Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Galemp on October 12, 2005, 02:04:40 am
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This is my texture job on Raven's HTL Hecate. I wasn't all that happy with it at first, but apparently all I had to do was put it down for a few hours and come back.
(http://web.njit.edu/~pjo3/heck1.jpg)
(http://web.njit.edu/~pjo3/heck2.jpg)
(http://web.njit.edu/~pjo3/heck3.jpg)
(http://web.njit.edu/~pjo3/heck4.jpg)
(http://web.njit.edu/~pjo3/heck7.jpg)
(http://web.njit.edu/~pjo3/heck5.jpg)
(http://web.njit.edu/~pjo3/heck8.jpg)
Untextured model, showing map distribution.
(http://i5.photobucket.com/albums/y188/sb38R2/Hecate5.jpg)
(http://web.njit.edu/~pjo3/heck6.jpg)
Comments welcome of course.
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You suk.
...in the most incredible, amazingly talented way imaginable, of course!
I think I know what you mean, though. There are some large, smooth surfaces that are just begging for some window greebling. Overall, though, I'd say that's as good as it can get with the model at hand. :)
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That. In my game. NOW.
In all seriousness, I really can't think of what needs to be improved. I agree with you that there's just a little something that's off somehow, but I can't quite place it. I think it might be the green-to-tan coloring in some spots, but the original was like that too I'm pretty sure (hard to tell since the thing was only ever outside a Nebula once or so in the main FS2 campaign :nervous: ). Regardless, a pre-you-fixing-the-textures-to-your-liking release would be most welcome.
[Unrelated note] What's with the narrow message input box for this forum?
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Tone of the textures is too green in some areas - especially the front. The green tiles are too 'unbroken', as compared to the original...or are those the original...can't really tell - cant exactly remember :/
Anyways, here is an image of the old one, for comparision's sake.
(http://img.photobucket.com/albums/v107/anandraj/Hecate.jpg)
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Is the map on the top of the nose from the Colossus? If so, it's slightly the wrong color. Should be more brown. The big C's pallate doesn't mesh well with many other capship maps IMHO. Don't let that stop you from releasing it, but don't be suprised if I re-tint the map and make a minor update.
Otherwise, looks great. The Hecate is tough to judge without turrets, so maybe that's what's throwing everyone off. Add in the canon ones and lets see how it looks :nod:
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Well there we go. All I needed was a more complete model from Raven with the appropriate greebles, and the turrets. Renders have been updated with the new progress. I've also added a nameplate where it should go.
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I knew turrets would make the ship. Fantastic!
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wow, I can never look at the old model again!!
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Get that thing in the MediaVPs ASAP :D
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That might take a while.
Can we get this hilighted, in the meantime?
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Pretty awesome :yes:
The only thing that could be better, is the windows/lights texture. It's too blurry and random for my tastes.
Could use a little more horizontal definition, as in deck->windows->deck->etc.
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It'll look better with the Media VP's hi res maps and glowmaps.
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It'll look even better on my computer, ingame.
Hint. Hint.
;)
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Oh.. so is that using tiles? When i was mapping it i was going for a skin..
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IMO the main texture on the head is too low-res. Either increase the tiling in a non-horrid way, or increase the detailing on that map.
IMO. :)
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Hmm... can we see how it looks with raven's "modified" wing turrets?
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Originally posted by Galemp
Can we get this hilighted, in the meantime?
It's b0rked - as you may have noticed with the huge error there presently. :p
Besides, you should've posted this or a link to this in FS modding. ;)
In regards to the ship, some parts I like, some parts (like the bendy & wiggly plates on the prow and other bits) I'm not too fond of. Metal plating on such a curvey model is always problematic.
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I'm gonna revise the mapping on the face, around the sides of the head, on the underside of the engines, and on the two towers on the rear. I probably won't get to it for another week, though.
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MMMmmmmmmmmmmm hmmmmmmmm
That's it. Awesome :yes:
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For some reason the box laser turrets are niggling at the back of my mind. All of this detail and yet those are still boxes...
Hrmm... ;)
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^ yeah, be too... woule look nicer as "buds" or somthing, with AAA beams being a traditional "dish" shape...
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Looks great! Good job!
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The original model used the same turrets as the Aeolus (the side ones, with the six holes.) Raven seems to like those so I guess I'll reinstate them.
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THe box turrets are there for now, but tehy will be replaced by the HTL Aeolus turrets, as depicted by the original model :)
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I agree about the square turrets, but I am not fond of the huge wing turrets that you put on late. IMHO, the pure upgrade version of this should do without them, as they change the profile and (more importantly) occupy the same space as the player starts out in during Mystery of the Trinity.
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Maybe a version of the model with, and a version without the wing turrets?
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Raven says he'd like to keep the bottom quad turrets, but yeah, the top ones are definitely going.
Here's some updates on the mapping...
(http://web.njit.edu/~pjo3/htl/newheck1.jpg)
(http://web.njit.edu/~pjo3/htl/newheck2.jpg)
(http://web.njit.edu/~pjo3/htl/newheck3.jpg)
(http://web.njit.edu/~pjo3/htl/newheck4.jpg)
(http://web.njit.edu/~pjo3/htl/newheck5.jpg)
Remapped the big turrets.
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HOLY **** THATS AWESOME
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Those Turrets scare me.
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"Holy Hecate, Batman !!!"
As soon as that beauty hits my PC, fps is going to drop faster than my jaw, I bet.
What's the polycount, by the way ?
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The only thing it needs is a base for the turrets. I'm sure they don't want to hear...SCREEECH, BOOM, ERRR-ScREEEEECH.;)
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Quad turrets.
(http://web.njit.edu/~pjo3/htl/newheck6.jpg)
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I still think they're too big.
