Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: StratComm on March 07, 2005, 02:15:02 am
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EDIT: This post will always contain the most up-to-date pack. They are backwards compatable, but I'll be making minor tweak adjustments to the released models as I discover qwirks in conversion.
Terran Fleet Pack 1a (RAR) (http://www.duke.edu/~cek6/stratcomm_terran_fleetpack_1a.rar)
You all saw this, back in the "Smoothing Errors Suck" thread:
(http://www.duke.edu/~cek6/lab_marine1.jpg)
(http://www.duke.edu/~cek6/lab_marine2.jpg)
(http://www.duke.edu/~cek6/lab_marine3.jpg)
(http://www.duke.edu/~cek6/lab_marine4.jpg)
(http://www.duke.edu/~cek6/mar_final1.jpg)
(http://www.duke.edu/~cek6/mar_final2.jpg)
I've fixed the turrets, so they look correct now. No more shading errors. Just need to get MOI right for her, and she'll be ready to release. roughly 3k polys for LOD0.
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Stupid image limit.
Secondly, one of a pair of similar corvettes (this is the heavy variant though they are almost identical stat-wise), the Bellerophon. Forward guns, vulnerable to flanking, but utterly devestating to anything caught in its forward arcs.
(http://www.duke.edu/~cek6/lab_bell_1.jpg)
(http://www.duke.edu/~cek6/lab_bell_2.jpg)
(http://www.duke.edu/~cek6/lab_bell_3.jpg)
(http://www.duke.edu/~cek6/lab_bell_4.jpg)
(http://www.duke.edu/~cek6/lab_bell_5.jpg)
If anyone knows of any good non-:v: tiling textures that I could use instead of what I've got now, please do tell.
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"Formidable!"
"You MOD like a Vasudan!"
The natives approve. :grin:
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Okay, I'm definitely liking those ships.
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The first is very innovative. It's the disc and good smoothing.
The second one looks like a big-gun support frigate I've dreaming of for a while now. The lights on the hump are a tiny bit iff-y but otherwise it looks awesome in modern SCP - great smoothing.
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Hmm...like the first, but not the corvette. It looks more Ferrium then Freespace 2.
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Ferrium doesn't look like anything.
Good job with the ships there Strat :yes:
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Cool Ships :yes:
How long did the Bellerophon take to complete from scratch?
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I'd honestly have no way of knowing. I've had the primary LOD around for a while actually, but fear of the pain and futility of turreting it in Truespace - and then putting in correct POF data on a model that will slow Modview to a crawl - kept me from doing anything with it until recently. If memory serves the primary hull went quickly, maybe as little as 45 minutes to model, an hour to texture. Maybe longer, but I honestly can't remember. However, now that I've got a working converter, it took me about 2 hours to LOD it, turret it, and give it all the necessary helpers and final POF tweaks that it needed, with having to do about all of that twice thanks to Max crashing on me about a dozen times. Again, it needs proper mass and MOI, but that's got to come from tinkering first and foremost, which I haven't had time to do yet.
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Wow, Must get those when they are free to download. The corvett looks like one of the destroyers of HW if you ask me.
Awsom designs look forward to using them, Keep it up.
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You really should look into texture baking. Especially on that corvette, it looks like you've got some cool texture ideas, but are limited by both the V texs and the fact that it's all tiled. Baking it up would allow you to add dirt and decals and specific stuff like that in PS afterwards.
Also, how big is that first one? The number of repeats on the lights texture makes it look huge, especially on the inside of the ring.
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I've used baking before (how do you think I made those turrets? I certainly don't have a dozen textures on them :)) But my baking capabilities are permanently broken, unfortunately. The rollout crashes when I try it in Max.
And point taken on the lights on the Sparta. I've been forcing myself to use the same scale for all the light tiles in a scene lately, but the texturing job there predates that restriction. If I ever get that model back to convertable state, I'll fix the lights.
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Nice. I like that second one in particular, it strikes me as quite original, i'm quite taken with the front of it. :)
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Strat, I love the paint stripes on the Bellerophon! It's original and looks great.
Can we have a better shot of the front of the Sparta? The second-to-last image in that series looks a little iffy...
