Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Raptor on October 15, 2005, 05:31:32 am

Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 15, 2005, 05:31:32 am
Okay, after sitting on my ass for long with this thing, I've started to get something done, but I'm going to need help...

Basically I'm looking for people who can create a good UV for a tricky mesh.  One's who can texture siad UV maps would be a bonus.  My own texturing skills are not so good...:(

Modellers would also be apreciated.  I've got several Colonial military ships, but their for renders, not gaming.  So they need to go on a diet...:nervous:

As an aside, does anyone feel like donating any 'low-tech' ships?  Thinking about pirates, mercs and other outlaws.  They won't be using cutting edge Colonial tech.  Concepts would be okay.  And any ideas for Cylon ships too.  Coming up with new Cylon ship concepts is hard.

Just to point out, this is for the orginal (and in my opinon, the infinity better) 1978 version of Battlestar Galatica, back when Richard Hatch was Apollo, Lorne Green (RIP) was the fatherly Adama, and the female roles (like Sheba, played by Anna Lockheart) were strong FEMALE roles, not girls-playing-at-being-men like the new show...

I'll stop there before I start ranting...
Title: Orginal BSG mod calling for aid...
Post by: Nuke on October 16, 2005, 12:34:43 pm
*notes the deafening silence*
Title: Orginal BSG mod calling for aid...
Post by: karajorma on October 16, 2005, 01:21:19 pm
Looking for texturers is always a problem.
Title: Orginal BSG mod calling for aid...
Post by: Black Wolf on October 16, 2005, 02:08:37 pm
Plus anyone with interest/skill for BSG would by now have signed up for Omni's mod by now.
Title: Orginal BSG mod calling for aid...
Post by: Getter Robo G on October 17, 2005, 03:47:48 am
IF you find a texturer let me know. I tried long ago to get a hold of the creator fo the old SFC BSG mod (no answer). there are about 8 meshes with concept pics for colonial lore like the Tiger Destroyer and Juggernaught fighter/bomber. Oh and the Easter Alliance Destroyer I think.

  They are raw and very low poly but should be good for a start. (including the old credits would be sufficient). It would be up to you if you wanted to invest the time/effort in updating them though.

l8tr...
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 17, 2005, 07:34:19 am
Quote
Originally posted by Getter Robo G
IF you find a texturer let me know. I tried long ago to get a hold of the creator fo the old SFC BSG mod (no answer). there are about 8 meshes with concept pics for colonial lore like the Tiger Destroyer and Juggernaught fighter/bomber. Oh and the Easter Alliance Destroyer I think.

  They are raw and very low poly but should be good for a start. (including the old credits would be sufficient). It would be up to you if you wanted to invest the time/effort in updating them though.

l8tr...


Yes, I'm intrested.  I've got a whole fleet of uber high poly Colonial ships (but not the tiger though...), but coming up with new Cylon ships is a pain...

Thing is with Omni's, it's for the neBSG, with its, questionable ethics... (I heard that they condoned rape in one of the latest shows:shaking: )
Title: Orginal BSG mod calling for aid...
Post by: Fractux on October 17, 2005, 09:19:02 am
Quote
Originally posted by Raptor

(I heard that they condoned rape in one of the latest shows:shaking: )[/COLOR]


If you haven't seen the episode yet, then you'll see which crew condones rape. It's made very clear in the episode (Pegasus), that the main characters (on Galactica) do not condone rape at all. Anways, watch it, and then comment on it. :)

I'm not going to drag this too much off topic. :nervous:

I'm all for your original BSG mod, but maybe you want to help out with Omni's mod, and once that is done, that crew (if willing)  can work on modeling the old ships with you as well? That way, technical problems and hurdles that they are facing with the mod won't be a hinderance for you.

Even if you want this to be completely separate, I think close collaboration could benefit both mods.

Cheers!
Title: Orginal BSG mod calling for aid...
Post by: IPAndrews on October 17, 2005, 10:56:13 am
Ironically it was the lack of a good texture artist that killed my attempt to mod the original BSG stone dead. Trying to be positive though you might want to speak to Stithe2000 who is as enthusiastic about the old BSG as the new. He's also an extremely talented artist. Then there's Maudib who is responsible for the nice textures on my original BSG ships here http://freespace.volitionwatch.com/battstarg/ . Well all except the Battlestar which has horrible textures taken from an X-Wing Allaince mod. Anyhow you might be able to track down Maudib. Google for maudib battlestar-galactica and see if you can contact him.
Title: Um
Post by: Getter Robo G on October 17, 2005, 12:25:56 pm
He granted permission for his Hatak, but I couldn't even load it into memory as it was 1mil poly's (oops)'

He can be reached via The gaming union (UK) a homeworld site...
I believe...
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 18, 2005, 09:04:51 am
Quote
Originally posted by Fractux


If you haven't seen the episode yet, then you'll see which crew condones rape. It's made very clear in the episode (Pegasus), that the main characters (on Galactica) do not condone rape at all. Anways, watch it, and then comment on it. :)

I'm not going to drag this too much off topic. :nervous:

I'm all for your original BSG mod, but maybe you want to help out with Omni's mod, and once that is done, that crew (if willing)  can work on modeling the old ships with you as well? That way, technical problems and hurdles that they are facing with the mod won't be a hinderance for you.

Even if you want this to be completely separate, I think close collaboration could benefit both mods.

Cheers!


I had better just point out that I did give nuBSG a try and watched the whole first season on Sky One.

My reaction was mainly disgust. If you want why, use PMs.

Now, back on topic.

Maybe this will attract some attention:
 (http://img365.imageshack.us/my.php?image=htlviper6ns.jpg)
(http://img365.imageshack.us/img365/9485/htlviper6ns.jpg)

I Finally finished optomising and texturing the Viper.  I ditched the pilot and some detail in the engines.  Total polycount Lod0: 1771

Now for the lower lods, Shine maps, the Scorpion (the Vipers predessor), all those Colonial Military ships... :shaking:
Title: Orginal BSG mod calling for aid...
Post by: IPAndrews on October 18, 2005, 10:17:26 am
(http://freespace.volitionwatch.com/battstarg/images/viper.jpg)

(http://freespace.volitionwatch.com/battstarg/images/colbatstar.jpg)

(http://freespace.volitionwatch.com/battstarg/images/raider.jpg)

(http://freespace.volitionwatch.com/battstarg/images/basestar.jpg)
Title: Orginal BSG mod calling for aid...
Post by: WMCoolmon on October 18, 2005, 01:22:05 pm
Just let it go...

A number of devoted fans preferred the original trilogy.

Meanwhile, a bunch of misguided, confused, Lucas fanboys believed that Episode 1 was actually a decent movie. (And still do to this day!)

Take a guess what I think. ;)

Nice original BSG btw.
Title: Orginal BSG mod calling for aid...
Post by: IPAndrews on October 19, 2005, 03:07:21 am
Then there's the misguided fools who fail to understand just how much more fun playing an original BSG mod is on the Freespace engine.

Why spend 5 minutes picking at the shields of a Mara when you and your vastly outnumbered Viper pilots can one hit kill wing after wing of slow clumsy Raiders that couldn't hit the side of a barn at 5ft, all to the sound of Stu Phillips amazingly fun soundtrack. Or even better doing an attack run on a 100 turret Basestar with the thing firing those terribly innacurate lasers at you with the wobbly sound effect. 100% cheesy goodness.

New BSG = dark, gritty, fantastic drama.
Old BSG = stupid, cheesy, much better game material
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 19, 2005, 03:56:20 am
Quote
Originally posted by IPAndrews
New BSG = dark, gritty, fantastic drama.
Old BSG = stupid, cheesy, much better game material


I'd have said:

New BSG = Dark, twisted, terrible acting, aweful plot, rubbish ship designs, obcessed with s**
Old BSG = Bit chessy, Great acting, better storyline, lovely looking ships, true romance

IPA, I could really use that BaseStar... (already got the other three.)  Still use the Raider (with fused UVmapping).  Mind shooting it my way?  Got an Algha Colonial destroyer for it to play with...

And you've just showed me that there is still some work I need to do to the Viper! ;)

I'll get some more screenies of the insanely detailed Colonial ship models I've got to try and tone down...
Title: Orginal BSG mod calling for aid...
Post by: IPAndrews on October 19, 2005, 04:07:58 am
Quote
Originally posted by Raptor
Still use the Raider (with fused UVmapping).[/COLOR]


You have no idea how long it took me to get the shape of that Cylon Raider right. Almost every reference model on the net is wrong! Be warned :D
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 19, 2005, 04:16:50 am
Quote
Originally posted by IPAndrews


You have no idea how long it took me to get the shape of that Cylon Raider right. Almost every reference model on the net is wrong! Be warned :D


Doesn't surprise me.  After all, most of the images of the Galatica I've seen are wrong too.

At least with non-cannon stuff, no-one can critise (unless it's to say that the design is not in keeping with the shows style!)

When it comes time to HTL the Raider, mind if I use yours as a base to work from?
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 19, 2005, 01:26:26 pm
Here's some extra eyecandy for you all.  WIP of texturing lod0 of the Scorpion fighter (the 6th milliuinim fighter from the show, and the Vipers predecessor)

 (http://img440.imageshack.us/my.php?image=vs18ll.jpg)
(http://img440.imageshack.us/img440/3347/vs18ll.jpg)
 (http://img409.imageshack.us/my.php?image=vs24pp.jpg)
(http://img409.imageshack.us/img409/7766/vs24pp.jpg)

Adding details to the underneath is going to be... creative:)

And here's a couple of those poly munching ships I was telling you all about... Omni eat your heart out ;)

 (http://img409.imageshack.us/my.php?image=protector8zd.jpg)
(http://img409.imageshack.us/img409/1489/protector8zd.jpg)
The Protecter Heavy Cruiser - 389,082 polys.

 (http://img259.imageshack.us/my.php?image=defender1dx.jpg)
(http://img259.imageshack.us/img259/6559/defender1dx.jpg)
The Defender Escort Cruiser - 230,349 polys.

And there's another three ships, all with that kind of detail level!:eek:

 (http://img259.imageshack.us/my.php?image=guardian9ae.jpg)
(http://img259.imageshack.us/img259/4445/guardian9ae.jpg)
The Guardian Destroyer.  I am currently working on this one, and have given it an initial turret set (working in FS2).  The white bits are the details I have yet to touch...

I'm using generic tile mapping for now, while I get them down to FS usable levels.  Needless to say these ships will make extensive used of the 'Detail Subobject' feature, once I figure out how to use it...
Title: Orginal BSG mod calling for aid...
Post by: Col. Fishguts on October 19, 2005, 01:47:52 pm
Awesome :yes: Do you have a Battlestar in that quality ?
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 19, 2005, 02:01:57 pm
Quote
Originally posted by Col. Fishguts
Awesome :yes: Do you have a Battlestar in that quality ?


