Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TrashMan on October 04, 2005, 05:14:18 pm
-
Just uploaded the thing at Haades Combine.
The thing I'm most curios about is the glowmap (I have hte cockpite glowing red and parts of hte ship blue) - I'm not satisfied with it.
the main map turned out a lot better then my last one:D (I followed your advices on this one Aldo, by adding same signes and lines with rustly like stripes to make it loo ka tad worn oout..and hte dock hatach and stuff like that)
So try it and be brutal on teh maps...
-
Don't see it. Not that HC has the easiest navigation system in the world (terran fighters is what, 6 categories deep?) but I don't see it even in less obvious places. Got screens?
-
Hmm.The Admins havn't approved it yet.
Keep your shirt on.
And no, don't have any screens yet, but I will make one.
-
Allrighty - this is a simple render (no glowmaps on this one)
(http://img241.imageshack.us/img241/8691/phoenixnew4ow.th.jpg) (http://img241.imageshack.us/my.php?image=phoenixnew4ow.jpg)
-
Nuclear approves of this ship. :yes:
-
Interesting. The number of Phoenix logos is a bit much, and the textures look a little fuzzy, but the overall texturing style is pretty good. However, I hope you don't stop where you are because there's still work to be done on the model. The UV maps REALLY need tweaking in a lot of places.
-
I guess Trashman does not approve of my rework of this for the 158th. :D
-
http://www.hwshots.hwaccess.net/v/User+Albums/karmafarmer/6_1_images/ss00005.jpg.html
OMG SEPERATED AT BIRTH!
=p I like the design!
-
Textures are fugly and it's too cube-y.
Then again, any further improvement and you end up with a BSG fighter.
Very nice concept though.
-
Originally posted by mikhael
I guess Trashman does not approve of my rework of this for the 158th. :D
I though that was abandoned... At least that's what I've been told..
No matter.. whatever you did with it I'm sure it's good..
-
Originally posted by StratComm
Interesting. The number of Phoenix logos is a bit much, and the textures look a little fuzzy, but the overall texturing style is pretty good. However, I hope you don't stop where you are because there's still work to be done on the model. The UV maps REALLY need tweaking in a lot of places.
Especially around the cockpit... In 90% of all cases textures actually start hiding the detail!
(http://img214.imageshack.us/img214/7057/phoenix5hw.th.jpg) (http://img214.imageshack.us/my.php?image=phoenix5hw.jpg)
As I said - I'm not satisfied with it, but it's not bad for a 2 hour texture work.
I'll probably re-do the whole texture and do maping fixes - hell, I have lot's of time to do that, this baby is meant for Chapter 3 anyway. I worked on it a bit now only becouse I wanted to take a break from FREDing.. and to see how the glowmap looks
ICK! that reminds me - the asteroid miner and the Demon!:eek:
I better get back to work on them...
-
Originally posted by TrashMan
(I followed your advices on this one Aldo, by adding same signes and lines with rustly like stripes to make it loo ka tad worn oout..and hte dock hatach and stuff like that)
.
If it helps (and you have Photoshop), this might be useful; http://www.sectorgame.com/aldo/aw/spacesuit_files.zip
Lower res than my usual, though.
-
Detail level on the nose&cockpit is not on-par with the rest of the ship.
I like the engine layout and the fins a lot. But the nose is just too blocky, makes it look like some "Wing Commander"-low-poly-horror.
-
It is deliberatly so.
Why does everyone thing everything has to be smooth anyway?
b.t.w. - what wrong with the cockpit?
or do you think it should have curved glass?
-
Originally posted by aldo_14
If it helps (and you have Photoshop), this might be useful; http://www.sectorgame.com/aldo/aw/spacesuit_files.zip
Lower res than my usual, though.
Thaks Aldo. I have both Max and Photoshop. Those textures must have taken days to make...
b.t.w. - I was thinking that later (after Chapter 1 is finished. Shouldn't take long) I might give it a REAL overhaul - with see-trough cockpit and everything.
Hm.. I have to learn how to make a cockpit like that first..allso see if anyone has those internal cockpit and pilot textures..
B.t.w. - think I should make the cockpit rounder and smoother?
-
Originally posted by TrashMan
I though that was abandoned... At least that's what I've been told..
No matter.. whatever you did with it I'm sure it's good..
Actually, I'm not sure if it was or not. I can't seem to find it now.
-
Originally posted by mikhael
Actually, I'm not sure if it was or not. I can't seem to find it now.
Is it the Lethe you're talking about?
(http://www.3dactionplanet.com/hlp/hosted/the158th/se01.jpg)
-
No. The Lethe was developed from a very embarassing model Narol made. I do admit there is a resemblance though.
-
Originally posted by TrashMan
Especially around the cockpit... In 90% of all cases textures actually start hiding the detail!
Only bad texs. The point of texs is to accentuate the detail that is there. If you're not doing that in two hours, maybe you should spend more time on the texs?
-
Originally posted by TrashMan
It is deliberatly so.
Why does everyone thing everything has to be smooth anyway?
b.t.w. - what wrong with the cockpit?
or do you think it should have curved glass?
Not necessarily smooth, just more detail to break up the huge flat surfaces. It looks to much box-like, same goes for the cockpit.
-
Hm.. well, for the cockpit I could make it rounder - it wouldn' be a problem.
but for the nose - I really have no idea what to add to it. Some lines? some recesses?
Why when bump map support is around the corner?