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(http://www.duke.edu/~cek6/marineside.jpg)
The lab isn't letting me save screens with the model manually rotated so a techroom pic will have to do. Sorry for the small size. Also, though I added in 12 dockports along the lower spine, there isn't much of a fundamental change from this:
(http://www.duke.edu/~cek6/Marine_Combined.jpg)
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The Bellerophon looks like a scaled down Raynor.
What class is the first one?
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Do I need to circle the descriptor on the last image? :p
More or less, it's a huge transport. But it can't dock with anything. And it has a small fighterbay. It has a tech description though, which when I release all of this will explain what it is designed to do. For now, compare it to the Hippocrates.
As for the Bellerophon, that's actually not a bad comparison. The lineage of the design can be traced to the Raynor, and all of the ships that I'm working on (the terran ones, anyway) will be part of the same design family. The Sparta (Marine Frigate) also borrows more than incidentally from the Raynor's lines, though it's less apparent.
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Are you gonna get around to converting all those Vasudan designs of yours, or are those reserved for other Mods?
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No they are on tap. One has gone to Inferno, since Woo was able to convert it before I was, but the rest are still up for grabs. Or rather they will be :drevil:
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Good. There's a real shortage good Vasudan capital ship designs out there. Many MOD will bare your works.
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Vasudan conversions will be forthcoming once I build turrets to share among those ships; I currently have base Terran turrets that I'm making the most of for the time being.
Add another one to the pile (though I still have to do LODs and Debris)
GTCv Chimera Medium-Light Corvette
(http://www.duke.edu/~cek6/lab_chim_1.jpg)
(http://www.duke.edu/~cek6/lab_chim_2.jpg)
(http://www.duke.edu/~cek6/lab_chim_3.jpg)
(http://www.duke.edu/~cek6/lab_chim_4.jpg)
Admittedly I like the Bellerophon better - they are supposed to be sister-classes, but one is obviously much heavier than the other (not to mention its lines just came out better). But this is a pure HTL-ization of a previous design that several people have contacted me about recently, so it goes in here too.
Oh, and I can change the color of the stripes in like 5 seconds (or via texture replacement) so blue isn't necessarily a race-wide color. It just looked best to my eyes :)
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StratComm, if there were more people like BR and you nothing would stand before the prowess of your skills!
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This one, I like. It feels more Terran-y. Although I'd rather do away with the stripes altogether.
The dark X-shape at the back is giving me visions of the Shadow Omega for some reason, though that's not necessarily a bad thing.
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Not really a fan of the Chimera, but the other two are great. Nice work! :)
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:jaw:
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They're all awesome. Me wants.
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:jaw:
I want I want I want! Those ships look cool!
Whatever happened to those cool Vasudan ships you made? Was that you? Or was it somebody else... time to search the forums. But, IIRC, you made about two Vasudan cruisers, I think two corvettes, and two destroyers. Maybe I'm thinking about someone else.
EDIT: Yep, it was you. THESE ships: http://www.hard-light.net/forums/index.php/topic,26500.0.html
What happened to them?
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I swear, no one reads anymore.
Originally posted by StratComm
Vasudan conversions will be forthcoming once I build turrets to share among those ships
So I'll get to them when I get to them :) The Vasudan Corvette has gone to Inferno, and there's already a version of one of the destroyers out. Everything else hasn't left my hard drive, nor will it until I'm ready ;).
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Y'know... of those Vasudan designs in the other thread, I must say the only one I like is the Pharoah. And only from the top. The side isn't bad, but from the top, I like it. I'm not a fan of the X front end on the other one. But I'm really hyper critical of Vasudan designs... So take from that what you will.
Of these designs;
I like the body of the second one, verily. I'd have done something different with the 'head' portion, but then, I'm not you. ;) It's a fairly nice ship. Looks like Torpedoes in the front.
The first design... I'm not liking much. The nose has a distinct lack of shape, and the disc section... well, I don't like discs.
The last ship you posted... is not bad, but I'm not crazy about it either.I think it's just the general cylindrical shape of it. It seems like it needs something more.