Don't think so... Nor do I have the 'Tiger' Destroyer.

Those models practically kill my PC.  Trying to work with them is like wading though mud.  Slow, and with great annoyance.
Title: Orginal BSG mod calling for aid...
Post by: Getter Robo G on October 19, 2005, 07:15:43 pm
post email or pm it tome pls for the files. I checked your profile, none available..



BTW I love the old raider... Remember this? The great epic crossover battle for Earth:

(only pic I made of the cylons)
(http://img218.imageshack.us/img218/2315/screen597su.jpg)
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 20, 2005, 09:33:15 am
Work is progessing on the BaseShip... slowly.

And call me weird, but somehow the old baseship has a menacing air to it that the nuBSG one just dosn't...

I've been meaning to ask: What is the new subobject limit?  I assume since Goober(?) introduced this 'detail subobject' code stuff, that the limit has been bumped up from ~110 subobjects.

So what is the new limit?  I ask because this baseship is on course for having 100 detail subobjects, plus 5 non-detail subobjects, and 132 turrets, 32 of which would be multi-part... (thats a total of 269 subobjects.  Not counting lods and debris...)... :eek2: :nervous: :shaking:
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 21, 2005, 03:11:49 pm
Just had to share this with you all...

Since I got my hands on Maudib's basestar model (via IPAndrews, Cheers!), I've been returreting it and adding extra detail via submodels taken from another very high poly (~60-90K) baseship.

Been making new turrets for the polar long-range Mega Pulsars...

(http://img425.imageshack.us/img425/7155/biggun7sz.jpg)
Big enough? ;)  The Varied colours are to help UV map it.


And heres how it fits in with the rest of the ship.  This dosn't show all the other detail subobjects since when rendering them a lot of them are showing pure white faces:wtf: I'll need to look again at them (may be something to do with all the lights needed for all those subobjects...):
(http://img408.imageshack.us/img408/2699/baseship2ur.jpg)
Title: Orginal BSG mod calling for aid...
Post by: deep_eyes on October 21, 2005, 04:59:32 pm
Quote
Originally posted by IPAndrews
Then there's the misguided fools who fail to understand just how much more fun playing an original BSG mod is on the Freespace engine.

Why spend 5 minutes picking at the shields of a Mara when you and your vastly outnumbered Viper pilots can one hit kill wing after wing of slow clumsy Raiders that couldn't hit the side of a barn at 5ft, all to the sound of Stu Phillips amazingly fun soundtrack. Or even better doing an attack run on a 100 turret Basestar with the thing firing those terribly innacurate lasers at you with the wobbly sound effect. 100% cheesy goodness.

New BSG = dark, gritty, fantastic drama.
Old BSG = stupid, cheesy, much better game material


i totally agree! thats why i love both! good luck IPAndrews. From the BSG-R team.
Title: Orginal BSG mod calling for aid...
Post by: Getter Robo G on October 21, 2005, 10:30:24 pm
I emailed Killerdog26 again. If he says yes or I get no reply I will post a link for the 6mb DL of the models and some ref pics.

Will be included:

Agro ship
Colonial Movers
Guardian (you already have)
Defender (you already have)
Eastern Alliance Bomber
Tiger Destroyer
Juggernaught heavy assualt craft (nice)
trade station
Oribtal refinery
Ranger
Simtar (nice)
old style shuttle


I will delete the ones you have already if you'd like from the DL. all are MAX files.
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 22, 2005, 05:18:16 am
Quote
Originally posted by Getter Robo G
I emailed Killerdog26 again. If he says yes or I get no reply I will post a link for the 6mb DL of the models and some ref pics.

Will be included:

Agro ship
Colonial Movers
Guardian (you already have)
Defender (you already have)
Eastern Alliance Bomber
Tiger Destroyer
Juggernaught heavy assualt craft (nice)
trade station
Oribtal refinery
Ranger
Simtar (nice)
old style shuttle


I will delete the ones you have already if you'd like from the DL. all are MAX files.


Nice.  Don't remove the two I do have, they might be able to help me sort out turret set ups.

Is the Guardian the same as on Todd Boyces website? (I should point out now that the Guardian, Defender and the Protector are all his designs.)

I've also got his 'Searcher', plus a 'Kiowa' and a 'Scout'.  All Colonial.  I'll try and get pics if people want them...

Isn't 'Simtar' the old moon which the Cylon amarda hid behind at the start of the series?  And are any of those Cylon?

I'm surprises no ones commented on the pulsar turret I've made...
Too big?  Though the idea of having a gun with a barrel big enough for you to fly down is kind of fun ;)

As Colonel Jack O'Neill would say: 'Their cannon barrels are bigger than my house!'

Now to check that TS6.1 can load MAX files...
Title: Orginal BSG mod calling for aid...
Post by: CaptJosh on October 22, 2005, 08:49:15 am
I believe it's spelled "Scimitar". It's named for a rather nasty sword.
Title: Orginal BSG mod calling for aid...
Post by: Getter Robo G on October 22, 2005, 01:46:13 pm
correct,  the model was mising the C..  The index has it spelled corectly.

The ref pics will help a little, but the models won't,  too low poly.  Juggernaut attack bomber was made from Dave Young concept. His ref pic is only one with model credit so the other 3 might be by the person you mentioned.

He hasn't responded yet so give it till the end of next week. I'm kinda sluggish right now so give me around monday for posting of pics alone... Models will go on Friday.

Did you see the Richard Hatch Scarlet viper concept I converted last year? I would like it if you included it in the OBSG mod (O meaning Original, not Old).. Or is it called BSG78 (for 1978)?

And yes that turret is way too large, :D , but I wasn't gonna say anything... Note I want that file to play with... I never did find a useable Base Star mesh that would work in fs2. (evil grin) Preferably not with 100 subobjects systems... The fewer the better for what I have in mind (TBA later). If you are ok with that.
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 22, 2005, 03:03:14 pm
Quote
Originally posted by Getter Robo G
Did you see the Richard Hatch Scarlet viper concept I converted last year? I would like it if you included it in the OBSG mod (O meaning Original, not Old).. Or is it called BSG78 (for 1978)?

And yes that turret is way too large, :D , but I wasn't gonna say anything... Note I want that file to play with... I never did find a useable Base Star mesh that would work in fs2. (evil grin) Preferably not with 100 subobjects systems... The fewer the better for what I have in mind (TBA later). If you are ok with that.


Well I've cut down the detail subjects by quite a bit now (~40 total now), but I think I'll leave them off the model for now, until I've got the tbl files sorted.

And I was leaning towards the gun being to big myself.  I'm thinking about halfing it (in size)...

And I've just found a funny bug with FS-open 3.6.7  It refuses to display the raider model I have, which works in the 10th July version of 3.6.6... :wtf: :hopping:

I'll try using an alternate one...
Title: Orginal BSG mod calling for aid...
Post by: Getter Robo G on October 22, 2005, 05:45:26 pm
Oh man, I reviewed the tut on turreting for multiparts (major headache now)...  Revisiting the Gamilon destroyer mesh and other ships of the fleet.

Before I do this, if I manage to reattach a non-subobject turret into a subobject so it can rotate (model was one piece origonnaly) it has no barrels, the firing points are holes ont he base texture.

If I only make the base rotate and skip the arm part (just angle the FP normal upwards 45 degrees) and  make FOV 90 degrees that will work for a barreless multipart turret right?

I got a few of anime ships with these type of turrets and it's gonna be hell to make them work...
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 23, 2005, 05:42:19 am
Quote
Originally posted by Getter Robo G
Oh man, I reviewed the tut on turreting for multiparts (major headache now)...  Revisiting the Gamilon destroyer mesh and other ships of the fleet.

Before I do this, if I manage to reattach a non-subobject turret into a subobject so it can rotate (model was one piece origonnaly) it has no barrels, the firing points are holes ont he base texture.

If I only make the base rotate and skip the arm part (just angle the FP normal upwards 45 degrees) and  make FOV 90 degrees that will work for a barreless multipart turret right?

I got a few of anime ships with these type of turrets and it's gonna be hell to make them work...


I don't think so.  IIRC, for a rotational turret, you need an -arm/barrel/what-ever-you-want-to-call-it subobject of the turret.  And the turret normal has to be vertical.

How about having a simple cube competely within the turret base, and use that as the barrel?
Title: Orginal BSG mod calling for aid...
Post by: IPAndrews on October 24, 2005, 07:40:19 am
Quote
Originally posted by Raptor
Since I got my hands on Maudib's basestar model (via IPAndrews, Cheers!),


My model, his textures. All the models I gave you are my own geometry :P
Title: Scarlet Vipers re-release
Post by: Getter Robo G on October 24, 2005, 10:32:17 am
Totally finished except for glow mapping.  Regular and scarlet textured scarlet vipers from the Richard Hatch 20 year update concept. (credits included)

Got thr go ahead and converted this long ago but I didn't know how to make docks and stuff back then.

Icon included you will have to alter format and table . Also ship needs better table.

http://www.fileh.com/GRG/CSVipers.rar


No word yet, so I will get it packaged by friday for the low-poly modpack you can build off of or use for inspiration. Will include the credit file of course.

l8tr!
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 24, 2005, 12:06:37 pm
Quote
Originally posted by IPAndrews


My model, his textures. All the models I gave you are my own geometry :P


Opps. Sorry!
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 27, 2005, 10:59:36 am
Quote
Originally posted by Getter Robo G
And yes that turret is way too large, :D , but I wasn't gonna say anything... Note I want that file to play with... I never did find a useable Base Star mesh that would work in fs2. (evil grin) Preferably not with 100 subobjects systems... The fewer the better for what I have in mind (TBA later). If you are ok with that.


You wanted a Base Star, you got it:
(http://img415.imageshack.us/img415/609/basestar17at.jpg)

Firing the Mega-Pulsar:
(http://img415.imageshack.us/img415/3366/basestar26um.jpg)

Main hull mesh by IPAndrews, texture of same by Maudib, extra hull components and bridges partly me, Multi-part turrets and megalaser turrets me, textures of all Mp turrets me, weapons me.

This thing is nast right now.  62 turrets, can kill a Sathanas without taking a single hit (assuming Sathanas dosn't jump in right on top of the Base Star, then the boot is on the other foot)

The details models I've got (left off for now) are those curved section/domed things, the large amour panels near the rim, and those six tube things on the map near the poles.
Title: Orginal BSG mod calling for aid...
Post by: Getter Robo G on October 27, 2005, 11:33:56 am
Perfect!!!! Are you postign a link here or via PM?

I'm gonna rewatch the Pegasus episodes again for the BS's lasers (I think they are same as raiders. As for the MP I think they showed it in ONE episode firing as the Galatica slowly came into range...

