Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Bobboau on December 18, 2004, 01:45:10 am
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were is it!?!
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http://dynamic4.gamespy.com/~freespace/forums/search.php?s=&action=showresults&searchid=61982&sortby=lastpost&sortorder=descending
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yeah, I tryed that.
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hmm ok then, i hope someone else can help you
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Here you go: Clicky (http://n.ethz.ch/student/ebuerli/download/terrancockpit.rar)
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why not just make a new one?
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cause I'm lazy, the one he made was great, and he made it so other people could use it so I want to honor his wishes.
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You need it for testing purposes? I could make one for you. I have another more detailed cockpit somewhere, but it has lots of separate parts(i.e) not glued to the model, intersecting and and a few textures compared to a single one. If that's no problem I can send it over to you as *cob file.
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no, I'm just doing some work on my HTL herc
and his was built to mach FS cutsceens of the FS fighters
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I just realised I forgot to thank Fishguts.
thanks Fishguts :D
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Getting the cockpit to work as it should is impossible.
(At least no-one succeeded thus far)
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what you mean behind the transparent glass?
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We've been plagued with clipping errors when we tried to use it for TVWP, so we dropped it.
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Originally posted by Bobboau
I just realised I forgot to thank Fishguts.
thanks Fishguts :D
You're welcome. :)
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Originally posted by Lightspeed
Getting the cockpit to work as it should is impossible.
(At least no-one succeeded thus far)
The cockpit or a cockpit?
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The. You've done yours successfully, but it's a different method than using Nico's.
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seems to be working
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ignore the ubber pixelated backgrounds
and there are large sections of that texture that are temporary.
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wtf.......
that is the ub3rn3sss!!!
*breaks down into internet speak at hte bueaty of that there herc
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WHOA! ....just WHOA!
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:eek2:
Veeery cool. That just shows how much better FS1 ships look than their FS2 successors.
Too bad you'll barely see that cockpit while playing.:(
Except, if.....:nervous:
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wait a second!!
Cockpit
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Bob's animation stuff
= moving people inside of cockpit??!!!
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that screen, my friend, is the sh1t
god f*cking dammit
thats so awesome
i think im gonna reinstall freespace just for that
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Wooooahhhh, when is it done ?? Are there a Cockpit for each Fighter/bombers ??
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The perseus has one but there are shine problems associated with it (Not that I care since shine doesn't work for me).
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Fix the mapping on the herc, though. The stretching is not good. (On the recessed bits)
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Those pics are awesome! The cockpit looks perfect now.
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Holy.
****.
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Originally posted by Singh
wait a second!!
Cockpit
+
Bob's animation stuff
= moving people inside of cockpit??!!!
But why?
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Jesus ****ing Christ, Bob! Are you mad?! You'll make my 'puter 'splode with all that Graphic l33tness! :eek2:
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http://freespace.volitionwatch.com/blackwater/HTL_herc.zip
ok, LOD0 is about 90% done, there are still a few details on the texture I'm not completely satisfied with, but I figured I'd post it so people can have it now, before I lose interest again.
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great, now do it to all of the other fighters!!!
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post two unfinished pictures = 12 posts in 2 hours
post the nearly complete in game model = 1 post
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Most of us can't actually do anything with the model, even look at it.
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erm... realy?
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Mayby they soo lazy and don't want to run it in FS, open it in Aurora, POFCS, or just hasn't got Modeviewer that can open HLT models:D
Bob: my litle adwice:) try to work with gun turrets, they are worst part of model
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turrets? you meant the gun mounts? what's wrong with them exactly?
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The fact that they are just cylinders most likely. Don't know how much you can do to fix that without texture changes though.
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The end of the guns looks rough; there's less pixels than polys (or at least it looks that way) on the black 'hole' bit. All you really need to do with that is recess it a bit, though; make it an actual hole.
NB: polycount?