Just my $0.02, though. :) You're doing good at making your own style. :yes:
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so when are these modifications coming out exactly, just so i can keep my eyes open when i need to
Michael
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I'll pack them up and release them all together, or at least that's what I had in mind. Actually, if I can finish the other Terran ships I have around, and there are only something like two, I'd like to get what I can released before I leave for spring break.
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I know, I know, it looks like the Taiidan destroyer. It's a homage, if you will.
GTC Hyperion:
(http://www.duke.edu/~cek6/lab_hyper_1.jpg)
(http://www.duke.edu/~cek6/lab_hyper_2.jpg)
(http://www.duke.edu/~cek6/lab_hyper_3.jpg)
(http://www.duke.edu/~cek6/screen_hyper_1.jpg)
(http://www.duke.edu/~cek6/screen_hyper_2.jpg)
(http://www.duke.edu/~cek6/screen_hyper_3.jpg)
And because it looks cool, ENGINES!!!
(http://www.duke.edu/~cek6/screen_bel_engines.jpg)
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Well, since I LIKE the Taiidani Destroyer...
I don't like your turrets much, though, I must admit.
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All i have to say about them is, as long as they fire properly, it's good enough for me.
Michael :D
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Apparently the game has some trouble distinguishing between submodels named "gunturret-1" and "gunturret-10". Takes a while to rename every submodel reference in a pof file, and the tables to match :doubt:
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I'm off for spring break, so here's what I've got for the time being. I'll be around, but unable to work on anything. Have fun!
EDIT: Link removed, see first post for up-to-date pack
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Wow, great stuff StratComm. :D
The GTC Hyperion looks like its got a bit of the Cataclysm Mothership in it too.
Hehe, thanks for this. :)
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Thanks for the big pack ! :D
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I should add a note to this; the tables work with FS2, but utterly fail with FRED. The reason is the animation code tidbits on the multipart turrets; it makes the ships look much more aggressive by default but FRED doesn't recognize the flags. To fix it, open the .tbm file and comment out or remove any lines after a "$Default PBank" in a turret declaration.
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Originally posted by StratComm
I should add a note to this; the tables work with FS2, but utterly fail with FRED. The reason is the animation code tidbits on the multipart turrets; it makes the ships look much more aggressive by default but FRED doesn't recognize the flags. To fix it, open the .tbm file and comment out or remove any lines after a "$Default PBank" in a turret declaration.
Is that why my game crashes when i try to start FS2? Comes up with an error parsing the ships.tbl and it is only present when i added the text into my file.:p
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If your build is old enough, then yes. These can be used without problems in the animation-enabled builds, but need some editing with anything that doesn't support it.
And the idea behind the .tbm files is that you don't have to add it to your tbl files. Just stick the tbm in data/tables and it will add the ships at the end. If it still doesn't work, open the tbm file with notepad and delete any lines following a turret declaration besides $default pbank.
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thanks.......(sigh).......(starts combing throught the .tbl)....
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I like them alot. The textures remind me of Babylon 5 EA ships, especially the Hyperion. Which is also good.
Hope to see them in a campaign soon otherwise I probably wont see them in action.
Good work!
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Originally posted by Rand al'Thor
Hope to see them in a campaign soon otherwise I probably wont see them in action.
You'll see them in action soon enough. :)
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And actually im working on a campaign to implement these ship in with the storyline, which takes place 4 years after the Freespace 2 main campaign, but since im the only one working on this campaign, however, it might take awhile. But, just an FYI.
Oh yeah, almost forgot, that fix above with the turrets helps. It now plays well again.
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When 3.6.6 gets released, you'll want to put that back in. It doesn't make a ton of difference on these ships, but there are a couple of turrets that should be turned around and all of the barrels should be depressed by default. Glad it works though :)
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I'm considering use the Hyperion as a replacement for my table-modded Aeolus, but need to see about its antifighter coverage...
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These are awesome. I'll definitely be using these soon. :yes:
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So when's the next few coming out?:D
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This one's no where near as improved, but thanks to Grimloq I've got the Raynor up to an acceptable level of detail. I didn't go to the same paneling extent that he did on his, as I felt the chunky shape is an asset to this model. The much-malaigned turrets are gone, though, and I've also pieced together a new missile turret.
