Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Vasudan Admiral on September 24, 2005, 01:16:50 am
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Right, as some of you know, I've been working on a pack of four high poly ships for quite a while now. However, various things have come up during this last year of school, the most recent and important of these being our final exams - called the HSC.
So, I've realised that there's no way I'll be able to finish off the Lucifer within the next six weeks of revision and exams, and the pack itself has already been delayed way too long, so I've decided to release the three already done - the optimised Fenris, Triton and Aeolus.
I will finish & release the Lucy after the exams are over with, and then begin work on the next pack - currently slated to include an arcadia, poesidon, probably Grimloq's hecate and possibly an elysium or hatshepsut if nobody's begun one by then. :)
============ Fenris =============
Credits: Mesh by Karma, textures by [V], everything else by me.
(http://webzoom.freewebs.com/twisted-infinities-va/HTL-Fenris/HTLFenris3.jpg)
Old&New Comparison (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Fenris/FenrisCompare.jpg)
Ok, there are three main versions of this as follows:
1) Highest Detail, Original Colouration
=> 6574 polys, 2048x1024 res texture
Download - 3.2 megs (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Fenris/HTL_Fenris_High.zip)
Download - 3.2 megs, Warpcore mirror (http://fs2source.warpcore.org/HTLRelease/HTL_Fenris_High.zip)
This one's my favorite, and since it's meant to be used for both the fenris and levvy models, it's more memory efficient than the two separate versions.
2) Medium Detail, Original Colouration
=> 5044 polys, 1024x512 res texture
Download - 1.4 megs (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Fenris/HTL_Fenris_Low.zip)
Download - 1.4 megs, Warpcore mirror (http://fs2source.warpcore.org/HTLRelease/HTL_Fenris_Low.zip)
This is for those peeps whose machines may have a bit of trouble keeping up. Visually, there's not all that much difference, but the smaller texture set will be the main advantage in terms of performance here. :)
3) Highest Detail, Lightspeed Versions (includes both the fenris and levy)
=> Same as the highest detail version in all respects except how the textures look - Lighty coloured them differently.
Download - 6.6 megs (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Fenris/HTL_FenANDLev_Ls.zip)
Download - 6.6 megs, Warpcore mirror (http://fs2source.warpcore.org/HTLRelease/HTL_FenANDLev_Ls.zip)
I'm not personally a fan of the two variants, and it uses up twice the memory, but I do know a lot of you-lot liked em. :)
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============ Triton =============
Credits: Textures built using occasional pieces from Lightspeeds high res texture packs, turret meshes by Raptor, everything else by me.
(http://webzoom.freewebs.com/twisted-infinities-va/HTL-Triton/Triton1.jpg)
Piccy 2 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Triton/Triton2.jpg)
Old&New Comparison (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Triton/Triton-HTL_WIP4.jpg)
Two versions as follows:
1) Highest Detail
=> 5949 polys, 2048x2048 res texture
Download - 3.9 megs (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Triton/HTL_Triton_High.zip)
Download - 3.9 megs, Warpcore mirror (http://fs2source.warpcore.org/HTLRelease/HTL_Triton_High.zip)
2) Medium Detail
=> 1661 polys, 1024x1024 res texture
Download - 1.2 megs (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Triton/HTL_Triton_Low.zip)
Download - 1.2 megs, Warpcore mirror (http://fs2source.warpcore.org/HTLRelease/HTL_Triton_Low.zip)
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============ Aeolus =============
Credits: Original hull mesh & rotating turret mesh by Raptor, textures built using many pieces from Lightspeeds high res texture packs, big mesh modifications and everything else by me.
(http://webzoom.freewebs.com/twisted-infinities-va/HTL-Aeolus/Aeolus1.jpg)
Piccy 2 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Aeolus/Aeolus2.jpg)
Old&New Comparison (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Aeolus/AeolusComparison4.jpg)
Two versions as follows:
1) Highest Detail
=> 6734 polys, 2048x2048 res texture
Download - 4.5 megs (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Aeolus/HTL_Aeolus_High.zip)
Download - 4.5 megs, Warpcore mirror (http://fs2source.warpcore.org/HTLRelease/HTL_Aeolus_High.zip)[/color]
2) Medium Detail
=> 4016 polys, 1024x1024 res texture
Download - 1.7 megs (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Aeolus/HTL_Aeolus_Low.zip)
Download - 1.7 megs, Warpcore mirror (http://fs2source.warpcore.org/HTLRelease/HTL_Aeolus_Low.zip)
===================================
As usual, let me know of any problems you encounter, and I'll fix em when I have time. :)
Post in game screeniezzz!
Many thanks to Redmanace & Inquisitor for the file mirrors. :)
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Two words.
Holy crap.
I really need to install FS2 on my laptop.
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Looks great. I need to try these out.
Is that the same Fenris that is in the media VPs or something else?
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Thanks. :)
Same fenris model, different version - these ones have merged textures and is thus will run much faster than the old one (I really should have merged them for that first release, but meh - too late now).
They've also got better lods and debris and a number of other bug fixes.
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w00000t
*downloads and adds to custom HTL VP*
I should probably post this as an unofficial update, but I want to get a version of Bobb's Herc with LODs first.
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*sniff
The Aeolus finally shines. :)
Thank you VA
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Ahh, I'm glad I held out on mediaVP release now.
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Originally posted by Singh
*sniff
The Aeolus finally shines. :)
Thank you VA
Don't forget my work!;)
Seriously, great work VA!:yes2::nod::yes:
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Originally posted by WMCoolmon
Ahh, I'm glad I held out on mediaVP release now.
W00t! :D
Oh, um...could I request that for the media VPs, you change the nameplate texture to one called "Nameplate" in the Fenris and Aeolus pofs, and include a pure-green or alpha transparent texture of dimensions 420x61 in the VP's?
They have the names they currently have as demonstrations of how nameplates will look if used, so peeps can use the Fred texture replacement feature to give their ships names on a ship by ship basis if they want. The last thing we need though is for all Aeolus cruisers in future screenies to be called Advocate. ;)
Originally posted by Raptor
Don't forget my work!;)
Indeedy indeedy. Without it there wouldn't even _be_ a HTL Aeolus, and the turrets on the triton (ack! forgot that bit in the credits! :shaking: ) and aeolus wouldn't look as good. :)
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Originally posted by Raptor
Don't forget my work!;)
Seriously, great work VA!:yes2::nod::yes:
Don't worry, haven't.
Thanks to Raptor too!
Three cheers for VA and Raptor! Bosch beer on me! :D
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Originally posted by Singh
Don't worry, haven't.
Thanks to Raptor too!
Three cheers for VA and Raptor! Bosch beer on me! :D
VA can have my share. I don't drink alochol...:D
Oh, and good luck with your exams VA! I remember those....:shaking:... horrible.
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Awesome :yes:
*Dances around in joy*
Someone highlight this.
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Hmmm, those Terran ships look too happy, I must do something to fix that.:drevil:
Very nice work BTW!:nod: :yes:
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I have to agree with Singh. You've made one of my favorite Terran ships finally look as damned sexy as it should. Great work on that Aeolus. :D :yes:
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Awesomeage.
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Originally posted by Col. Fishguts
Someone highlight this.
Seconded.
