Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Axem on October 09, 2005, 10:55:56 pm
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After giving up on my Vasudany Cruiser, I once again go into the depths of... Terran Craft, oh the blockiness! Well uh sorta.
So, it's a Corvette. Smaller than a Deimos, but a tad sleeker though. Maybe a light corvette or something. No turrets yet, I want to get the general shape down before I go ahead and make those poly consuming turrets... So general comments and criticisms welcome. Still trying to think of a name for it too.
(http://img.photobucket.com/albums/v109/NarfPics/yacorvette.jpg)
(http://img.photobucket.com/albums/v109/NarfPics/yacorvette2.jpg)
(http://img.photobucket.com/albums/v109/NarfPics/yacorvette3.jpg)
Maybe this time I'll actually finish a ship and release it. :p
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Oh, wow, I really like this design, nice :)
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It's actually a pretty good model of a basic oblong warship, but there's nothing really distinct about it. The Deimos had those extensions on the bottom with the engines; the Iceni had two 'folded legs' underneath with the engines; the Hecate has fins and towers, etc. I think it needs a defining feature to make it instantly recognizeable in profile, or from a distance.
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Right now it strikes me as looking more Star Wars than Freespace, more Terran than Vasudan. Textures could help a lot with that though.
Overall I like the deisgn. Sleek and sinister. ;)
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Very nice :) Like it a lot :)
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Coolness.
:yes:
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holy ****, where did that come from, good work axem, keep it up.
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Looks like a SW Dreadnaught, but a few generations later.
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In before somebody*cough*KnightTemplar*cough* says "Phallic." I, however, think it looks cool.
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Everything looks like something..
I really stopped caring when someone sez that something of mine looks like x or Y.. You should too...
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Oooo. Looks like HW2 Dreadnought, no?
Me likes. :yes:
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[color=66ff00]I like this kind of design, it reeks of practicality and looks good too. :yes:
[/color]
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It's nice, but a little undistinctive IMO.
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Some cruiser mdae out of the design of the Pegasus or BSG.:)
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i think its awesome,
it manages to be sleek and smooth and deadly, while looking absolutely nothing like a penis, because you mechanical look in there somehow
i really like those grooves in the side of it, and those vents in front of the engine
very cool
Edit: actually, the entire engine block just reeks of cool awesomeness, great work
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IMHO it really looks like Deimos MK II. Nice work.
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I always find it interesting on what people see in ship designs. To me it looks like some cross between a Deimos and a SW Dreadnought (Way different than what my concept art looked like though). But hey, nothing's to stop you from saying what it looks like to you. Just like looking at clouds.
Anyhow, I would agree that it does need some distinctive feature, so it's not just a sleek Deimos without engine pods. The only question now is what... I've always been a sucker for moving parts, so I might do something with that.
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Nahahaice.
You using that thing for anything specific?
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Not really. Why? Interested in taking it?
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wow, that's sort of were I wanted to take terran design for PS.
nice (but it does look highly influenced by the BSG Pegisus)
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I do agree that it could use more in the way of profile details (I'd like to see a full side isometric though before making that judgement). That said, I really like it. Nice work :):yes:
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Oh please! When someone finally makes a model that does not have any unnessessary fins on it, you people want to add towers and spikes and wings on it?
Here (http://www.3dactionplanet.com/hlp/hosted/babylon/gallery/Battlecrab01.jpg) is a ship for you that has distinctive feature. But oh my! I does not have any vertical extensions. The profile is no good. I better run to the TBP guys and tell them to add some.
Axem: That looks just great! :yes:
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And some people make ships that exclusively have individual features and would not make them any other way.
If someone is going to ask for opinions on this board, that is what they will get, good or bad, sensible or stupid, it's their model, they will do as they please with it and no-one will think the worse of them for it, but Axem asked for opinions, he got them, unless he has a problem with that, why worry?
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Originally posted by Axem
Not really. Why? Interested in taking it?
I'm just scoping stuff, nothing set in stone :p
Looks great though. Hope you finish it (textures, etc.) :yes:
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I see... I should have added some smileys in that post... I must point out that that was merely my opinion, though perhaps a bit overworked...
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Well I think distinctive features gives it character. It sets it apart from anything else.
http://img.photobucket.com/albums/v109/NarfPics/uglybertha.jpg
This ship is basically a cylinder with a box attached. The side box doesn't need to be there really, but without it, its just a greebled cylinder.
http://img.photobucket.com/albums/v109/NarfPics/arival_retract.jpg
http://img.photobucket.com/albums/v109/NarfPics/arival_extend.jpg
With everything retracted the ship doesn't look like anything special, but with the doors and platforms extended, its set apart from other similar designs.
Anyhow...