-
*remembers what Doom 3 looks like with bump mapping disabled*
*starts laughing at what FS2 will look like when they try to bump map anything super-greebled*
...
oh btw Trash I support you re. no smoothing im sick of it too
-
Originally posted by TrashMan
Hm.. well, for the cockpit I could make it rounder - it wouldn' be a problem.
but for the nose - I really have no idea what to add to it. Some lines? some recesses?
Why when bump map support is around the corner?
More as in make it look like it's made from different parts, recess/extrude parts, but not just random rectangular panels, follow the hull outlines.
Look at Nico's HTL Ezechiel for inspiration (especially on the wings). He beefed up relatively simple shapes significantly with some well placed segmentations.
-
Got a pic of the Ezichiel?
-
Originally posted by TrashMan
Got a pic of the Ezichiel?
(http://n.ethz.ch/student/ebuerli/download/Ezechiel.jpg)
-
WOW...excellent texture there..
But...the thing around his cockpit - ti's just a texture (the onyl part I'm noit sure about is that 01 sign..), there isn't really and mesh difference.
I suppose you would like me to make a similar looking front part (nose + cockpit)?
-
Nope, I meant stuff like on the wings.
The wings themselves are a relative simple form, but Nico made them a whole lot more interesting by segmenting them into the dark elevated parts and the bright parts underneath. Together with the panel lines on the map it makes for a very cool look.
-
Yeah, I noticed that..alltoguh with that desing the atmospheric capabilities have gone down the drain...
But you were talking about the cockpit part, not the wings...
-
Originally posted by Col. Fishguts
(http://n.ethz.ch/student/ebuerli/download/Ezechiel.jpg)
Quite possibly one of the finest fighters ever made by anyone for any game using any engine to date.
Every time I see it, I sit for a few moments in silence in awe of its beauty.
-
Originally posted by TrashMan
Yeah, I noticed that..alltoguh with that desing the atmospheric capabilities have gone down the drain...
But you were talking about the cockpit part, not the wings...
Trashman, an example does not mean "copy this". It means "Use this as an example of how to make the [insert bland-looking section of your ship here] look better". So while the wings on the Ezechiel are what you're being told to look at, the suggestion that you consider the technique can apply to any part of your model.
And you OF ALL PEOPLE should not be ranting about atmospheric capability. Especially since your ships tend to have the aerodynamics of a construction brick.
-
Originally posted by StratComm
So while the wings on the Ezechiel are what you're being told to look at, the suggestion that you consider the technique can apply to any part of your model.
Yes, what he said. I don't meant to copy any specific part, but to mimic the modeling technique.
Come to think of it, anybody should look at the Ezechiel for model technique inspiration, it's the best darn fighter ever made by a fan.
-
anyone got the cockpit & pilot model?
-
Originally posted by mikhael
Quite possibly one of the finest fighters ever made by anyone for any game using any engine to date.
Every time I see it, I sit for a few moments in silence in awe of its beauty.
Meh, I prefer the vampyre myself. That was cool
-
Originally posted by TrashMan
Allrighty - this is a simple render (no glowmaps on this one)
(http://img241.imageshack.us/img241/8691/phoenixnew4ow.th.jpg) (http://img241.imageshack.us/my.php?image=phoenixnew4ow.jpg)
It reminds me of the centurion from Privateer.
http://vegastrike.sourceforge.net/albums/vegastrike_mod/centurion2.jpg
-
Originally posted by TrashMan
anyone got the cockpit & pilot model?
Yes, I extracted it from the 'zech myself. It's seperate geometry, more or less, so cutting it out is a piece of cake.
-
Doesn't look too good free-looking in cockpit mode, though.
-
IMHO, using the externally visible cockpit as the mesh for free-look in cockpit mode is the wrong way to go. Nico's cockpit offers a good level of detail from outside the ship, while not consuming too many polys in doing so.
-
Originally posted by StratComm
Yes, I extracted it from the 'zech myself. It's seperate geometry, more or less, so cutting it out is a piece of cake.
Or just use the 3ds file (http://n.ethz.ch/student/ebuerli/download/terrancockpit.rar) Nico released.
-
So that's where that thing went. Been looking for that since Nico released his Perseus.
-
Originally posted by StratComm
IMHO, using the externally visible cockpit as the mesh for free-look in cockpit mode is the wrong way to go. Nico's cockpit offers a good level of detail from outside the ship, while not consuming too many polys in doing so.
That depends upon your LOD distance/detail/cockpit opacities.
-
I decided to simply re-do the whole thing from scratch..
this is what I got so far (I may end up making the cokpit like the Ezechiel ones...but I have to see if it fits with the rest of hte ship)
(http://img134.imageshack.us/img134/4033/newphoenix9ei.th.jpg) (http://img134.imageshack.us/my.php?image=newphoenix9ei.jpg)
-
That shows a great deal of improvement.
-
the cockpit look fine to me. maby I'll angle it a bit more..who knows..
I'm workng on the nose and trying several possible variations... Will post pics of the variations later, once I have time to do that..
and hte best part is - it's made out of several different parts, each easy to texture, so I can make a far better map than I made before :D
-
Much better. I still think the sides of the fuselage could do with a little more in the way of physical detailing, but that's not nearly as much of an issue with the redesign.
-
Way way better.
-
@StrattComm... remind me a sec.. I forgot what part the fuselage is....
-
That's the central hull, from the nose back to the tail. Usually contains the cockpit. Its the core consruct around which all air- and spacecraft which display bilateral symmetry are built.