But your ability to get the most out of maps amazes me.
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I too would like to see an alterior 4x quad turret version, those things just look too cool to pass up.
And i'm wondering what happened to ravens beam cannons?
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Dunno, they weren't in the files he sent me. I think I'll rebuild them anyway, 'cause they're so cool. :D
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I didn't like those turrets very much, so I dumped the idea...
Oh the mapping job is looking great :)
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very impressive......love the textures on that beauty.
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I kind of like the quad turrets, they remind me of the Millenium Falcon. ;)
Very impressive textures though, are you using the originals or the mediaVP ones, or new ones?
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*faints*
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I'm using the MediaVP textures, and a modified capital01-06a (the Orion turret map) for the turrets, color-matched with the original Colossus texture.
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I assume by that you mean you've color matched the turret map with the Colossus turret map. Which is fine. The colossus map you've used though should be color-mapped to the Hecate scheme IMHO, because right now that pale green map looks like the metal plates in that area have molded. :p
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I like how everyone is spelling "turret" properly these days. :D
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Make sure all the top turrets are poining forwards and vice-versa when you convert this..
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How's about an early WIP ingame shot ?
I'd like too see how that thing looks with glow-/shinemapping applied.
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I dunno, there's something about that green texture on the towers that doesnt fit for me, i prefered the original grey you had on the first picks, saying that if you edit the map so its either greyer or browner to fit with tthe rest of the tiles it could fit quite nicely.
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It actually matches the green bits on the original Hecate map quite well, if you care to look.
As for conversion, well, I think I'm done the mapping for now, though eventually we'll get a full-body UV map. I'll think about it.
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Hmmm, its true. But before the whole hi-res texture fest that lightspeed did, i don't actually recall there being any green in it at all. I guess thats whats throwing me off more than anything.
But either way it still looks beautiful :nod:
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On origional post, ALL the pics are not showing, except the one 'untextured one'. Anyone got a link or something so i can see em?
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Definitely not worth the bump. There are textured pics in a more complete state later in the thread, so you have absolutely no need to look at the earlier ones. Many of us (especially those of us hosting files off of University web space) have some sort of bandwidth and storage constraints, so we have to trim the pictures we hotlink accordingly.
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(http://web.njit.edu/~pjo3/htl/hec83.jpg)
(http://web.njit.edu/~pjo3/htl/hec81.jpg)
(http://web.njit.edu/~pjo3/htl/hec85.jpg)
(http://web.njit.edu/~pjo3/htl/hec86.jpg)
Download. (http://web.njit.edu/~pjo3/htl/htlhecate.rar)
It is, of course, plug-and-play compatible with your existing tables and missions. It has full [glow=yellow]glowpoints[/glow], destructable subsystems, and nameplates. Credit goes to Raven for the original mesh and turrets, StratComm for the glowpoints and conversion, and me for all the textures and hierarchy.
The RAR includes the POF, glowpoint textures, turret texture and three sample nameplates.
I'll be doing an alternate variation with some UV mapping, the quad wing turrets, and some repositioned and renamed turrets as well later on. This one won't be compatible with standard FS2.
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Very Nice. :yes:
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Sweet! One of my favorite ships finally gets the upgrade it deserves.
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Woot woot. :)
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wait, how did the nameplate system work again? :nervous:
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There's a texture replacement option somewhere in FRED that lets you take a texture on a ship and replace it with another. I'm not too familiar with it so I can't really help you more than that.
The ones I supplied are TGAs with transparency, to make your own you'll need to use Photoshop or another powerful tool like Gimp. Or, you could just give it an appropriate background like you would with an Orion nameplate.
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the FRED_Open texture replacement doesn't work atm. goober said he was fixing on it.
i remember how to do it now, but i'm too tired to explain it.
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Absolutely astounding stuff guys. Thanks for all the hard work it must have taken to produce this beauty....
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the FRED_Open texture replacement doesn't work atm. goober said he was fixing on it.
It half works. Admiral Nelson just posted a thread with the whole FS2 campaign containing nameplated ships so if you check that out you can see how it's done.
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clap-clap-clap-aplauds :yes:
Pretty beast... Congrats to the father.
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Holy Frack, I completely missed the release.
This is pure awesomeness turned into polies :yes:
EDIT: Slight glitch: There's a little piece of glowing debris visible in the lower left main engine.
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Excellent :yes:
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EDIT: Slight glitch: There's a little piece of glowing debris visible in the lower left main engine.
I noticed. :( Pain in the neck, that poly will have to have its texture reassigned if I ever reconvert.
Good news is that most of the time it's not noticeable under the engine glows, but it's kinda irritating in the tech room.
I'd like to clarify something for any FREDders out there: if the ship is disabled and gets repaired, you'll probably only want to repair engines 1 and 2, as the exhausts for 3 and 4 get destroyed and their glows just float in space.
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I've noticed much more severe geometry 'popup' in nebula missions with the new Hecate. At a given distance, rotating your view has parts of the ship suddenly appearing and disappearing as they near the edge of the view area, rather than emerging from the mist. The geometry isn't being obscured by mist, it appears to totally disappear - but I haven't noticed it on non-nebula missions. The bow shields, aft towers and ventral engines are the most common areas that have this problem.
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That's odd, I haven't seen any nasty nebula popups recently. Try using the 'Poofs don't intersect hull' flag in the launcher.
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I'm already using it! :)
I don't know jack about how the nebulas or models work, but I haven't seen this with any other models for some time. In vanilla FS2 it was pretty bad, as whole ships would go from 'invisible in the mist' to 'not misted at all', but on the 'Mystery of the Trinity' mission, whole geometry sections leap out of the mist as you move around the ship. Again, I don't know anything about how this works, and it's hardly major, but it's jarring none the less.