(http://img.photobucket.com/albums/v109/NarfPics/yacorvette4.jpg)
Bottom bar, good, bad?
You can also sorta notice some armor plates I added on the sides on the lower front of the ship.
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Hmmmmm I liked it better with a smooth bottom.
Dear god, why does that turn me on?
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Actually kinda reminds me of a Katana Fleet Dreadnaught from Star Wars Expanded Universe.
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Kinda reminds me of the hw2 ion frigate..infact maybe giving it some subtle fins on the side might help.
http://img243.imageshack.us/img243/493/ss003179km.jpg
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cut some off the sides of that bottom bar in the middle, like
\________>-----------------<_______/
see how that looks, the polygon detail will make it look better
greeble the sides of it too, little indents and extrusions along the length can go a long way
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(http://img.photobucket.com/albums/v109/NarfPics/yacorvette5.jpg)
Lower bar redone, thinner, and with greebles. Also above that you can see an AWAC-style sensor dome. Not as good as the ones on the Charybdis, but a bit better than your traditional sensor suites.
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that lower bar is sexy
however, the back of the front bit of the ship (where the lower bar starts in front) kinda looks like a gear
its kinda wierd
maybe make that a layered armor plate or something, cause the gear just aint doin it for me
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Like it. :) Is this going to be a community release then since you've got no plans for it?
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Like it. :) Is this going to be a community release then since you've got no plans for it?
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Yup, most of the projects I'm apart of aren't even in the FS2 universe. They can't use it, so everyone gets it!
Updates to the model:
A retractable docking port has been added
Added doors that hold the AWACS domes so they can be put away when you don't need them or want them to get damaged.
(http://img.photobucket.com/albums/v109/NarfPics/yacorvette6.jpg)
(http://img.photobucket.com/albums/v109/NarfPics/yacorvette7.jpg)
I think now I can start adding turrets and other finishing touches.
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It looks pretty good. When you add your turrets, compact ones without really long barrels would look good on that design.
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Neat. I like the sensors :yes:
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Random suggestion on the sensors (though it'd be much harder to actually impliment): make them flip out facing forwards rather than up. Since in front of you would probably be the area you're most concerned about.
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Certainly worth a thought. I was more thinking the sensors were to be used more as wide area sensors. The ship would still have its own combat sensor suite somewhere else.
But I wanted to see what it would look like, so I came up with this in 5 minutes.
(http://img.photobucket.com/albums/v109/NarfPics/yacorvette8.jpg)
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Ideally they'd flip out perpendicular to the surface underneath (so that the open panel lined up with the engine greebling behind it) but actually making that work in-game would be... tricky.
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^well you could just have a panel that otates 180degrees on it's centerline.
Does it have one on each side? If so i think it would be kina cool (and functional) if one side faced upwards and the other downwards.
It would also be neat to see rerractable turrets...
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StratComm: Oh like that. Yeah, that would indeed be tricky, I'd need to rotate it on two axes then, and finding the right values would be a pain.
FireCrack: I was thinking about having the two pods face different ways like that. Certainly would be unique.
Retractable turrets... okay now you're going too far. :p
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Yeah... i was... but it would help avoid breaking up the ship's "sleek" look...
Anywyas.. as long as it looks nice...
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Retractable turrets reminds me of the B5 defance grid where the turrets where behind blastdoors.
Other then that their was the one scene in the new Battlestar Galactica where the turrets where not directly pulled into the hull but had a "sleeping" position very close to the hull and got pulled up for combat.
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Retractable turrets are cool (see text link to ship a few posts up), but I'm afraid I'm going to go too too high poly with it (as the count is already near 6500).
(http://img.photobucket.com/albums/v109/NarfPics/yacorvette9.jpg)
Anyhow, turrets added (though I'll probably move a few) and some of the geometry has been cleaned up. So with most of the modelling done, time to texture it... somehow... :nervous:
Armament stands at 20 single part turrets, 5 multi part turrets (3 dual barrel, 2 single barrel), and 3 anti ship beam cannons.
Still no name for it yet. Suggestions?
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Hmmm, it still looks like a cruiser built on the designs of the Pegasus or BSG, and it looks great. It would fit perfectly in the BSG universe.:nod:
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Doesn't have anything to do with Pegasus in my eyes.
Works for me.
Also, Phobos.
He's Deimos' brother in Greek Mythology.
However, considering Phobos already exists in some form I believe, you might want to consider "Metus" - Roman equivalent to Deimos or the godess Enyo, accompanied the two brothers with Ares into war.
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There's a Phobos corvette floating around (Inferno) but this one is infinitely better. I'll second Phobos.
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Originally posted by BlackDove
Also, Phobos.
Thirdeded.