WOOT!  (you do realise it's gonna be a biatch to disarm in a Viper?) :D
Title: Orginal BSG mod calling for aid...
Post by: IPAndrews on October 27, 2005, 12:07:12 pm
You do know I did table entries for all the original BSG weapons right? Just check the data directory at my site. Also I'm fairly sure the mega pulsar laser doesn't look anything like that ;)
Title: Orginal BSG mod calling for aid...
Post by: Getter Robo G on October 27, 2005, 12:15:49 pm
Of course... Those tables are protected files...(ok the mod shares the same directory as Combat Federation, but I was gonna get around to Old BSG  Someday!)

I can almost picture it, but it was so long ago though... Wasn't it like a beam with particles in it almost smokey, or vapor trail like, but Whitish-Blue?
Title: Orginal BSG mod calling for aid...
Post by: IPAndrews on October 28, 2005, 03:02:40 am
There's an artists impression of the Base Star's mega-pulsar on this site.

http://www.tecr.com/galactica/weapons/weapons.htm

It needs to be quite a bit wider, more transparent, and made to look more like a particle beam than a laser.
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 28, 2005, 03:28:56 am
As for posting a link... not sure how ATM.  Juess it will have to be email sent.

I forgot to mention before that 20 of those turrets are acting like four seperate turrets all targeting the same ship... but it does have a weak spot... if you can get between the discs, your safe (or should be, those megalaser turrets are not following the program...:mad: )  Their bounding box also appears messed up. I'll have to have anouther loo at them...

I did us your tbl as a basis IPA, with a few changes of my own:nod: The cylon turbolasers use the same effects as the raiders.  It's only the megalasers that are different.

As for the mega-pulsar... The only time we see one fired was in 'Gun on Ice Planet Zero', and that appeared to be an almost solid purple spear.  I also found that image that your linking to before IPA.  The beam effects can be changed to look more like that with ease.  I was working on the fact that the pulsar on IPZ was a unique, one of kind weapon, and so can be vastly differant from the norm...

Just to point out, the beam width is wider than the Viper...;)  It can't get any wider since I've put the fire point inside the barrel (you colud fly into it, and see the glow form ahead of you...:warp: )
Title: Orginal BSG mod calling for aid...
Post by: IPAndrews on October 28, 2005, 04:55:15 am
To be honest I don't remember seeing that big multi-part turret you added. I thought that pentagonal formation of bits and bobs on the top and bottom was the turret. Suggesting the mega pulsar would only be able to fire straight up and straight down as in the artist's impression linked above. Although you could cocievably give it a wider FOV for the sake of making the game more interesting, and because we haven't actually seen that weapon fire ever.

As for the effect I guess the IPZ effect would be just as good. In fact it's probably more true to the show and "more 70s" than that fancy blue particle beam effect.

Any chance of some screens of the Base Star firing all it's anti-fighter turrets? :D
Title: Orginal BSG mod calling for aid...
Post by: Getter Robo G on October 28, 2005, 07:30:03 am
Hosting can be gotten for 250mb or if you are lucky and fast enough 2500mb like me at this link

http://www.fileh.com


Yeah I forgot the Cylons stole Dr Ravasam's Pulsar idea for their Base Ships later on... StarBuck hitting on triplets was priceless...
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 28, 2005, 09:58:27 am
I'll explore that links.  Thanks in advance GRG!:D

Some more pics for you.  I set 18 Cains + 9 Rakshasas (in 9 waves of one Rak + 2 Cains, up to 3 at a time) + 6*6*6= 216 Mara fighters on to attack a single BaseStar.

Result... BaseStar survived with only 2% damage! :eek2:

(http://img426.imageshack.us/img426/7799/baseship028ld.jpg)
Here's the BaseStar firing most of it's ventral turbolasers.  I don't think the Mara's ever got close enough for the light Turbolasers to engage! Though those turbolasers have the "bomber+" flag, so somethings not right...:wtf:

I think that's a MegaLaser bolt in the upper right corner.  I made them more 'Blue'.

For the MegaPulsar... somehow when ever I looked at that picture you linked to IPA, I got the impression there was a long barrel.  And lets not forget the barrel in that mountain!
I removed one of the sections, and recoloured the effects:
(http://img408.imageshack.us/img408/3076/baseship034or.jpg)


EDIT:
Okay, FileH isbeing a pain, saying that the password I type is in 'standard Capitaliastion' :wtf: But the first letter IS capitalised.

I'll try again later...
/EDIT

EDIT2:
It worked when I had caps lock for the entire password... stragne or what? :confused: :wtf:x2
/EDIT
Title: Orginal BSG mod calling for aid...
Post by: Getter Robo G on October 28, 2005, 04:04:54 pm
yeah it is a pain... I made the LAST letter in mine Cap... That way an idiot liek me can remiember, it won;t let you do the first letter alone...

*Mutters - damn security proceedures* :D

[EDIT]:   No response to my mail again...
If you use any of this just add Killerdog26 to the credits...

http://www.fileh.com/GRG/BSG/ModGalactica.rar

Hope you find something useful.

THE EASTERN ALLIANCE!!!!!!! (sorry) :P
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 29, 2005, 06:13:36 am
Okay, I think this will work...

http://www.fileh.com/Raptor/R1BaseStar.zip

I'll have good long look at those files.  Thanks man!;)
Title: Orginal BSG mod calling for aid...
Post by: ToecrusherHammerjaw on October 29, 2005, 09:37:19 am
:( I can't download it. It keeps registering as being 0 bytes.
Title: Orginal BSG mod calling for aid...
Post by: Getter Robo G on October 29, 2005, 10:15:12 am
Confirmed...Corrupted...

Erase and upload it again Raptor if you would :D
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 29, 2005, 12:37:01 pm
Quote
Originally posted by Getter Robo G
Confirmed...Corrupted...

Erase and upload it again Raptor if you would :D


Oh filtercarb!  Fixing now....

I have to admit, I forgot to put in the sounds.tbl details.  But I expect people would put the newe sounds in where ever they could...

I've had look though that pack GRG.  A few bits and pieces will be useful (thought he's got the Agro ship wrong, I think...)

His Scimitar fighter inspired this:
 (http://img426.imageshack.us/my.php?image=prewarfightera017ni.jpg)
(http://img426.imageshack.us/img426/8141/prewarfightera017ni.jpg)
A pre-war fighter craft, from the time of, as Starbuck would say, 'sublight rockets'.  Slow, ungainly and uses bullets;) (his craft is the leftmost one)

In other news:

Colonial engineers at the Scorpia Military base begin development of a heavily armed and armoured version of the successful mark II Viper:
(http://img434.imageshack.us/img434/9149/mark2b015us.jpg)

And there are increased sighting of Cylon high speed attack frigates along our boarders.  So far no clear image has been obtained, and as of yet we are unsure of the exact size of these craft:
(http://img434.imageshack.us/img434/9508/attacker013oc.jpg)



[EDIT]Okay, the link should work now....
Title: Orginal BSG mod calling for aid...
Post by: Getter Robo G on October 29, 2005, 01:31:08 pm
Hmm I like the pre-war look but needs a bit more detailinf I think.. Actually now that you set a new time frame how about a pre-war cylon force lol... (now you've gone and done it!) :D

I agree about the Agro ship. I got a line on something amazign but will have to see if he's interested. The person I am about to approach made one with like 1.5 million pollies.... It looks exactly like the model used in teh BSG series and the Movie "Silent Running" (as both productions used the exact same ship)
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 29, 2005, 02:01:58 pm
Quote
Originally posted by Getter Robo G
Hmm I like the pre-war look but needs a bit more detailinf I think.. Actually now that you set a new time frame how about a pre-war cylon force lol... (now you've gone and done it!) :D


It's a WIP.

The Cylon frigate/destroyer is my first attempt at doing an 'old' Cylon warship, hence the ion engines like the tanker (coming up with new Cylon designs is HARD)  I envisage the Hades Base Star (and the destroyer based off it) as 'new' ships.  Of course, by new I mean only seen in the last ~300 odd yarhens of the war!

I've already got the weapons done, it's just getting the models!

Oh, did is the file okay now?
Title: files
Post by: Getter Robo G on October 29, 2005, 02:08:16 pm
Yeah I was gettign ready to test it soon.


I ran into a snag. I ported all the old bsg files to a new install of SCP 3.6.7... I previously only ran it on vanilla and now I get all sorts of errors...

Gun mounts+ and width+ set off token errors (what ever that means)

When I get to main menu I hit tech room and this happens...


fs2_open_367 caused an Access Violation in module fs2_open_367.exe at 001b:0058f4ad.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 10/29/2005 15:02:18.
F:\FreeSpace2-Neo-BSG\fs2_open_367.exe, run by Star Dragon.
1 processor(s), type 586.
768 MBytes physical memory.
Read from location 977b48b8 caused an access violation.