For those of you who want something simple, I've compiled a new models VP with the latest stuff from the past few weeks. It includes models and textures of the following:
GTSG Mjolnir (Mikhael, Galemp, StratComm)
GTF Ares (Raa)
GTD Orion (Bobboau, Galemp, StratComm)
GTCv Deimos (Bobboau)
GVCv Sobek (Raa)
GTC Fenris (Karma, VasudanAdmiral)
GVC Aten (Galemp)
GTC Aeolus (Raptor, VasudanAdmiral)
GVG Anuket (Raa)
GTFr Triton (VasudanAdmiral, Raptor)
GTSC Faustus (Galemp)
GTF Hercules (Bobboau)
GTF Perseus (Nico)
GTF Erinyes (FireCrack)
GTF Myrmidon (f1gment, JarC, Raa)
Tsunami Bomb (Galemp)
Cyclops Bomb (Galemp)
Harbinger Bomb (Galemp)
Helios Bomb (Galemp)
Subspace models.
With special thanks to Lightspeed for all his hi-res textures that were used.
Download mv_detailmodels.rar from FilePlanet ("http://www.fileplanet.com/dl.aspx?/3dactionplanet/hlp/hosted//fsport/mv_detailmodels.rar") until the SCP hosts it.
Can we have an update on the HTL Lucifer (http://www.sectorgame.com/forums/viewtopic.php?t=1639) and Cain? (http://www.hard-light.net/forums/index.php/topic,27733.0.html) And has anyone tried to tackle the Demon or Hades yet? I remember Stratt, TrashMan and I arguing over the Typhon, but I don't know if anyone's started it.
Once we have those down, it'll be all the FS1 capships. :)
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Save me the hassle of doing it myself :) Might as well grab that :)
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I'm getting a crash in the "mystery of the trinity" with the new models. Few seconds after the elysium warps in. Reproduced 4 times now.
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I'm thinking a dock point error there
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Apparently so.
Damn... is it me or did I forget to remove the nameplates from the models?
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A dock path error more like, which is weird, since i duplicated all that data from the original. :\
I'll take a look into it in a minute - thanks.
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Fenris: Awesome
Triton: Again, awesome
Aeolus: Right click, set as background...:D
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Galemp, there are a few missing from your list:
GVF Serapis (Raa)
GVFr Satis (Raa)
SF Mara (Nico)
Also, I've been experiencing some problems with your Aten. The single part turrets can't be targetted from the sides. Even at point blank range, some of the shots near it are going right through the hull.
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TP: Where can I find these delicious fighters?
And with the Aten's turrets, yeah, it's a problem. Just shoot in the general vicinity, I suppose. Reconverting it isn't a top priority right now.
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Awesome Job!! :yes: :yes:
I've always liked the Aeolus a heck of a lot and your work makes her look amazing.
She was to be the center peice for a tiny campain I've been slowly working on, and this really does her justice!
Cheers!
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Ugh, triton had a similar problem. Anyways, it *should* be fixed now, so re-download whichever versions of the fenris & triton you originally got. :)
(WMC: sorry - if you've already done the nameplate changes for the media vps, you'll need to redo it. :\ )
If you lot spot any more bugs, let me know and I'll try and get them fixed for WMC's media VP release. :)
Galemp: No update on the lucy - still awaiting heirarchy, debris and re-poffing as before.
For those who can't be bothered looking it up, here's what it looks like, and what *should* have been in this pack release. :(
(http://webzoom.freewebs.com/twisted-infinities-va/portfoliosite/Media/ShivanShips/Lucifer/HTL-luciferWIP28.jpg)
(http://webzoom.freewebs.com/twisted-infinities-va/portfoliosite/Media/ShivanShips/Lucifer/HTL-luciferWIP26.jpg)
(http://webzoom.freewebs.com/twisted-infinities-va/portfoliosite/Media/ShivanShips/Lucifer/HTL-luciferWIP27.jpg)
(http://webzoom.freewebs.com/twisted-infinities-va/portfoliosite/Media/ShivanShips/Lucifer/HTL-luciferWIP30.jpg)
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If you were a woman, I'd call you a cocktease.
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Originally posted by Galemp
TP: Where can I find these delicious fighters?
And with the Aten's turrets, yeah, it's a problem. Just shoot in the general vicinity, I suppose. Reconverting it isn't a top priority right now.
You can find the Serapis and Satis HERE (http://mekhu.woodentoyandgift.com/). The Mara on the other hand is a bit of a problem. I'm not sure where to find it, except on my hard drive... so, HERE (http://www3.sympatico.ca/daniel.topps/fighter2s-02.zip) it is. Credit to Nico.
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Originally posted by Ghost
If you were a woman, I'd call you a cocktease.
Yeah, I was just thinking about uttering an orgasmic "OH GOD, YES!" myself.
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Originally posted by Target
I'm getting a crash in the "mystery of the trinity" with the new models. Few seconds after the elysium warps in. Reproduced 4 times now.
Originally posted by Vasudan Admiral
A dock path error more like, which is weird, since i duplicated all that data from the original. :\
I'll take a look into it in a minute - thanks.
Any results yet on this?
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Originally posted by Vasudan Admiral
Ugh, triton had a similar problem. Anyways, it *should* be fixed now, so re-download whichever versions of the fenris & triton you originally got. :)
(WMC: sorry - if you've already done the nameplate changes for the media vps, you'll need to redo it. :\ )
Looks like you just need to redownload and you'll be good to go.
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Oh... Stupid me...
:dizzy: :hammer:
The first one is me. And the dude with the hammer is the rest of you...
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I don't blame you. :) It was in the same post as those upgraded Lucy pics which understandably draw attention.
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lol, sorry bout that. :)
And thanks TP - I apparently missed Nico's Mara, which is awesome. :D
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If you're open to suggestions, the only part of the Lucy that seemed lacking was the arms - the rest of the ship was really well remolded, so the edges seem to come natural to the ship.
The arms though lack that, they still posses that: 'I'm a low poly model and very steep' look somewhat.
Excelent release, btw.
Updating HTL-Status now.
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Hmm, which parts of the arms specifically retain the 'very steep' or low poly look?
They do look better in 3d than those pics would suggest, but they were definitely the most difficult part of the entire ship to re-build, so I 'm open to suggestions on how to improve them.
That said, I may not be able to modify much about them due to their weird angles and joints, but I'll see what I can do if you can tell me which bits are specifically bad. :)
(pics would be veeewy handy ;) [/subtle-suggestion] )
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Less posting, more releasing of LUCY!
LUCCCCCCCCCCCYYYYYY!!!!!!!!!!!!!!
Oh and I just had an orgasm again.
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:ick:
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Good....ermm, Evil old Lucy lives up its name. Now, it may not have as much as raw firepower as Sathy, but Lucifer sure is the one and only Superdestroyer that we learned to love......and fear.
Words cant describe it, it's just plain gorgeous !
Awesome work, Vasudan Admiral
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Originally posted by Galemp
Seconded.