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Phobos is neat, but yeah, already taken. Can you imagine if those two met at a family reunion? Awkard...
Metus is neato, and oddly enough, what I'm calling a nebula in Children of Shiva. But I'm not totally writing that one off, as it is a cool name.
To take it one step further through obscurity, it could be the Timor, the Roman version of Phobos.
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Originally posted by StratComm
There's a Phobos corvette floating around (Inferno) but this one is infinitely better. I'll second Phobos.
Oh, that means it doesn't exist.
Take Phobos.
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Anyone got any tips on mapping ships like this? I'm tile mapping it, and divided parts of the ship into different materials, for different textures, and... can't go any farther. :nervous:
My attempts of mapping it in Wings3D is... bad (has a great UV editor, but terrible tile mapping), and attempts at mapping it in trueSpace3.2 are met with terribly distorted effects.
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That depends on how you want it mapped. Custom UV? Or tiled?
Either way, Max is much better suited to mapping than TS3.2 (which as far as I can tell starts to break down when you get anything more complex than a cube, for editing purposes). If you need a UV template I can take a crack at making one for you.
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My expertise doesn't lie in texturing, so I'd mostly just want it as a tile map and slap on some Deimos textures. And adding a nameplate to this thing shouldn't be that hard, right?
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That shouldn't be too hard. Tile mapping in a UV editor basically consists of making it proportional and then scaling it up a lot, if that's possible in Wings3D. Would you want to do it, or would you rather have it done by someone else?
And if you want a nameplate, just make a copy of a couple of polys floating just above the surface of the hull (less than .1 units, but not coplaner) and map it with a nameplate texture.
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Hey now, that scaling up thing in the UV thing does the job well. Wing's UV tool automatically makes the traces proportional, but is a bit too efficent and sets some at an angle, which screws up the look a bit. Oh well, it shouldn't be much to correct that.
And thanks for the name plate tip. :)
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Originally posted by Axem
Hey now, that scaling up thing in the UV thing does the job well. Wing's UV tool automatically makes the traces proportional, but is a bit too efficent and sets some at an angle, which screws up the look a bit. Oh well, it shouldn't be much to correct that.
That's essentially all planer UV mapping does anyway. I'm not too familiar with Wings3D, but I'm glad the general method works there (some programs confine the UV space to the range between 0 and 1, which prevents tiling). Can't wait to see this thing textured :)
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I'm personaly not too fond of the multiparts on that, they seem to break the ship's "sleekness"
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If they're depressed it should be ok. Go submodel animation code!
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Originally posted by StratComm
If they're depressed it should be ok. Go submodel animation code!
Originally posted by Turret_MP_1
More than you can possibly imagine. My capacity for mental activity of all kinds is as boundless as the infinite reaches of space itself. Except of course for my capacity for happiness. My capacity for happiness you could fit into a matchbox without taking out the matches first.
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:sigh: Emo turrets...
But uh, don't get your hopes up for that. With the search borked, I'm having a hard time finding the documentation for those subobject animation triggers.
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For turrets:
after Default PBanks(...):
$animation=triggered
$type="inital"
+relative_angle: [depression (degrees)],[Rotation (degrees)],0
Generally, the same applies for any subobject, with the three values being the x, y, z rotation of the subobject. The doors for the sensor panels, for example, would be rotation in X and Z most likely. Script-triggered animation, on the other hand, I don't know how to do.
EDIT: On that note, what do those sensor arrays look like if they are behind the door rather than on it?
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Super! Now is that just for the barrels or the whole turret? Like just adjusting the inital angle of the turrets or making the turret hide within the hull of the ship?
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That just adjusts the angle of the barrels. Put them down flat though (90,0,0) and I think they'll hide themselves well enough. The rotation value is useful if you want a topside turret to start out facing backwards or a belly turret to start facing forwards.
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Originally posted by mikhael
Originally posted by Turret_MP_1
More than you can possibly imagine. My capacity for mental activity of all kinds is as boundless as the infinite reaches of space itself. Except of course for my capacity for happiness. My capacity for happiness you could fit into a matchbox without taking out the matches first.
I didn't get this until I re-read what I had posted. And I'll admit, in all the time I've been using that term, I've never thought of it that way :p
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It'll be good enough. I always make my turrets with the barrels pointing forward, and I like to make longer barrels, but then FS forces me to raise them and, It. Just. Sucks. But I remember FreeSpace initially pointing them forward a few months ago or something.
Anyhow, WIP pic of the mapping. Note this is with stock maps, so it'll look infinitely better with the MediaVP maps on.
Second pic shows a redone AWAC done to fit :V:'s map. Which gives me an idea for something else later... :drevil:
(http://img.photobucket.com/albums/v109/NarfPics/AxemArt/metus.jpg)
(http://img.photobucket.com/albums/v109/NarfPics/metus2.jpg)
I also think I used TCov7A a bit too much...