(http://www.duke.edu/~cek6/raynor_revamp1.jpg)
(http://www.duke.edu/~cek6/raynor_revamp2.jpg)
(http://www.duke.edu/~cek6/raynor_revamp3.jpg)
(http://www.duke.edu/~cek6/raynor_revamp4.jpg)
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That's a cool looking turret. You know what? That would look very good sitting atop of my house.
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an armoured box launcher dosnt make as much sense as a VLS but i'm n ot gonna bash your model for realism issues.
Anyways, what i realy want to say is that that turret could use bob's animation code nicely.
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Originally posted by FireCrack
an armoured box launcher dosnt make as much sense as a VLS but i'm n ot gonna bash your model for realism issues.
Anyways, what i realy want to say is that that turret could use bob's animation code nicely.
I'm using Bob's animation code to initially depress turrets, but what are you thinking of to animate it? Doors?
Also, the reason for gimbaled box launchers is more the game than the design. I'd use fixed tubes in any place that a missile sould logically fire straight ahead (or straight out, anyway) from a tube. But when the turret is supposed to give a wide field of coverage, it looks pretty stupid to have a missile come skimming out of the hull 20 meters away from the launch tube because it turned immediately toward its target rather than arcing out of its tube. Proper missile tracking from turrets would be a nice addition for the SCP to bring us, but the box launchers work in a pinch.
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I liked the original colors more, myself...
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Yeah... It looks very nice (Despite the fact it was slightly based off one I made a while ago :p ) but the blue streak is... >_>
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I didn't like the way it lapped over the band from the engines so I've reworked the textures back there a little. The blue band stays though.
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I think the blue streak is awesome. Makes them more interesting. I'm not really a fan of the usual Terran shades of grey approach.
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Yeah the problem with the blue stripe on the back is that because of the shape of the model back there the initial cut I made for that band was offset from the other part in a really funny way. I took it off and it looked lacking, so instead of trying to line up with the band below I made the band on top run front-to-back. I'd make it cover the other texture, but the color is by definition the same texture as the one it rests on, so to speak, and making another blue texture for two polygons just wasn't worth it. The ultimate idea is that you should be able to change the color splash with texture replacement on any of these ships, at least initially among colors that I'll ultimately provide with the models.
EDIT: I just realized what texture I changed that has people thinking it's so different. It's the bridge. Everything is at least close to the same texture as was on the original, save that one area ant the maps where I swapped out the terran debris texture with a proper one. I've never liked the debris texture on anything, and since it's such a royal pain to work with I just stripped it off the model completely.
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Stratcomm can you send me a turretless raynor in an .rar file in .cob format? I don't have it anymore.
[email protected]
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This one or the original? I should still have all of them somewhere; let me see what I can dig up.
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Heesh! Awesome stuff there Stratt!
I'm going to have to boot up Lightwave again soon or I'm going to have dropped too far behind everyone else :nervous:
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Takes so long to do one of these things properly. GTD Raynor (death to the 56k'ers :D)
(http://www.duke.edu/~cek6/raynor_ingame1.jpg)
(http://www.duke.edu/~cek6/raynor_ingame2.jpg)
(http://www.duke.edu/~cek6/raynor_ingame3.jpg)
(http://www.duke.edu/~cek6/raynor_ingame4.jpg)
(http://www.duke.edu/~cek6/raynor_ingame5.jpg)
(http://www.duke.edu/~cek6/raynor_ingame6.jpg)
(http://www.duke.edu/~cek6/raynor_ingame7.jpg)
(http://www.duke.edu/~cek6/raynor_ingame8.jpg)
The most recent pack, includes everything shown so far, also available on the front page. The blue band currently comes in two other flavors, red and green, if you care to use texture replacement. They won't change the turrets, but the marking stripes can be changed as easily as the nameplate.
Terran Fleet Pack 1a (RAR) (http://www.duke.edu/~cek6/stratcomm_terran_fleetpack_1a.rar)
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*injects the Raynor directly into bloodstream* uouaaouhh
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Wow! :yes:
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Looking good Strat, keep it up!
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Can I use those ships in my campaign(If it will be ever created :) )
or do I have to ask for permisson first??
that same question about ships available at modding section(some of them are pretty old).