Registers:
EAX=00000000 CS=001b EIP=0058f4ad EFLGS=00010246
EBX=00000000 SS=0023 ESP=0012f990 EBP=977b4718
ECX=0b8f8058 DS=0023 ESI=00000000 FS=003b
EDX=0b8f8058 ES=0023 EDI=00000000 GS=0000
Bytes at CS:EIP:
8b 85 a0 01 00 00 8b 8d 9c 01 00 00 56 6a 01 50
Stack dump:
0012f990: 00000000 006bae60 00000010 02c7ec28 00590248 00080000 00000002 00000008
0012f9b0: 0012fe98 00000001 0046a434 00000001 00000008 00000001 00000008 00000001
0012f9d0: 0000000b 7ffd7000 0046242e 00000008 00000000 7c80b529 77d4c96c 7ffd7000
0012f9f0: 0012fe98 00535329 0012fa10 00000000 00000000 00000000 00000001 ffffffff
0012fa10: 0012fe98 0059102f 00466421 3c898000 0046a655 00000001 0000000b 7c80b529
0012fa30: ffffffff 00466b0a 00000015 00000020 00000027 2ff88000 1d38c000 75418000
0012fa50: 6161a000 7ffe0000 7446f000 465c3a46 53656572 65636170 654e2d32 53422d6f
0012fa70: 73660047 706f5f32 335f6e65 652e3736 00006578 00000000 00000000 00000000
0012fa90: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fab0: 00000000 00000000 00000000 0012fae8 0014479c 00144798 00000100 77dd8921
0012fad0: 001447b4 77dd892a 0014479c 77e462a0 0012fc38 0012fcc0 0012fc24 77dd8771
0012faf0: 00144530 00000002 00000100 0012fcc0 00000000 00000000 77dd877f 774e0000
0012fb10: 0012fde0 0012fe20 00000002 00000000 00000000 7752e581 00000000 0000000c
0012fb30: 774e0000 00000000 00000000 00000002 00000000 774ec050 00000000 00000000
0012fb50: 00000000 0012fb4c 00000000 00000000 002c002a 774ec050 0012fb60 00000000
0012fb70: 002c002a 774ec050 0012fb70 00000000 00000000 00000000 0012fb4c 774ec050
0012fb90: 5ce3b786 5cab96ae 0699425e 0012fbd0 00140000 7c910732 0000003b 00141198
0012fbb0: 00140000 00000000 0012fba8 d0b4f37b 0012fdec 7c90ee18 000000c5 0012fdfc
0012fbd0: 7c911538 7c911596 7c9106eb 0014ee80 8007000e 776068e4 c9630e56 00140640
0012fbf0: b8c7805f c97ae688 5468f25d c8b8b9f3 00140178 0012fc1c 77dd8664 0012fca0
0012fc10: 0012fc18 0012fc58 00000100 0012fc3c 0000d02a 0012fc3c 77dd8664 0012fcc0
0012fc30: 0012fc38 0012fc78 00000100 0012fc5c 77dd8627 00000000 0012fcc0 00000100
0012fc50: 0012fc88 00000000 00000100 0012fc88 77dd85cf 0012fc78 0012fcc0 0012fc98
0012fc70: 00143bac 00143ba8 00000010 77e7610c 00143bc4 77e76115 00143bac 0012fdfc
0012fc90: 00000100 00000000 0012fdc4 77e76098 00143820 00000003 00000010 0012fdfc
0012fcb0: 77606860 77e760a4 ffffffff 00000003 ff01dbaf 4871972b f5d67503 294aafa5
0012fcd0: c1b303bc 73a3cbeb cce3eef7 b35d13d0 dc80caa1 55070b6e 7418f070 ed45981b
0012fcf0: 297df34c 58b7b38e a1c7a69e f5e8a134 956f27a9 ae4d09e1 7bd682a1 66f96ef3
0012fd10: 8f93bff1 274af33a d90c4e30 889aa3bf f8adcda1 0f07a600 a366e319 b3801e80
0012fd30: cda8d268 291af7b7 a646214c ee630073 9d977277 4c4b22a3 b249f36e 8342fa6d
0012fd50: 6ac2ab47 f138c4f0 092e246a 9bd49ff9 1bdae0fa 10f9c377 f25722ed 6d0d54d5
0012fd70: 1fadceef 204db429 434f5c3a 585b2598 40254e95 17226298 729a76ab 8e3445ce
0012fd90: 174c87e2 7c5fcc23 66f272e4 7a35a358 8fd0fea7 2434a188 061c54d7 774ff344
0012fdb0: 776068c0 00000002 00000001 00000017 0012fde0 774ff4c3 0014ef84 00000017
0012fdd0: 00000001 774fd6bc 0015280c 0012fdf0 774fd7dc 00152808 774fd20a 77606860
0012fdf0: 774fd1d7 77606868 774ff5e1 0014ee80 8007000e 776068e4 774ec2b4 00000000
0012fe10: 0012fe34 7752ed05 0014ee80 7c80977b 0012fe5c 00000000 7760683c 0012fe54
0012fe30: 774ff05b 00000001 00000000 00000002 00000000 00000000 7c80b529 7ffd7000
0012fe50: 00000002 0012fe64 77502a46 00466b80 00400000 00000000 001423a1 00000001
0012fe70: 7c80b529 00000000 7ffd7000 ffffffff 0012fe70 0012f5b4 0012ffb0 005ed3f8
0012fe90: 006291b8 00000000 0012ffc0 005f2ccc 00400000 00000000 001423a1 00000001
0012feb0: 00000094 00000005 00000001 00000a28 00000002 76726553 20656369 6b636150
0012fed0: 00003220 e17d4000 e17d5000 e17d6000 e17d7000 95f877ad 00000000 804dbe67
0012fef0: ff676980 ffffffff a6b52e40 00000104 83a6d658 83a6d688 ffffffff b80acc08
0012ff10: 83863b60 00000300 0000a2ab 00000001 00000004 00000000 010acc28 000007d4
0012ff30: 8055e880 b80acc48 80548fc1 83bf4000 005f2b60 0172d834 7c90e1fe 7ffd7000
0012ff50: 00000044 00143790 00143418 001437f0 00000000 00000000 00000000 00000000
0012ff70: 00000000 00000000 00000000 00000401 00000001 00000000 00000000 00010001
0012ff90: 00000000 00000408 00000000 00000001 001423a1 00000000 0012feb0 805824fd
0012ffb0: 0012ffe0 005ed3f8 0065e008 00000000 0012fff0 7c816d4f 0172d834 7c90e1fe
0012ffd0: 7ffd7000 8054a938 0012ffc8 83863b60 ffffffff 7c8399f3 7c816d58 00000000
0012fff0: 00000000 00000000 005f2b48 00000000

   Module list: names, addresses, sizes, time stamps and file times:
F:\FreeSpace2-Neo-BSG\fs2_open_367.exe, loaded at 0x00400000 - 2998272 bytes - 432e048a - file date is 9/18/2005 17:21:32
C:\Program Files\Browser MOUSE\MOUDL32A.DLL, loaded at 0x10000000 - 57344 bytes - 3c28b739 - file date is 5/22/2005 18:44:46
C:\WINDOWS\system32\NETAPI32.dll, loaded at 0x5b860000 - 332288 bytes - 411096ac - file date is 8/4/2004 03:56:44
C:\WINDOWS\system32\COMCTL32.dll, loaded at 0x5d090000 - 611328 bytes - 411096af - file date is 8/4/2004 03:56:42
C:\WINDOWS\system32\OPENGL32.dll, loaded at 0x5ed00000 - 713728 bytes - 411096f8 - file date is 8/4/2004 03:56:44
C:\WINDOWS\system32\hnetcfg.dll, loaded at 0x662b0000 - 344064 bytes - 411096a0 - file date is 8/4/2004 03:56:42
C:\WINDOWS\system32\HID.DLL, loaded at 0x688f0000 - 20992 bytes - 4110969c - file date is 8/4/2004 03:56:42
C:\WINDOWS\system32\GLU32.dll, loaded at 0x68b20000 - 122880 bytes - 41109697 - file date is 8/4/2004 03:56:42
C:\Program Files\Common Files\Microsoft Shared\Speech\sapi.dll, loaded at 0x6d6e0000 - 741376 bytes - 411096b0 - file date is 8/4/2004 03:56:44
C:\WINDOWS\system32\d3d8thk.dll, loaded at 0x6d990000 - 8192 bytes - 41109692 - file date is 8/4/2004 03:56:42
C:\WINDOWS\system32\d3d8.dll, loaded at 0x6d9a0000 - 1179648 bytes - 41109692 - file date is 8/4/2004 03:56:42
C:\WINDOWS\system32\mswsock.dll, loaded at 0x71a50000 - 245248 bytes - 41109758 - file date is 8/4/2004 03:56:44
C:\WINDOWS\System32\wshtcpip.dll, loaded at 0x71a90000 - 19968 bytes - 411096fd - file date is 8/4/2004 03:56:46
C:\WINDOWS\system32\WS2HELP.dll, loaded at 0x71aa0000 - 19968 bytes - 411096f3 - file date is 8/4/2004 03:56:46
C:\WINDOWS\system32\WS2_32.dll, loaded at 0x71ab0000 - 82944 bytes - 411096f2 - file date is 8/4/2004 03:56:46
C:\WINDOWS\system32\WSOCK32.dll, loaded at 0x71ad0000 - 22528 bytes - 411096ff - file date is 8/4/2004 03:56:46
C:\WINDOWS\system32\DINPUT.dll, loaded at 0x72280000 - 159232 bytes - 411096af - file date is 8/4/2004 03:56:42
C:\WINDOWS\system32\MSADP32.ACM, loaded at 0x72cf0000 - 13312 bytes - 3b7dfe2a - file date is 8/23/2001 08:00:00
C:\WINDOWS\system32\msacm32.drv, loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 8/23/2001 08:00:00
C:\WINDOWS\system32\wdmaud.drv, loaded at 0x72d20000 - 23552 bytes - 411096c6 - file date is 8/4/2004 03:56:58
C:\WINDOWS\system32\DDRAW.dll, loaded at 0x73760000 - 266240 bytes - 411096a0 - file date is 8/4/2004 03:56:42
C:\WINDOWS\system32\DCIMAN32.dll, loaded at 0x73bc0000 - 8704 bytes - 4110969f - file date is 8/4/2004 03:56:42
C:\WINDOWS\system32\KsUser.dll, loaded at 0x73ee0000 - 4096 bytes - 411096ad - file date is 8/4/2004 03:56:42
C:\WINDOWS\system32\dsound.dll, loaded at 0x73f10000 - 367616 bytes - 411096d4 - file date is 8/4/2004 03:56:42
C:\WINDOWS\system32\SHFOLDER.dll, loaded at 0x76780000 - 25088 bytes - 411096b8 - file date is 8/4/2004 03:56:46
C:\WINDOWS\system32\WINMM.dll, loaded at 0x76b40000 - 176128 bytes - 411096d6 - file date is 8/4/2004 03:56:46
C:\WINDOWS\system32\WINTRUST.dll, loaded at 0x76c30000 - 176640 bytes - 411096b9 - file date is 8/4/2004 03:56:46
C:\WINDOWS\system32\IMAGEHLP.dll, loaded at 0x76c90000 - 144384 bytes - 411096a9 - file date is 8/4/2004 03:56:42
C:\WINDOWS\system32\iphlpapi.dll, loaded at 0x76d60000 - 94720 bytes - 4110969a - file date is 8/4/2004 03:56:42
C:\WINDOWS\system32\rtutils.dll, loaded at 0x76e80000 - 44032 bytes - 411096b4 - file date is 8/4/2004 03:56:44
C:\WINDOWS\system32\rasman.dll, loaded at 0x76e90000 - 61440 bytes - 411096ad - file date is 8/4/2004 03:56:44
C:\WINDOWS\system32\TAPI32.dll, loaded at 0x76eb0000 - 181760 bytes - 411096b6 - file date is 8/4/2004 03:56:46
C:\WINDOWS\system32\rasapi32.dll, loaded at 0x76ee0000 - 236544 bytes - 411096a9 - file date is 8/4/2004 03:56:44
C:\WINDOWS\system32\CLBCATQ.DLL, loaded at 0x76fd0000 - 498688 bytes - 42e5be90 - file date is 7/26/2005 00:39:44
C:\WINDOWS\system32\COMRes.dll, loaded at 0x77050000 - 792064 bytes - 411096b4 - file date is 8/4/2004 03:56:42
C:\WINDOWS\system32\OLEAUT32.dll, loaded at 0x77120000 - 553472 bytes - 411096f3 - file date is 8/4/2004 03:56:44
C:\WINDOWS\system32\urlmon.dll, loaded at 0x77260000 - 608768 bytes - 4318e5a6 - file date is 9/2/2005 19:52:06
C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.2180_x-ww_a84f1ff9\comctl32.dll, loaded at 0x773d0000 - 1050624 bytes - 4110968c - file date is 8/4/2004 03:57:00
C:\WINDOWS\system32\ole32.dll, loaded at 0x774e0000 - 1285120 bytes - 42e5be93 - file date is 7/26/2005 00:39:48
C:\WINDOWS\system32\SETUPAPI.DLL, loaded at 0x77920000 - 983552 bytes - 411096b0 - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\CRYPT32.dll, loaded at 0x77a80000 - 597504 bytes - 41109691 - file date is 8/4/2004 03:56:42
C:\WINDOWS\system32\MSASN1.dll, loaded at 0x77b20000 - 57344 bytes - 411096e3 - file date is 8/4/2004 03:56:42
C:\WINDOWS\system32\midimap.dll, loaded at 0x77bd0000 - 18944 bytes - 411096a9 - file date is 8/4/2004 03:56:42
C:\WINDOWS\system32\MSACM32.dll, loaded at 0x77be0000 - 71680 bytes - 411096cf - file date is 8/4/2004 03:56:42
C:\WINDOWS\system32\VERSION.dll, loaded at 0x77c00000 - 18944 bytes - 411096b7 - file date is 8/4/2004 03:56:46
C:\WINDOWS\system32\msvcrt.dll, loaded at 0x77c10000 - 343040 bytes - 41109752 - file date is 8/4/2004 03:56:44
C:\WINDOWS\system32\msv1_0.dll, loaded at 0x77c70000 - 129536 bytes - 4110974f - file date is 8/4/2004 03:56:44
C:\WINDOWS\system32\USER32.dll, loaded at 0x77d40000 - 577024 bytes - 42260159 - file date is 3/2/2005 14:09:30
C:\WINDOWS\system32\ADVAPI32.dll, loaded at 0x77dd0000 - 616960 bytes - 411096a7 - file date is 8/4/2004 03:56:42
C:\WINDOWS\system32\RPCRT4.dll, loaded at 0x77e70000 - 581120 bytes - 411096ae - file date is 8/4/2004 03:56:44
C:\WINDOWS\system32\GDI32.dll, loaded at 0x77f10000 - 278016 bytes - 41109697 - file date is 8/4/2004 03:56:42
C:\WINDOWS\system32\SHLWAPI.dll, loaded at 0x77f60000 - 473600 bytes - 4318e5a5 - file date is 9/2/2005 19:52:06
C:\WINDOWS\system32\secur32.dll, loaded at 0x77fe0000 - 55808 bytes - 411096c1 - file date is 8/4/2004 03:56:44
C:\WINDOWS\system32\kernel32.dll, loaded at 0x7c800000 - 983552 bytes - 411096b4 - file date is 8/4/2004 03:56:42
C:\WINDOWS\system32\ntdll.dll, loaded at 0x7c900000 - 708096 bytes - 411096b4 - file date is 8/4/2004 03:56:36