For those of you who want something simple, I've compiled a new models VP with the latest stuff from the past few weeks. It includes models and textures of the following:
GTSG Mjolnir (Mikhael, Galemp, StratComm)
GTF Ares (Raa)
GTD Orion (Bobboau, Galemp, StratComm)
GTCv Deimos (Bobboau)
GVCv Sobek (Raa)
GTC Fenris (Karma, VasudanAdmiral)
GVC Aten (Galemp)
GTC Aeolus (Raptor, VasudanAdmiral)
GVG Anuket (Raa)
GTFr Triton (VasudanAdmiral, Raptor)
GTSC Faustus (Galemp)
GTF Hercules (Bobboau)
GTF Perseus (Nico)
GTF Erinyes (FireCrack)
GTF Myrmidon (f1gment, JarC, Raa)
Tsunami Bomb (Galemp)
Cyclops Bomb (Galemp)
Harbinger Bomb (Galemp)
Helios Bomb (Galemp)
Subspace models.
With special thanks to Lightspeed for all his hi-res textures that were used.
Download mv_detailmodels.rar from FilePlanet ("http://www.fileplanet.com/dl.aspx?/3dactionplanet/hlp/hosted//fsport/mv_detailmodels.rar") until the SCP hosts it.
Can we have an update on the HTL Lucifer (http://www.sectorgame.com/forums/viewtopic.php?t=1639) and Cain? (http://www.hard-light.net/forums/index.php/topic,27733.0.html) And has anyone tried to tackle the Demon or Hades yet? I remember Stratt, TrashMan and I arguing over the Typhon, but I don't know if anyone's started it.
Once we have those down, it'll be all the FS1 capships. :)
You could have added my Hecate to that list...but then again it has 4 more turrets so I guess that's why it isn't there....
I started on the Demon but it's on hold till I finish something else...
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Originally posted by TrashMan
You could have added my Hecate to that list...but then again it has 4 more turrets so I guess that's why it isn't there....
Would it break plug-and-play Volition model replacement?
And no offense, Trashman, but I'm waiting for THIS. (http://www.hard-light.net/forums/index.php/topic,33757.0.html)
(http://i5.photobucket.com/albums/y188/sb38R2/Hecate5.jpg)
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Originally posted by BlackDove
Less posting, more releasing of LUCY!
Originally posted by me
So, I've realised that there's no way I'll be able to finish off the Lucifer within the next six weeks of revision and exams
:(
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About that hecate, i have barely any time to work on it now, mabye someone else should put forth a proposal to raven to finish it's UV's and texture.
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wait wait wait, YOU have a copy?! :eek2: Can I have it?!
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Yes, we would need a ship with the same number of turrets in the same position. that doesn't mean I don't think Raven's hectate, as it stands, isn't a damn piece of work.
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Yes, i have a copy, wanna finish the UV's ?
(and i must say, the screens dont do the intracicy of the thing justice)
And while i have always been one for canonicity, i beleive that the awesomeness factor of the quad turrets far outdoes any anti-cannoness
And the orion still needs it's turret types updated (ick@ beam comming from tripple turret)
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GIVE IT TO HIM!
GIVE IT TO HIM!
GIVE IT TO HIM!
GIVE IT TO HIM!
GIVE IT TO HIM!
GIVE IT TO HIM!
*dresses in a cheerleader outfit complete with pom-pom's*
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All is set straight... now let's avoid hijacking this thread eh?
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Originally posted by BlackDove
*dresses in a cheerleader outfit complete with pom-pom's*
Only confirms my suspicions
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Originally posted by FireCrack
All is set straight... now let's avoid hijacking this thread eh?
Unless anyone finds more bugs, there's not a whole heap of additional use for it anyway, so hijack away. :)
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Fine then.. the topic of this thread is now:
BlackDove in a cheerleader outfit, complete with pom-poms.
Please change the title accordingly.
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Man-Faye agrees.
EDITED
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I regret nothing.
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You are sure?
EDITED
Meh anyway, enough of this.
Too good of a thread to get locked :p
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...that wasn't quite the off-topic subject I had in mind :shaking:
Uh, back on topic! Get back on topic I say! And someone please kill those incredibly disturbing pics. :ick:
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Okay okay I'll edit.
So back on topic.
[size=99]WHERE IS MY BEAUTIFUL HECATE?![/size]
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Hmm... it would seem over half of all ships have been htl'ed at this point, the shivans are a bit lacking though, but preety much all GTVA capships are done, or being worked on....
Wheres that colossus karma was making?
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BD: Chill. It's all in pieces, I'll have to reassemble it before I can start to map it. :(
There seems to be multiple versions of some objects with different polycounts. How willing are people to use a 10,000 poly model vs. a 7,000 poly model?
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Phew, thanks. I can put my eyeballs back in place now. :)
BTW, Grim's Hecate is still being worked on just so you know - I know because I was helping with the head a month ago:
(http://webzoom.freewebs.com/twisted-infinities-va/portfoliosite/Media/TerranShips/HecateHead5.jpg)
(Obviously it's still in very early stages - the 'face' there is a bit too flat, not counting the holes in the sides. ;) )
Grim is working on the back end, and we're going for a very industrialized terran apperance - tons of greebles and an overall bulky plated armour sort of thing.
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the diferent polycount versions exist becasue the model was to take advantage of submodel lodding.
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ohhh. love that hecate
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Wuv you.
And well, as far as the polycount goes - isn't the more the better sort of the rule of thumb? Naturally, unecessary polies are bad, but if they're really making a difference, why not have it as high poly as needed? After all, you have the low-poly versions, they're called stock FS2.
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Originally posted by Vasudan Admiral
(http://webzoom.freewebs.com/twisted-infinities-va/portfoliosite/Media/TerranShips/HecateHead5.jpg)
Dad..? :D
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:lol:
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Ahh great, now I won't be able to look at it ever again without truck-man there comming to mind. :(
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Yaknow, i saw the front of that, and knew there was somthing framiliar about it, but couldnt put my finger on it until seeing that pic!
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That's ****ing funny.
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Not a bad Optimus Prime there...teh central body sucks though...those chests are supposed to be truck windows, since when are they so extruded?
anyway...how high a polycount are we looking at for that Hecate?
EDSIT: The Aeolus has 15 turrets insted of 12... turrets 7, 8 & 9 are used twice.. no biggie since the tbl has only 12 turret entries.
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Originally posted by Galemp
Would it break plug-and-play Volition model replacement?
No. The extra 4 turrets would be ignored as they are not in the tbls.
That said it might be a good idea to allso make a medium HTL VP that would contain ships in the medium poly range (<6000-7000)
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Originally posted by TrashMan
EDSIT: The Aeolus has 15 turrets insted of 12... turrets 7, 8 & 9 are used twice.. no biggie since the tbl has only 12 turret entries.
I know - I set up the new pof to _exactly_ match the turret arrangments on the old one - so if anyone has actually added the four entries nessecary to make those last four turrets work, they won't suddenly stop working with the new one. ;)
Originally posted by TrashMan
No. The extra 4 turrets would be ignored as they are not in the tbls.
Only if the extra turrets are numbered to come after all the regular turrets - otherwise it would reshuffle all the weapon arrangments around. Besides that though, why add 4 turrets at all? Unless it's not actually an attempt at a HTL ship, there's no reason to.
Originally posted by TrashMan
That said it might be a good idea to allso make a medium HTL VP that would contain ships in the medium poly range (<6000-7000)
A medium detail VP would be good - that's why I made those lower detail versions of the ships in this thread, - but it really isn't so much an issue of polycount as it is of texture numbers and resolution.