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My policy is once I've released something anyone is free to use it/convert it/do whatever to it, so long as I get some mention somewhere in the readme or credits for the campaign or mod that makes use of them. I guess I haven't made that explicitly clear in the readme, so I guess there's something to change :)
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One of the models (bellerephon) had all stats of single turret missing and most of the multipart turrets did not have rotation, though it is a simple fix these high poly tend crash modview very often (once it even rewrote raynor.pof to a size of 1kb) and even PCS seems like its on a brink of a crash.
Just if you wanted to know...
EDIT: I can not get that marine transports radar to rotate, results with older PCS and modview are crashes and occasionally currupted pof file, and PCS 1.3.42 saves the file ok but has no effect.
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The radar rotation just isn't set; PCS does the job but you have to click in another field for the change to take effect. These models do in fact crash modelview, but PCS runs them fine if you turn off the render window. I'll take a look at the Bellerophon and see if I can spot the problem you describe; I haven't had much trouble with it thus far.
Multipart turrets DO NOT, I REPEAT, DO NOT NEED ROTATION. People have told me about this countless times, but the things still work fine. I can't set it on export, and it works without it, so I just don't set it.
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There were two of those turrets, named turret13 and turret24 (missed the other one earlier). These miss only the $special=subsystem and $fov=xxx lines so that ain't a big problem.
That radar crash with modelview seems to be a part of the modelviews own 'feature' of crashing when rotating subobjects are placed last just before any debris or details and tried to edit (empirical knowledge).
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Oh, I'll go back and add that. Didn't even realize they were missing. The download will be updated in like 5 minutes.
EDIT: Done. Redownload from original link.
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Blue light sources in Red nebulas always look a bit odd to me ;)
That said, bloody awesome modelling! :D
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There's a blue nebula on one side with a blue sun, and a red nebula on the other with a red sun. Just to have something for the background, you know, and to get shots under different lighting without having to make multiple missions.
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These ships are awesome!
Granted its my first high-poly experience in FS2. I didnt know this was possible with the engine!
Two little problems:
1) I have the version of Freespace open that came with the 3rd release of the Bablyon Project (FS open 3.6.5), but some of the textures/polies dont show up in game, but they do in the editor. This was also the case for the GTFr Clarius (Inferno release 1) when i moved it to FS open.
2) I have to delete all the stuff in the table file for the turret animation.
Any help is much appreciated.
(If you have the nightmare ships, maybe from reciprocity, plz let me know)
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Are you using the -jpgtga command line addition? As for the Clarius, be sure that you're using the Inferno R1 SCP Patch.
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Originally posted by Quintaped
These ships are awesome!
Granted its my first high-poly experience in FS2. I didnt know this was possible with the engine!
Two little problems:
1) I have the version of Freespace open that came with the 3rd release of the Bablyon Project (FS open 3.6.5), but some of the textures/polies dont show up in game, but they do in the editor. This was also the case for the GTFr Clarius (Inferno release 1) when i moved it to FS open.
I'd need to know which textures are invisible for you in order to properly address this problem, but I suspect -jpgtga (or the lack thereof) is the culprit. Theoretically all that should be not showing up is the nameplates, but you should probably have it checked anyway. Try adding it in your command lines and see if that helps any. If not, post them here.
2) I have to delete all the stuff in the table file for the turret animation.
For FRED or FS2? I'm fairly sure that they should work in game for 3.6.5, though there may be a spelling error in the parser in that version that could be breaking it. More likely though, it's FRED that's giving you problems, and it's only an issue with FRED. Get the new build posted by Goober5000 or Phreak in the recent SCP builds forum to allow the turret animation stuff to work. It's not terribly important though, it just sets the turrets to depress by default instead of sticking up like candlesticks.
Any help is much appreciated.
(If you have the nightmare ships, maybe from reciprocity, plz let me know)
I'm glad you're enjoying them. I'm still trying to find enough time and patience to get my Vasudan ships done, so that I can get everything released before I'm back to 56k land for the summer.
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I dont know how to check which textures arent displaying, but the one thing that is consistant is that the name plate ARE showing...