any ideas?
Title: ok
Post by: Getter Robo G on October 29, 2005, 02:17:47 pm
This is gonna sound really wierd.... BUT...


I got the game to work sorta by copying the mod data into  the regular data folder like I did for all mods (it's the ONLY way I got fs2 open to work for me since last year)

basicly I have 2 complete sets of data one in regular, one in mod folder

in this case OLDBSG folder-Data  Plus regualr Directory -data folder

Bingo, I got into tech room but now it yells that the Battlestar has over 16 textures... WTF?  Did 3.6.7 get gimped? I got plenty of models in 3.6.6 or was it 3.6.5?) with like 30 and 40 sets of textures...

It's saying get a higher build or remap model?
Title: Orginal BSG mod calling for aid...
Post by: WMCoolmon on October 29, 2005, 02:49:02 pm
It's saying,

"For the love of God, remap that friggin' model! Think of the people with 6600GTs!!"

fs2_open does a texture pass per texture per model (additional texture passes are usually what cause large amounts of slowdown). I believe it's 3 or 4 if you include specular, glowmaps, and envmaps.

So...do the math, and you get a crapload of needless texture passes.
Title: Orginal BSG mod calling for aid...
Post by: Getter Robo G on October 30, 2005, 01:04:19 am
Thanks for the info.

Guess I will roll bak to 3.6.5 or 3.6.6 when it accepted mass numbers of textures...
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 30, 2005, 02:52:54 am
I've got a version of IPA's battlestar, where I fused all the UV mapping together into one large map...

It was also a test for my Colonial multi-part turrets.  The texture qualtiy is the same as before, it just uses one map.  If you want I can upload that too.
Title: Orginal BSG mod calling for aid...
Post by: Getter Robo G on October 30, 2005, 10:01:14 am
Oooo you made new turrets for the Battlestar? Definately want that! FOr a quick fix though I dont think the tables would be different I will alter a Uly entry for the Raider and Vipers to match weapon type and see if somewhow that fixes the problem... FSO can make some wierd bugs sometimes...
Title: Orginal BSG mod calling for aid...
Post by: Getter Robo G on October 30, 2005, 10:33:02 am
Grr, I blanked out a ships table with just the Ully and Hercules fighters and copied to both data and mod data folders and got rid off all BSG info and I got a bazillion table entry token errors... This was a test before re-editignt eh table for BSG info.

Why would that happen? What is conflicting? You would think since it is the original 3.6.7 entries that they are correct with no errors.
Title: Orginal BSG mod calling for aid...
Post by: Wanderer on October 30, 2005, 11:18:03 am
What kind of errors are you getting? And why did you put any kind of modified table to basic (non-mod) data/tables folder?

EDIT: Could you post a single example here?
Title: Orginal BSG mod calling for aid...
Post by: Getter Robo G on October 30, 2005, 11:34:32 am
Becuase FSO would NEVER work for me otherwise.... Long ago when SCP first came out FSO would always crash on me and one day out of frustration I simply did what you do with normal fs2 and low and behold it WORKED! since then for the last 2 years, and 7 seperate installs later for each project, everything still works fine until this NEW release.  I installed NEW 3.6.7 to a new drive I bought (300gb) just for modding projects and transferred all the files from the data folders and what not to the OLDBSG folder and data folders respectively.

That is when I noticed problems, to my surprise... And started to take steps to correct them.

I will try some more things later...
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 30, 2005, 01:07:28 pm
Quote
Originally posted by Getter Robo G
Oooo you made new turrets for the Battlestar? Definately want that! FOr a quick fix though I dont think the tables would be different I will alter a Uly entry for the Raider and Vipers to match weapon type and see if somewhow that fixes the problem... FSO can make some wierd bugs sometimes...


I've made new turrets for every FS2 ship as well...;)

And I hate to be a pain, but I must have deleted the pof file!:snipe:

And PCS is refusing to convert a new one :hopping: Even cob2fs2 spits out an error message.

So for now, here's the .cob object + needed textures (I haven't included weapons this time)
http://www.fileh.com/Raptor/BattlestarAlpha.rar
Title: Orginal BSG mod calling for aid...
Post by: WMCoolmon on October 30, 2005, 01:16:46 pm
Quote
Originally posted by Getter Robo G
Why would that happen? What is conflicting? You would think since it is the original 3.6.7 entries that they are correct with no errors.


I don't know. I'm pretty sure that if all you ever do is complain about it, the chance that it has of accidentally getting fixed is virtually nil. There are probably a hundred different errors that it could be.

FS2_Open does have a stricter parser than FS2, because there were people getting random crashes, because table variables were in the wrong order and FS2 tried to compensate by skipping around the table and reading the wrong values. It's a pain, but infinitely better than having some random crash that noone can put their finger on because they had the flags in the wrong position, or something.

I'd guess that this is what your problem is (Variables in the wrong order), since I think it says something about tokens.

You might try a newer CVS build, since I did a lot of work in ships.tbl and weapons.tbl to make them more modder-friendly (Making all fields optional and setting them to some semi-safe default value)
Title: Orginal BSG mod calling for aid...
Post by: Getter Robo G on October 30, 2005, 03:09:42 pm
Sorry if it sound like I was complianing (in fact it was getting so bad I was thinking of posting in the Source threads to START complaining :D ). You of all people should rememeber how I hate posting anything in there, except as a last resort, as I don't want to distract the SCP team from their works.

And guess what, on further testing it now works... The odd thing is there is now no indication why it was having those problems.

Leaving just the two entries that came with 3.6.7 it still had errors when I ran it, and then with no changes the next time it was run it worked flawlessly (except for no blinky lights on the models?)

Ah the mysteries of code...


Thanks for the link Raptor, I'll see if I get lucky.
Title: Orginal BSG mod calling for aid...
Post by: Getter Robo G on October 30, 2005, 03:44:29 pm
Bad news...

PCS:  BSP stack overflow error

Modelview:  "cancelled due to error, too many uv coordinates"

I even tried high poly cob2pof: Write access error
Soffset 58: -0.000000, 0.000000, 0.000000

 Finding BSP data
 Vcount = 9476
 Pcount = 12018
 Scount = 59
 chunknum = 59
 doing 1: Segment = 0
 doing 1: n_verts = 629
 doing 1: n_norms = 3012
 doing 1: Segment = 1
 doing 1: n_verts = 24
 doing 1: n_norms = 100
 doing 1: Segment = 2
 doing 1: n_verts = 24
 doing 1: n_norms = 100
 doing 1: Segment = 3
 doing 1: n_verts = 60
 doing 1: n_norms = 260
 doing 1: Segment = 4
 doing 1: n_verts = 275
 doing 1: n_norms = 1256
 doing 1: Segment = 5
 doing 1: n_verts = 60
 doing 1: n_norms = 260
 doing 1: Segment = 6
 doing 1: n_verts = 275
 doing 1: n_norms = 1256
 doing 1: Segment = 7
 doing 1: n_verts = 60
 doing 1: n_norms = 260
 doing 1: Segment = 8
 doing 1: n_verts = 275
 doing 1: n_norms = 1256
 doing 1: Segment = 9
 doing 1: n_verts = 60
 doing 1: n_norms = 260
 doing 1: Segment = 10
 doing 1: n_verts = 275
 doing 1: n_norms = 1256
 doing 1: Segment = 11
 doing 1: n_verts = 60
 doing 1: n_norms = 260
 doing 1: Segment = 12
 doing 1: n_verts = 275
 doing 1: n_norms = 1256
 doing 1: Segment = 13
 doing 1: n_verts = 60
 doing 1: n_norms = 260
 doing 1: Segment = 14
 doing 1: n_verts = 275
 doing 1: n_norms = 1256
 doing 1: Segment = 15
 doing 1: n_verts = 60
 doing 1: n_norms = 260
 doing 1: Segment = 16
 doing 1: n_verts = 275
 doing 1: n_norms = 1256
 doing 1: Segment = 17
 doing 1: n_verts = 60
 doing 1: n_norms = 260
 doing 1: Segment = 18
 doing 1: n_verts = 275
 doing 1: n_norms = 1256
 doing 1: Segment = 19
 doing 1: n_verts = 60
 doing 1: n_norms = 260
 doing 1: Segment = 20
 doing 1: n_verts = 275
 doing 1: n_norms = 1256

Hope this helps?
Title: Orginal BSG mod calling for aid...
Post by: Raptor on October 31, 2005, 06:49:32 am
don't ask me, all I can say is 'That's code speak'

I know I did get it converted at one time... I just can't remember how...