The new high detail version of the fenris here has exactly the same poly count as the old one in the media VPs (the main performance difference is that the five big textures have been merged into one), yet according to taylor, it's already shown an enormous boost in performance over the old one - going from 12FPS upon exploding the old one to 120 with the new one. :)
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Originally posted by Vasudan Admiral
Only if the extra turrets are numbered to come after all the regular turrets - otherwise it would reshuffle all the weapon arrangments around. Besides that though, why add 4 turrets at all? Unless it's not actually an attempt at a HTL ship, there's no reason to.
They are.. the turrets 28, 29, 30 and 31 will be ignored normally.. that said one shouldn't use the TBL file I supplied with the ship, but just point to the other pof (as the turret armament has been changed in my TBL)
And why I added 4 more turrets? Coause there were some really big gaps in its defences - liek hte front 2 beam cannons - one of hte extra turrets I placed infront of them. See?
(http://img118.imageshack.us/img118/9169/hecatev39ok.th.jpg) (http://img118.imageshack.us/my.php?image=hecatev39ok.jpg)
EDIT: Dammit! I should have made a bigger pic! You need a magnyfing glass to see it!
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That would be something if it weren't too similar to the retail hecate; a lot of regions recieved absolutely no detailing. I'm also not really thrilled with the addition of two new textures (neither of which fit the model IMHO, especially the Orion deck lights) and quite frankly that "upgrade" is nothing compared to either of the two other HTL Hecates currently out there in progress. And the others didn't add extra turrets for no good reason (I know they won't fire. But they still show up on the model.)
VA, awesome work with the HTL pack. Especially the Aeolus; it's a winner hands-down.
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I though the object IS to remain similar to the retail Hecate...
Some regions weren't chenged as I didn't feel they needed changing and I tried to keep the polycount relativly resonable.
The models is good enough for me and many others and well.. curretnly it is the only one out there.
and yes - hte Aeolus is definately hte best thing in that pack. I'm not too thrilled with some of the things one to the Leviathan... 8the command tower part right below the radar for instance)
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Originally posted by Vasudan Admiral
Hmm, which parts of the arms specifically retain the 'very steep' or low poly look?
They do look better in 3d than those pics would suggest, but they were definitely the most difficult part of the entire ship to re-build, so I 'm open to suggestions on how to improve them.
That said, I may not be able to modify much about them due to their weird angles and joints, but I'll see what I can do if you can tell me which bits are specifically bad. :)
(pics would be veeewy handy ;) [/subtle-suggestion] ) [/B]
I think you could retin the hard-edges (they are very characteristic IMHO) on the arms.
However the hardness should also have a function.
You could overlay them with big pieces of armor plates, somewhat extruded from the base geometry.
That would convey, that the interior is complex, and has an intricacy to it, however the system itself demanded heavy plating (which is sensible given, those are the main arnament of the ship).
The roughness shows how thick and brutal the armor is - NO COMPROMISE.
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Originally posted by TrashMan
I though the object IS to remain similar to the retail Hecate...
Object is really to make the Hecate is it would have looked if Volition had 5000 polys to play around with rather than 500 (etc). You can read into that what you will.
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Well, i have made it look how *I* think it would look with 5000 polys. So what's hte problem?
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Maybe that it doesn't look like it has 1000 polys?
And that it doesn't belong in this thread. It's not high-polified to the degree of the Orion, Deimos, Leviafenris, Aeolus, Triton, Aten, or Sobek. The Hecate that Galemp posted the picture of is. But this is VA's release and criticism thread, so it should be his models that are being talked about, not yours. If you want to talk about your Hecate, start your own thread.
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Or maybe an Admin should split all the Hecate discussion off into its own thread.
*whistles for Goober*
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HEKAAAAAAAAATEEEEEEEEEEEE
KAAAAAHNNNNNNNNNNN!!!!!!!!!!!!!!!!!!!!
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How has this not been highlighted yet? I would do it myself if I had access to a halfway decent image editor ATM.
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I'd do it but I have no fracking idea how on this old HLP system.
If all you need is this, go for it.
(http://i18.photobucket.com/albums/b133/Creuset/arrrrr.jpg)
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Something ****ed up serverside - I got a "You are not Authorized to view this page" at the very, very last screen of the process (i.e. the "Congratulations! You have successfully navigated the treacherous waters of the Highlight system" type screen. So the highlight works, but the image doesn't. Hopefully an admin will be able to fix it at some point.
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Oh well.
Let's get back to objects of obsession then.
HEEEEEEEEEKAAAAAAAAAAAAAAAAAATEEEEEEEEEEEE!!!!!!!!
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lol, thanks you two. :) - much appreciated, and the error will probably work better at drawing attention anyway. ;)
Edit: lol, it overrode all the highlights on the main page :D
Originally posted by TrashMan
Well, i have made it look how *I* think it would look with 5000 polys. So what's hte problem?
Nothing's really *wrong* with it, but to me it looks like the regular hecate with details tacced on, which is not a good way to HTL. :)
It doesn't look 'built' or 'more realistic' so much as it does the old model with more details. What you want to aim for when HTLing is to take the features of the original, and not so much add stuff to them, but improve them and make them look neater/more real/built/alloftheabove.
THEN you can add details like the part on the radar dishes pylon to really finish off the job.
Eg, the textures and design of the Fenris are solid and good, but the model was restricted by polycounts. Karma fixed that by modeling in those dark recesses and the stuff inside them, the structured and windowed sections on the rear, smoothed off the rounded engine parts etc, and it looks brilliant for it - the details really bring the model to life.
If instead, he'd just extruded little boxes here and there, added little trim sections to some edges etc, it would probably look worse than the original, or at the very most like a fenris with boxes and little trim sections on it. ;)
Edit - forgot this bit:
Now granted that a lot of the FS2 ships like the hecate, aeolus and triton etc, are just so poorly built and textured that this sort of approach needs to be modified. In these cases, you will usually have to just pretty much rebuild the model - keep the design and overall features, and then add whatever looks like it would improve the 'character' of the ship, but not unnessecary parts.
Eg, antennae would look really out of place on the aeolus, so neither me nor Raptor put em on. However, the overall middle sides and top of the original looked like they were meant to look heavily armoured - moreso than the rest, so we made em look chunky and relatively unbroken by detail.
Originally posted by Flaser
I think you could retin the hard-edges (they are very characteristic IMHO) on the arms.
However the hardness should also have a function.
You could overlay them with big pieces of armor plates, somewhat extruded from the base geometry.
That would convey, that the interior is complex, and has an intricacy to it, however the system itself demanded heavy plating (which is sensible given, those are the main arnament of the ship).
The roughness shows how thick and brutal the armor is - NO COMPROMISE.
I might be mis-interpreting you, but do you mean bump additional crab-plate-like chunks out of the arm? If not, well, here's some pictures you could draw the modifications onto if you like. :)
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Lucifer/LuciferArms1.jpg)
http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Lucifer/LuciferArms2.jpg
http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Lucifer/LuciferArms3.jpg
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Wow, massive breakage on the main page :p
On the lucifer; how deeply is the "shivan triangle" depressed into the nose now? It looked a bit hard to see in the pics earlier, and I'm worried it might have dissapeared.