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Hmm... interesting. The maps may be undertiled (given the precedent set by the Deimos, scary as that is) and there are some things that I would do a little differently, but it looks good. I would suggest that you angle the plating on the bottom of the nose to line up with the geometry, if nothing else.
EDIT: I'm dying to poke at this model. I can wait until it's released of course, but if you wouldn't mind someone else looking at the source file... ;)
And save that AWACs dome. It'll definitely be useful for... something else :drevil:
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Originally posted by Axem
(http://img.photobucket.com/albums/v109/NarfPics/yacorvette.jpg)
(http://img.photobucket.com/albums/v109/NarfPics/yacorvette2.jpg)
(http://img.photobucket.com/albums/v109/NarfPics/yacorvette3.jpg)
Maybe this time I'll actually finish a ship and release it. :p [/B]
DIEMOS MK2 GOD DAMN IT! forget what everyone else says! it rules! it looks good, can be uber menuverable!
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Originally posted by Axem
(http://img.photobucket.com/albums/v109/NarfPics/metus2.jpg)
I fail to see the need for an umbrella in space...:p
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It's for those occasional meteor showers... :p
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Exactly what I was thinking...give it some kind of greyish texture and I think it'd look a lot more military.
Edit: Will this make use of Bobb's submodel animation code? ;7
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It'll make use of whatever subobject animation is available. I know docking is possible for the docking port on the bottom, but not so sure about if it can be triggered through FRED for the AWACS doors. Otherwise you'd need to control the doors through FRED, and that can get messy.
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Ze mapping continues
(http://img.photobucket.com/albums/v109/NarfPics/metus3.jpg)
(http://img.photobucket.com/albums/v109/NarfPics/metus4.jpg)
So I took Stratt's advice and upped the density of the maps, and I think it does look a lot better. I also started to clean up some of the rotated/distorted/sucky maps. I haven't readded the single part turrets yet, but that's the second last step.
The last would be getting it ready for an ingame test. :D
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Originally posted by Axem
So I took Stratt's advice and upped the density of the maps, and I think it does look a lot better.
:nod:
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Much better on the top :nod:
Though to be honest the bottom (where you rotated the maps) looked better with less map density. Also (and it's relatively unimportant) it'd be nice if there wasn't a seam on the top shell between the top and the sides. Getting that right can be tricky though so I don't think it needs to be perfect.
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Yeah, that seam is really bugging me. I've tried fixing it, but it always appears distorted at another angle. :sigh:
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When in doubt, fix it with more geometry. A small inset or something along that line would make it appear less obvious (I'm thinking take the entire top and bevel it down a tad, so that there's another perpendicular surface between where the two mappings meet). Just something to break up the surface; it doesn't need to be very pronounced.
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Some suggests for class names:
Trireme Class
Bismark Class :p
Yeti Class :p
Soyuz Class
Crusader Class
Striker Class
Claymore Class
Longbow Class
Auxesia Class
Meritious Class
Excellence Class
Independence Class
Republic Class
/Ridiculous Suggestions ;)
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if it was me id call it the burzum class. as my traditions of naming ship classes after black metal bands and the occursed stagenames of their members :D
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Originally posted by Nuke
if it was me id call it the burzum class. as my traditions of naming ship classes after black metal bands and the occursed stagenames of their members :D
"Burzum" didn't originate as the name of a black metal band ;)
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Well, I was hoping to stay with the Greek/Roman Mythology theme. But I'm also partial to Norse Mythology names.
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That's a really good texture job for a 1st effort :yes:
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Originally posted by Turret_MP_1
More than you can possibly imagine. My capacity for mental activity of all kinds is as boundless as the infinite reaches of space itself. Except of course for my capacity for happiness. My capacity for happiness you could fit into a matchbox without taking out the matches first.
I hope they don't let the turrets talk to the main computer..........
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My opinion:
Modeling technique: excellent
Design: I think it looks too plain in some areas, compared to others that are more detailed.
Also, the front is sleek, but the back part looks too blocky, comparing (specially from the top)
Also, I hope those AWACs dishes retract to the inside
I'll tell you what: if you're willing, send me a PM with a link to the model, and I'll beef it up for you a bit (a 10 min job)
How many polys is it??
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Originally posted by Mongoose
"Burzum" didn't originate as the name of a black metal band ;)
yea it just means darkness in norwigian iirc :D
i guess il reserve it for my next new design, maybe it be shivan :D
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Originally posted by Raven2001
My opinion:
Modeling technique: excellent
Design: I think it looks too plain in some areas, compared to others that are more detailed.