The other model i mentioned that doesnt show textures (GTFr Claruis, Inferno) uses exclusivly .pcx textures.... Anyways, I'll get the updates and see if that works.
If only I had something as fast as a 56K modem over the summer :-(
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Oh I didn't say it actually worked that fast ;)
You know what the ships should look like, and you said you could open them in editors (Modelview?) If you can get them open there, you can select individual textures to view on the ship. Though I was looking for a more general description on what is missing (turret textures, windows, grey hull, stripes, etc) as to narrow down the potential problems. There's a slim chance that a non-8-bit pcx file got in there, but why it hasn't shown up for anyone else is a mystery to me. We are talking about in-game here, right?
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I did a little experiment, and retexured a ship to have use a texure i knew worked in the game (Tcov7a.pcx to be exact) and the textures still didnt show up. So for some odd reason I cant see certain polies. I can see all the textures....
Yes this is in game, but sometimes it doesnt render in the editor either.
(the textures that were missing were just hull plating and stuff, the windows/strips/turrets/engines were all there and were visually stunning :D )
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That's extremely odd, Tcov7a is a stock FS texture and should show up even if you improperly installed the mods. You said you're using a build that came with TBP; do you actually have a proper FS2 install? If not, then you may want to go about getting one, or at least downloading the media VPs (mv_textures in particular) as some of the textures will have to come from there. As will be the case for practically any other mod.
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Yeah, I have the official game. I am pretty sure I have installed the mods right, I have been doing this for three yrs now (though i did take a rather large unreal break) i have the all the vp files that begin with mv_ (about 6 of them). Do i need these to see the ships properly? btw i dled some of the ships on you're homepage, and some of the low-poly ones dont render correctly (same problem as the high poly ones) the GTD Raynor that came with the high-poly ships in this thread is only the detail, 90% of it is invisible.
I'll try to get around to testing it w/ all these things, with school and orchestra i am lucky to have an hour in my room to try this stuff out...
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That's truely bizarre, as the Raynor uses more stock textures than any of the rest (as do the old ones from my website). I still think it's something to do with your original install. A lot of the maps I used for these, particularly most of the ones you're describing as missing, came from the AWACS or the Deimos; do they show up correctly?
EDIT: Wait, you still get lights though? Something strange is going on, because while the Raynor does use stock textures for large swaths of the hull, it also uses stock textures for the lights. And you said those showed up without any problem. Can you get me a screenshot? PM me if you can't upload them somewhere.
EDIT2: Ok, I'm an idiot. Sounds like a defunct ibx more than anything else. Try removing the mods (any changes you made since installing them will nullify what I'm going to suggest) and reinstalling them, this time adding the contents of this zip (http://www.duke.edu/~cek6/ibxtest.zip) to Freespace2/data/cache. I had a problem with the Fenris once where the game crashed during IBX generation and saved out an incomplete cache, leaving certain texture regions missing. There is fundamentally nothing wrong with the textures, and from what you are describing there isn't much reason to the missing sections either. I can't leave the ibx cache up forever, so let me know when you download it.
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Got it.
Does this go in the freespace 2 (original) directory, or the fs2 open directory (they are in very different locations, not even on the same drive)?
Whats ironic, is the ship I retextured (GTFr Clarius, from inferno release 1) renders properly in the original, and renders properly in the fs2 open editor, but only shows the engine glow and turrets, and other random subsystems in-game. It looks the same with original textures as with the retextured job, iow invisible. (it would be a really cool alien effect if it werent for the fact that its a glitch) dunno if this is redundant info.
If i get around to it i'll take some screenies tonight and post them...
btw thanx for the help with this little prob of mine :D
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No problem :)
It all should be in whatever directory FSO is running from, as the poly counts are well in excess of what FS2 will properly render. Though the FSO directory should still contain a copy of all of the vanilla FS2 files. Though if you've got the media vp's installed, that should rule out texture glitches from them not being there as they are all redone in mv_textures. What I meant by the path was FS2(FSO) root/data/cache, and you'll find that only exists in the FSO install. Still, if you're able to retexture and still see no signs of change, then something is wrong besides the texture files. Out of curiousity, what builds and command lines are you using?