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Originally posted by StratComm
Wow, massive breakage on the main page :p
Muah ha ha ha ha ha!
:nervous:
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I used the lucy's very first appearance - where it emerges from subspace in the FS1 intro to guage how deep to set the shivan triangle bit.
It's located here. (http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Lucifer/LuciferMaw.jpg)
Basically, I always thought the 'gaping maw' look of the FS1 cutscene version was much more fearsome than the flat front with three low res dots on it. :)
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Originally posted by Vasudan Admiral
Nothing's really *wrong* with it, but to me it looks like the regular hecate with details tacced on, which is not a good way to HTL. :)
It doesn't look 'built' or 'more realistic' so much as it does the old model with more details. What you want to aim for when HTLing is to take the features of the original, and not so much add stuff to them, but improve them and make them look neater/more real/built/alloftheabove.
THEN you can add details like the part on the radar dishes pylon to really finish off the job.
I actually did build several sections of it from scratch - liek the tail fin nad the engine blocks..
Eg, the textures and design of the Fenris are solid and good, but the model was restricted by polycounts. Karma fixed that by modeling in those dark recesses and the stuff inside them, the structured and windowed sections on the rear, smoothed off the rounded engine parts etc, and it looks brilliant for it - the details really bring the model to life.
If instead, he'd just extruded little boxes here and there, added little trim sections to some edges etc, it would probably look worse than the original, or at the very most like a fenris with boxes and little trim sections on it. ;)
No, no-- don't get me wrong - I LIKE the Fenris/Leviathan (who wouldn't).. the only beef I have is with the upper part of hte command tower..it just looks...wierd
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Woooauww, awesome work here ^^
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I actually did build several sections of it from scratch - liek the tail fin nad the engine blocks..
Yes you did, but you didn't really change much. The engine sections just have the odd plate segment extruded and a couple of recesses in nearly random locations - which is where the whole 'details tacced on' appearance springs from, and the tail fin is less interesting than the original - it has less shape without the ridge down the front of it.
Actually, it strikes me that you appear to have adapted the hecate to suit your modeling style, rather than the other way around. Eg: Things like the extra engines on the wings, the small bits of trim here and there, the many squarish extrusions and slightly too fat barrels - they're all very common in your models I've seen. ;)
While they're individually decently modeled (though they could be a lot better with more variety of shape, less sharp-edges blockyness and more slanted and chamfered blockyness), overall, they just don't suit the hecate's design or shape.
So, my advice is to be more flexible in your modeling style. Sharp edged blocks get boring real quick, so you need to add variety and detail to them to counter that - like blend boxes together etc. An example I can provide is Blackwood Station from TI: here (http://webzoom.freewebs.com/twisted-infinities-va/BlackwoodStation/BWS_WIP19.jpg)
See how if you look really closely, the individual details are fairly simple, but they mesh together and build each other up to create an aesthetically pleasing overall complexity. If you want something to look big, real, or even just plain cool, that's the way to go. :)
No, no-- don't get me wrong - I LIKE the Fenris/Leviathan (who wouldn't).. the only beef I have is with the upper part of hte command tower..it just looks...wierd
I was using the Fenris as an example of how a good HTL modeling job works, not trying to get you to like it or any part of it if you didn't already - that wasn't the point. ;)
Just compare the old and new: here (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Fenris/FenrisCompare.jpg)
and notice how Karma really did 'bring the model to life'. :)
(BTW, the little flat balcony like thing did it's job I reckon. It breaks up what is otherwise little more than a boring stick. ;) )
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Originally posted by Vasudan Admiral
lol, thanks you two. :) - much appreciated, and the error will probably work better at drawing attention anyway. ;)
Edit: lol, it overrode all the highlights on the main page :D
Nothing's really *wrong* with it, but to me it looks like the regular hecate with details tacced on, which is not a good way to HTL. :)
It doesn't look 'built' or 'more realistic' so much as it does the old model with more details. What you want to aim for when HTLing is to take the features of the original, and not so much add stuff to them, but improve them and make them look neater/more real/built/alloftheabove.
THEN you can add details like the part on the radar dishes pylon to really finish off the job.
Eg, the textures and design of the Fenris are solid and good, but the model was restricted by polycounts. Karma fixed that by modeling in those dark recesses and the stuff inside them, the structured and windowed sections on the rear, smoothed off the rounded engine parts etc, and it looks brilliant for it - the details really bring the model to life.
If instead, he'd just extruded little boxes here and there, added little trim sections to some edges etc, it would probably look worse than the original, or at the very most like a fenris with boxes and little trim sections on it. ;)
Edit - forgot this bit:
Now granted that a lot of the FS2 ships like the hecate, aeolus and triton etc, are just so poorly built and textured that this sort of approach needs to be modified. In these cases, you will usually have to just pretty much rebuild the model - keep the design and overall features, and then add whatever looks like it would improve the 'character' of the ship, but not unnessecary parts.
Eg, antennae would look really out of place on the aeolus, so neither me nor Raptor put em on. However, the overall middle sides and top of the original looked like they were meant to look heavily armoured - moreso than the rest, so we made em look chunky and relatively unbroken by detail.
I might be mis-interpreting you, but do you mean bump additional crab-plate-like chunks out of the arm? If not, well, here's some pictures you could draw the modifications onto if you like. :)
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Lucifer/LuciferArms1.jpg)
http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Lucifer/LuciferArms2.jpg
http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Lucifer/LuciferArms3.jpg
You *did* get me right.
However upon closer examination of the pics above I saw that to an extent you already did that.
The only improovement I can see would be tinkering with the edge on the side of the arm - bevel/extrude it so, that we can see an edge.
A fat, massive edge where the armor finally reveals the massive heat-sinks the gun reallies on. (IMHO that's the glowing stuff on the side)
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It would look better if the red glowing parts on the arms were completely in the recessed area, and not on the raised plates too.
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Originally posted by TrashMan
Well, i have made it look how *I* think it would look with 5000 polys. So what's hte problem?
Originally posted by StratComm
That would be something if it weren't too similar to the retail hecate; a lot of regions recieved absolutely no detailing. I'm also not really thrilled with the addition of two new textures (neither of which fit the model IMHO, especially the Orion deck lights) and quite frankly that "upgrade" is nothing compared to either of the two other HTL Hecates currently out there in progress. And the others didn't add extra turrets for no good reason (I know they won't fire. But they still show up on the model.)
I'm beginning to think you two might be married
:p
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Damn! They're on to us!
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Originally posted by Col. Fishguts
It would look better if the red glowing parts on the arms were completely in the recessed area, and not on the raised plates too.
Comes from recessing an area involving a glow on the textures I'm afraid - not much more I can do about it than what I already did. The third pic shows best where the glow area is on the raised plates still. There's not much of it, and so it shouldn't really be noticable in-game though. :)
Originally posted by Flaser
The only improovement I can see would be tinkering with the edge on the side of the arm - bevel/extrude it so, that we can see an edge.
A fat, massive edge where the armor finally reveals the massive heat-sinks the gun reallies on. (IMHO that's the glowing stuff on the side)
Uhh, sorry, but I'm quite lost. :confused:
Can you ms-paint it or something if possible? :\
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non relevant comment
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I think he means that instead of the arm bending like this: \/
He wants you to chamfer the edge, like this: \_/
But not much.