Also, the front is sleek, but the back part looks too blocky, comparing (specially from the top)
Also, I hope those AWACs dishes retract to the inside
I'll tell you what: if you're willing, send me a PM with a link to the model, and I'll beef it up for you a bit (a 10 min job)
How many polys is it??
Indeed, there are a few area I would want to add detail to, however she's barely under 7000 polys. I could use Bob's subobject LODding to get around that, but I want to start off slow, I'm still pretty much a noob modder. But still, I like it the way it is right now. I'll always be able to come back to it later and revise it for whatever reason.
The AWACS do retract inside, hopefully using Bob's subobject animation code. If it won't, there'll be two table entries, one for it retracted, and the other with them extended. The FREDders should be able to control them through some sexps.
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7000?!?!?!?!?!?
Can we see a wireframe\Faceted+frame pics of it???
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I'd believe it. It's no picasso, but it sure isn't a 5k poly box either and those turrets, the twin sensor domes, and the other non-hull subobjects are probably in that count.
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(http://img.photobucket.com/albums/v109/NarfPics/faceted.jpg)
(http://img.photobucket.com/albums/v109/NarfPics/wireframe.jpg)
Yeah, the hull is 3300 polys, and the turrets make up most of the rest. I do have a bad habit of making high poly turrets, but what can I say, I love good looking multipart turrets.
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Holy crap that's a fine ship.
Axem, if you finish this soon, I may be able to make use of it. :)
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Very cleanly modeled. What's the triangulated polycount for the hull, by the way? As that's what matters.
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That is the triangulated. I triangulated, then I undid. Working with quads is much easier than triangles. If 7k was the untriangulated, you'd be looking at around 15k total. Which would be insane. :p
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Just checking, I guess. Like I said, it's a very clean mesh (and I wouldn't be worried about those turrets at all either). There's still plenty of room to add detail if you need it.
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Oh, you were mentioning the pcount with the sub-objects. I'm more relieved now :)
Still, there are some polys there you could save, allowing you to sleek the back a bit :)
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Originally posted by Nuke
yea it just means darkness in norwigian iirc :D
i guess il reserve it for my next new design, maybe it be shivan :D
I was thinking more along the lines of Tolkien's Black Speech, unless he "borrowed" that specific word from Norwegian. At any rate, that's enough off-topicness; that ship model is just awesome :D
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with a big armored prow like that she is a ship of the line, i'd say able to take a pounding and come back intact, however she is sleek and fast looking. My suggestion name here after either the spartan or the roman combat ships or maybe find a refferance to a particular ship that stands out in history and name the class after what ever ship name you find. other wise I vote "Arturas Class" in honor of the man who is thought to be the origin of the King Arthur stories i think Arturas is the correct roman origin of the name arthur.
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OK, anyone who wants this ship to be named Deimos Mk. II say 'aye'!
"Damn fine ship, if you ask me." -Scotty
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Originally posted by Cobra
OK, anyone who wants this ship to be named Deimos Mk. II say 'aye'!
*smack*
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when you texture it, at least on the front, if you could have the texture follow the curve, it would be perfect
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Well, the ship is pretty much done now. I just have to do LODs and debris for it. :sigh: My favourite part...
Then Truespacing it. :shaking:
Anyhow I've finally decided on a name for her, and unfortunately, none your names were chosen. But BlackDove's suggestions put me in the direction of it, so yay him.
The name is...
(http://img.photobucket.com/albums/v109/NarfPics/bellona.jpg)
It's not taken... right?
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balogna?
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ROFL :lol:
No, it's Bellona, a Roman goddess of War.
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You ruined the name! Now its cursed forever!
:p
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Originally posted by Mongoose
I was thinking more along the lines of Tolkien's Black Speech, unless he "borrowed" that specific word from Norwegian. At any rate, that's enough off-topicness; that ship model is just awesome :D
tolkien took 90% of his ideas from norse mythos. middle earth for example is midgard in the viking tounge which is the world of men, as opposed to asgard, the wold of aeseir (sp?), or as we call them the norse gods (odin, thor, ect.). lord of the rings is like the bible, its all based on folk lore.
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aeseir (sp?)
Capitalize the A and drop the second E and you've got that word right.
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actually i think it vairies depending on which nordic language you speak, but yea ur right.
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I'm just going on what I've seen. I've not read Norse mythology in anything but English.
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Originally posted by Axem
Well, the ship is pretty much done now. I just have to do LODs and debris for it. :sigh: My favourite part...
Then Truespacing it. :shaking:
Anyhow I've finally decided on a name for her, and unfortunately, none your names were chosen. But BlackDove's suggestions put me in the direction of it, so yay him.
The name is...