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Well now i know what .ibx files are.... fixed everything. Come to think of it, there were several ships in the high-poly original freespace ships that had the same problem, though i remember looking at the ibx files and thinking, "dont know what those are, must not be important..."
I have FS2 open 3.6.5, does this version support multi-ship docking? iow can i have 6 eylsum transports docked to the sparta at a time?
Have to say you ships look even better with all there polies rendering :D Personally i like the hyperion the best, very close second is the sparta.
Anyways, that ship from the inferno campaign still doesnt work, dont worry about fixing, I am just mentioning it to see if i cant post the screenies of it....
EDIT: no web presense means no pics i guess:(
Completely random, but do you have a vp viewer/extracter other than the vp_view 30 32 (or whatever the numbers are) I cant open certain vp files with that one and i am having a devil of a time finding another one.
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Ok, the idea behind ibx files are that they are dynamically generated index buffers that are then cached to reduce load time. Altering a model will cause the ibx to get overwritten, and it sounds like your system has trouble generating them on its own. If you have a ship that doesn't render correctly, try deleting its ibx from the cache folder and reloading the mission; you may have better luck the second time around. Generating them is SLOW, so don't force-quit if loading seems to take forever.
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I'll have to try that. I think that i am finally figuring out the ropes to the new build.
BTW, what program do you use to make models? I've seen Blender, Truespace, even 3dStudio Max. You have any opinion about Maya Personal Learning ed? (I have that one)
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If you can get a model out of it in TrueSpace .cob or 3DS Max's .3ds or .max formats then you can use it.
If I remember correctly though Maya is a real git to export models with (They did that deliberately cause maya is expensive so they wanted to limit you).
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I just noted that some debris from Sparta (atleast the one which had radar on top of it) is fly and shoot through stuff. Also one of the debris chunks phases in and out of existance.
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As far as I know, you can't get models out of Maya PLE. It's so bare-bones that it's all but impossible to actually use.
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Guess I'll get truespace, seems to be popular with most people here. The reason I got Maya PLE was to make ships for Homeworld 2, but they included a plugin so that you could export the models.
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I'v replace the whole GTVA cruisers by these, and it's beautiful, The Raynor is powerfull like the other, but unfortunately, the 3 GTCv don't use their main Beam but only the anti-fighter beam in several mission. :(
In one missin from the Fs 2 Campaign i've got, when we have to rescue the 3rd fleet HQ, there are 2 GTT Argo (Lambda 1 and 2).
After having retrieved personnel, the GTT do nothing. I Think it is because the Raynor have no dock point like the Orion class
Here a video where you'll see one of the GTCv (http://sam.sothi77.free.fr/Fs2_open/Freespace2_new_gen_02.avi) :
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The corvettes' beams are narrow-fov weapons; you would have to change the pof properties to get them to fire on something not directly ahead. The Raynor has three dockpoints, but they are named differently than those on an Orion so the mission would have to be changed to accomodate them.
EDIT: Though I will say, the effect of the two Chimera side-by-side like that is pretty cool. A shame all you really see of them though is you are getting vaporized by their AAAf.
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Follow up to this thread (http://www.hard-light.net/forums/index.php/topic,31737.0.html), the Titan fleet carrier. I changed the hangerbay configuration from shotgun-style to SW-style flight decks. Still a long way from ready, but just to show that I am getting something done:
(http://www.duke.edu/~cek6/hanger_concept_1.jpg)
(http://www.duke.edu/~cek6/hanger_concept_2.jpg)
(http://www.duke.edu/~cek6/hanger_concept_3.jpg)
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Oh my god !! I will replace soon all the Fs 2 ships by yours ^^
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A taste of things to come...
Vasudan Cruiser. It goes public as soon as it gets a name. GVC Naunet perhaps?
(http://www.duke.edu/~cek6/vcruise1.jpg)
(http://www.duke.edu/~cek6/vcruise2.jpg)
(http://www.duke.edu/~cek6/vcruise3.jpg)
(http://www.duke.edu/~cek6/vcruise4.jpg)
(http://www.duke.edu/~cek6/vcruise5.jpg)
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:yes:
Me likes. Where are all these great models coming for? :p
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Oh nothing in particular. Cleaning my hard drive, so to speak. And for anyone to use to spruce up their campaign. I'm freelance these days, so these can go wherever.