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I can't get over the fact that that aeolus looks like something straight out of Doom 3 (Graphics quality and General looks wise)
The other models are superb!:yes: :)
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Hmm, it seems I'm about to run out of bandwidth on my freewebs account. Can anyone else host the files till at least the 21st of October? I expect them to go offline any day now. :(
Thanks. :)
I think he means that instead of the arm bending like this: \/
He wants you to chamfer the edge, like this: \_/
But not much.
It's already beveled not much on the tops (and sides to some extent) of the arms though. :\
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I'll talk to inquisitor about mirroring them off of warpcore
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That'd be cool. Thanks either way. :)
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Originally posted by FireCrack
Yes, i have a copy, wanna finish the UV's ?
(and i must say, the screens dont do the intracicy of the thing justice)
And while i have always been one for canonicity, i beleive that the awesomeness factor of the quad turrets far outdoes any anti-cannoness
And the orion still needs it's turret types updated (ick@ beam comming from tripple turret)
WOWOWOWO!!! Wait a sec... just because I released it for you to work on it, doesn't mean you can pass it on to someone else... I may not post much, but I'm around...
Galemp: IF you really wont to work on its UV mapping for your HTL packs, just send me a PM and we will sort it out...
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Maybe there could be a readfile be included so that the dummies also know were to put the different files. :confused:
Looks awesome
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This is basically a stopgap until the media.vp files are updated (sometime this month most likely). As such it's basically for those who already know how to use it.
That said which particular file are you having trouble with? Galemp's post or the original stuff from VA.
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Where to put Aeolus.HTL and Aeolus.HTL-dds. I will wait for the new release then.
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Al dds, tga, pcx files into /maps and the pof file into /models
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Originally posted by Raven2001
WOWOWOWO!!! Wait a sec... just because I released it for you to work on it, doesn't mean you can pass it on to someone else... I may not post much, but I'm around...
Galemp: IF you really wont to work on its UV mapping for your HTL packs, just send me a PM and we will sort it out...
Oh, sorry about that, for some reason i thaught you absolutley disapered, and made judgemental errors, sorry.:blah:
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Please do let Galemp UV map it though!! It is too great a model to let sit, and Galemp is an outstanding modeller.... :)
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Originally posted by karajorma
This is basically a stopgap until the media.vp files are updated (sometime this month most likely). As such it's basically for those who already know how to use it.
That said which particular file are you having trouble with? Galemp's post or the original stuff from VA.
Yeah, I've already got these in, I think all that's left is to double-check that I have the Galemp Orion in. (I can't seem to find a link to the StratComm redesign? possibly search for that) Also, get the new effects from DaBrain and add those (I haven't seen them yet, I can't view the movie, but everyone who has has been very impressed :p)
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It's not a redesign, just a tweak, and it's in the same thread. It's mostly minor changes to make it match the original more precisely in a few minor areas. I'll get a link.
EDIT: here (http://www.duke.edu/~cek6/bob-ge-strat-orion.zip)
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Mine has nameplates and I want rid of them.
(http://img11.imageshack.us/img11/7525/fs2open36720051003212208539zk.th.jpg) (http://img11.imageshack.us/my.php?image=fs2open36720051003212208539zk.jpg)
(http://img217.imageshack.us/img217/1491/fs2open36720051003212218067cq.th.jpg) (http://img217.imageshack.us/my.php?image=fs2open36720051003212218067cq.jpg)
EDIT: please :D (just realised that sounded sorta rude)
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You can do one of two things to remove the nameplate (they're there to show people that they're there and they work. They'll be gone in the media VP. :p ):
1) Wait for the VPs.
2) Open up the Aeolus and/or Fenris pofs in modview or PCS, go to the textures, and change the name of the nameplate texture to "invisible".
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I must say again, thats a work of art!:D
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Got rid of it thanks:)
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Originally posted by Vasudan Admiral
You can do one of two things to remove the nameplate (they're there to show people that they're there and they work. They'll be gone in the media VP. :p ):
1) Wait for the VPs.
2) Open up the Aeolus and/or Fenris pofs in modview or PCS, go to the textures, and change the name of the nameplate texture to "invisible".
...or
3) Just delete the "GTC_Advocate.pcx" file from your /maps folder
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Originally posted by Admiral Nelson
Please do let Galemp UV map it though!! It is too great a model to let sit, and Galemp is an outstanding modeller.... :)
All is being taken care of, don't worry
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Originally posted by Col. Fishguts
...or
3) Just delete the "GTC_Advocate.pcx" file from your /maps folder
Best solution apart from waiting for the media VP files is to replace that file with a 1x1 pixel true green texture.
Deleting textures just gets you FRED errors :)
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^What Kara said. Fred whinges about that method. :)
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Bah. Getting rid of the Advocate would be a travesty - a travesty I say!
;)
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Originally posted by karajorma
Best solution apart from waiting for the media VP files is to replace that file with a 1x1 pixel true green texture.
Deleting textures just gets you FRED errors :)
Ah yes ... *scratches head*
That's what I get for not opening FRED in ages.
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Or the prefered method, replacing the map with a fully transparent 1x1 dds or tga map. There are (albeit rare) instances where the green transparency rule doesn't apply, and nameplates really should be done with transparency rather than 0,255,0 interpretation anyway.
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The idea of renaming it to "Nameplate" was so peeps could easily recognise and change it to whatever pre-made nameplate they wanted in Fred via the texture replacement, be it a puregreen mapped one, or preferably, an alpha transparent tga/dds version. :)
What happened with the old fenris in the media VP was that the actual nameplate itself "GTC_Orff.pcx" was replaced with a 1x1 map, which isn't helpful, since not only do people have no idea what resolution to make their custom nameplates to prevent stretching, but the nameplate texture for everyone was "GTC_Orff", but blank. :\
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I thought the green transparancy thing only went wrong when someone did something like colour reduction and it ended up not being (0,255,0).
Where else can it go wrong?
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It's rare, but at least in some implimentations that's a transformation handled by the graphics card. I don't think it's even really an issue now, but there are certain setups (hardware setups) where pure green would come out pure green, not transparent.
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Fan-han-han-tastic.
I forgot that Freespace 2 could look this good with just a bit of hard work put in by the good folks here at HLP.
Fantastic. :yes:
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The green->transparent thing only works for ANI, PCX & 16-bit TGA files. It's totally ignored for 32-bit TGA, DDS and JPG images. 32-bit TGA and DDS have true alpha support so that's what you have to use there. JPG doesn't have alpha support but it probably won't ever give you pure green anyway due to compression artifacts so it saves load time by never doing the green conversion. Also the green to transparency conversion is done in software during load of the image (when converted from 8-bit to 16-bit) so there is nothing hardware or system dependent about it. As long as pixel(s) is pure green (0, 255, 0) and 8-bit PCX it will always be made transparent.
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Well that clarifies a misconception I've held then. I could have sworn that there were instances where some people got pure green transparency and others didn't on the same maps, but maybe that's from a different game.