In the meantime I'll package up my current ingame Gaurdian Destroyer if you like.  Has no detail subobjects (or Lods) and uses a single tiled map so is VERY plain, but works well, and carries plenty of fire-power (mainly anti-fighter)
Title: Orginal BSG mod calling for aid...
Post by: Getter Robo G on October 31, 2005, 10:18:35 am
Don't worry about it. Just keep going what you;re doing ;)


Something I stumbled across in fanfic..


The Titan, like most Gunstar’s, was an extremely formidable vessel. Not as large as a Battlestar, the gunstar was much faster and maneuverable. They were designed as heavy escorts for the fleet Battlestars and, thanks to Cain, the gunstars of the Fifth Fleet had five times the firepower and armor plating of any other class of ship in the fleet, including the giant Battlestars. And, though the Gunstars only carried fifty Vipers, split into two squadrons, they made up for it in other ways. The real “TEETH” of the Fifth Fleets Gunstars were the eight Mega-Pulse Lasers (four forward and four aft), ten missile launching tubes (five on each side with six missiles per tube), and two hundred twin and quad gunned anti-fighter defense laser turrets that covered the ship.


Haven't found too many OLD ref sites with new ships, but this site has excellent neo designs that I am sure you can reverse engineer say 40 years...

http://wolfsshipyard.mystarship.com/BSG.html

Nice pics...


[EDIT]  Paydirt... a lot of these are just shapes, but it has a lot of the alternate Colonial and Cylon designs from the wargames....

http://customer.wcta.net/tollila/

Might be worth a look through the diff categories, I like how they used a look of the Greek and Eqyptian names...


l8tr!
Title: Orginal BSG mod calling for aid...
Post by: WMCoolmon on October 31, 2005, 12:29:19 pm
Getter: ask Kazan/try POFCS2, there may be some builds in the thread awhile back.
Title: Re: Orginal BSG mod calling for aid...
Post by: Getter Robo G on November 10, 2005, 07:06:36 pm
Hmm   Last I rememebr was a non saving release. I follow that thread religiously till the update to 3.0 Will search for it again later after work (had a bad cold all week and now have to get caught up with what is actually new as all my threads say new anyway LOL! (you have 50 private messages 0 are new hehe I should have had 5, now after editing I have 5 again...)

I like the new look though... (just got to get used to it... Lets just say my vision is NOT that good and leave it at that :D.)
Title: Re: Orginal BSG mod calling for aid...
Post by: IPAndrews on December 14, 2005, 08:26:15 am
I've got a version of IPA's battlestar, where I fused all the UV mapping together into one large map...


Hey I'll have it if nobody else is interested. FSOpen hates the silly amount of maps the old battlestar has. Shame the geometry is a little off on that old version. The WIP progress version in my dev directory had better geometry but I never finished uvmapping and texturing that one.
Title: Re: Orginal BSG mod calling for aid...
Post by: Raptor on December 15, 2005, 10:03:43 am
Hey I'll have it if nobody else is interested. FSOpen hates the silly amount of maps the old battlestar has. Shame the geometry is a little off on that old version. The WIP progress version in my dev directory had better geometry but I never finished uvmapping and texturing that one.

Okay, I DID have this as a .pof, but I got rid it a a while ago (it really was only a test for my colonial multi-part turrets and weapons)

PCS refuses to convert a new one :hopping:, so I can only give you the fused map, tbl entries and the .cob file:
http://www.fileh.com/Raptor/BSG/BattlestarAlpha.rar

Should work... :nervous:
Title: Re: Orginal BSG mod calling for aid...
Post by: bizzybody on October 18, 2006, 04:52:18 am
*rummages around in the old and dusty papers on the forum floor and finds this thread*

*ACHOOO!!!*  :bump:

Ah. Home at last in the Original BSG thread. :) Here's my olde contribution to Battlestar Galactica 3D modeling. http://members.ispwest.com/gregg1/oldweb/viper.html

Note that everything on there with the exception of the new one at the top was done with trueSpace 2.1a and except for the nViper was mostly re-arranging the old .lwo file I have there to download.

I finally got fed up with the non-solid lightwave object and made the nViper almost totally from scratch.

The tViper is my own creation. (Any geometry that happens to match the LWO file is because I manually duplicated it point by point.) It started from a bit of a happy result from an experiment, which I turned into the core of the tail section. Under the side shields are some pipes that I spent a lot of time figuring out how to do, then decided they needed some protection, but also had to be somewhat visible.

I like the 'old' vipers in the new series, except for one thing. Look at the 'turbine blades' inside the intake ducts. Not only do they look crappy, there's no way they could rotate! The circle described by the radius of the longest 'blade' would cut through the outside of the housing from where the 'hub' is positioned. The hub should be at least half buried in the side of the main hull.

Is the Original BSG conversion dead? Where's the forum for it, eh?
Title: Re: Orginal BSG mod calling for aid...
Post by: Raptor on October 18, 2006, 10:12:20 am
Quote from: bizzybody

Is the Original BSG conversion dead? Where's the forum for it, eh?
No, it's not dead.  Not totally.  But since there's only one person working on the TC (ie me), progress depends entirely on how I feel (if I'm in the mod for working on it or not basically)

Don't have a forum yet, since a) as stated above, I'm the only one working on it & b) I'm not sure how to aquire one!  :nervous:

This whole thread was an attempt to drum up some interest and (hopefully) get some others on board and helping me out!
Man is it an old one.  There has been quite a bit of progress since these pics.

You offering to help out then?  :nod:
Title: Re: Orginal BSG mod calling for aid...
Post by: bizzybody on October 18, 2006, 09:37:44 pm
I suppose I could do some helping out on some stuff.

How about posting some newer pics and progress data? :)
Title: Re: Orginal BSG mod calling for aid...
Post by: bizzybody on October 19, 2006, 03:15:10 am
BTW: Here's a most arse kicking Cylon Basestar I picked up yahrens ago.

One other item, the side pods on the Galactica were not open end to end. They had landing bays only at the rear.

[attachment deleted by admin]
Title: Re: Orginal BSG mod calling for aid...
Post by: Raptor on October 19, 2006, 04:43:21 am
I'm sure that I've posted these up before, but what the hell...

(http://img145.imageshack.us/img145/9927/baseship04lj4.jpg)
Cylon Hades Baseship.  Hull model IPAndrews, Textures Maudib, turrets by me.

(http://img167.imageshack.us/img167/3448/destroyersmy3.jpg)
Cylon Tartarus Destroyers.  I used half of a baseship disk to create the hull.

(http://img213.imageshack.us/img213/7569/guardian02un6.jpg)
Colonial Guardian Destroyer.  Design Todd Boyce, model mainly SteveW, texturing by me.

(http://img213.imageshack.us/img213/2831/htlvipercx1.jpg)
Mk2 Viper.  Model and texture by myself.

(http://img151.imageshack.us/img151/220/protector05ja7.jpg)
ALPHA version of the Colonial Protector Heavy Cruiser.  Design Todd Boyce, model mainly SteveW, texturing by me.

Also included (but not shown) are the Colonial Scorpion (the 6th Milluimun fighter from 'The Long Patrol') Cylon Raider and a very ALPHA form of a Cylon Attack Frigate (my own design)

I've already got all the weapon effects done, it's just geting the ships at least to an ALPHA state...  And as you can see, my texturing skills are not up to stratch... :ick:
Title: Re: Orginal BSG mod calling for aid...
Post by: bizzybody on October 19, 2006, 05:04:05 am
Good looking ships, though the fronts of the engine ducts on your Viper are too square.
Title: Re: Orginal BSG mod calling for aid...
Post by: Getter Robo G on October 21, 2006, 08:53:42 am
Bizzy, are you talking about contributing modeling skills? I have a dozen or so models that need either poly reduction or just plain old optimization due to geometry errors...

IE Warstar Helios...
Title: Re: Orginal BSG mod calling for aid...
Post by: bizzybody on October 21, 2006, 07:21:46 pm
I have trueSpace 2.1a, 3.2, 4.something and 6.5, also have 7.something but the user interface is flat out horrible and needs either dual monitors or one really enormous/high-res one.

I've had an idea for a BSG ship kicking around for a few years...

Before  the 'peace treaty' with the Cylons, the first pair of new and upgraded side pods for the Battlestars, along with the first upgraded engines, had just been completed and were in a spacedock, along with a full complement of an upgraded design of the Viper.

When the Cylons attacked, the people at the spacedock (which was away from any of the 12 Colony worlds due to it's high target value) took one of the pods, turned it around backwards* and mounted a couple of the engines to its nose. Outfitted with old turrets (the new ones had been held up in red tape, thanks to Sire Uri), fuel tanks and various other bits cobbled together, the 'Half-a-Star' was launched. :) Its first action was to destroy the other side pod, the spacedock and everything else they couldn't stap on and take with them. Perhaps they were able to drag along a couple extra engines that could be used to upgrade the Galactica and reduce its fuel consumption a bit. (Higher efficiency, more power from newer technology.)

*They still hadn't come up with the concept of a full length, fly through landing deck, relying on gravity fields to catch bad landing attempts. Even if it was fly through, one end would go between the main engines so that wouldn't be useful with the engines running.
Title: Re: Orginal BSG mod calling for aid...
Post by: Raptor on October 22, 2006, 03:47:35 am
Bizzy, are you talking about contributing modeling skills? I have a dozen or so models that need either poly reduction or just plain old optimization due to geometry errors...

IE Warstar Helios...

Got plenty of those myself.

Here is the index of pictures of models created by the man whose allowing me to use his meshes as starting points (if that makes sense)
http://www.firedragon.com/~cfleets/SWPIKS/

I'm using the following:
Protector (LOD0 almost done, Turreting done.  Needs everything else)
Defender
Guardian (Half done.  LOD0, LOD1 and turrets modelled.  Needs proper textures, debris and LODs 2+3)
Searcher
Scout (maybe as a basis for a pre-war colonial battleship)
Kiowa (partly.  It has provided insperation)

Each of his original models is in the 300,000 - 400,000 poly range :eek2:

You know Bizzy, I used that kind of idea in the BSG section of my HUGE story universe over on Fanfiction.net
'Rebuilding Hope' (http://www.fanfiction.net/s/2995798/1/)
No space battles, as it's all about character development and consillidation.

If you're willing to help, I can send you what models I have / the link for the list of SteveW's models...

