDIT: Nevermind, I found it. Carry on....there's nothing to see here.
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:jaw:
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Originally posted by StratComm
You can do it with PCS as well, it's just not as interface-friendly in doing so. There's an associated submodel, you just have to ID the number of the parent from a different tab.
Redmenace: like I'm doing with the fighters?
well even smaller that those. But like them. Like some have said in the past, glow points should be as subtle as possible.
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Ahh...finally. This is what they all should have been like. You texture it and still see the added detail without doing anything like knifing holes in the side armor belts *coughDeimoscough*.
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Unfortunately the FS2 ships are much rougher than the FS1 ones. They generally have lots of tiles instead of complete UV maps. This makes FS1 ships like the Fenris and Faustus easy to follow the maps when hi-polyfying but FS2 ships are harder.
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:jaw:
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Daddy likes. :yes:
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Evrything in it is beutifull exept the the back..its to smooth for me
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yes, take som liberties with the engines
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it's excellent, but I agree with bob.
I think someone should also tweak a bit the textures on the nose since they seem hiding the plating .. waiting for an in game shot with spec, btw
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N
I
C
E
!
!
!
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This thing needs to be Newsified. :nod:
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Actually, a model this good needs a new custom paint job. The canon textures don“t do it justice.
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The Faustus textures are some of the highest resolution in either FS1 or FS2...although Dark's reskin would be pretty sweet with this new model. :(
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I've a high-res attempt...
Hmm, I could complete it.
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it's not a resolution problem..
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Woah, it rocks :yes:
I love the... hmm, the complicated stuff like there's panels removed. How did BW said?
Yeah, the exposed superstructure.
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Highlighted and thread renamed, as requested. Awesome stuff. :yes:
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Wow!! o0
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I can see you have a nameplate as well...
This is yet the best High poly ship.
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You ****ing ROCK!
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Hmm.... Yes, yes, me likes it, but could you choose a better ship?
High-Poly Colossus, High-Poly Orion, the list goes on and on...
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There's already a high poly Orion which is mostly done. If you include FS1 (via the port) and Silent Threat (Which Galemp is on the staff for) the faustus appears in many more missions than the Colossus does.
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D'oh. Man, that is AWESOME! I've always liked the Faustus, even if it doesn't do much.
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It's AWESOME !!! If you continue in this way for all the Fs 2 starship, later we won't recognize it as Fs 2 but to a new game with Fs 2 ships :D
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Awesome. Faustus is one of my favourite ships, even though it doesn't actually do all that much. It's got a spinny thing and... stuff. Spinny things are cool.
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I hate the faustus, give me an Anubis with ML-16, no missiles, and no shields and I will take it down. Good work though, very good work.
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Hmmm. I need some professional help with this now.
I have a POF in-game, but it has the following problems:- Smoothing groups didn't convert. The whole thing looks weirdly smoothed.
- Some portions of the textures are misaligned or remapped, though the majority of the ship looks fine. Fixed.
- Whenever I target it, FS Open crashes. I'm running 3.6.5 OpenGL and have tested it with some of Taylor's newer builds as well.
Other than that it appears to work; it shows up in the tech room and a mission will play fine until I target it, when I get a CTD. Any ideas?
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Tested it and it worked fine for me. So I don't understand your problem. Try a more recent build?
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Uh, I just went through the whole thread again, and I didn't see a download link. Where do I get it?
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you are useing the facet build to convert right?
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Actually it's the Max Plugin.
And no, there's no link. I'm helping him debug it on ICQ.
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Oh. Nuts. Any idea when it'll be finished and open to the public?
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Originally posted by Bobboau
you are useing the facet build to convert right?
No, I'm using Styxx's Max plugin. And I'd like to point out I've already used it to convert my Aten flawlessly.
Found out that the mapping problem was due to my error. However the smoothing and targeting problems remain (on my end at least.) Attached is the ZIP (http://web.njit.edu/~pjo3/science01.zip) with the necessary POF, textures, and Max file; all POF data is there including dockpoints and escape pod bay paths.
I'd really like to get this done by midnight, if possible.
Oh, and Bob, as per your request I've done some noodling on the back.
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Goob, Stay on topic, please.
Galemp; I'll test this out right now. As soon as it DLs. (Your server is hella-slow)
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Ach, sorry. Thread split. :o
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Check for collision problems, too, seems the max converter has difficulties with that.
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I downloaded that zip that was posted... how do I install? I've tried putting the .pof in the models folder, and all the other files(except the .max, not sure what to do with that) in the maps folder.. and I know it's uncomplete, but how do I get it to work?
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It's complete. So long as the model is in the models folder it should work; the maps aren't explicitly required but will vastly improve it. After that just play any mission with a Faustus in it, or make one in FRED.
Make sure you're using an FS2_Open build that supports HT&L, though.
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I'm using 3.6.5... I didn't try it but once, but okay. Mind telling me what HT&L is, though? I'm pretty sure I've seen that somewhere on the pilot select screen. Sorry for the idiot questions; I'm new to all this.
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HTL is Hardware transformation and Lighting. It basically means that your video card will do the processing that was once done by your CPU. Which means you have more processing power, and can have more elaborate and higher poly models.
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It also makes your game engine four times faster.
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Eheh.. oops. Looks like I had WMCoolmon's latest build running, along with FSPort... Anyway, it works now, and now I know how to install other ships, etc.. thanks.
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Is this working for anyone / everyone?
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Seems to work for me.
(http://img223.exs.cx/img223/3716/faustus7op.jpg)
Whee.
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Looks awesome. :)
I really can't see any smoothgroup errors, either.
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What did you use to render that image, WMcoolmon? Is that a ship renderrer with spec and shine? :D
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That's the Freespace engine up one side and down the other. The interface is different but that cursor gives it away.
Methinks WMCoolmon just showed off another of the SCP's hidden features by mistake ;)
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Indeed. :drevil:
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mistake?:drevil:
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Would you all like to know what he is really up to would you? :D
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Would he mind posting here?
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vv
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Originally posted by WMCoolmon
Looks awesome. :)
I really can't see any smoothgroup errors, either.
Now that screencap looks lovely :)
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Holy smoke, Coolmon. :eek2:
Raa and redmenace! Cut that out! :p :D