(http://img.photobucket.com/albums/v109/NarfPics/bellona.jpg)
It's not taken... right?
Ohh, like I said in that PM, TSing it is easy, allthough you will have to use Lith.
And BTW, what kind of weapons will it have? 2 side firing Ter-Slash, one of each side, and an S-Green on front would suit it pretty well, for jumping in, laying a smack down with it's S-Green and leaving what evers chasing it, with a mouthfull of slash, taking out their primary beam cannons at the same time.
But, then again, it's your ship, so you could mount it with BF-Greens and it would still be right.;)
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Like I said in my PM, Truespace ran over my dog. :p
But yeah, that's pretty much what I was going to go for. Just all TerSlashes. No SGreen's, they have a 45 second wait time. I want my beams! Especially with the new animated beam glows. :D
For now though, I'm gonna skip ahead and get it ingame for myself and tease you all with screenshots. ;)
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Put a single Bgreen turret on the sloped section under the nose.
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Originally posted by WeatherOp
laying a smack down with it's S-Green
Ohh... now that belogna is cursed we can call it the GTCv Anomoly :rolleyes: :rolleyes:
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hey axem what version of truespace are you using?
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Originally posted by FireCrack
Originally posted by WeatherOp
laying a smack down with it's S-Green
Ohh... now that belogna is cursed we can call it the GTCv Anomoly :rolleyes: :rolleyes: [/B]
For this to work it's going to require a table mod. A BGreen is probably too strong for a corvette, but the SGreen is a pathetic waste of a weapon slot, especially the weapon slot on a corvette's main gun. You need something at about the power of a TerSlash but without the slash, which AFAIK does not exist in the tables.
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then put the RBC canon in there it refires faster doesn't it?
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Originally posted by StratComm
For this to work it's going to require a table mod. A BGreen is probably too strong for a corvette, but the SGreen is a pathetic waste of a weapon slot, especially the weapon slot on a corvette's main gun. You need something at about the power of a TerSlash but without the slash, which AFAIK does not exist in the tables.
Not really, when you mod the table anyways and give the S-green a 19 second fire wait.:D
It makes a good beam after you do that.
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I'll probably include a modular table with either a modified TerSlash or SGreen. Or just make my own beam! LOMGWTFBBQGreen! ;)
Edit
Nuke: I'm using TS3.2.
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Originally posted by Fade Rathnik
then put the RBC canon in there it refires faster doesn't it?
The Mjolnir beam is a strong as a BFGreen with a faster refire rate. Kinda overpowered.
I had a need for that sort of weapon, called it the MGreen. It's about as powerful as a VSlash while being line-of-sight. And green.
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Or just include a modular table with a new beam...
I don't think one more beam will hit the weapons limit.
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It's ingame!! WOOO!
But you can't see it yet. :p
There's a few visual problems with her. First, the nameplate is making everything behind it transparent. So its like it made a giant window in the hull, you can see right through it. All the nameplate is is just a subobject millimeters above the hull, and the texture itself is a tga with everything but the letters transparent.
Oh also, all of the single part turrets seems to have gotten their firing normals pointing right toward the center of the ship. Is this normal/alright/wtf?
And then there's this turret with an axis off in nowhere that I can go easily fix. But so far so good. :D
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Ah, the nameplate. That means the textures are getting listed in the POF out of order (the nameplate should be last). To do that in truespace, seperate off the nameplate geometry as a seperate object and glue it to the main hull, like you would any other subobject. The only difference is that you should NOT add a light to the nameplate object, so that it gets folded in to the main LOD. So in Trueview, it should look something like
Hull
-Hull_geo
-nameplate
-turret01
...
I think that will take care of it.
As for the normals, that's pretty much backwards. They must point out if there's any hope of making it work correctly. That can be fixed in PCS though.
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Yup, that did it. I also found some other turrets that got moved somewhere along the line and have to be fixed. :sigh:
But that doesn't stop me from playing with it in game! :D
(http://img.photobucket.com/albums/v109/NarfPics/bellonabeauty.jpg)
(http://img.photobucket.com/albums/v109/NarfPics/bellonabottom.jpg)
(http://img.photobucket.com/albums/v109/NarfPics/bellonabeams.jpg)
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I'm waiting for the shot where this and a Deimos are shown side-by-side. I'm actually more than a little curious as to how their scales compare.
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The Bellona is smaller compared to the Deimos. But like I said in the first post, it was mean to be a light corvette. None of this Deimos Mk2 Haberdashery.
(http://img.photobucket.com/albums/v109/NarfPics/beldeiside.jpg)
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Did TS take the UVmapping or did you have to use Lith?
Looks good BTW.:D
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Just curious, how about Belleraphon?