Oh, and all the referance for the Viper's engine duct fronts shows them to be square :wtf:
Title: Re: Orginal BSG mod calling for aid...
Post by: bizzybody on October 22, 2006, 05:22:09 am
Not quite *that square*. The corners are rounded quite a bit. Here you can see images of the full scale props used on the show. http://www.battlestargalactica.com/outside_docs/cylonorg_doc002.htm Note that the openings are a bit taller than they are wide.
Title: Re: Orginal BSG mod calling for aid...
Post by: bizzybody on October 22, 2006, 05:33:42 am
The Basestar I attached in an earlier post has 53,390 faces, when assembled. :) It's in lightwave format and is comprised of one 'pie wedge' and a core cylinder. Copy and rotate the wedge enough times to complete the ship, add the core and you get 53,390 faces.

*checks the readme with it* The modeler's website is still there. http://www.geocities.com/hgibbens/Index.html
Title: Re: Orginal BSG mod calling for aid...
Post by: bizzybody on October 24, 2006, 02:24:03 am
If you're planning on doing Cylon voices, have a look at Cylonix (http://www.cim.mcgill.ca/~clark/cylonix.html) an 18 channel digital vocoder. Formerly shareware, Cylonix is now unsupported freeware.

Back in the day, an analog vocoder was not a very compact piece of equipment. :)
Title: Re: Orginal BSG mod calling for aid...
Post by: Pilot Of The US on November 08, 2006, 07:10:02 pm
Just wondering if this project is still going? I'd like to help out, but im not really good at much, except for editing pofs and probably basic sound editing. Also, have you guys seen Mulder's Tiger class destroyer yet?

http://www.game-warden.com/forum/showthread.php?t=1874&page=1
Title: Re: Orginal BSG mod calling for aid...
Post by: Raptor on November 10, 2006, 03:26:48 am
It's still ticking over in the background.  It doesn't help when there is only one person (me) working on it, and said person can get easily distracted :sigh:

And yes, the Tiger is going to be included :nod:
Title: Re: Orginal BSG mod calling for aid...
Post by: Colonol Dekker on November 10, 2006, 05:03:41 am
[obvious joke] This better get done soon :mad: [/obvious joke]
Title: Re: Orginal BSG mod calling for aid...
Post by: Raptor on November 11, 2006, 03:32:34 am
[obvious joke] This better get done soon :mad: [/obvious joke]

Well, you could always lend a helping hand... ;)
Title: Re: Orginal BSG mod calling for aid...
Post by: Colonol Dekker on November 13, 2006, 06:02:18 am
I can fred, and make VP's...............obviously i have 3 days left of freedom, then theres an 8 month wait,
I'm giving up xmas, new years and my.my wifes/my kids birthdays......  But i'll be happy to help after all that :D
Title: Re: Orginal BSG mod calling for aid...
Post by: Pilot Of The US on December 25, 2006, 06:07:44 am
yep, well I'm officially not doing anything for about a month...at least I'm pretty sure I'm not.
Title: Re: Orginal BSG mod calling for aid...
Post by: Getter Robo G on December 25, 2006, 11:35:56 am
I wasn't going to mention it, but since Coxxon ok'ed BTRL use of his pack I was going to ask on behalf of the TOS mod. I've been converting them myself independently for my OWN use. Mostly the ones from the rag tag fleet as half of them are from TOS anyway.

Plus I almost got the Defender in game. I think the turrets are the problem.

Geminon frighter, colonial movers, mining ship, prison barge, Celestra (the electronic ship), the Foundry ship (bulk construction), refinery ship (fuel).

Hell seems like we're only missing "The Rising Star" and the fleet is done!  :lol:

I DO however like the NEO Shuttle. I never found a TOS one I really liked, and quite frankly its way better. You just use it for people though, not enough room to store a land ram in.
Title: Re: Orginal BSG mod calling for aid...
Post by: Raptor on December 25, 2006, 02:18:04 pm
I wasn't going to mention it, but since Coxxon ok'ed BTRL use of his pack I was going to ask on behalf of the TOS mod. I've been converting them myself independently for my OWN use. Mostly the ones from the rag tag fleet as half of them are from TOS anyway.

Plus I almost got the Defender in game. I think the turrets are the problem.

Geminon frighter, colonial movers, mining ship, prison barge, Celestra (the electronic ship), the Foundry ship (bulk construction), refinery ship (fuel).

Hell seems like we're only missing "The Rising Star" and the fleet is done!  :lol:

Yep.  Nearly all the ships in the rag-tag fleet in GINO (aka NuBSG) are straight copies of the ones from the Original series.

I'f you can weddle them out of Omni's hand that would be great.  So far I've been focusing on the Colonial Military ships (and to a lesser extent the Cylons)

This TC ain't dead yet... just very close to it :nervous:
Title: Re: Orginal BSG mod calling for aid...
Post by: bizzybody on December 25, 2006, 10:51:48 pm
Why there's such problems with the shuttles is the miniature used for the Dykstraflex motion control camera shots was at least 2x as long in scale as the "full size" stage prop shuttle.

Soo the little shuttle is the properly proportioned version. The same shuttle was used in the Buck Rodgers series* and the original Viper design was also revamped for BR.

*ISTR it in the episode with the little blue guy, the nasty disembodied sword-thing in the cave and the man with a removable head. The shuttle sank in a quicksand pit- just like the plot of that episode.
Title: Re: Orginal BSG mod calling for aid...
Post by: karajorma on December 26, 2006, 05:01:24 am
Yep.  Nearly all the ships in the rag-tag fleet in GINO (aka NuBSG) are straight copies of the ones from the Original series.

I'f you can weddle them out of Omni's hand that would be great.  So far I've been focusing on the Colonial Military ships (and to a lesser extent the Cylons)

This TC ain't dead yet... just very close to it :nervous:

You've got no hope of getting hold of BtRL models before we release them officially. After the alpha leak we've been really paranoid about letting stuff get out again. Leting a whole different mod whose staff we've not vetted have access to the models is pretty much out of the question.

To be honest I still have no idea why you aren't working with the BtRL team and making this into a BtRL mod. It's not like we aren't going to build virtually every ship in TOS anyway. Our own rag tag fleet is virtually the same as yours and the TOS Raider, Viper and Basestar are all nBSG canon too. So you could instead spend your time working on a highpoly TOS Galactica and simply use that and a few new weapons effects without a massive duplication of effort.

Not to mention the fact that if you don't do it as a BtRL mod it's likely that someone will anyway cause as I said they'd only need a few mods.
Title: Re: Orginal BSG mod calling for aid...
Post by: Lt.Cannonfodder on December 26, 2006, 05:13:39 am
Listen to kara Raptor, concentrate your efforts on creating a fantastic top-quality original Galactica model which you can then port into BtRL. As kara said, no sense in doing the same work twice.

You might be interested in this: http://www.game-warden.com/forum/showthread.php?t=3073 (http://www.game-warden.com/forum/showthread.php?t=3073)

I released the lod0 of our new Colonial Movers so people could practice their texturing skills with it. It might be of use to you :)
Title: Re: Orginal BSG mod calling for aid...
Post by: Raptor on December 26, 2006, 05:35:34 am
Quote from: karajorma
To be honest I still have no idea why you aren't working with the BtRL team and making this into a BtRL mod.

Ummm... jeolousy? :nervous:  Omni appears to crank out a fully textured 15K poly ship in a couple of days, and me?  Couple of years...

It doesn't help that I can't stand GINO's plot, characters or nearly all the new ship designs.  The original Viper was class, sleek and deadly.  The new Mk 2... I'd rather not say anything.  To say nothing of the Mk 7.  First time I saw the new Galactica I thought 'What the hell have they done to her!?!'  They turned a sleek, lean vessel into a ribbed collection of bubbles.

However, I do know and understand that the above is my own opinion, and that others may and don't share my views.  That's the thing about design... it's all a matter of perspective.

I am willing to discuss a sharing of models and effort however.

And just to let you all know, I've just started trying getting the battlestar in game.  My aim is to get all the ships in at least an ALPHA version, so that all the balancing issues can be worked out, and then while missions are being built go back to the ship models and bring them up to scratch.
Title: Re: Orginal BSG mod calling for aid...
Post by: IPAndrews on December 26, 2006, 05:53:21 am
An original BSG mod wouldn't work as an extention to BTRL. BTRL has things like "realism" and "physics".  :ick: What you really need is lots of Stu Phillips fanfare music, wobbly sound effects, and Cylon raiders dying by the thousand. Oh wait new BSG has that too! :D

Raptor. If you're looking for rag tag fleet ships there are a few out there downloadable. The poly counts aren't that bad either. Sean Kennedy has a Valley Forge (Colonial Agro ship) mesh you could hunt out but you'd need to throw together a lower poly version of that.
Title: Re: Orginal BSG mod calling for aid...
Post by: Getter Robo G on December 26, 2006, 10:33:59 am
I already have them from Dk the same person who released the SG-1 meshes. (BC my home away from home almost) So your Alpha and improvements are safe.

In a few days I will be working on pof-ing the .cobs I made out of the .nif's. TGA's have to be converted to bmp's so you can work on them as cob's, but 3dexploration does that no problem (just click "save all textures as bmp" and choose a subfolder for easy organization). I then make a sub folder in there called PCX and that's the place I save the initial .pof and pcx images.

That's the process used for the alpha's of the Stargate Meshes.

The Icons can be altered with contrast and reduced in size for the shield icon display.

Status of TOS design Protector so far:
(http://i22.photobucket.com/albums/b321/Star-Dragon/colonialDefender.jpg)

PCS crashes, MV worked but when you open the pof it says "too many normals defined". Since complete it's like 7k+ poly's removing the original guns and either reattaching them as "turrets" might help, or simply use slightly lower poly ones might do the trick.

Keep in mind no one is getting this in FS2 format (or any other ship of the pack) from me anyway, unless I get the ok from DK, ATM this is a personal WIP. I am talking to him soon with feedback about the SG-1 meshes and hopefully he'll greenlight their logical use for a TOS mod.


Raptor, IP and everyone else:

   What the hell are you all going on about? This is not a race and "jealousy" has no place in modding. Like it or hate it NBSG is a blockbuster hit and is established now and that's that. Likewise TOS was a hit in it's day (and just like Enterprise MORONS drove it to an early death). TOS also deserves representation because consider, without TOS, RDM would have to "re-imaging" something else...

  :nervous: :shaking: :nervous:

   *Grabs gun* "RDM, put him down and step away from Buck Rogers, slowly!"  :lol:


[EDIT]: Sacrificial lambs sent along with update to Dave. Depending on his reaction to my paltry conversion attempts hopefully we'll get a positive response fairly soon... So do whatever it is you people do for luck, etc...

:headz:
Title: Re: Orginal BSG mod calling for aid...
Post by: Raptor on December 27, 2006, 03:50:23 am
Didn't you mean to say 'Defender' GRG, like it says in the pic? ;)

I'm not going to say why I think NuBSG is successful... If I do I'll most likely get flamed :nervous:

Nice looking Defender, except... how does it contain 11.6K ploys?  There must be a lot of small details that we can't see from that pic... or it's triangulated like crazy.