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Originally posted by Bobboau
http://freespace.volitionwatch.com/blackwater/HTL_herc.zip
ok, LOD0 is about 90% done, there are still a few details on the texture I'm not completely satisfied with, but I figured I'd post it so people can have it now, before I lose interest again.
Where do i have to extract files ??
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turrets? you meant the gun mounts? what's wrong with them exactly?
ehh my mistake i was thinking about gun mounts:sigh:
There are quite big soo they need details same like texsture had. Make on insiede them hole to:nod:
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Bob strikes again.
very nice.
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It's a gorgeous model. What happened to the cockpit in the released file? It has no pilot/instruments.
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Dude. Highlighted. :)
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Holy F****** ****. This is so awesome. Those screens are total Ub3rn3ss!! Wow, I cant wait to play with those. Finally, we can play exactly how it was in the FS1 custence.
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:eek2:
We. Need. This. In. TBP.
Bobboau, you need to tell us how you did it. :)
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It's not hard; model the hull and use a TGA with alpha transparency. Model the cockpit as a seperate subobject, and also the inner cockpit glass (again with alpha transparency; can just flip the original canopy faces for this).
Bingo. Piece_of_piss, really.
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actualy the way I did it the glass has a seperate texture and is in the same subobject as the hull, the cockpit is in a seperate subobject, if you look at the file you should be able to figure it out it's prety simple realy.
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I used to get conversion errors with the 'joined' glass because of identical face centres or similar; I just found it seemed to be more co-operative with a subobject (also, does that not help control the rendering order.... must check....)
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:eek2:
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Originally posted by Admiral Nelson
It's a gorgeous model. What happened to the cockpit in the released file? It has no pilot/instruments.
eh, they should be in there, you do have the textures extracted for the cockpit (something like tercoc1 or something like that)?
is anyone else haveing problems?
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subobjects are rendered before the main hull (main hull being the last thing to render) so if you can give the glass a seperate texture, and have that texture be the last texture in the texture list that is on that subobject the the glass will be he last thing that is rendered on that subobject.
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Way to go Bob, its looks so good, it makes me cry:( . That even makes it where you can put Command decks on Cap ships.
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Yeah, when I downloaded it, the cockpit was missing too. And there's no tercoc1 texture included with the zip either.
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hmm, your right, I forgot to include the cockpit textures, well I'm reuploading the origonal zip with this corection, and for those of you who don't want to redownload the whole thing here are the missing files
http://freespace.volitionwatch.com/blackwater/Tercoc01.zip
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Ediited as Bob beat me to it....
Thanks for a great model! :)
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:eek2: More pics!! :eek:
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Originally posted by Bobboau
actualy the way I did it the glass has a seperate texture and is in the same subobject as the hull, the cockpit is in a seperate subobject, if you look at the file you should be able to figure it out it's prety simple realy.
I think you're right, cept I can't get that setup to convert so far.
Balls.
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Just for your eyes :
(http://img82.exs.cx/img82/9757/fs2_Cockpit_01.jpg)
(http://img82.exs.cx/img82/9951/fs2_Cockpit_04.jpg)
(http://img82.exs.cx/img82/7329/fs2_Cockpit_12.jpg)
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Bob, is your cockpit actually double sided? Because that's the problem I've been having here.
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Nice screens MetalDestroyer...those go into my FS_open propaganda folder
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Got it working on my fs2, looks sooo pretty, been playing sync campaign with it, lots of hercs in that campaign :D
Cockpit looks sooo coooool, hehe
Was using 3.6.5 beta and 3.6.5 z_pack . at 1240*1024 32bit res
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Bob.... dude.... this is awesome. _This_ is why high poly models were implemented. :D
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is it just me, or is alpha-env not working?
Edit: that sounded unclear
is it just me, or does the shinemap not have an alpha channel?
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Err... it shouldn't. You want the glass to be see through, not the reflections. They should be opaque.
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I didn't make that texture for alpha_env
hmm those mechanical bits realy don't look very good without specular, i guess I'l have to try to actualy texture them a little, and I guess the guns do look a little blurry, I guess that's what I get for cutting corners and copy/pasteing from the origonal texture in a few places
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Mmm, delicious. Excellent as always, Bob.
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I love/hate you, Bobb. I love/hate you so ****ing much...
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I'm updateing the zip, those of you who have bandwidth to spare redownload, the rest of you don't bother cause it's mostly minor improvements. (corrected some UV bugs in some nooks and cranies, general improvements to the texture)
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Whoa! :eek2:
:yes:
Great cockpit.
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Hey cool, seems all my efforts didn't vanish in a big haze of "darn, can't be harsed to finish that" :p
From one of the pics above, I see orb radars have been added?
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Yup.
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Oh, and what is that about animated pilots?
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And add a beautiful cockpit like the babylon 5 mods do :D
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Originally posted by Bobboau
I'm updateing the zip, those of you who have bandwidth to spare redownload, the rest of you don't bother cause it's mostly minor improvements. (corrected some UV bugs in some nooks and cranies, general improvements to the texture)
Hand me the texture when you're done with the UV map fixing (in other words: When the map is final UV-wise). I'll lend you a hand with the texturing. ;)
I can work out a nice env supporting shinemap too.
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Originally posted by Nico
Oh, and what is that about animated pilots?
Bobs adding in code to allow partial triggered rotation; i.e. press a button and a subobject rotates 45 degrees, etc. So you could set up a pilts head to look to the side, for example.
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Originally posted by Nico
From one of the pics above, I see orb radars have been added?
yea, i need an orb model as my procedural effect doesn't look to good.
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gorgeous, bob!!
As I can see you use your stencil shadow thingy - are there plans to let that live up to the latest enhancements? SCP seems very reluctant to incorp that into the latest build due to "bugginess" (??? ;o) ), well the cell shading never worked for me but THAT's in - i want those shadows, pleaase...
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Yes, due to bugginess. If we put all those features into FSO, you'd be pounding down our doors yelling about how nothing worked. :rolleyes:
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Methinks the cockpit should be double-sided.
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the shadow build was implemented in such a way that even if I was tempted to simply merge it in I wouldn't be able to, I specificly coded that as a test and did lots of sloppy things so I knew I would have to go back and reimplement it.
the UV is prety much done, the texture is almost toaly new (I have the origonal texture in as a layer but it's barely sivable, it's there mostly to make sure I get to colors corect)
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erm, Bob? my model viewer won't read the textures. and would you make a Command Bridge for cruisers, destroyers, etc.
[EDIT] Nevermind, i had to convert the tga's to pcx's
[EDIT 2] Crap, now none of the textures work.
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Originally posted by Bobboau
even if I was tempted to simply merge it in I wouldn't be able to
*qpX hangs his head,sniffs, sneaks out the thread and enters Lighty's shine thread*
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can someone help me with the cockpit? it won't work anymore.
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Drop the .pof file into models directory, and the others into maps directory.
Then, play Fs 2 :D
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duh, don't ya think i tried that already? FS2 doesn't read TGA files. tried converting 'em myself but nothing happened. still got the originals.
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:blah:...
...Get FS_Open 1.6 (or whatever they have now)
get the launcher...
under 'graphics' or...something like that...you'll see it...check 'TGA/JPEG maps'
...load FS2 with the UberUber Herc...
...Should work...
if not...***** at the Source Code peeps
Bob: niiice work man! :thepimp:
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thanks. :D
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...This shouln't have even been an issue. Cobra, do a wee bit more research... honestly.
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OK, look. I was plagued with fast-reading since i was born. i tend to overlook things a lot. And I'm lazy to search. I'm downloading FSO 3.6.5 right now.
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If you're lazy to search you'll soon find that people are too lazy to answer you.
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All right, enough of this. Cobra, get off your butt and take some initiative. Don't keep asking people to do stuff that you can perfectly well manage yourself.