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Not knocking the beautiful work on the Aoelus but is it just me but is a section of the texture seemingly of lower resolution to the rest of the textures? I just find it's a harsh contrast to the ultra sharp textures for the rest of the ship :(
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If you mean how 'even' the resolution distribution over the models surface area is (uneven would cause a low-res look on some parts) then it shouldn't really be a problem - everywhere gets approximately even res with a few small exceptions. :)
If you're refering to the texture itself (probably the blueish armour platings on the sides right?) then you're right, but there's not much I can do to change that annoyingly enough. :(
The tiled sections like that one were made with Lighty's upgraded versions of those original maps, and while they're bigger, sharper and better than the originals, they still were'nt quite high-res enough to match the area they have in the actual texture.
To improve upon that I'd have to redraw each hull plate on every part where it's used, and the difference probably wouldn't be worth it.
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D/Led the Triton, and it's telling me that one of the subsystems (Turret 1, I believe) is missing from the model, causing it to crash.
Nm, it's not your fault, VA. It's the SCP build. D'oh!
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Originally posted by Jetmech Jr.
D/Led the Triton, and it's telling me that one of the subsystems (Turret 1, I believe) is missing from the model, causing it to crash.
Nm, it's not your fault, VA. It's the SCP build. D'oh!
Yeah, the turret names are a bit messed up. The base objects should have "-base" removed from their names.
I'll check the other two while I'm at it.
EDIT: The other two are fine. The catch is that some SCP builds are sensitive to the mess after a dash for subsystem names, while others are not. Of course, the build your using probably didn't throw the error but the Triton probably has no working turrets. It should be fixed, regardless.
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Since this thread has already been bumped, I'll just announce that anyone interested in the high-poly Hecate mapping should drop by the FS Upgrade forum. :nod:
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Errr, that is a really weird bug. :\ Might it have something to do with the code that checks for "-destroyed"?
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Yeah, probably. The old version of Styxx's plugin were notorious for oddities if turrets weren't renamed. But as it stands, the tables and the POF don't agree on the turret name so the game doesn't make the turret active. I've PM'd WMC, so hopefully the version in the 3.6.7 media VPs will have this minor detail fixed.
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Just tested, and both turrets work fine in-game, even though the tables aren't looking for the correct names - which is probably why it escaped my bug-hunting. :\
Perhaps most builds ignore anything after a dash unless it's "-destroyed", but the occasional build won't?
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Maybe, what build are you using? I get the feeling it's dependent on something else (though I have no idea what)
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Ack, it worked perfectly under "fs2_open_366spec.exe", which is where I'd done all my testing. Only just now got around to testing it in the latest CVS build, and it didn't work. No crash, but the turrets were inactive.
Don'cha just hate it when things like this manage to slip by? :(
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does anyone have fighter06-02b.pcx?
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It's in mv_models.
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Nevermind, GalEmp helped me out. Turned out the copy I had was a 24bit pcx file. I just converted to TGA.
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The one in MV_models is 24-bit, isn't it :doubt:
Is it on the Herc model in Galemp's detailmodel pack?
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the detail pack is 24-bit. But fixed it is. I just made it a targa to keep to quality in the 24bit pcx.
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I wouldn't have bothered, as it's a LOD1 map. But ok :)
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'ey, where's the detailmodels.vp? i can't find it. :wtf:
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Its pretty much redundant IMO. Just download the models vp.
But here you go http://www.fileplanet.com/dl.aspx?/3dactionplanet/hlp/hosted//fsport/mv_detailmodels.rar
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Um, I'm having a problem. I noticed my models in FSPort for the Levy/Fenris wasn't as good as in the mediavps. So I downloaded this, and my Fenris looks fine, but my Leviathan looks old school.
Here's the Fenris...
(http://i66.photobucket.com/albums/h277/tractrpl/screen0000-1.jpg)
...and here's the Leviathan.
(http://i66.photobucket.com/albums/h277/tractrpl/screen0001.jpg)
I don't know if you can tell in these low res pictures, but the Fenris has the spiffy new models, but the Leviathan doesn't. Now in regular FS2 with the mediavps the leviathan looks HTL. How do I get it to look all nice in spiffy in FSPort?
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This should probably go in the port forum, but it looks to me like the port doesn't use HTL models. Assuming it will actually work with the port (no reason to think otherwise, but it's possible I suppose), use the latest Media VP Levvy model, or download it in this pack here. (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DFenris/HTL%5FFenANDLev%5FLs%5FFinal.zip)
To keep compatability with the port though, you'll need to rename the Levvy model from 'cruiser01x.pof' to 'cruiser01b.pof'.
Hope that helps. :)
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Nope. Still the same effect.
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Where did you put the files? Not being familier with the mod directory system, I'm not really sure if the files should go in he ports mod folder or the main FS data folder. I would have thought that putting the files in the main data folder would override anywhere else, so is that what you did?
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FSport is still calling in the ships.tbl to use the original cruiser model. You have to make a *-shp.tbm to tell it to use the HTL model just like the VP's tell FS2 to use the HTL.
That is, assuming you're running FSPort without also running the mediavp's. If you are telling the launcher to load both the FSPort AND the mediavp's and it's still doing it, then I have no idea what's going on.
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The HTL model is perfectly compatible with the original model though, so that won't be the problem if the HTL model is in the models folder, because it will override the one in the VP.
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Any files you install to override the ports data (Whether you follow Zacam's or VA's advice) should go in the FS1Port's Data folder (Well actually in the correct subfolder really. Models for VA's suggestion, Tables for Zacam's).
You might have been able to get away with putting a TBM in Freespace2\Data or Freespace2\Mediavps\Data but it's not the best solution. Any models going in Freespace2\Data or Freespace2\Mediavps\Data would be overridden by the port so it will achieve very little to do that.
Zacam's solution is the better one of the two BTW as any changes to the Leviathan maps would automatically propogate to FS1Port. It is however the harder one to impliment if you don't know how to table.
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Oh I see, so you set the table to point to the levvy model used by the media VP. I thought he was refering to the fenris model - my bad.
Yeah that'd work just as well, but if he's already got the levvy model and maps in the port's data folder, then all else he need do is rename the pof file to get it working.
Cos unless someone else is doing them, there won't be any more Fenris/Levvy map updates anyway ;) (well.....with the possible exception of bumpmaps.)
It's an easy fix either way though. :)
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For FSPort, there is one "replacement" for the Leviathan labled Cruiser01b. the Fenris calls to cruiser01 (default. The levy and fenris in FS1 both called to the same if I recall correctly). You need to change either the name of the mediavp cruiser01x.pof to cruiser01b.pof and copy that renamed file into FSPort\Data\Models (and then copy it's relevant textures and maps to the appropriate locations), or change the FSPort ships.tbl (or create a levy-shp.tbm) that tells it to load cruiser01x.pof instead of cruiser01b.pof. The levy model in Port just distinguishes a different look for comparision and it's not actually an HTL model in the same fashion as the ones in the VP's are. If you're using the media VP's there can be an issue of pre-dominance. Some setups will see the VP levy in place, others will see the Ports levy.
Personally, I think the VP's levy should be labled cruiser01b instead of cruiser01x, but that's just my opinion.
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For FSPort, there is one "replacement" for the Leviathan labled Cruiser01b. the Fenris calls to cruiser01 (default. The levy and fenris in FS1 both called to the same if I recall correctly). You need to change either the name of the mediavp cruiser01x.pof to cruiser01b.pof and copy that renamed file into FSPort\Data\Models (and then copy it's relevant textures and maps to the appropriate locations).