Quote from: IPAndrews
An original BSG mod wouldn't work as an extention to BTRL. BTRL has things like "realism" and "physics".  :ick:

"realism"?  These people have the ability to travel dozens of light years in seconds, artificial gravity... and they are still using bullets on their warships? :wtf:

Oh wait, you mean 'realism' as in the people on board said ships are all unlikeable drunks/egomaniacs/prima-donas/nymphomaniacs or just down right crazy.

What happened to real heroes, like Wise & Fatherly Adama, Honourable & Self-Sacrificing Apollo or Sturbuck, the wisecracking ladies man who you want to shoot sometimes but can always be counted on to get you out of a tight spot?
Title: Re: Orginal BSG mod calling for aid...
Post by: IPAndrews on December 27, 2006, 05:11:52 am
Raptor seems to have forgotten that I love 70s Galactica, which is quite amusing  :D
Title: Re: Orginal BSG mod calling for aid...
Post by: Getter Robo G on December 27, 2006, 02:52:13 pm
Yeah, hadn't eaten yet and brain farted. It's a defender... No word yet (I hate holidays!)  :D I am off till tuesday night and still bored and my armed ship now won't convert!!!

HEy Raptor, I got a RT Ikazuchi that I gto in game but now that I armed it with 54 turrets in says "Too many chunks" in modelview and PCS just crashes to desktop...

can you look at this? Do I need to start taking guns off?

http://i22.photobucket.com/albums/b321/Star-Dragon/ikazuchi.jpg

http://upload2.net/page/download/K6AUy9YYZtfE12I/Ikazuchi.rar.html
(note it's 3ds cause Axem tried to look at it and couldn't load cob so we tried lwo and one other format first and I an too tired to reconvert it to .cob again....

Title: Re: Orginal BSG mod calling for aid...
Post by: Unknown Target on December 27, 2006, 06:21:28 pm
An original BSG mod wouldn't work as an extention to BTRL. BTRL has things like "realism" and "physics".  :ick: What you really need is lots of Stu Phillips fanfare music, wobbly sound effects, and Cylon raiders dying by the thousand. Oh wait new BSG has that too! :D

Raptor. If you're looking for rag tag fleet ships there are a few out there downloadable. The poly counts aren't that bad either. Sean Kennedy has a Valley Forge (Colonial Agro ship) mesh you could hunt out but you'd need to throw together a lower poly version of that.

I don't see any reason that the original BSG couldn't fit into the BTRL mod, or at least as a seperate mod on the BTRL release.
Title: Re: Orginal BSG mod calling for aid...
Post by: Getter Robo G on December 27, 2006, 08:48:15 pm
I can see it as a sub mod, not a direct one... But that's irrelevant ATM.

  I think it's a foregone conclusion that BTRL would have been released long before this mod would be in any condition for viewing as a whole (and so small no demo would be necessary) but that's just my opinion.

I think Raptor also forgot IP made the initial TOS mod.  ( :lol:) Which provided the inspiration for us to try seperate dabblings...

It's all good though.  BTW I lost my internet since my last post and dealt with Eastern people on HP customer service line (HOLY FRACKING SHEET!) They really are stereotypes! Just like Foamy showed us when he called customer support. These people know NOTHING and it would have cost me $45.00 to talk to a technician to find the solution to an issue that I KNEW what the problem was and what I needed to solve it..

"Can't you just give me the 4 sets of numbers I need so I can get back on the internet?"

"Thank you call anytime, bye."

WTF... (Asshats)...

Comcast saved the day though (and why I go without to afford high speed (mostly, giggle) internet!
Title: Re: Orginal BSG mod calling for aid...
Post by: Raptor on December 28, 2006, 05:05:35 am
Quote from: IPAndrews
Raptor seems to have forgotten that I love 70s Galactica, which is quite amusing  :D

Huh?  How you figure that?  I know you're the founder of the BSG TOS TC.  I was having a poke at GINO.

Heck, your Galactica model is the most accurate I've seen yet!  Okay, there are still a couple of faults on the bow/head, but everybody gets that section partly wrong.  SteveW, the man whose models I'm using as the starting point for the rest of the fleet, got it quite wrong.  It fits with the rest of the shiping as he made them, but it's not really a battlestar.

@GRG: I can take a look, but I'm not really the guy to go to with bugs.  I'm a turret-master, yes, but I can't promise anything...

[EDIT]Just had a look at the posted file... Could you post the Cob as well?  The 3ds format appears to seperate all the textures into seperate objects...
Title: Re: Orginal BSG mod calling for aid...
Post by: Roanoke on December 28, 2006, 05:30:08 pm
That's a bloody site linked to earlier in the thread. I never realised how much back-story there was.

Reading this has me wondering whatever happened to Killfrenzy. I recall doing some dock paths for the Cylon Basestar (though I don't think it was ever actually used) when I first appeared as "magatsu1" and something else, but I forget what .
Title: Re: Orginal BSG mod calling for aid...
Post by: IPAndrews on December 29, 2006, 10:14:01 am
Heck, your Galactica model is the most accurate I've seen yet!  Okay, there are still a couple of faults on the bow/head, but everybody gets that section partly wrong.  SteveW, the man whose models I'm using as the starting point for the rest of the fleet, got it quite wrong. 

Most high poly models do. I think because every one is based upon another that got it wrong. I had a bloody good go with mine and based my geometry on DVD captures more than anything else. All i'm saying is beware that mine isn't right and your ref is wrong ;).
Title: Re: Orginal BSG mod calling for aid...
Post by: Getter Robo G on December 29, 2006, 08:22:56 pm
I hate posting these tangents in your thread, but I think I might have hit on something.

A lot of the models I convert come from various sources way outside the FS2 community, people just make models differently and not for our specs, I just get permission to try a conversion, 99% of the time the original modler isn't involved after that, just me.

Anyway Cobra suggested Gluing lights to all the submodels (and some of these have dozens, forget that!)...BUT I just noticed something.

I am currently working on a new Romulan TMP era vessel and am in the process of knocking off a few dozen textures (60 to 49 to 23) and in the final stages to get to 15 textures (I use the 16th as a temp slot to later turn into invisible for Trek style hull texture turrets).

In this process I make .cobs and turn them into .pofs to get all the common slots that use the same texture to become ONE slot. Then take the pof, examine what I can combine to trim off or alter and go back to .cob for editing...

LONG story short I only do this with basically KA models as it's required. BUT I do remember they also are made up of many "loose" subobjects, but after making a .pof back into a .cob they all are merged into the hull and it becomes a "Freespace2 Model"... I just loaded it up in TS and it is one object now (called Object 1)

Do you think I need to simply strip off all the turrets I added, reconvert it like it was before. and THEN make the pof back into a cob so all the "loose" subobjects are merged and then re-arm it?

Will that solve the mysterious: "Too many chunks" error? (I still don't know what that means)  ;)

Either I'm just stupid, or an unrecognized genius...  :lol:
Title: Re: Orginal BSG mod calling for aid...
Post by: Raptor on December 30, 2006, 03:59:57 am
Quote from: IPAndrews
Most high poly models do. I think because every one is based upon another that got it wrong. I had a bloody good go with mine and based my geometry on DVD captures more than anything else. All i'm saying is beware that mine isn't right and your ref is wrong ;).

Oh I'm using DVD captures too (I just wish I could find my BSG DVDs!)  I plan to combine elements from several different models to get as close to correct as I can.  The 'eye' sockets seems to be the area that is done wrong the most.

(http://img409.imageshack.us/img409/3374/battlestarscd3.th.jpg) (http://img409.imageshack.us/my.php?image=battlestarscd3.jpg)

The top one is a model made for Homeworld (using it for referance, think it was made by Maudib)  Middle one is SteveW's, and the bottom is the one I'm working on.  It started out as your's, but I've been making changes (and I plan on a lot more ;))  Please excuse the sorry excuse for texturing... :nervous:

SteveW's is impressive, despite the design flaw.  Then again it has over 600K polys... (I've heard that his latest model, don't know of what, is over 3 million! Yes, 3,000,000+ polys!?!)
:jaw:
Title: Re: Orginal BSG mod calling for aid...
Post by: Roanoke on December 31, 2006, 06:21:14 am
3 million isn't a great deal for rendering.  :)
Title: Re: Orginal BSG mod calling for aid...
Post by: IPAndrews on December 31, 2006, 07:50:43 am
Just based on the side profile SteveW's model looks way off to me. Maudib's looks better.
Title: Re: Orginal BSG mod calling for aid...
Post by: Getter Robo G on February 09, 2007, 06:23:08 am
Hey guy, I just got access back to my old HD so I'm quietly messign with stuff again.

I repof'ed your older Galactica  model and PCS worked, but when I tried to open it in MV it complained "Too many Normals defined < 30000" what the heck does that mean???

I am using the Darkhill MV updated version these days...

Title: Re: Orginal BSG mod calling for aid...
Post by: IPAndrews on February 09, 2007, 07:18:10 am
I just looked at those Galactica side profile pictures again and I'd like to revise my earlier comment. Based on the side profiles my model is the most accurate. On mine the underside of the head only has a very shallow curve. That's correct. The other two battlestars have heads where the curviture of the top is almost equal to that of the bottom. Completely wrong.
Title: Re: Orginal BSG mod calling for aid...
Post by: Getter Robo G on February 11, 2007, 11:15:04 pm
Yeah I know, I constantly reinvent the wheel... BUT, if it works for me it should work for everyone.  ;)

Huzzah! Alpha works on death,  time to arm it!
If they don't like my slight retexture they can change it later. (Kane/Muadib's mesh)

(http://i22.photobucket.com/albums/b321/Star-Dragon/cyTOSbs.jpg)





Title: Re: Orginal BSG mod calling for aid...
Post by: shiv on March 05, 2007, 10:16:51 am
On webiste of the old MOD I saw a download link. But it doesn't wokr. Could anyone upload it to a working server?
Title: Re: Orginal BSG mod calling for aid...
Post by: bizzybody on March 12, 2007, 02:36:48 am
1/2500 scale BSG ship models, to scale with the Revell/Monogram Galactica model. http://home.comcast.net/~arveymodelproducts/battlestar_galactica.htm
Title: Re: Orginal BSG mod calling for aid...
Post by: starlord on December 09, 2007, 11:50:46 am
Yay, I've been waiting for this one for a long time.

I sincerely hope it will come to end, and that I'll be able to play it one day.

Good luck continuing, raptor. All my wiches go to you.

best regards.

mike.
Title: Re: Orginal BSG mod calling for aid...
Post by: colecampbell666 on December 09, 2007, 03:27:45 pm
Kinda a :necro:

If the mod has gone this long without updates, chances are it's dead.