*runs*
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IIRC, it's Bellerophon. No A's in that word last I saw it used in a book.
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Yeah, and that name is already taken. Still, I'm still thinking about renaming it. Sometimes I get an idea, think its great, then I look back and think its crap. Plus its unreleased, so I can do whatever I want. :p
WeatherOp: Ran it throught Lith, then wet into TS. Worked like a charm. :)
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Originally posted by Axem
WeatherOp: Ran it throught Lith, then wet into TS. Worked like a charm. :)
Good, now that I have an effective way to map ships, I need to start working again.
And once again thanks for telling me how to use that texturing.:D
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Originally posted by Axem
Yeah, and that name is already taken.
Several times, in fact. And it's used as a corvette already to boot.
(http://www.duke.edu/~cek6/lab_bell_4.jpg)
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i could never understand lith, i didnt like the triangulation requirement, that only makes model size bigger. fortunately ts6 has very good uv tools, and even when i was using ts4 i was content witht he uv tools (regaurless of how crude they were). i also like to not hop 3d formats ad it always looses something in the translation.
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Triangulation doesn't matter except for filesize to a degree; FS2 uses tris now anyway. In fact, keeping things triangulated not only ensures the model will behave the way you want it to, it also keeps you aware of how many game polys you're using as opposed to some arbitrary amount when polys can be n-sided.
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Now that I see the size of this model, I see why a BGreen would be too powerful for this.
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I'm not sure, but I think the corvette looks better, when it is a little bit bigger than the Deimos...
just my 2 cents ^^°
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I agree that I like the idea of it being about the same hight as Deimos, so proportionally, it would be longer.
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I think the goal should be to make it as wide as a Deimos. It's obviously not going to be as tall, as the engines underneath the Deimos exaggerate its height. And deciding it by the length doesn't look quite right either. There's not a good width comparison up, but that's the criteria I feel like it needs to match to be the "right" size.
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I took pics of front, side, and top when I had the chance, here's the other two.
(http://img.photobucket.com/albums/v109/NarfPics/beldeitop.jpg)
(http://img.photobucket.com/albums/v109/NarfPics/beldeifront.jpg)
I still may adjust the size, but not longer than a Deimos. Using the windows as a sense of scale, the Bellona would have windows a few decks high then. :p Plus the increased density of the maps compared to the Deimos may make it seem like the Bellona should be bigger.
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I woukd sujest keeping it that size, small and fast, perfect for a Strike Corvette.
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New ingame pics with the AWACS doors working. Thanks to Nuke for having ships that using working subobject animation for me to steal from. :p
(http://img.photobucket.com/albums/v109/NarfPics/bellonaawacs.jpg)
(http://img.photobucket.com/albums/v109/NarfPics/bellonaawacs2.jpg)
The door opening is a hack, they open when something leaves its tiny launch bay on the bottom. Nothing else I can do until you can get a trigger you can use from within FRED or something.
The docking tube should be just as easy in theory. After diving through around 20 pages of posts, I found Bob's original subobject animation thread where he listed the triggers.
The tube's axis is like 1km from the actual object, and my "calcluations" say it only needs 1 degree to get into the right position. But alas making paths is really hard in PCS because I can't see them. And Aurora doesn't see any textures making it impossible to see the ship. The fighter bay path was some random path a few hundred meters below the ship.
I may need someone's help making paths and other finer details.
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(http://dynamic.gamespy.com/~freespace/forums/images/sendpm.gif) (http://dynamic.gamespy.com/~freespace/forums/private.php?s=&action=newmessage&userid=570)
I'll take a look at it. If you just want one bay path (since you've got a launch tube) it shouldn't be difficult to get this in pretty quickly.
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Thats one very nice looking corvette.:D
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For names, I'd indeed suggest keeping with greek mythology - or at most you might get the name from Germanic/Norse mythology (which are essentially the same eith a little altered names...)
But, names from Greek mythology. Even if you'd like to name it as Deimos' brother, there's plenty of names to chose from. Ares [or Mars] had a *lot* of children, as did most of other male gods of ancient Greeks. Here are three of the most interesting, IMO:
-Diomedes [a hero of the Trojan war]
-Cycnus [a murderous and bloodthirsty man, aspired to build a temple for his father Ares from skulls and bones of travelers]
-Enyo ["horror", and actually referred to as Ares' mother or sister]
The first one of these, Diomedes, sounds the best. The others are a bit too sinister, perhaps... But on the other hand, there were also Deimos, Fenrir, Hecate... Diomedes-class corvette, not bad. Kharon would also fit nicely to the category.
Have the infamous Greek monsters already been used somewhere? Well, Basilisk we know about, but how about Scylla and Charybdis?