Yes! That worked! That should be put in the readme for the HTL Fenris/Leviathan, or we just put it in the next release for the fsport so people won't have to do any work, they just install the fsport and viola! Awesome looking Fenris and Leviathian. I also noticed that if I put all the adveffects into the fsport folder, I get the cool warpout effects and newer models and textures as compared to the standard fsport vps, but installing the model and texture vps doesn't do anything.
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That's because the mediavp's models and textures are mainly geared towards the FS2 ships, not FS1, which is what the Port is for.
Well, unless you're me, but that'd just be mean.
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I don't understand what's happening with your FSPort installation.
If you make Port use MediaVPS (through secondarylist in MOD.INI) you will get all MediaVPS additions. And as MediaVPs has a tabular TBM file which sets Levy as Cruiser01x.pof you will use the model within mv_model despite Port's ships.tbl (which sets cruiser01b.pof). IIRC, tbm files have always greater priority than tbl even if they are in a lower priority vp.
(You only get Port models when there is a POF file which overwrite MediaVPs ones, as Lucifer as example).
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ARSPR: You are correct in that such is what _should_ be happening. However, that is not always the case. XP likes having this strange behavior about how it sorts files with "-" and "_" in their name and that directly relates to how it loads them in memory order. In 7 clean reinstalls of FS SCP + MediaVPs + FSPort I've gotten 3 different results. *shrugs*
That and it was never ascertained wether or not Freespace Freak is playing FSPort in conjunction with using the MediaVP's (inspite of obviously having them present), so I geared my reply to cover all the bases (well, the ones not covered by VA, naturally).....or maybe I just geared my reply for the purposes of pontification, which shall now abruptly cease.
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Er, not to sound like a total ignoramus, but, I have no idea wtf a -*shp.tbm is or what it does or how to make it or how to find it or anything. :nervous: I just threw all of the mediavps into the fsport folder, advaffect, models, textures, etc. The only one that seemed to have any affect at all was the advaffects.vp, at least at this point. I'll see what happens when I install the 3.6.8 Media vps now that I got 3.6.9 working now. I hope it doesn't crash. :doubt:
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You're supposed to put the media vps into a folder called "mediavps" in the main FS2 folder
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You're supposed to put the media vps into a folder called "mediavps" in the main FS2 folder
Did that a long time ago, and I put all the fsport vps in a seperat fsport folder. That's not what I was asking about, though. I asking about the -*shp.tbm.
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Er, not to sound like a total ignoramus, but, I have no idea wtf a -*shp.tbm is or what it does or how to make it or how to find it or anything. :nervous: I just threw all of the mediavps into the fsport folder, advaffect, models, textures, etc. The only one that seemed to have any affect at all was the advaffects.vp, at least at this point. I'll see what happens when I install the 3.6.8 Media vps now that I got 3.6.9 working now. I hope it doesn't crash. :doubt:
Please read Karajorma's FAQ and Wiki help on tabular tables (in Modding section) and -mod flag help.
A few hints:
- .tbm files are modular tables which are used to partially change or update standard tbl tables. WhatEverName-shp.tbm changes ships.tbl, WhatEverName-wep.tbm changes weapons.tbl and so on.
- You don't have to install all media vps in every other Mod folder (such as FSPort). It would be a good idea to make a cleaner setup. Put media vps in their own folder, (which people usually call mediavps but IT IS NOT COMPULSORY), and then use MOD.INI files inside each mod folder to point and use media vps (through SecondaryList command).
- Game data is loaded in the directory precedence set by -mod flag. Inside each folder the vps are loaded in alphabetical order. If you have several different versions of the same file in different places or vps, the game uses just the very first one, the rest is ignored. Nevertheless all tbm files are usually loaded and then they change the associated tbl file because they usually have different names, so no one is overriden.
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Oh! I found what I was looking for. Doh! :headz: I read the instructions on his FAQ, but I missed that part. So I got to download that mod.ini from his FAQ, make it look like this:
[multimod]
secondrylist = ,fsport,mediavps;
I downloaded the fsport from here (http://fsport.hard-light.net/website/) and I didn't see any mod.ini files in those downloads, so I guess I got to do it the hardcore way.
And I guess that's it? I'll try that, and I'll remove all the mediavp files from the fsport folder and even remove the models and textures for the Fenriliathan and see if it can do it just with the mod.ini. I'm slowly working on not being a newb. :rolleyes:
I'll need to figure out how to do those .tbm things next because it seems to be affecting a mod I'm trying to create.
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If you're putting that mod.ini in the FSPort folder it only needs to point to the mediavps folder.
If you think about it logically the game must have found the FSPort folder already in order to read the mod.ini in the first place after all :D
A mod.ini like that would be used by a mod that used BOTH FS1port and the mediavps
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Well, I did the .ini thing and it works, but I still don't know what the .tbm thing is about.
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Well, since the ini thing worked, the .tbm thing is irrelevant.
The TBM thing would only be a case scenario for use if you were not using the mediavp files in conjunction with FSPort AND you didn't want to rename the fenlevy file for the leviathan.
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Oh! I found what I was looking for. Doh! :headz: I read the instructions on his FAQ, but I missed that part. So I got to download that mod.ini from his FAQ, make it look like this: [multimod]
secondrylist = ,fsport,mediavps;
I downloaded the fsport from here (http://fsport.hard-light.net/website/) and I didn't see any mod.ini files in those downloads, so I guess I got to do it the hardcore way.
And I guess that's it? I'll try that, and I'll remove all the mediavp files from the fsport folder and even remove the models and textures for the Fenriliathan and see if it can do it just with the mod.ini. I'm slowly working on not being a newb. :rolleyes:
I'll need to figure out how to do those .tbm things next because it seems to be affecting a mod I'm trying to create.
Please note that SecondryList = ,fsport,mediavps; was needed due solved bugs. Launcher 5.4 allows you to use the correct typing: SecondaryList = fsport,mediavps;. (Look at the previously missing a in Secondary and the "useless" starting comma)
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Yeah. I need to update that :)
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Oh! I found what I was looking for. Doh! :headz: I read the instructions on his FAQ, but I missed that part. So I got to download that mod.ini from his FAQ, make it look like this: [multimod]
secondrylist = ,fsport,mediavps;
I downloaded the fsport from here (http://fsport.hard-light.net/website/) and I didn't see any mod.ini files in those downloads, so I guess I got to do it the hardcore way.
And I guess that's it? I'll try that, and I'll remove all the mediavp files from the fsport folder and even remove the models and textures for the Fenriliathan and see if it can do it just with the mod.ini. I'm slowly working on not being a newb. :rolleyes:
I'll need to figure out how to do those .tbm things next because it seems to be affecting a mod I'm trying to create.
Please note that SecondryList = ,fsport,mediavps; was needed due solved bugs. Launcher 5.4 allows you to use the correct typing: SecondaryList = fsport,mediavps;. (Look at the previously missing a in Secondary and the "useless" starting comma)
So if it still says SecondryList = ,fsport,mediavps; will that cause problems with launcher 5.4?
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Nope but you should change it if you're making a new mod.ini