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Try http://en.wikipedia.org/wiki/List_of_Pharaohs
Khafra ... Menkaura ... Teti ... Nitiqret (a female!) ... etc...
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Hum, I don't know but i ever saw this Vasudan cruiser elsewhere in a mods. I don't know where, perhaps Inferno?
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A lot of these were designed while we were still doing DatDB, i loved em them, and i love them even more now, have you still got all the vasudan bits and bob's you were working on. I'm sure they would look amazing with a bit of high-polyfying
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very nice.
looks a lot like a cutter vessel or something.....y'know, something that relies on superior speed/maneuvering over anything else.
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Damnit Styxx! I've now got to manually update the normals on 248 glowpoints!
(http://www.duke.edu/~cek6/Styxx!.jpg)
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Awesome !!!
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Would it be possible to get a green-glowing version of those main beam turrets so they can be used with vanilla beams and look right?
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It'd take messing with the texture a little, but it shouldn't be too hard to switch blue for green. I'll try to get it sometime, though these really are designed to use new beams :)
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Whee!
(http://www.duke.edu/~cek6/carrier_finished_1.jpg)
(http://www.duke.edu/~cek6/carrier_finished_2.jpg)
Release forthcoming.
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that's just absolute mint, mate.
personally, i don't feel the terran ships look much like a continuation of GTA lineage (probably closer to EA design), but to be fair, they're probably even better. I loves it.
out of curiosity, are you planning to back these up with a new line of fighter craft? I think that'd make it even better than it already is.....
*ten thumbs up*
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Yeah, make us a full new army with new ship, fighters and so on... :p
When you release this ship, i will replace some Vasudan Ship by this ^^ or, replace the Leviathan with this.
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Eh the Vasudan stuff's coming, once I figure out a multipart turret for them. No line of fighters, unfortunately.
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Pardon my rotten turd... :p
Basically, the two guns (on the left and right) raise up out of indentations in the turrets. The whole thing swivels on a cylindrical base (not visible). The middle part of the "U" curves down to nothingness. (I can't draw depth, sue me)
The three lines on the back are a heat sink. :p
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Damn awesome. High detail, a good combination of curves and functionality - it's not just that we haven't seen new many captial ships lately... :yes:
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Its always nice to see some professional concept art once in awhile :lol: :lol: :lol: :lol: :lol:
j/k
OMG Stratt!!! Do you know what that ship needs?? A brand new and matching texture... :nod:
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It's mini-Raynor and mini-Hyperion...
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Holy mother... that's one fine looking ship.
I love the engines. Great work :D
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Not quite your horseshoe, WMC, but how's this?
(http://www.duke.edu/~cek6/vasturretmulti.jpg)
(So people can get a feeling for what this looks like on a ship,
(http://www.duke.edu/~cek6/sobek1.jpg)
(http://www.duke.edu/~cek6/sobek2.jpg)
(http://www.duke.edu/~cek6/sobek3.jpg)
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Turrets should have custom texs if you can manage it - the maps don't have to be huge, and they're areas that the player is (presumably) going to spend a fair bit of time looking at. but the modelling is good - definitely not terran.
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Oh that's just a placeholder. Why do you think part of it is magic magenta? ;)
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Actually, I like it better than my horseshoe/turd-of-death. :p It looks more like the new Vasudan ships, being all curvy.
It'd look a bit better if it had some sort of base, though. Unless it's just supposed to go up/down
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Yes, bumping an ancient thread. My question was lost unnoticed in the Blue Planet thread, so here it is again.
These ships mostly have nameplate textures (e.g. "cruisenm"). These textures are visible in PCS2, but I do not see them in the texture replace drop down in FRED, nor does adding the texture replace code by means of Notepad produce any visible results in mission. I had intended to supply Blue Planet with nameplates, but cannot unless it can be determined why this might be happening.
Also, the Titan is not included in this fleet pack. Was it released on its own elsewhere?
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Titan ------> http://www.duke.edu/~cek6/titan.zip (http://www.duke.edu/~cek6/titan.zip)
Cannot help you with the rest of your problem. Sorry. :ick: