Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Taristin on January 05, 2005, 01:55:48 pm
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Test this.
Edit: I realized I was missing a file... :nervous:
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let's see it:)
EDIT: arghhhh
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Isn't the glass object a little poly wasteful ?
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possibly, but who cares? It's it's own object, so it can be huge and not have trouble.
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*demands screen shots*
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No.
[This post is in response to Anaz's]
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which fighter is this again? the ares, right?
looks like its time for another slideshow! :D
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Originally posted by Raa
No.
[This post is in response to Anaz's]
quote button == friend :p
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especially with the wierd timewarping-ness...
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Originally posted by Anaz
quote button == friend :p
My post was originally right beneath yours.
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But now, it is not...
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hmm... interesting...
apparently anaz will say that last post in about 3 hours time... i think...
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I took a look at this thing in MODview, and you may want to consider changing the shield mesh a bit. Those extensions on either side are not within the shield mesh, so you may take dammage even at full shields. I've edited the shields in MODview on my copy so they're not exposed. As for how it looks, I think it needs some further map details to take advantage of the recesses. It needs the job that Bob gave his Herc in those pipes & wires in those recesses ahead of the engine nozzles. Similar treatment of your model could improve the effect.
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I took an entierly diferent aproch makeing my models, I started from scratch. and that would be my recomendation on how to do this sort of stuff.
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:ick: No. I didn't like them on the Herc, and I refuse to put them on my beloved Ares. I thought those "pipe...things" cheapened the look of an otherwise nice mesh.
I'll kick around this mesh some more. I never said it was finished. I'll see what I do...
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bob: random idea for your Herc, instead of having the modeled pipe dealies (which I agree with raa, don't look so hot), perhaps have a tga with partially-transparent pipework? I think that might look a good bit better, would save polies, and still give that feel of "depth"
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Actually, that was something I was kicking around. :p I was considerring having Lighty wip me up a real quick layer of transparent and opaque pipes for there. That would rock...
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the textures eat up the details present in the model..
while i'm at it. the ares /does/ need new textures, i might take a crack at it when i finished some other work :)
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I can see through the whole ship in the cockpit area.
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Because you're missing terco or whatever the file is called. If you DLed Bob's Herc, it'll be in there, too. Or the Perseus...
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I've Bob's Herc and there is no error.
http://www.overlords-from-hell.de/ares.jpg
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Well, then that is indeed odd, because it's using the exact same texture.
What does Modelview show you?
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The same, but without pilot.
It says the tercoc01 and intglass texture can't be found, but they are in the maps folder.
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Dunno, then. Looks like a problem on your end.
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Pretty cool :)
Now if only someone would do something with my Herc II model :D
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what file format is your map in raa? Bob might've made his a .pcx, and these peple might be forgetting -jpgtga...
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Umm. My ship only uses the intglass for the cocpit, which is a DDS (DXT5) Aside from the original maps. The cocpit texture , I believe, is PCX already.
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I'll have to test this one :)
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Alas, things don't work. The pilot renders properly, but for some obscure reason the rest of the cockpit is transparent, and only the cockpit glass is rendered (i.e. I can see through the Ares, and the pilot "hovers" in the air.)
This is just the problem we always had with cockpits, 'cept that the pilot itself now renders as it should. There's some pretty bad lighting issues on the cockpit (try smoothing, it's... bumpy?).
I've traced the problem back, it's definately a problem with how the model's set up; If I remove the intglass texture, the cockpit renders as it should, but obviously the glass is missing. If I put the glass texture back in, the cockpit is missing again, except for the pilot. It's the same old problem with models not rendering behind alpha transparent textures :doubt:
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you need to make the entier inside of the cockpit a seperate subobject not just the pilot
and I finaly got started on some new textures (http://freespace.volitionwatch.com/blackwater/bobsarestextures.zip), that isn't any were near being done but it maches the geometry a little better than the stock textures
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and I don't know why you guys focused in on the modeled in mechanical bits (if someone wants to give me a better looking mecahical texture to put in there I'll do it) when I wasn't talking about that I was saying that not a single poly of my HTL herc ever came from the origonal model, it is 100% origonal geometry, I did not simply cut wholes in the origonal V model, if I had what I ended up with would have been far less... eh... good looking.
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You should stick to the geometry, however. While your mesh is really nice (except the little pipes), the textures kind of ruin it.
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I disagree
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are you realy telling me that the top one looks better than the bottom?
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Bloody 'ell, that red light must be bright...........
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it is :nod:
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Is it a spotting light for use in the darkness of space?
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Originally posted by Moonsword
Is it a spotting light for use in the darkness of space?
running lights, watch a jet airliner when it's high in the sky, at night, you can see its running lights.
:nod:
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The bottom one is _way_ better.
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This should be easy enough to fix.
And Bob, that's not a fair comparison. Use Lightspeed's textures when you try to compare against your own, and not stock maps with no shine maps, or the ones from the port shine map. :doubt:
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Try this one, instead.
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Using this model has cause some very odd behavior in game. If I fly an ares and I take a hit, I immediately get turned to a specific angle, then flight control ceases to function.
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nope still don't work, looks like it should though... try mergeing the glass to the main hull (puting them into the same subobject, glueing the two peices of geometry together)
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I'll have to use the attach tool, in max, then, because I'm not doing it in TS...
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Originally posted by phatosealpha
Using this model has cause some very odd behavior in game. If I fly an ares and I take a hit, I immediately get turned to a specific angle, then flight control ceases to function.
I get the same.