Then there's of course almost unlimited amount of other gods and their children. How about Dionysus, god of wine, or Boreas, the North Wind? Also Nike, "Victory", would sound good to me.
If you want to choose from german/norse myths, I't suggest Fafnir or Nidhogg. Though they would be *great* names for a larger ships. .. Odin would not be bad either.
Here are a few I'd give some consideration. I would definitely not choose a Roman goddess of war... Romans were plagiators who got their pantheistic religious beliefs straight from the Greek, only adding some minor things of their own - such as names from old Etruscan deities.
And we already have Athena bomber. Personally I'd like to have the Herc a Heracles, not Hercules, but that decison was made by Volition, not me... I'l just have to live with it.
That ship does look quite cool to me.
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I use to plot my dock path points using the subsystem editor in Model View and also FRED with model paths turned on in the display tab (IIRC)
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Stratt's kindly doing the launch/dock paths for me. :) And doing it that way in model view does make sense, I've done that before when trying to get the contrails working on an Arwing.
Anyhow, I like Diomedes. If that one isn't already taken then I may have to go with that one instead. Unless there's an incredibly large pro-Bellona force out there.
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I'd go with Bellona. Just sounds cooler in my opinion. Roman mythological names rock.
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Originally posted by Trayus
I'd go with Bellona. Just sounds cooler in my opinion. Roman mythological names rock.
Mmh, now I have to say that I disagree with that. The follofing is almost entirely "IMO" so don't be offended if you think otherwise...
Generally Roman deities have considerably lamer names than their Greec counterparts, save for few exceptions.
Here are examples of what would Roman names sound like, instead of their Greek versions:
GTF Ares -> GTF Mars
GTF Erinyes -> GTF Furies
GTB Athena -> GTB Minerva
GTB Zeus -> GTB Jupiter
GTB Artemis -> GTB Diana
GTFR Poseidon -> GTFR Neptune
GTCv Enyo -> GTCv Bellona
Yes, Bellona is actually Roman counterpart for Enyo, the Horror.
Most other names either have no counterpart on Roman mythology or have the same name in both mythologies, like Triton nad Apollo, for instance. Anyway, Greek mythology is much extensive than Roman, with more good character names such as Diomedes, Achilleus or Iason... Ulysses is already used up.
Of course some Roman names are better than Greek counterparts... Hercules undoubtedly sound far cooler than Heracles. Anyway, I always thought that Volition followed somewhat illogical principles in naming their ship classes...
-Terran ships mostly come from Greek mythology, with few Roman names and several from Norse/Germanic mythology(Fenris, Faustus, Mjöllnir) but also some from christian/hebrew mythology - namely Leviathan.
-Vasudan ships are all named by Egyptian deities and symbols, the only race whose ships were all named from one mythology.
-Shivan ships that appeared during Great War have names from christian mythology (Cain, Demon, Lucifer, Nephilim, Seraphim, there's plenty of these...) with the exception of fighter craft named by monsters like Manticore from Persian mythology, Basilisk from Greek and Dragon from practically every mythology you can think of.
-Shivan ships encountered during the Second Shivan Incursion (FS2 main campaign) are named after hindu mythology (Ravana, Rakshasa, Mara etc.) With the exception of SD Sathanas clearly from christian mythology.
All in all, the ship classes are not very logically named, when you think of it.
But I also think that Diomedes would be a good name for this Corvette. After all, it is Axem's matter to decide the name - fhat he thinks appropriate should be good, if it don't suite us we can go and plan our own ships and give them good names... Of course we can give ideas when opinion is asked, and try to speak for our ideas.
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Originally posted by Axem
New ingame pics with the AWACS doors working. Thanks to Nuke for having ships that using working subobject animation for me to steal from. :p
(http://img.photobucket.com/albums/v109/NarfPics/bellonaawacs.jpg)
(http://img.photobucket.com/albums/v109/NarfPics/bellonaawacs2.jpg)
The door opening is a hack, they open when something leaves its tiny launch bay on the bottom. Nothing else I can do until you can get a trigger you can use from within FRED or something.
The docking tube should be just as easy in theory. After diving through around 20 pages of posts, I found Bob's original subobject animation thread where he listed the triggers.
The tube's axis is like 1km from the actual object, and my "calcluations" say it only needs 1 degree to get into the right position. But alas making paths is really hard in PCS because I can't see them. And Aurora doesn't see any textures making it impossible to see the ship. The fighter bay path was some random path a few hundred meters below the ship.
I may need someone's help making paths and other finer details.
yea bob sorta stoped working with the animation system pending a scripting system. i look forward to being able to do scripted animations. im hoping i will be able to write a script for proper carrier landings. hopefully you could write a script to make your ships sensor range double while its awacs domes are deployed.